Deathmatch: the Bears' enclave

Nice recap B. I wish some of our Babe people would post.
 
Oh by the way you may have the Plague turn up periodically. Really cant remember what all is out there.
 
:lol:
Did anyone ever try plagues? I wonder what it does, and how it's triggered. If it goes with FP/jungle sickness, I think Niklas has a little more of that so it's all good :p
 
Looks like someone has been busy with the same idea I had, only he starts from halfway - unless he's done it all the way already ... !

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And I mapped your southern coast for dot-mapping purposes.

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Your capital's SE side needs some populated fields :) and there's still 2-3 more river spots with BG's around.
 
3 legions on the hill, how many catapults do you have again? If you have 3-4 I'll let you slowly work them down, otherwise I could send 1 or 2 guys to soften his guys up there before you get an easy kill for your elite sword.
 
I have two cats to hit him next turn.
 
Elevation is on a hill with walls, add fortification bonus and you have 100% defense upgrade for units in there. How about we just completely ignore that place?

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Here's the roading progress, as soon as I can pull him out you'll have a free road running west of M-B-P. After that I'll road the east and you can have an even faster path up.

I'm also making a galley for expanding in the middle. That is, if any useful lux is in there, which I have no doubt there is.

Your mounties will no doubt prove extremely useful up there but I'm just not sure how much we can afford to commit that way. There needs to be a pre-emptive strike defense ready for the next wave of Sumerians and mounties are the best unit at that, which anyone can field at this stage - and at all, until cavalries anyways, imo.

I'm tempted to send the boys packing and get a little dirt under their soles by pillaging around in Sumerian land but I absolutely don't want to compromise the mountain pass' security. While you have breathing room to put every shield into settlers and workers, I encourage you to do so. We'll keep the fort.

I encourage you to bring a worker (with your spears) to outpost the tile I'm protecting, 3 vision range is awesome.

I still have 2 turns of GA left, after which I'm back to slow science like everybody. That means you'll have feudalism WAY before me at your current rate. It also means you very well could keep the gold for yourself and cash-rush/upgrade everything you've got. Losing a bunch of food to put an empire up together fast will be worthwhile.
 
OK B--I sent my MW's back towards Gen_W. Without protective cover there's not much I can do going towards Niklas as you say. I have a settler on the ground and five more finishing over the next few turns.

Here's a few ideas for placement. I'd like to get a couple coastals up so we might be able to back door them with galleys. Thoughts on dotmap? I don't like some of the distances but would like those coastals...

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Right, the grid. That helps. Brb.
 
I'm sorry, I have a really really hard time working with the normal blue dots so I made a template with big idiot-friendly BG's.

Spoiler template :
CageDotterW.jpg

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I copied your dotmap on it:
Spoiler your dots :
CageDotterWWhomp.jpg

CageDotterEWhomp.jpg


And tried my own:
Spoiler my dots :
CageDotterWBeorn.jpg

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They are rather similar in the west but I thought there were really really good spots on the east side that deserved dots.

You also want to maximize the amount of tiles you can work and minimize the number of cities in which to build culture so CXxXC is doubleplusgood.

I wasn't sure whether to do 1 or 2 dots with white, black and orange. I'm leaning towards 1 for each, but I'm not sure where I'd place black and white myself.

West side:
Sayers Who has a lot of inland tiles it can work otherwise I wouldn't have put a dot on the horses. If it's too cramped, your red dot gives you horse tile access and allows me to have them :D

East side:
Dark green looked cramped, especially without water and with blue already grabbing deer. Removing it lets you move your teal up and free more space for cities on your direct S. I'm also really in favor of a city all the way East on the hill.

Either way, your iron and deer spots are probably best and least corrupt.

What do you think?
 
1) The current settler will go to 1SE of the deer. Good spot
2) Sayers Who settler will hit the horse spot which totally makes sense to get you some horseys. :D
3) Halas Hall settler will go 2W and capture potentially six bgs on the coast.
4) Ditka Falls settler should probably go another tile south of the red dot (2S 1SE) so it can get coastal I'd think.
5) Whomper Room settler will go to the spot 1S 2SE of it. Easy one.
6) Payton Place settler to the black dot near the spices. A hill going out towards Gen_W and another lux would be helpful.
 
On the settling topic, in C3C, the more cities is better: the inflation is only to your unit support ;) Economically, it's viable to irrigate and farm settlers out of new towns at some point.

So here, they have got their shiny middle-age freebie BUT I have 2 good news in my pocket.

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I probably will not bother with taking that hilly mess of a city, I'll just blockade from my end with legions and worker-built fortresses. I'll have a run at killing the enkidus that stand in my way and send over half of my stack straight into his alleyway to disrupt core improvements. I doubt I'll have much luck capturing anything but I can pillage him to the stone age. With a couple horsies, this will be a lot of fun.

And then, eventually, I'll have enough catapults to either run around him, control the middle island or just keep his troops at bay. Either solution is fine by me.
 
That's quite a stack B!! I think going right for the core and pillaging him to death makes a ton of sense. I'm starting to build as well and have 12 MW's here. I'm not sure it's enough to bust through but here's a couple pics.

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Two more settlers this turn so here are a few thoughts.

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Settling the frontline hill (defensive bonus!) would make your mounties invisible and leave them guessing as to what amount you actually have. This gets my first priority vote. Then it's a choice between river and more BG's ... your call.
 
Good point. Halas Hall goes to the river coast and Whomper Room will go to the front. There's also a river there too.
 
2

HUGE

news on the exploration side: we have found ivory, possibly incense, and a 3-tile strait towards Niklas' core. Emphasis on how huge this news is. It means you can backdoor his core with mounties by rushing a couple of boats. Meanwhile I keep him busy. Should work.
 
Yeah, but then I'd have to kill you.
 
OK I have a number of galleys going right now. I'll finish feud this turn and build a little cash for some short rushing. I kind of thought that we might be able to find a coastal route and do some damage. :D
 
B--fyi after last turns combat I moved to average after being weak to Niklas.
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