Fox-20 -- The Harsh War

Regarding the maths, remember that only combat promotions are added to the attacker, while cover and the like are subtracted from the defender. So, in Ozbenno's example:
Gallic 6 + combat I = 6.6
Archer 3 + 50% culture + 50% hill (inherent and archer) + 50% city + 20% CG + 25% fortify (*ignored in the original calculation) - 25% Cover = 3 * 2.7 = 8.1.

So instead of the 50% odds you'd get from Ozbenno's calculation, you will only get about 20-30% in fact. I guess it could become quite expensive to go after that capital, but I'm curious to see how you will play it out!
 
@Thrar

First strikes come into play too, and are significant when we're at a combat disadvantage. (+~10%?). All swords get an inherent +10 city attack too (I assume this applies to Gaellics ...)

Two Gaellics per archer does sound like a lot of hammers when we need to defend our capital as well.
 
Got it. I'd like to play in ~10 hours.

The preliminary plan is to get a pair of units down to Monty's cap and access the situation as to whether to choke or rush, sound good?

I'd also like to find more AI locations ;)
 
We need to know (the faster the better), how safe is our immediat east and west.
For the West, it looks like there is a 1 tiles passage between inside sea and mountain (could be also a good city place), I don't now about the big western ocean, does it go all the way north ?

For the East, we need to know if there is a passage between 'crabs sea' and 'gems mountains' or if the only connection is north by the Iron.
 
The west seems pretty safe to me ... since the west edge can be seen at the ocean. Highly improbable for there to be another civ. I think we can ignore the west -- only danger is barb spawning there.

The east is the unknown. It will be very unfortunate (for monty :D) if our east is blocked out as well.
 
We need to know (the faster the better), how safe is our immediat east and west..

I agree. Committing a scout to east and west, maintaining a garrison around the capital, and choking Monty is a lot of immediate hammers though. If I do all those I may not be able to start a settler. Still tactical information does seem to take priority.
 
I played turns 47-65

We are in a very strong position, and have a great chance at pulling this off.

Upon opening the save I take a look in our capital:

slow_growth_final.jpg


While I really like all the resources in the BFC, one thing sticks out. We have a lot of tile improvements to make, and the city is currently configured for maximum production. After the 1-turn warrior I decide to queue up a 6 turn worker. I think this is the correct move because our capital is quickly outgrowing it's improved tiles -- and we have a lot of roads to build.

The choice of pottery looks good -- research it. Agriculture is partly done by the end of the set.

I quickly manage to get the southern scout inserted into the digestive tract of a large, furry omnivore:

scout_eaten_final.jpg


The warrior scouting east spots an interesting sight:

red_border_final.jpg


An unguarded goodie hut, right next to a red border :eek: I'll take it, giving me another warrior. This extra warrior crosses the thin red line, finding Tokugawa of the Japanese. While scouting the Kyoto terrain my new warrior gets attacked by two archers, he dies to the second one. First blood is soaking into the frozen ground.

Later in the set I move our woods II warrior back into Japan to pillage a camp, and take a small chance:

steal_work_pillage_final.jpg


A free worker:D The following few turns all Japanese improvements are pillaged. There are currently two archers in Kyoto.

Shortly before this that annoying archer sent by Sitting Bull finally is dispatched by our first Gaellic:

sitting_arch_f.jpg


On turn 65 I finish the second Gaellic in our rapidly improving capital:

inside_cap_final.jpg


This is where I stop as we need to decide where to send these fellows.

Now for the really good news:

To the west we see:

east_clear_f.jpg


The edge of the world, and an unbroken chain of mountains cutting off the northwest from Monty's area. All clear here.

In fact all ground troops must pass through two narrow regions:

First Gap:

gap1_f.jpg


Second Gap:

gap2_f.jpg


This is just fantastic news as it means we have only two *very* short fronts :goodjob:

I think we should kill Toku, as his capital is neither on a hill, nor is it Holy. We may need only 3-4 gaellics to do so, but they do have a long walk.

A few final notes about the game (and to the next player):

-We are still not in slavery -- such a rich BFC means that whipping off of 4/2/0 tiles is too painful at the moment, still we will want to switch soon.

-I weighted our EPS evenly against Toku/Monty to keep an eye on their power.

-The two workers in Bibracte both finished their jobs. I was thinking of mining and connecting the gems next -- the commerce is great and we'll soon need the happy as well.

I'm new to the SG world so feedback would be great, especially on ways to improve the turnset report :p

Roster
- GreyFox << looking for his 7th whip
- Ozbenno
- r_rolo1 << ?? :dunno:
- Olodune << just played
- Jabah << up
- berserks01 << On deck


Save attached.
 
Well , good to know we have a good defensible front. but I'm not so keen of attacking Toku: he's pro and and when we get there we may have a nice force of 4-5 pro archers waiting for us.

I'm still for founding a city near the south furs and prepare a full scale assault tuo Monty while pinning toku down with woodie
 
Protective archers are far less intimidating than hilled archers (because of tile defense + inherent archer bonus). Also Toku doesn't have Holy city culture.
 
Great report!

Not sure we can take Toko down at the moment but definately we should throw sets of Gallic Warriors mixed with an axe or two and pillage the AI. If we deny them horses/metals we should be able to lean them up easily with the advent of catapults.

Once we mine the gems we have a happy cap of 7, which is great.

We should look at a city on the southern front and try and find the rest of the parties.
 
In fact, I am dismayed by the fact that the gem is still not on line by the end of the third set. It would have been my top priority after copper. Fortunately, the huts provided for our lag in research.

The map is indeed fantastic for us. Ideal for Boudica, two narrow passes. Let's see if we could do better than the real-life Boadicea who failed to actually break through the passes ...

--
 
In fact, I am dismayed by the fact that the gem is still not on line by the end of the third set. It would have been my top priority after copper.

I'm going to politely disagree with you here. After the copper was hooked up we had only 3 surplus food, working the gem mine then would lead to growth stagnation. By the end of my turnset (only 18 turns on Epic) we have 7 surplus food, easily enough to work the mine.

Additionally, hooking up the mine requires 2 roads (one on tundra and a hill) as well as clearing the forest and mining the tile. Building a few camps first is much less worker-turn intensive.
 
Point taken, it is early growth vs early commerce. I think both are valid, baring a painstaking modelling using Excel ;), it is hard to say which is better. (But, although it is entirely a trivial technicality, I must point out that I never say we need to hook up the gems. The important factor is the commerce, not the happiness, yet. So roading is not necessary,)

On the other note, Jabah is late with the pick-up :trouble: .... I have a reputation of running 24/48 SGs ... in mins, not hrs :eek: ... so there you go, I usually bump the roster when you are few minutes late :lol:.

Roster
-- GreyFox
-- Ozbenno
-- r_rolo1
-- Olodune
-- Jabah or Berserks == whoever post a Got-it first wins

--
 
I'll give Jabah a few more hours before picking it up.
 
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