Full Monty

mmm... both indigo and green had spare phants... This would take some work to get them traded and get techs but in theory we could have our own elpehants... Not like these would make great defenders agaisnt anything but HA...
 
We can't tech HBR and construction in time.

edit: I assume we already settled the GG... otherwise, or when we get the next one we should consider making a super-defender... I can't believe I'm actually saying this :lol:
 
I'd rather have a sucky super-defender and keep the city than just lose the city. Further discussion is not going to lead far, you should play until the DOW so we can really plan our midgame. Good luck :)
 
I'd rather have a sucky super-defender and keep the city than just lose the city. Further discussion is not going to lead far, you should play until the DOW so we can really plan our midgame. Good luck :)

yeah, better we get thing moving...
 
Well thanks shyuhe, that didn't work at all :p

We're at war again, but it doesn't look too bad so far.

We have some unhappiness issues but that is due to losing the Wine deal.

Spoiler :

Traded for Alphabet ASAP.


This deal might look controversial but as my scouting was reporting Indigo troops moving west and White resources available, we really needed Sailing to keep trade routes after the war begun (we have access to white!). The risk of White acquiring one of the techs made me trigger the trade as the chop came in to the Walls in Gems.


Troops starting to mass...


We got back our pigs!


+1 health, thank you. Hopefully we can get some more trades going to keep him within a trading mood.


WAR! Lost the exploring chariot as he was bumped out.


Monty's stack. I saw 2 more War Elephants in his borders so we should expect those and more sometime in the future.


The settler is ready to found a peace city.


Tech situation... Indigo is fast since he got Currency. The Philo bulb might be a bit late I fear.


Our garrison.


Should hold the first wave without too much trouble. I should have added more spears =\

The last problem is for reinforcements. I highlighted the 'Danger' tiles, as you can see no 1-move unit can make it to the city without being hit by a HA. Looking back, a road on the grass hill below and another to the city would have been much needed - bad me.
 

Attachments

Hmm... :hide:

Roster
-------
shyuhe (on deck)
mystyfly
bbp
kossin
soirana - UP!

I'd consider moving troops out of gems to bait indigo into suiciding his initial stack against our units. If you reduce the number of units in the city to the number of attackers + 1, I've found the AI much more willing to suicide. Those catapults are going to be a problem though. So we just have to get enough war success to bring indigo to the table, then give him that junk city for peace...
 
Hmm... :hide:

Roster
-------
shyuhe (on deck)
mystyfly
bbp
kossin
soirana - UP!

I'd consider moving troops out of gems to bait indigo into suiciding his initial stack against our units. If you reduce the number of units in the city to the number of attackers + 1, I've found the AI much more willing to suicide. Those catapults are going to be a problem though. So we just have to get enough war success to bring indigo to the table, then give him that junk city for peace...

we need to decide tech path. Masonry?
or drama towards bulb?

i fear masonry must happen
 
Masonry is done.

I went Alphabet(trade)-Masonry-Mysticism-Mathematics(trade)-Sailing(trade)-Meditation(trade)-PH.

Drama sounds about right.
 
Can't see the save right now but from the report and pics I must say it looks quite good. We have plenty of defenders.

Since we got maths in trade we might wanna tech currency with the 2 prereqs instead of drama for philo bulb. Without trading partners, philo is not appealing, and without trade routes (in case of another DOW) currency doesn't help much. I guess philo is better than currency but we could use that GS for the academy...

Looks like quite some PITA to find out where we get the road bonus and where indigo gets it... gotta be really careful there. Not sure about suiciding; monty has quite some attack courage but he'll most likely spend a few turns bombarding anyway... odds for counterattacking suck, I guess? Would be nice if we managed to pick up HBR in trade to get some withdrawal HAs to kill the cats...

Dang, I'm sure by the time it's my turn, all the interesting sets are played... :hammer:
 
Can't see the save right now but from the report and pics I must say it looks quite good. We have plenty of defenders.

Since we got maths in trade we might wanna tech currency with the 2 prereqs instead of drama for philo bulb. Without trading partners, philo is not appealing, and without trade routes (in case of another DOW) currency doesn't help much. I guess philo is better than currency but we could use that GS for the academy...

Looks like quite some PITA to find out where we get the road bonus and where indigo gets it... gotta be really careful there. Not sure about suiciding; monty has quite some attack courage but he'll most likely spend a few turns bombarding anyway... odds for counterattacking suck, I guess? Would be nice if we managed to pick up HBR in trade to get some withdrawal HAs to kill the cats...

Dang, I'm sure by the time it's my turn, all the interesting sets are played... :hammer:

ha odds against phants suck anyway. Any other ideas beside stuff city with defenders?
 
Looks really good, kos :thumbsup: We're well prepared to stand our ground.

Like I thought, there's only 1 phant in this stack. We should be able to kill the whole stack with one suicide vulture. Also, we can kill the stray HA, AIs aren't likely to counterattack with 2MP units only and one spear + archer should make sure he doesn't try it. If we kill all those unit with 1 suicide and maybe 1-2 other casualties, we're on a good kill ratio which will help getting peace soon.

About tech, are there other opinions than drama for philo bulb? We'll get 2 nice trading chips we surely can use.

I see there is another WB in queue in eridu; is it supposed to sail around the coast down south as a scout or is it for some (future) city?

No point settling "peace" city just yet, as long as we can't talk to indigo anyway. Build priority should be zigs where upkeep is growing, we have plenty of units (and pay enough for them as well).

The game is really starting to look how I hoped it would :lol:
 
Looks really good, kos :thumbsup: We're well prepared to stand our ground.

Like I thought, there's only 1 phant in this stack. We should be able to kill the whole stack with one suicide vulture. Also, we can kill the stray HA, AIs aren't likely to counterattack with 2MP units only and one spear + archer should make sure he doesn't try it. If we kill all those unit with 1 suicide and maybe 1-2 other casualties, we're on a good kill ratio which will help getting peace soon.

About tech, are there other opinions than drama for philo bulb? We'll get 2 nice trading chips we surely can use.

I see there is another WB in queue in eridu; is it supposed to sail around the coast down south as a scout or is it for some (future) city?

No point settling "peace" city just yet, as long as we can't talk to indigo anyway. Build priority should be zigs where upkeep is growing, we have plenty of units (and pay enough for them as well).

The game is really starting to look how I hoped it would :lol:

not sure about our atacking odds. The whole stack is on jungle hill [why the hell it is unchopped is beyound me.]

I also think we have enough of scouting workboats already. Migt as well delete some exsisting.
 
Well, odds against HAs are 50%, and once the WE is injured he can be killed easily. Its a gamble I would take. If we don't our city will be under siege for several turns, tying our resources and slowing down developement. I'd take advantage of the still very small attacking stack. There could be much bigger stacks, and then we can't do anything but hope to hold out...

Don't remember exactly but we'll really want one WB scouting up north (which I recall to be close to indigos eastern border) and one scouting down south.
 
Well, odds against HAs are 50%, and once the WE is injured he can be killed easily. Its a gamble I would take. If we don't our city will be under siege for several turns, tying our resources and slowing down developement. I'd take advantage of the still very small attacking stack. There could be much bigger stacks, and then we can't do anything but hope to hold out...

Don't remember exactly but we'll really want one WB scouting up north (which I recall to be close to indigos eastern border) and one scouting down south.

WE HAVE TWO WORKBOATS scouting already. Down south has problem in green closed borders.

Personally i would delete southern one immediately.

And yes, attacking is probably a good option, problem crIII vulture does not have 50% odds against CII HA. On other hand afraid if we do not take out this stack it will be reinforeced which eventually will lead to bigger losses.


Any opinions about building Paya [partial/full]?
 
Looks really good, kos :thumbsup: We're well prepared to stand our ground.

Like I thought, there's only 1 phant in this stack. We should be able to kill the whole stack with one suicide vulture. Also, we can kill the stray HA, AIs aren't likely to counterattack with 2MP units only and one spear + archer should make sure he doesn't try it. If we kill all those unit with 1 suicide and maybe 1-2 other casualties, we're on a good kill ratio which will help getting peace soon.

About tech, are there other opinions than drama for philo bulb? We'll get 2 nice trading chips we surely can use.

I see there is another WB in queue in eridu; is it supposed to sail around the coast down south as a scout or is it for some (future) city?

No point settling "peace" city just yet, as long as we can't talk to indigo anyway. Build priority should be zigs where upkeep is growing, we have plenty of units (and pay enough for them as well).

The game is really starting to look how I hoped it would :lol:
Not worth risking our troops, there are more enemies coming. Anyway, if Monty suicides that solves our problem... if he keeps bringing in reinforcements then we may have to.

When I picked up the save the first time, the goal was to settle 2~3 cities. The south wb was for the fish for the first settler. The N workboat was meant for exploration so I started a new one for the third settler.

Whatever spare hammers we get can be used on either settlers/building science.

not sure about our atacking odds. The whole stack is on jungle hill [why the hell it is unchopped is beyound me.]

I also think we have enough of scouting workboats already. Migt as well delete some exsisting.
I debated whether to chop it or not early on but remembered shyuhe saying we might want to park some units there to encourage Monty suiciding. Anyhow, as time went by I didn't want to risk workers in case Monty would declare early.

If anything delete the northeast workboat. He's dead meat anyway.

WE HAVE TWO WORKBOATS scouting already. Down south has problem in green closed borders.

Personally i would delete southern one immediately.

And yes, attacking is probably a good option, problem crIII vulture does not have 50% odds against CII HA. On other hand afraid if we do not take out this stack it will be reinforeced which eventually will lead to bigger losses.


Any opinions about building Paya [partial/full]?
I hope you mean delete east workboat. The other is for the fish city when we can manage to spare 100 hammers.

If we wait 1 turn, we will know if Monty suicides or bombards. There will be a few more units in the stack but not that much (the troops I saw last turn were ~3 turns away).

We can try shyuhe's trick of reducing the number of units in the garrison to encourage a suicide as well.

If we do decide to attack the troops then we'll need a Medic unit to heal fast.

Spare hammers on Paya will be useful for research. Pretty sure we can't get it though as SoZ is already gone, meaning someone out there knew Aesthetics before us.
 
Spare hammers on Paya will be useful for research. Pretty sure we can't get it though as SoZ is already gone, meaning someone out there knew Aesthetics before us.

Paya was built on next turn so i could not even try putting hammers in it. I am more or less playing it now...

As far as extra cities go.... The question is not hammers, the question is if we can afford killing our slider deeper on.

It is not a game there land will drag you out of problem. Well maybe if you cottage all up. Maybe...
 
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