KoS2 - There can be only war

Pre-turn

Set EPs to WK.
Set slider to 0% until we are ready to go all out for alpha.

Kish: :whipped: a spear.
Uruk: switched to fish
Eridu: started a lib to whip next turn. Nice suggestion Kossin. (I was a little worried about our defense at kish. I considered starting a new unit (vulture? Spear?) to 2-pop whip, but decided to stick with the library plan.

Switched cottage worker to roadie.
Started an archer back towards kish, only to run into a barbarian archer!
kos2-800b-arch.jpg


775 BC
We survived barb archer. Shaka sends out an archer to meet us.
kos2-775b-arch.jpg


I considered attacking his archer with the vulture, but it has only 28% chance of victory, so think better of it. Instead, I retreat injured worker north.

Meanwhile, on the western front:

Saladin moves onto our mine.
kos2-775b-sala.jpg


Eridu: whip lib
Kish: would like to whip another spear, but can't. :( I content myself with starting another archer.

750 BC

Good news is: we survived.

kos2-750b-sala.jpg


Kish: Whip the archer.

On the eastern front, I fortify-till-healed the injured archer in a neutral forest. I expect Shaka to attack him next turn, but odds should favor us due to promotions and terrain.
kos2-750b-arch.jpg


725 BC

We meet Elizabeth from the east. Another friendly face.
kos2-725b-eliz.jpg


Shaka does attack our archer. We lose. So much for that theory.

Saladin brings more troops our way. All told, it's 2 spearmen, 2 chariots, and 2 axemen. For this reason, I decide to make another archer in Kish rather than resuming work on the settler.
kos2-725b-sala.jpg


A couple more vultures are also on their way north.

Meanwhile, I put uruk on 2 scientists to delay unhappiness. Also MM a couple towns to get units faster.

I start roading towards the elephant nearest Eridu (which pops borders in 4 turns)

700 BC
Not much. Archer completes. Rather than growing into unhappiness, I let it work one turn on the settler. I am very conflicted about this, as further armies from Saladin could make this a foolish idea.

675 BC

Saladin attacks again. Kinda. For some reason, he sent two units (axe and chariot) to attack Kish, lost both, then sent his other units elsewhere. I am a little confused by his actions. Where are they going?
kos2-675b-sala.jpg

Should I keep on the settler in Kish, or switch to an archer? Or something else? I am totally mystified, but decide to stick to settler, since no new troops from Saladin have appeared, and my reinforcements are coming up. Besides, if we let Kish grow, it will enter a state of long-term unhappiness -- we can't 2-pop whip something since it is too small.

Meanwhile, I use a vulture to attack a barbarian spear near Eridu. He wins, but takes far more damage than expected. Well, I will send him to Eridu to guard and send Eridu's current vulture north.

650 BC

Not much, still. Shaka is walking another archer out, but there is not much we can do about it.

625 BC

Again, not too much. Saladin's wandering spear steps off it's jungle-hill, so I take the opportunity to kill it with a vulture coming up from the south.

Start working on elephants with 2 workers.

600 BC

Not much.

575 BC

kos2-575b-ivory.jpg


550 BC

Got settler in Kish. Also got

kos2-550b-gs.jpg



Stopping my turn here.

Here's relations:
kos2-550b-relations.jpg


Here's maps
Spoiler :

Nothing else from Saladin. He is keeping his 3 units put.
kos2-550b-sala.jpg


I don't think Shaka has really broken the choke, but his archers started wandering a bit while I was getting attacked by Saladin. I didn't see any settlers escape.
kos2-550b-shaka.jpg

 

Attachments

:whew: Nice! Looks like we got a few lucky breaks and a few bad ones, but the lucky ones came when it counted:thumbsup:

Techs
Looking at WK's tech path, should we switch from Alphabet to math? He's going at Alpha in 27, we will get it in ~8-9 turns. He wouldn't have a monopoly, Saladin's already got it.

If we do decide to do go for math, should we bulb it? It would take 65 turns for a settled GS to make back the beaker cost of math, and we could then move onto construction for the elephants and catapults for Shaka:trouble:
I think we should bulb it and start work on construction. One of our allies will research Alphabet sooner or later (by bet is Lizzy first) and then we should probably be able to get it for math.

The choke
Should we consolidate our three choking units? At the least I think we should move the vulture onto the forested hill 1W for the extra 50% defense.
I know that would free up the pigs, but would Shaka have the guts to move a worker out with archer protection?

Settler
I think we should wait 4 turns for the archer to be completed then go out with an archer, spearman and vulture. It looks almost like Saladin's trying to choke us! The gall of it!
 
Nice set :goodjob:

Uruk... we'll need to 2-whip something once it grows. Worker is my prefered choice here. Work the clams instead of spice?

Eridu... looks fine

Kish... also fine. Good job on settler

Scientist settle definitely, it just so much better long time.
Finish Alphabet, we'll get it first and we'll have the ability to build research and to trade for a few things with WK (Sailing for certain/Masonry perhaps) and likely IW or even Maths from SB. Bump the slider to 100%.

re Sal's units:
The odds weren't good enough for them to attack. If we move a few units to the mine, they should attack and suicide (Archer,2 Vultures?). Now they seem caught in between 2 scripts?
Unit upkeep is a bit crushing right now... we need that gold city to help. At the very worst it'll be razed :p
We've got 2 archers in Kish so 1 can move out with 2 vultures/maybe spear. Move them on the hill and wait for the settler to see if Sal attacks.

Choke: agree to move Vulture, but we might need another Vulture in there to ensure the settler doesn't move.

Can the next player add signs for the dotmap on the save?

GG: we'll probably get one soon. What should he do? I think settling in Eridu best as it is our best unit pump imo.

1. kossin - On deck
2. mfie
3. Stochastic
4. mjg5591
5. cripp7
6. Meerk - Just played
7. The Simple Mind - UP!
 
Uruk... we'll need to 2-whip something once it grows. Worker is my prefered choice here. Work the clams instead of spice?
Yea, I had some funny choices for tiles to work here. I remembered a suggestion that we not :whipped: before we got the GS. So, I was trying to avoid growing to unhappiness too soon.

Scientist settle definitely, it just so much better long time.
Finish Alphabet, we'll get it first and we'll have the ability to build research and to trade for a few things with WK (Sailing for certain/Masonry perhaps) and likely IW or even Maths from SB. Bump the slider to 100%.
:agree: Settle. We were close to being able to go 100% for alpha during my turn, but it looked like we might be a touch short. With the GS settled, we surely can.

Unit upkeep is a bit crushing right now... we need that gold city to help.
Hmm, did I overreact and build too many units? I kept expecting another bunch of them from Saladin. :eek:
 
:agree: Settle. We were close to being able to go 100% for alpha during my turn, but it looked like we might be a touch short. With the GS settled, we surely can.

When I looked at the save I think we were 3 turns away from 100%ing alphabet, so you might well be right, though I haven't calculated it out with the GS.

Hmm, did I overreact and build too many units? I kept expecting another bunch of them from Saladin. :eek:

Eh, I figure better safe than sorry, we can always use the units to kill things!:p
 
Nice set :goodjob: :)

Techs
Looking at WK's tech path, should we switch from Alphabet to math? He's going at Alpha in 27, we will get it in ~8-9 turns. He wouldn't have a monopoly, Saladin's already got it.

If we do decide to do go for math, should we bulb it? It would take 65 turns for a settled GS to make back the beaker cost of math, and we could then move onto construction for the elephants and catapults for Shaka:trouble:
I think we should bulb it and start work on construction. One of our allies will research Alphabet sooner or later (by bet is Lizzy first) and then we should probably be able to get it for math.
I dont think its worth bulping it. We wont get much techs out of it anyway, defenitly not enough to make the bulb worth

The choke
Should we consolidate our three choking units? At the least I think we should move the vulture onto the forested hill 1W for the extra 50% defense.
I know that would free up the pigs, but would Shaka have the guts to move a worker out with archer protection?
I dont think the AI moves workers with protection. He will move the worker out if no unit can attack him in 1 turn. So your idea sounds good.
 
An idea which just came to mind...

The Vulture in Eridu has 5 exp...

We could promote him to Woods II and use him to steal workers from Shaka by moving units away from the Pigs
 
;)

The Simple Mind hasn't had any activity for the past 3 days, hopefully he can give us a sign soon of a pickup/play time.
I know Christmas is near... does anyone want to take a few days break?
Myself, I'll be away during Dec 25th-27th, so I'd rather like to get my next turnset before leaving :)
 
Well as a university student, the break actually ends up with me having more time on my hands rather than less, so either way is fine for me.
 
Soory about the silence guys, been away for a few days. I've "got it" and I'll play & report by Tuesday night GMT. I'll have a read over the last couple of pages to refresh and post any questions I have.

TSM
 
No problem mfie. I hope you have happy holidays. Should we maybe skip you for this round?
 
IHT – 550BC

Settle GS in Uruk. ABCs now 13 turns at 0% (+6:gold:/turn) or 5 turns at 100% (-16:gold: / turn). Up slider to 100%.

Promote Eridu’s vulture to wood II to be moved to Ulundi to hopefully capture some workers.

Kish – move three vultures & 1 archer on to the mined hill & fortify. Let’s see if Sal attacks.

Turn 94 – 525BC

Uruk: Vulture > Worker

Unfortunately, Sal doesn’t attack so move two of the vultures NE onto the grassland hill to see if he has aby reinforcements coming. Interestingly, Shaka now has 4 archers west of the pigs. But the two workers and settler are still in the city.

Turn 95 – 500BC

Sal attacks the two vultures:

KoS2-Turn95battles.jpg


and the axe & chariot are still at full strength. Attack the chariot with a vulture at 90% and win. Attacking the axe has less than 30% success.

WK was 26 turns to ABCs but disappointingly he must have got them from Sal (probably for IW) as he proposes this deal:

KoS2-Turn95WKdeal.jpg


I accept. Hopefully we’ll be able to trade ABCs to Liz for IW.

Eridu: Vulture > Vulture
Uruk: 2 turn whip worker to get rid of the unhappiness

Shaka sends his archers back home.

Turn 96 – 475BC

Uruk: Worker > vulture

Sal attacks our wounded vulture and succeeds. Another vulture successfully attacks the wounded axe at 99%.

Another couple of xp for our woods II vulture as he kills one of Shaka’s archers. Only 3 more until woods III.

Turn 97 – 450BC

Kish: Archer > barracks

In between turns Shaka attacks our vulture on the pigs. Our brave vulture kills 2 archers but finally succumbs to the third archer's assault.

Turn 98 – 425BC

And now we know:

KoS2-Turn98ABCs.jpg


I select maths. Start building research in Uruk.

The tech situation:

Kos2-Turn98Techs.jpg


I accept this deal from Liz:

KoS2-Turn98LizDeal.jpg


Send another vulture to Ulundi to keep the choke intact. The settler & workers are still in Ulundi.

Gernimo is born due to our vulture’s valiant efforts the previous turn. Settle him in Eridu.

Turn 99 - 400BC

Lagash settled. Re-arrange some tiles so that we are break even. We need to get those golds online asap.

WK has a sword & 3 archers 2N3W of Ulundi. Hopefully, they will help with choke. Shaka still hasn’t move that settler.

Turn 101 – 350BC

Herodotus likes our culture:

KoS2-Turn101Culture.jpg


Not bad for this stage in the game.

Turn 102 – 325BC

First gold online now at +8 / turn at 0%.

Turn 103 – 300BC

Agreed open borders with Liz.

A short set as I’m stooping here as my time has been cut short by the bad weather. Need to go and dig the cars out from the snow.

Cities:

KoS2-Turn103Uruk.jpg


KoS2-Turn103Eridu.jpg


KoS2-Turn103Kish.jpg


KoS2-Turn103Lagash.jpg


We have 4 workers at Lagash readty to road & pasture the cattle when the borders pop next turn.:gold:

Techs:

KoS2-Turn103Techs.jpg


It was a pity WK got ABCs just before we did and we haven’t been able to get anything for it. I selected maths for the construction > elephant > catapult route. If we are looking to trade with Liz & SB, would we be better researching aesthetics or currency?

Shaka still hasn't moved the settler or workers. So the choke seems to still be intact.

TSM
 

Attachments

Looks like a nice set, :goodjob:

Good, we know all AIs now.

Our partners SB, Liz and WK are all at war with each other. Fortunately, only Liz is WK's worst enemy.

I think we can get our hands on Mathematics possibly via trading. In the meantime, I think we should get Priesthood (Ziggurats) which opens up Monarchy trade. It shouldn't take too long to get Medi+Priesthood, but maybe we can trade for Maths after that if someone else gets it.

Currency is more pressing than Construction/HBR as without enough commerce, we can't support an army. I think we have good odds of stealing HBR from WK rather than research/trade for it.

As usual... a few things.
Let's get those lighthouses up in the first 3 cities.
Kish will need to add a Library to ensure we keep the cow from WK who has just got his 2nd border pop.
Sorry, I don't know why you moved 2 Vultures alone while there was a Chariot in range.. adding an archer would have likely changed results quite a bit. Doesn't matter though, we seem to be quite fine.

1. kossin - UP!
2. mfie - On deck
3. Stochastic
4. mjg5591
5. cripp7
6. Meerk
7. The Simple Mind - Just played

I'll play either tomorrow evening or on the 24th as I'm out of town on 25-27th, so get your ideas in before then!
 
Nice set. Seems like we are doing pretty well on the choke, and also have no sign of further trouble from Saladin. :D

I feel a little blind right now. It would be nice to get more exploration in, particularly in the neighborhood of Saladin. If we put some units in a Korean town, can they be attacked by Saladin? Do we get, for example, town defense bonuses for an archer? If so, it would be appealing to post an archer somewhere to give us advance warning of any future attacks. Alternatively, maybe we should just build a couple of spies and send them out to see what's going on. We will want them for :espionage: on WK anyway.

For tech, I have mixed emotions. On the one hand, my inclination is towards the currency/COL line (along with adding the cities we had on our dotmap). On the other, it may be paramount to take down Shaka before he breaks the choke.

I am going to be available during most of the holidays. If anyone wants a swap, I am happy to do that.

Meanwhile, :xmassign:, and :newyear: everyone.
 
^^ Agree for the most part. Scouting is a must here. I'd like to see what's west of WK and what's east. Maybe a wb would give some info...
I don't know about friendly cities bonus for units, I'll check it out in a bit. EDIT: It works. Archers in WK's cities will get the city bonus.
CoL isn't high on the priority list... Ziggurats come with Priesthood.

Shaka won't break the choke with Vultures roaming about so no need to hurry to kill him. Let's fix the economy first and then worry about pointy sticks.

Getting a spy(ies) out would be good for future steals yes.

Guess it'll be a whipping round. I'd like an extra worker also :D
 
Back
Top Bottom