LotR13 - Well, I Guess This is Progress.
MM'ing takes over an hour spread over 2 nights.
Net result is Currency in 1 and +31 gpt. cpp1 swapped from Spear to Temple, border expansion nets pair of whales. Swap a couple builds to Horses. Our current ratio is 11 Swords to 2 Horses, and I'd like to get some more mobile MP.
We are paying 40 gpt in unit support, but 26 of that is workers. I think we can cede worker duty over to T-hawk, and know that will be in the 40's soon. I don't mind paying 1 gpt for workers in this situation. Have an internal chuckle thinking about the conniptions I would have caused had the first line of this report read: "We are drowning under unit support, so I revolt us back to Despotism." I will shadow that after Currency comes in, I just want to know what the economic comparison is at this stage of the game.
Deatvert is certainly an aggressive settlement. The cavalry is on its way, and will arrive next turn. We need the German Iron off-line, and I think we have enough units in the south to free up the Spear army to pillage. In fact, I cut the road on the German Horses on the IT, and skedaddle back to Deatvert. May not deny Biz horses, but it does prevent units in Munich from being able to attack Deatvert. The only thing that could attack are NuMercs, and that would just be stupid.
Aggie swapped to a spear, we have a lot of Cats and could use a few more warm bodies. I like the idea so much, I swap Charis to a Spear as well. This one is destined for Skyfish (I think), so we can start working a mined hill. Might as well get to 400 shields on the pre-build ASAP, and I might be able to found a couple of more cities this round and maybe push our Palace up to 600 shields.
I cannot send another unit to Bam-Bam. It is in the hands of the pRNG.
We are about a 2-1 favorite.
Other objectives on this round are to stack the workers a bit more, especially near the fronts. And I would like to build a couple of settlers this round. We'll see.
Germans have a settler pair next to JMB. Should be able to grab the slaves. Carthage has another Settler pair heading north. Couple of cat shots should do him.
Bong and kill Impi with Elite Horse, no leader.
<Return>
460 AD (1)
Well, that was interesting. Neither Archer attacks, so we'll get two shots with Elite Swords this round. In the west, the Zulu definitely have their Horses hooked up again. Have to change that.
Currency comes in. I'd like to keep a little money on hand for rushing, so ... Map Making in 6 at +10 gpt with 97 in the bank. I need money to rush the Temple at Deatvert.
Aggie gets hit with disease (will take another point next turn as well.)
Bam-Bam completes barracks, starts on a Spear.
Score Cat shot on Otto Archer, Elite Sword kills.
I'm torn on what to do with the Northern Army. The Sword army in the SW has to defend Brewster and a Worker from Zulu Horses. The Northern Army can either go for the Zulu horses or the Ottos Ivory. It can't really do both effectively. Have to think about it. In the meantime, kill Zulu Archer with Elite Sword, but that doesn't produce any new options.
Rather uninspired bombing on a German MDI. May get attacked S of Reagan next turn.
The Spear army departs in search of the German Iron.
Handy Men backtrack towards Istanbul. Can't let the Ottos have AC. We'll get another Army to hit the Zulu.
Couple of Markets are queued up, space swaps from Library to Sword. I think we need a couple of more units to completely secure that front.
470 AD (2)
Odd series of moves from the AI. I think I have to drop the Spear army back to Deatvert, the Germans have 4 MDI next door.
The 2-turn Worker factory begins at T-hawk. This requires careful watching.
Temple hurried in Deatvert, leaving 3 gold in the kitty.
Three Cat shots at Brewster red-line a Zulu Horse. Our Elite Horse charges in and ... I love it when a plan comes together! Build Army and name it Josie Wales' Outlaws. (PM request from the guy I insulted in my last turn log.
) I'm leaning to Spears again, although I have to find some spare troops. Problem is, our Elite* units are Archers.
Go 0-3 with Cats against NuMerc/settler pair. Get another try next turn. Maybe used up the bad seeds?
JMB building Barracks, as once we get the jungle cleared it will be a good city.
Frag German settler pair, put slaves to work in the jungle.
My artillery can't reach the Otto Archer pair, so lead with an Elite Horse who deftly dodges the defensive bombard and slays the top unit. Then lose an archer on offense. Kill the offending Archer with a Spear.
Score a cat shot on an Otto Archer in the East. Hit 3 of 4 at Deatvert. Now can go on offense with Elite Swords. Kill two MDI. Hit 3 cat shots on Hill near Deatvert, and am in a quandry. Can't attack anything without leaving units exposed. Maybe next turn, these guys aren't going anywhere.
480 AD (3)
Usual miscellaneous wanderings from the AI. Heh, the rushed Temple already gives Deatvert control of 1st ring tiles at Munich.
Cat shot on German Sword redlines it, our Elite Sword moves in and ... wins losing 2 HP. May lose the Sword to a reg. NuMerc on the IT, as two cat shots missed him.
Trade a Sword for a NuMerc at Aggie.
Kill a couple of Zulu around Brewster. Spear army is loaded and heads out next turn. Sword army stays on this front to defend. We need 1 more city to build a 5th army, and we need 1 more Army in the south to be secure. Lots of NuMercs running around, and we're kind of thin in the back lines.
490 AD (4)
Cannot figure out where Carthage is going? Win with Elite Sword on defense on IT. Refuse audience with Zulu.
First Market completes, at Speaker. We'll build 1 Spear then a Settler.
Kill Impi near Brewster, action has shifted to jack. Couple of Zulu Horses can attack, but they'll have to go against the Sword Army. Spear Army heads west to end these Horseman attacks.
Scratch 2 NuMercs in the south. Off Zulu Archer in the north.
500 AD (5)
Win 1 on the IT. Trio of Otto Archers in the NE. Just begging for a leader.
Off a NuMerc in the south, barely kill NuMerc escorting settler but up slave count by 2. Sword Army kills two Zulu Horses. Kill one of the Otto Archers. Make that two. And three. Really doing the MP dance here.
Barb Horse threatens ChrTh. Too late, bucko.
Map Making in 1, have to see how many Scientists I can turn to Taxmen. Well, once again even a single taxman delays discovery of a tech. Do squeeze out a couple of extra bucks, though.
510 AD (6)
Win one on the IT, bunch of other stuff enters killing zones. Map Making comes in, set course for Feudalism in 24 at +18 gpt. Just a couple of turns at that rate, then we can pick it back up. I just want more of a buffer to rush a couple sets of walls.
Would you believe ControlFreak flipped to the Ottos? I don't know whether to
or
that's so stupid.
Kill Zulu Horse, lose Sword to Otto Archer, then pRNG makes kissy faces and gives me another leader off an Elite Horse. The southern front is now stabilized, once we build a 20th city. Attack remaining red-lined Archer across river with a Spear, and am rewarded with a promotion for my stupidity.
Whack Carth Archer in the south, promote a Sword. Shuffle troops and workers. Have now assembled three jungle crews and a road crew.
520 AD (7)
Win 3 on the IT. Six German MDI are setting up at Deatvert. Very interesting IT coming up.
Clean up remaining 2 Zulu Archers at jack.
Couple of cat shots and kill Carth Archer, just for being there.
The Ottos are being real polite and not even bothering to hook up their Ivory. Doesn't leave the Army much to do. Oh, and the Ottos are two techs behind
us.
1 out of 4 on cat shots at Deatvert, lead with Elite Sword and kill 1 MDI. Fortify 4/5 Sword and hope for the best. Rush Deatvert's Walls to drop Treasury to 1 gold. Boy, do we need a 20th city.
IT - Trade a Sword for an MDI at Deatvert, as the pRNG really wasn't kind. Didn't lose the army, though. Win vs. a Barb Horse on the IT. I thought I saw a
Red boat. Have to check closely. Turns out to be Carthage.
530 AD (8)
Kill Zulu Horse, Otto Archer, bomb German MDI near walled Deatvert. 10 HP army behind walls should hold, if we don't get such incompetent artillery work again.
Finally, whack Zulu Archer in the east. The Spear army in the west is actually pillaging tiles again, as I suppose I took the scenic route to get to my target.
540 AD (9)
Win vs. MDI on the IT. Zulu are absolutely infatuated with jack.
Rubber?
Start a lousy bombardment round, missing 5 straight at various targets. Then hit 1. Woo-hoo!
Kill Zulu Archer around jack. A few things can attack there, but the Army should be healed and have artillery support. Pillaging Army in range of Horses again.
Have Deatvert connected to our empire. Pop out a settler from Speaker. Seriously affects our research time.
550 AD (10)
Only thing happening on IT was a meaningless pillage.
Oh, the Zulu know Invention.
Kill two Impi and an Archer. Bombardment round starts good, ends weak.
Final Notes:
There is a whole lot of trash hanging around Deatvert. We have a leader who can form a 14 or 15 HP Sword Army to play defense in the South, and free up the Spear army to rid us of the German Iron. All we are waiting for is a 20th city. Picture in one of the next posts with a suggested location.
Unless our Palace increases in cost, it may be difficult to sync up our Feudalism research with our pre-build. Not complicated to slow the build a bit, but I'd be very happy if 20 cities is also the trigger for the Palace going to 600 shields.
Since our two biggest cities are cranking out troops, I do like the Granary in Charis. We are now ahead of a 10-turn growth cycle in clearing squares. May also be prudent to build an Aqueduct in 6thGen.
We can be attacked on the IT, but it's all suicide attacks by the AI.
So in summary, I further wrecked our economy. We are now paying 60 gpt in unit support instead of 40. I think the kill ratio was 45-4. Next time, I'll lose more units.
We do have the possibility of founding at least two new cities on
Arathorn's turn, and should be able to start pillaging south. We'll have three dedicated pillaging armies and should hopefully be able to reduce the AI to trickles. We are also beginning to make headway on clearing the jungle.