PH09: The King and We

I think we have to cut off his road on the NW so that no archers can come that way, and also reduce the pop in Orleans, and then keep whipping troops from Tenochitilan -- Orleans cannot prod archers faster than we can. In 10 ~15 turns, Orleans will be ours.

Yeah, Tours _should_ be razed.
 
that means its my turn, i got it. I will play tomorrow.

as we are at war we have to play 10 turns right?

I will try to build an army the way grey fox said, i will have to take a deeper look at his instructions (whipping must be done even before 15 turns passed right?, just building archers with overflow right?)

i have to get some sleep now, see you tomorroooowwwww
 
nice turns beserks, but, as you may have guessed, you must be :whipped: for Tours ~ blech! what a city! I would even say way leave it undefended and try and take it again further on down the line.

Fox has the straight goods: cutting off the roads to Orleans will help us a bit for now. Also, while we're waiting for more troops w/which to take Orleans, I wonder if we could take Lyons, NW of tours, let Orleans wither on the vine.

@ Crotazzo: play it by ear regarding the number of turns. If the war's going slowly, and even 10 turns feels like a lot, just play the 10, but if not, feel free to play 15 :goodjob:
 
Berserk, u posted the same save that grey left. Please check ur save and post the new one
Uhhhhh .... oopppsss? What can I say, :old: gets to ya.

I'll post the correct save later tonite. Sorry for the delay.
 
And here is the coveted save.
 

Attachments

Hmm maybe if you leave Tours undefended, it might lure 1 or 2 or Orleans defenders out to take it
 
Hmm maybe if you leave Tours undefended, it might lure 1 or 2 or Orleans defenders out to take it
there's an idea ~ and i'm not convinced Lyons will be as defended as Orleans, being farther back from the front.
 
I never say Lyons would be as defended as Orleans, I say it won't be significantly easier to take vs Orleans. Both are +30% culture, on hill with 3 archers in my turnset. Yeah, it may take us say 10 attackers to take Orleans and only 7 to take Lyons. Does that means we should move our forces at Orleans all the way to Lyons? and then what? Spend even longer time to build up a force capable of taking Orleans?

I maintain that the most optimal approach now is to continue the siege on Orleans while adding more attackers there, and meanwhile, a pair of Jag and Axe go pillage the whole of France, including Lyons ... (as long as Nappy is without metal or horse, the pillagers would be unopposed).

#Crotazzo: Pardon me ... but what is "AD to DC" years?

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Well, played 10 turns...
Its sad the way our empire is. In my opinion this game will be a loss in around 100 turns form now.

We are in a war we have nothing to gain, noting that the only decent city france has is paris. Our economy is junk, as i had to stay in 10% reserch loosing money all the time, and in my expirience there is no turning back from this point.

I have no screenshots, cuz i played it windowed, when i pressed the print screen key it said that screenshot failed, so i pressed again and it said nothing, so i thought that everything was going fine, but then my screenshot folder was empty. Nothing important really happend either way.

Orleans clearly does not woth the units we have to sacrifice to take it, until construction it will be ridiculy hard, and construction is 50 turns away (france finishes it in 6).

I took the defenders out of tours, but thought again that decission, as we might need the decoy when we make a move.

My opinion:
Orleans is highly defended, but paris isnt (it has 3 or 4 arhcers + 1 axe if i recall corrrectly). We can make a move towards paris and then take tours, and sign peace afther that. leaving him with orleans, and probably gifting rheims back to him. (rheims has a high cultural pressure)

Orleans:
Civ4ScreenShot0003-1.jpg


Lyons
Civ4ScreenShot0004.jpg


Paris
Civ4ScreenShot0005.jpg


Taking our forces to paris will cost 6 turns
Civ4ScreenShot0006.jpg


the save:View attachment PH09 AD-0325.CivBeyondSwordSave



(i meant to say that saves have alphabetical order in windows when choosing to upload, its sometimes confusive to choose between the BC or AD ones, or t least to me, as in my language BC=AD "antes de cristo" and AD=DC "despues de cristo")
 
Its sad the way our empire is. In my opinion this game will be a loss in around 100 turns form now.
a sobering assessment, but hopefully it will be proven wrong.

good turns, though. when we pull back our forces, we'll gain back some of that commerce drain. also, a cottage spam at the copper city and the clam city may help the situation.

also, i may be sproradically OoP over the next 5 days, starting tomorrow, and may need a last-minute swap. i'll be on the boards, though, and will post in any case.

Roster
pholkhero
pigswill
GreyFox
beserks01
Crotazzo >> just played
Simon_c >> UP NOW
Negyvenketto >> on deck
 
Got it. I should be able to play tonight.

I've had a look. And, I think the next two turn sets will be make or break time for us....

We've got 10 attackers around Orleans there's 2 axes, and 3 archers defending it. That's tight odds, when it's on a hill.

If we take out forces to Paris, there's only (currently) 3 archers there, although it has walls and 50% defense.

So, I'm stumped for the next move. We've be-lined to priesthood, so I think we should be building/whipping the sacrificial alters this turn set, then start double whipping a mix of axes and jags, It will help out maintenance costs and let us generate a bigger army.

Once Nappy has construction, he'll start producing cats instead of archers I think.

Why was texcoco producing research ? Wouldn't it be better producing a alter or troops ?

So, how about I whip out the alters, and send the troops around Orleans deep into France pillaging the hell out of everything. We can then take the direct pressure off Orleans, and hopefully Nappy will stop spamming archers, and then come back with the existing force, and another 6 or so fresh slaves :whipped:
 
i like that plan, and agree on your assessment re: the next couple turnsets.

As pigswill said:
Playing an sg with pholkhero is so much fun that you hardly notice that you've lost
well, i hope you're at least having fun :lol:
 
Humm. I've been reading GreyFox's post on whipping, and I've read the post in the war academy on micromanagement, but I still don't get why whipping with 46 hammers to go was best for us when whipping Jags/axes ?

Also, I'm a bit confused how adding archers into the queue works. I see now that Tenochtitlan has 80 turns of whipping unhappiness, :crazyeye: :crazyeye: do we just keep archers there in the long term ?

And finally, Why was Texcoco producing research ? Not criticizing it, just not sure.
 
whipping w/46 hammers is the least requirement there is to get to be able to wihp for 2 pop ~ thereby netting you 90 hammers ~ 44 overflow! :yup: i think the trick is to put those excess hammers into an archer right after that whipped jag/axe, netting you another happyface to offset the whip. Then, you let the city produce a jag/axe normally to grow and be able to whip again :goodjob:

also remember to try and cottage some cities, and focus them completely on it, i.e. the eastern ones methinks, no team?
 
yes, but why is it 46 ?:confused:

Edit:
I'm not going to get finished tonight. I was playing far too late last night finishing GOTM. if not tomorrow daytime, then tomorrow evening.

Is 45 the number of hammers per pop the computer uses on epic ?
 
Yes, 45 is the hammers per pop in Epic. It is not necessary for there to be archer queued. You can overflow to jag or axe and produce the archer normally while you let the city grow back the 2 whipped pops. We only need one archer for every 2-3 whips.

And yes, we don't care if it is 80 turns of whipping penalty or 800 turns. It does not matter, so long as we have no red face popping up.

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