Pre-turn discussion

If were going to be starting any invasion planning, were going to have to get gallies sometime within the next 5 turns. Otherwise we won't have enough time.

The plan with the gallies was mainly to explore. Were at war... there is no need to "respect" K.I.S.S. terrority. Let's get some map making done. We build two gallies, won't take much out of our offensive production effort at the moment. We move one east, where the K.I.S.S. invasion came from. Let them see the galley and basically just use it to exploer the K.I.S.S. coast.

The other galley heads west and uses the sea route our curragh used to get the the greeks. Instead of heading south though, we take it up north. Keep moving the western galley bit by bit untill we see gallic borders, then turn it back around and take it home.

With some careful diplomacy... we make sure K.I.S.S. knows were planning an invasion. They attacked us from the east, so my guess is that is the direction they are looking towards. Hell, they might not even know there is a water route between our continents in the west. We let them build up there defense in the east to prepare for our invasion... then we drop our force off in the west. When they move there troops west to handle our invasion force.. we start dropping them off in the east.

At the moment however, we need to know some more about the gallic lands. Only a galley can really do that.
 
Strider said:
If were going to be starting any invasion planning, were going to have to get gallies sometime within the next 5 turns. Otherwise we won't have enough time.

The plan with the gallies was mainly to explore. Were at war... there is no need to "respect" K.I.S.S. terrority. Let's get some map making done. We build two gallies, won't take much out of our offensive production effort at the moment. We move one east, where the K.I.S.S. invasion came from. Let them see the galley and basically just use it to exploer the K.I.S.S. coast.

The other galley heads west and uses the sea route our curragh used to get the the greeks. Instead of heading south though, we take it up north. Keep moving the western galley bit by bit untill we see gallic borders, then turn it back around and take it home.

With some careful diplomacy... we make sure K.I.S.S. knows were planning an invasion. They attacked us from the east, so my guess is that is the direction they are looking towards. Hell, they might not even know there is a water route between our continents in the west. We let them build up there defense in the east to prepare for our invasion... then we drop our force off in the west. When they move there troops west to handle our invasion force.. we start dropping them off in the east.

At the moment however, we need to know some more about the gallic lands. Only a galley can really do that.

No you misunderstand, if we are to start an invasion we need to get rid of KISS off our island, to do this we need as many immortals as we can get, it doesnt matter when we build the galleys because we can rush them. Also KISS will more than likely have played a close build (basing that on watching some of their MP games) so it wont matter as much where we land as they'll be able to move in their units to attack/defend within a couple of turns.

Thats all well and good as well dropping off forces in the east and west but can you imagine how many units that will take to accomplish???

If we're looking for an idea of KISS territory we could simply ask the greeks, they must have some idea of the coastline. Or even the nutters casually, they might have some idea. We shouldnt divide our forces either, we dont have a tech lead that could mean we have a lot better units so we need all the forces we can get in the one place. If were going to invade we need to start building a combination of 1 pike to every 2 immortals, possibly with the odd catapult if we can thrown in. We could also maybe ask MIA for chivalry and get knights but im not sure if that would be amazingly useful.
 
I need to play this turn this evening - in ten hours or so.

The Greeks have sent us an offer:



We can build a road where our stack is but then if we move the stack the workers are left unprotected. Our settler can reach the stack this turn. Most of the Galls have disappeared. There is one we can attack:

 
Fan out then with our units like i proposed before, will give us a better idea on where they are, attack with an immortal the one we can and garrison a pike just incase :)
 
I agree with BCLG, attack the Gallic sword with an immortal and fortify a pike in Dynopolis.

I think we should accept the Greeks offer, another luxury could be useful keeping our citizens happy. We should also build our next city where our stack is currently. Building there will get us freshwater and lots of grasslands.
 
i just feel like were taking too many tiles away from Dancing banana, we should let that city have as many tiles as possible.
 
BCLG100 said:
Fan out then with our units like i proposed before, will give us a better idea on where they are, attack with an immortal the one we can and garrison a pike just incase :)

The last time I fanned out a stack looking for the enemy, it was a disaster. It was south of the Sacred Jungle and the Iroqi mounted warriors picked off our isolated immortals and horsemen very easily. We don't want the Galls doing the same thing. We have to keep the stack together and on a road so they can react to whatever the Galls do.
 
donsig said:
The last time I fanned out a stack looking for the enemy, it was a disaster. It was south of the Sacred Jungle and the Iroqi mounted warriors picked off our isolated immortals and horsemen very easily. We don't want the Galls doing the same thing. We have to keep the stack together and on a road so they can react to whatever the Galls do.

Agreed, if we fan out the galls will slaughter our immortals. The pikemen may be fine, but our immortals will get murdered.
 
Staying up late tonight so there's a few more hours before I play the save. I suggest we leave the stack where it is and build the road on that tile. I'll move the settler one tile east. It'll be safe there and then next turn we can move it to the stack and build a city there or else the settler can move to either the old Unabomb or Horsebomb site and the stack can meet it. This will give us time to decide where to build the city. I will point out now that building the road now and then building a city where the stack is will give us more visability due to extended borders.
 
No because the pike is there to defend the immortal, were not going to be able to catch a two turn unit with one turn units unless we fan out.
 
BCLG100 said:
No because the pike is there to defend the immortal, were not going to be able to catch a two turn unit with one turn units unless we fan out.

But we can catch them if we back them up to the see and use our road network. We just have to be patient and move slowly so we can stay on the roads and rebuild cities (that we can protect) along the way. If we fan out we give those two movement point units a chance to concentrate on one of our wings and reduce our stack piecemeal.
 
i Suppose but we get bonuses from the forest, we should put a few units in there to make sure they dont move through, maybe just a reg pike or something, we dont want them getting past ground we've already searched.
 
Decision time guys. I have to play the save in about 8 hours. The Iroqi have offered us wines for incense. I say we accept the deal sine it implies twenty more turns of peace.

There are no Galls in sight. Do we go looking for them or concentrate on placing our settler? We could move a pike from the stack one tile NE and also move a pike down from the hill near Grenadopolis two tiles SE into the forest. If we do these two moves and no Galls are in sight then that means we could move our settler onto the old Unabomb site and leave it unescorted. We could then move our stack (including the workers) either one tile east or onto the old Horsebomb site. Next turn we could then rebuild Unabomb. We'll have a new settler next turn in Semtex that can move on to Horsebomb.

An alternative is to build a city right where the stack is now. We could do that this turn. The advantage is that our cultural borders would expand right now which would increase our visibility right now. The disadvantage is that we'd be, in effect, trading two core cities for one.

A third alternative would be to move the settler and the stack onto the old Horsebomb site. We could do this and still peel off one pike to move NE as a scout.

I'm in favor of rebuilding both Unabomb and Horsebomb. If there are no Galls in sight near Unabomb I'd rebuild that first and move the stack and workers one tile east.

I need to know what you all would like to do.

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Well i still think we should build our city 2 tiles east of the stack now, gives our core cities some useful tiles to use also dont like the horsebomb site as it takes a lot of Dyanopolis's tiles away from it.

think we should plant the settler then go looking for them, we need to know where there army has gone.
 
BCLG100 said:
Well i still think we should build our city 2 tiles east of the stack now, gives our core cities some useful tiles to use also dont like the horsebomb site as it takes a lot of Dyanopolis's tiles away from it.

Keep in mind that it will be a long time before any of our cities needs more than 12 tiles. If we built two tiles east of the stack then what do we do with the old Furbomb site?
 
Yer but this one gives us an additional iron resource instantly in our borders, also KISS have been proposing some land they want to me so we should try and cover up as much as possible.

Furbomb could go on the ivory tile itself perhaps?
 
i think we should build 1 tile north of our stack, on the old Unabomb site. having Unabomb there worked before and it should work again for us, especially the extra vision from culture border expansion.
 
RegentMan said:
Could you add "Worker" to the name of Farhad, the worker in your stack?

I'm sure we could but why should we? Is that an illegal name for a worker? I KNOW no one is going to accuse us of trying to confuse the Galls. Farhad was named long before the Galls shipped over here.
 
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