preturn: ok well qwack didn't really leave the army in any form of order lol. I see a pile of trebs near the *serious* prize of medina - great wall and pryramids visible without even trying. And one of those wonders I'm not sure the name of to go with the view.
Problem is that our main stack of killems is 7 turns at least from medina with a single sword coming in. also the defenders are loaded for bear... man that's a ton of promotions. Medina is gonna be a ton of losses no doubt.
the way I see all this is that our cr3 swords need to be maces and not attack unless odds are with as they will become maces soon.
[1]1436 AD
we Meet mao yay. I spot his caveral south of gustov and we came out of revolt.
medina time... this gonna hurt yah know?
the town gets a treb for it's troubles but that makes no difference.
have a bunch of 5 exp trebs promote all to cr2 and they all die. Talking .9% change of winning and all.
1st dead nice carnage
2nd dead fast =/
3rd dead stuck around to do some serious collateral
4th dead but odds getting better than .9%!
down to the cr1 trebs..
5th dead and seriously hurt medina's defenders.
6th wins!
7th wins!
8th treb has a 95.2% chance of killing the last bow..
Pike goes for the glory and gets free exp off sallys treb - which oddly missed all that collateral damage.. the medic crossbow is unhurt and heads into medina to defend againt the macemen sally is putting out.
WOW what a sweet deal Medina is.
kinda obvious where mecca is eh? but there's some serious culture coming from the west as well.
there's a mini task force that gonna own our brave trebs but keeping medina is more important.
Take a stack of 4x workers (a gang?) and shuttle them over to the washington area. need to do some serious farming to feed washingtion now that we have irrigation.
turn off science for now as there's a few swords that really need to be maces.. +84 gold a turn and to promote a sword is... 155 gold... sigh.
stack of doom 2 is heading sw towards the monster culture.
IBT: we lose medina to the treb + mace combo, xbow lost to that treb =/
[2]1442 AD
ok well we have what's needed to take back medina soooo
Medina part two!
treb heals promoting cr2 and retreats....
take out that horse and the lone defender left and come home to a ransacked x2 town... lost its forge and courthouse...
Take out the trash hanging around as well....
Adds new meaning to 'Tilting at windmills' =p
Well we get a great general out of the bargin so...
I'm rather partial to the +2 exp use and since washington already has one, I'll set up shop in nottingham, who has the twin benefits of being not near washington and well not the worst hammers. Can use the exped troops now.
promote kufahs monster sword into a mace and send him south.
[3]1448 AD
Well task force east is out of gas needs a serious pit stop.... west spots what might be our last city this run...
60% defences with a wall and no monster garrison 50 longbows thank goodness.
nottingham builds a 5 exp pike just in time to take advantage of the great general turn it into a medic now rahter than later. Start on a maceman in nottingham.
turn science back on to 30% have 230ish gold to promote another sword, the one in medina next.
[4]1454 AD
60 to 25% defs at damase one treb 2 cats... gonna be fun.
medina now has the two maces and 5 trebs. Had I saved the medic xbow and spear, would be set to travel towards mecca. As it stands I promote a treb to attack 1 and medic... cry. that .2 health treb needs some love.
IBT:doh pc froze and after clicking I made a trade for something with carthage reloading game. I played sg's with version 1.09, I tend to save in a paranoid fashion.
[5]1460AD
A lone uber scary garrison3+firstshot sally longbow is prowling around south of Medina, to kill it out of city walls... drool, I resist.
Damascus loses the last 25% with a single cat so I have to factor in chances to kill it off. ooo our lone treb has a 63% chance to win... but the rest of our attack is melee.. an xbow and a mace? no way.
I think it out and decide that's it. we need to upgrade what we have (cats and swords in the west and war weariness is killing us.
Do not manage to extort anything out of saladin for peace but turn off science again to prmote our units. Ten turns to rest up and promote.
For somereason, the game will not allow a farm to be chains SE of washington... so that entire chain of farms is down the drain.... no idea why this is so.
[6]1466 AD
Promote cecil to mace shuttle off the new troops to the front. Gonna try and turn off auto follow.
[7]1472 AD
spot aden, a new junk town sally put in place
[8]1478 AD
Promote george to mace and turn science back on to 40% just to finish paper in 4ish.
[10]1490 AD
Medina is out of revolt and I whip a forge for a mere 4 population... seeing as we have no culture coming in any time soon and a 9 food hole to fill... the whip was a good deal. Need to build culture there like now rahter than later as once it owns it's fat cross (minus the south)it'll grow like a weed.
Leave movement on the reinforcements so next player can see them
the task forces looking good after resting and upgrading, More units on the way to the front.
Sorry I wimped out on the attack but seeing new sally maces popping up didn;t really help matters for a renewed offensive.
For some reason, the game will not let me farm the tile SE of washington, why this is, no idea but I cottaged it.
We have 2 missionaries on the way with more than a few likely targets that need culture now... baghdad and medina two of them.
Keep in mind that medina can use some workers as the hills are 100% windmills the AI loves so much. For now it needs all the food it can get.
will edit in the screens.
Cheers!
-Liq