Rod1- Something Enjoyable

Ship chaining is great when it works, but it is not easy to pick up and understand. Even when you work out the details on your own and plan your own ship chain it is easy to become confused in the details. Naming the ships helps some, but it is still tricky.

In attacking cities, the key is to have more units than are defending the city. Many more units. Problem is, without knowing how many units are defending, there is no exact way to determine the number of attackers. And, if the attack fails and the city is not captured, wounded units will not heal over the IBT, since they are still in enemy territory. Plan on any wounded AI units to be fully healed during the IBT, regardless of the presence of barracks in the city or not.

So, attacking Lahore with 8 units is pretty good odds. The city was size 1, on the fringes of the Indian empire; expect 1 or 2 units, maybe 3, but probably not. Even with 3 units, 8 units should be enough to wear down the defenders and finally defeat them and capture the city. Bloody, but it could be done.

What about attacking Bombay (1) with four units? A bit risky, especially if the city had had two defenders. As it was, we got lucky, and Bombay only had the one defender. Plus, we were attacking with Sword and the city only had a fortified rSpear, so the odds were slightly in our favor. Even so, Bloodbath got red-lined during that battle.

How did I know attacking Bombay was risky? By losing too many units in other attacks in various games. Experience comes from making bad decisions.
 
The ship chaining only makes sense when you have a large distance to cover. As I said at one point. I moved 3 squares and would have to stop and wait another whole turn to transfer troops when I could just sail past the next ship. Granted, I did not start in Trond but why would we waste one turn if we don't need to hide the ship.

By the end of my turns, when we were heading to Karachi, it made sense to chain but we had distance to cover by then.

There were only 2 spears in Madras when I started the assault. But, the (stupid) hidden river and my RNG luck destroyed many of our attackers. i stopped attacking because it was just stupid to keep killing our units with my RNG luck.

I did make the mistake of not sending the two elite swords into Sacred Cow to take the attacks rather than allowing my units to be split up and taken out. Attacking individually was a major newbie blunder.
 
Lurker:
darski to have a chain, you would need to move one of the 2 galleys next to Sacred Cow. You would need to move the lone galley into Hooray.

Then on the next turn you take units into that galley and move it to the galley near it and transfer. Send that newly loaded galley next to Cow and have the galley there move on top of the incoming ship. Load it and move it back to town to unload.

Now the units are ready to move out. You need to send the inside ships back inside and the outside back next to Hooray on the next turn.

If you had another ship, it would sit outside of Cow and return next to Hooray so the two outside ships would swap places. The two inside would deliver or receive and return inside. Now you never have to wait or move the units until they land at Cow.

Longer chains are more complex and require more ships to always have a ship to receive and move to the next jump point. The longer the chain the more ships and complications.
 
I got the chain to work when it was worth it. I may be dumb but I am not that stupid, it was when it didn't make sense to stop just for the purpose of stopping that I didn't use the chain.

Also, do we need to hide the ships in ports? what does that do? I hate continents. give me a nice, simple pangaea every time.
 
I agree you have some bad luck ;) , dumb and bad player, no, I do more silly mistakes sometimes.

I am UP!

Will play tomorrow, too tired today
 
your loss of Archers is unfortunate but possible according to odds

I am up, will play tomorrow
 
Guys, I want to leave this game. I have quit the Myth 01 game and I want to be able to mod my own game so that I can play it my way. With Succession games to play I could not do that.

I will keep following along to see how you make out but I just find that SG's are not my cup of tea.

You might want to take the Save before my turns and play them again anyway. That works for me fer shure!:lol:
 
I am afraid that is not possible Darski, it is not possible to do an SG with 2 active players.

Perhaps you could just stay on until we find someone else?
 
Ok, I will wait for that.
 
I am afraid that is not possible Darski, it is not possible to do an SG with 2 active players.

Perhaps you could just stay on until we find someone else?
It is possible, but rare. In Nero04: Skipping some levels? It's training day Hawk Chieftain and I were the only two players from 290 BC until we got into space in 1812 AD. It was slow, but we got it done.

It is just us two? I thought we had more players.
 
actually 3 if we can depend on overseer, but he is chalked in as part-timer
 
Rat 29 is just about finished, I have maybe one more turn-set there. Other ones are in advancing stages, and Kraz01 is over, so I'm good for this one. SGs aren't for everyone, and if it's not her cup of tea, then we can't make her drink it. I think Darski did fine on her turns, and I hate to see her go. The RnG is a strangely fickle beast, and she got bit. It happens to us all. I've had worse runs myself, where the last heroic spear cannot be killed by any unit, and I have had to pull back. Whatever the decision is, it has been nice playing on the team with you, Darski.
 
Turn 0- Our Military is Decimated. We have met 4 AIs out of 7. The Korean landmass seems small so we will have 3 AIs on our Continent.

move Archers, we are going straight for delhi.

Switch Hooray to Archer. switch some more cities to Archers

Turn 1- Hooray Makes Archer.

IT- lose a sword and a catapult :mad:

Turn 2- 2 settlers and an archer are produced.

6 units start moving searching for targets.

turn 3- Found Madsville.

I have good news. the Korean landmass is very poor ,full of tundra and mountains.


Turn 4- 2 settlers and a archer are produced.

We spot delhi. size 5 and defended by a reg spear.

Turn 5- Found Its cold in here.

Sam gets 25 gold for us.

Turn 6- Trondheim Riots.

Troops retreat from Delhi. we will attack later.

Found ICS style

Employ ship chain to land 2 archers.

IT- Spear succesfully defends against warrior in sacred cow.

Turn 7- Employ a geek. try to leaderfish, no luck

Found Fishing Town.

IT- lose an archer

Turn 8-Kill an Warrior. an Archer and a sword are produced.

Found Desertland

Turn 9-we Research Monarchy. I revolt immediately and get 5 turns of Anarchy.

Do a Suicide run with VMS galkill and spot coastal waters immediately. start praying.

Turn 10- Meet the Iroquois . Trade CoL for Polytheism and Declare war.

Warrior kills Ferguson :mad:

kill that warrior with an Archer.

Do some Massive geek hiring and currency is due in 20 turns, in Anarchy :lol:
 

Attachments

Suggestions-

7 units are ready for attack. I would target Madras.

Lots of towns have been founded so the monarchy switch should not be too heavy.

We need more productivity to really mount an offensive.

we might get a leader

and yeah, sorry for the bad turn-log.
 
These are your turns, TheOverseer714.
 
I hope i am not being too much of a bad player. feel like a newb sometimes seeing all you guys play :(

Overseer is UP!
 
I hope i am not being too much of a bad player. feel like a newb sometimes seeing all you guys play :(

Overseer is UP!

I feel that way in Rat29, since TheRat and Greebley are the experts at the AW format, they play so well it's scary. You just have to do your best to even come close to their standards. Downloaded the save, will start up pretty soon. Hopefully my fevered brain can handle playing.
 
Okay, I have a question. I have played 8 turns, and Civ Assist 2 says I'm on turn 135. Should I stop and hand things off, play 2 more turns, or 5 more to get us even? I can do any one of those choices.
 
I'm fine with you getting us to Turn 140. If it is not too much trouble. :D
 
I stopped one turn early on my set but that shouldn't put it that far out. I'll go look at my CAII for that game...

I got the CA II screen for that save. given that CA II is one turn behind and I ended 1 turn early. it should have been at turn 119 when I finished. The in-game counter agreed with this ... more or less

CARod4th.jpg
 
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