SGOTM 05 - Gypsy Kings

if we stick with 3 galleys for now, then we'll want to ferry the troops we've already got ready over to the 2 tile island between us and Saladin...that way it takes fewer turns of galley movement to get our entire force to Mecca, once we start the assault.
 
I've been away for a while and haven't opened last save yet but I wanted to say I'm ok with latest detailed plans - in fact I've already stated my preference for focus on troop building in my last post. :)
 
Good point Thrallia.

This turnset, all new builds are cats. Ferry advance units to island.

I think we should road to the southern tip to speed up assault on Sal.
 
if we stick with 3 galleys for now, then we'll want to ferry the troops we've already got ready over to the 2 tile island between us and Saladin...that way it takes fewer turns of galley movement to get our entire force to Mecca, once we start the assault.

Good point Thrallia.

This turnset, all new builds are cats. Ferry advance units to island.

I think we should road to the southern tip to speed up assault on Sal.
All cats after we finish the spear in 2 in WestB? Or skip the spear? I'd say finish that spear, as Sal seems to be making a lot of HA.

Otherwise, I agree with the above ... seems like we have Thrallia, R1, C63, S214 and me on board ... g_s in on furlough, and I suspect Lehm and hw would agree with the rapid offensive (hopefully we will know tomorrow).

BTW, I had suggested moving troops to the intermediate island in post 454 (just for the record), but thought I got some resistance from R1 at that time.

Not sure why it seems smarter when Thrallia says it :eek: :confused: :crazyeye: :lol: :lol: :joke:

dV
 
he didn't resist moving them to the island, he resisted moving them into Saladin's lands, where we'd have to pay extra maintenance earlier than necessary :)

although I wouldn't be surprised if the ravings of a crazed dV didn't go over as well as the pointless ramblings of a looney Thrallia ;)
 
Otherwise, I agree with the above ... seems like we have Thrallia, R1, C63, S214 and me on board ... g_s in on furlough, and I suspect Lehm and hw would agree with the rapid offensive (hopefully we will know tomorrow).
I agree to the plan. Sounds good. :goodjob:
 
Not sure why it seems smarter when Thrallia says it

It's not the source, that's for sure. No offense to Thrallia either. I was thinking about unit support costs at the time. But I realize now that faster deployment will outweigh those costs.

I agree with the current Spear also, that's why I said "new" builds, (although I have no idea if the spear has any turns invested).
 
Up to turn 210, now uploaded.

On turn 206 Toku declared war on Izzy. Neither would make peace with us.

While I was moving our units around, I made a tactical mistake in not keeping the point off the SW peninsula posted with a galley. Sal came through with 2 galleys, 3 horse archers and 1 axeman. We lost 1 spearman and sacrificed 1 POP is West Bridge to get the cat finished to protect against attack. In exchange, he now no longer has those troops to defend Mecca and in blocking that point with our galleys, forced his empty ones to start going all the way around our island to get home. I started a 4th galley in West Bridge. If it's done in time, could block him there, too. Workers are repairing his pillage of the farm S of West Bridge and one tile of road. Roads go all the way down to the point on the peninsula now.

In the meantime, most of our troops are assembling, we have a replacement spearman in the works, 3 cats built and more in progress.

Ronnie, batter up!
 
Good work S214! :goodjob:

We could build a galley in Turfan in 7 turns IIRC which will be promotable at birth. Blocking Sal's sea lanes may make life easier.

With some gold in the bin, might be able to resume some science, but will have 10 -12 supply cost per turn when invasion starts, so maybe wait until the first spoils of war arrive?

Could scout Mecca with our promoted galley, be sure forest is still there, etc.

WW seems to be dwindling, so maybe pop caps are higher ... but might go up as we whack Sal until peace.

go get him, R1!

dV
 
Good work S214! :goodjob:

We could build a galley in Turfan in 7 turns IIRC which will be promotable at birth. Blocking Sal's sea lanes may make life easier.

With some gold in the bin, might be able to resume some science, but will have 10 -12 supply cost per turn when invasion starts, so maybe wait until the first spoils of war arrive?

Could scout Mecca with our promoted galley, be sure forest is still there, etc.

WW seems to be dwindling, so maybe pop caps are higher ... but might go up as we whack Sal until peace.

go get him, R1!

dV

Yes, a treasury currently of 45 will be insufficient to restart science. The bonus we get from taking their cities will help us to get back into good shape. With WW easing, we may be able to allow our cities to expand pop, too.

Do we have a plan for managing conquered territory? If we take Mecca and keep it then we will face the financial drain from them being so far from our capital. On the other hand, we need to occupy territory (or coax the Barbs to do so) to win a dom victory.

I agree that one galley should scout Mecca while we are gathering forces.
 
Nice work 214!

The roster order is

Lehm - on deck
Conquistador 63 - in the hole
hellwitch - waiting
da_Vinci - waiting
Thrallia - waiting
g_storrow - Skipped until we hear from you
Scout 214 - just played
Ronnie1 - Up Now I got it, will post initial plan later today.
 
Yes, a treasury currently of 45 will be insufficient to restart science. The bonus we get from taking their cities will help us to get back into good shape. With WW easing, we may be able to allow our cities to expand pop, too.

Do we have a plan for managing conquered territory? If we take Mecca and keep it then we will face the financial drain from them being so far from our capital. On the other hand, we need to occupy territory (or coax the Barbs to do so) to win a dom victory.

I agree that one galley should scout Mecca while we are gathering forces.
Hopefully, Mecca is mature enough to be worth keeping in terms of infrastructure, and maybe it can pay for itself. But we might watch the maint, as it is split between distance from capital (unique to that city), and number of cities (applied to all cities I assume). So if adding Mecca increases maint in all cities on the number of cities side, might be a problem. But if it does not increase the maint in other cities, maybe it can pay for itself.

dV
 
Usually it inceases the maint in all cities when one adds another city. But IMO it doesn´t matter as we will keep conquering for a while and that way we will earn money. Furthermore we need some more unit producing cities.
 
After looking at the save, these are my plans.

I intend to start growing back pops as it lloks like we can support more than we have. I am going to begin landing troops at Mecca as we already have a cat to start bombarding. I intend to take and keep Mecca. If I have time, I intend to raze others cities on that continent. I want set science to at least 10% to get some value from our libraries. I am going to promote the spear to Medic and land him @ Mecca.
 
After looking at the save, these are my plans.

I intend to start growing back pops as it lloks like we can support more than we have. I am going to begin landing troops at Mecca as we already have a cat to start bombarding. I intend to take and keep Mecca. If I have time, I intend to raze others cities on that continent. I want set science to at least 10% to get some value from our libraries. I am going to promote the spear to Medic and land him @ Mecca.
I think we have 3 cats, but at different distances from the embarkation point. So I agree, landing is a go.

And we do need a medic unit for the assault.

Only one of our three galleys is promoted, so we might want a second one with combat 1. Turfan can make one quickly. Or, maybe we need to make defenders for the homeland?

Also, do we want a missionary for Beshbalik? Maybe make him in WestB while it grows pop back?


Ideally we can get WestB to 9hpt (rotating on and off the farm) and Turfan to 11 hpt, and if pop is high enough, some hammers out of Karak and Besh as well. I think cottages and a lighthouse in EastB may be its best use, for some commerce.

Just some nuances to think about ... I don't have strong preferences one way or the other on these, and I agree with your plan overall.

Just don't underestimate the supply costs ...

dV
 
Usually it inceases the maint in all cities when one adds another city. But IMO it doesn´t matter as we will keep conquering for a while and that way we will earn money. Furthermore we need some more unit producing cities.
I am wondering if maybe the maint for city number wont go up with each one added city, but maybe with every second one ... but I have never paid that close attention to this.

In particular, vanilla rounds these things IIRC, while warlords uses the fractional values, I think.

dV
 
RE: City Maintenance
IIRC, It does increase slightly with each new city. But there are also some points where it gets worse I believe. I think I remember reading somewhere that the 10th city adds substantially more than the 9th, but I don't remember where I saw it.

Mecca is a good city site, I see no reason to raze it.
 
Attention!!! Toku and Alex already have Alfa in this save!!!
Toku will make peace for teology but we must not make this peace now.(i bet he will even offer this peace soon;)) I prefer to wait till the other AI got Alfa which will happend very soon and make more peace deals with teo. Also we need peace when our cities are 1 turn from pop so R1 dont make peace just keep watching the tech trade screen closely. We can trade to Qin without problem because he is isolated but the other AI's can trade with each other so we must make all the peace deals in one turn if possible to prevent AI trade.

We need also rapid grow so my suggestion - on this turn WBridge - work the rice, Turfan - the bananas, Karak - the bananas for the sea tile(hooking the pigs now make sence), Besh - rice.
Next build in Turfan - sword?
We will need 2-3 CR Axes.
And for the invasion - at least 2 spears in the first landing group(2 spears,2 Cover+shock axe and the two 6 exp cats go on the first turn). It is better to use the island for troops storage. About the City attack - we must be fast if we land all the troups in 2 turns(using the island) the town must be down on the third. We have 2 cats at 6exp - CR1 +acc for them and the town will have 0% on the second turn.
The biggest problem will be HAs. Sal will have 4-5 at least
 
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