SGOTM 08 - Geezers

Loving the positive waves :smoke:

Go, go newly-promoted Sergeant AgedOne! (? better? :mischief:)
 
I can see me, erikthecelt and markh hanging around here waiting for the initial battle report :twitch:

:)
 
Pre-turn
Switched our paltry +4 espionage points per turn onto Joao.
Gifted Priesthood to Joao (didn't make him noticeable sweeter)
The army approach Nobamba (revealing 2 axes, 1 impi, 3 archers)
Gave all cats Barrage1 promotion, and all axes City Raider 1

IBT
An extra axe joins the defenders in Nobamba.

Turn 1
Bombard the city defences down to zero.
Other units arrive outside Nobamba.
Workboat continues heading north back towards stone island.
Sorry guys. I misclicked an axeman off the road back near the ivory :(
Cat completed in Yas. Axe next rather than temple, as I don't know how the war is going yet.

IBT
Nothing!
Oh. Our worker completed road near Nobamba.

Turn 2
Worker heads back from Nobamba towards ivory.
Attack!
Collateral 1 damages 6; loses the cat.
Collateral 2 damages 6; cat withdraws.
Collateral 3 damages 4; loses the cat.
Collateral 4 damages 3; cat withdraws.
4 axes win
3 spears win
And we're in! 95 gold and we keep Nobamba.

Yas completed axe. Since war is going well, temple is next.
Workers complete mine by Hari. Set off for ivory.
WorkBoat continues journey.
Temporarily set Nobamba to build a barracks. Can change after canvassing team opinion. It won't build anything for 3 turns of revolt.

IBT
Impi appeared from south.

Turn 3
Promoted one axe to medic and moved him into Nobamba to heal.
Moved all wounded units into Nobamba to experience his healing prowess. Ooer.
Fit units move towards Ulundi.

Both workers reach ivory and begin a camp.

Hari completes axe. Starts spear.
NB. Yas needs to churn out some cats to replace the casualties.
Tech rate up to 60%


IBT
The impi disappears from sight.
Rutherford is born in a distant land.

Turn 4
Advance force (2 axes, spear, cat) arrive outside Ulundi.
Ulundi is defended by 2 archers and an axe. Has 40% culture defence. Size 5.
We have another axe outside Ulundi, but just across a river.

IBT
We are apparently 3rd richest nation. Joao is 5th. Shaka 6th.
Another axe appears beside Ulundi, but no more defenders inside.

Turn 5
Bombardment begins at Ulundi.
All other units are on way over to Ulundi, or are still healing in Nobamba.
2 axes and a spear have healed and leave Nobamba, heading for the war.
Workers completed ivory camp. Oops! What next for them?
Set a priest on in Yas.
Yas starts a cat.


Halftime.JPG

Questions:
What should Nobamba be building? It's mostly a moot point, as everything takes a lifetime. I chose a barracks, but also thought about a courthouse, library, or a unit.
What should our workers be doing next? They have just finished the ivory camp and have no plans...

Apology:
Darned mis-click :cry: - luckily it just wasted time getting a unit to battle.

Next:
I've not uploaded the save at this point. I'll stop for opinions-gathering and carry on whacking heads tomorrow, if that's alright with you guys.
(I have to go to bed early on worknights. It's my age)
 
He has 2 archers and 1 axe inside right now. Another axe will join them. He can whip some more.
We have just the one cat outside right now, so bombardment is going slowly. Down from 40% to 32% so far.
We have 3 axes 1 spear at Ulundi.
2 axes and a spear have left Nobamba towards Ulundi.
Another cat and axe are just arriving on the scene.

I'd say we can't take them until the defences are down, and then we'll need the full force to converge on Ulundi to take it.

2 more cats are healing in Nobamba. They'll make all the difference in about 2 turns.
 
Good work AgedOne :)

I think that, since Yas and Hari can churn out military, we might just as well start courthouses in the new cities?

Hari can build defensive units for the new cities. Yas can build replacement cats.

Worker actions ... we need a cottage in Hari, probably, and definitely up to three cottages at Yas.
 
Great start :D... nice to get Nobamba with minimal losses.

I would vote for starting a Courthouse in the captured cities. You won't need the barracks unless we also decide to build units before the CH. I think this will hurt our economy and the units will be too long to help in this war.

If I'm counting right, we have 4 cats? Might be worth spinning up a couple more...

Edit: If the workers are bored, how about some cottages at Hari and Yaso? At the rate you are going, we won't be at war for long, will want to get our science geared up again.
 
Sounds like The-Hawk and I are thinking along the same lines :)

This is a builder game, so the things we might do for conquest are probably not required. Courthouses as soon as possible in our expanding empire are probably the thing, and they give us espionage points. I, for one, am really keen to find out if those are good for anything at all :) I largely ignore espionage in my BtS games, so the spy thing will be good for a new experience :)

We are gearing up for the shrine at Hari - so there, as soon as we have currency, I think we'll be looking at a market. And of course, we'll want to start looking at settlers and a galley from Yas. Hopefully by then Shaka will be dead. So maybe we can rest up some of our military veterans doing garrison duty in Stone City, Marble City and Iron City once we're back in peaceful mode? :jesus:
 
I agree that we do not need any more barracks as they will provide little or no long lasting benefit compared to Courthouses or Libraries etc
 
Courthouses are the way to go. If we have 4 cats, 7 axes and 3 spears I would say we can flip Yas to a galley and settler for the stone. If we don't get the stone we can fall back on the marble. Too big an army is going to eat into our strained economy. Shaka is going to be crippled after we take Ulundi and we have the units inplace to do that and probably clean up the rest.
Aged-One should finish off Ulundi and then halt his turn. We can always pump a few more troops later if we really need them. Now is the time to get back on track with stacking out the wonder helping resources and planning the next techs after currency.
We have won this war, let's not over do it.
Can we work cottages in the capital? If we can then build cottages with one worker and complete the road to Nobamba (let's rename it to Geezerville). Those cows and horses will come into the culture zone 5 turns after anarchy so we can have them roaded and ready to pasture. Cows first, then horses.
 
The other thing to remember, regarding the workers, is that our borders in our newly-acquired cities will expand quite quickly once they come out of anarchy, because we are creative. So it might be good to have an eye on any useful resources that need developing.

Cross post with erikthecelt, who also pointed out that resources in our new cities are going to come on-line quite quickly, and this I really agree with:

If we have 4 cats, 7 axes and 3 spears I would say we can flip Yas to a galley and settler for the stone ... We have won this war, let's not over do it.

We might need a couple of extra cats, given that Shaka has 4 more cities. But otherwise, we look pretty set and, as erik says, we don't need a bunch of units hanging around afterwards consuming overhead and yielding zip.
 
Shaka's other cities are less developed and we will have axes with two promotions. I think we need to be frugal and stop building new units after the current builds have completed. Shaka will not have built these up to any size yet and will only have 2 or 3 defenders in each city. Too many units now is very inefficient and will cost us heavily.

I would rather have Nobamba build another cat later if we get really bogged down but a settler for the stone now is better than having to build a fleet later to take it from Joao. Let's economize and let the existing units finish Shaka.

There is still the option giving him 10 more turns to live in exchange for IW. This is better that wasting hammers on troops that will never fight a battle.

We might need a couple of extra cats, given that Shaka has 4 more cities.
I thought Shaka only had 4 cities altogether, where did the other two come from?
 
I have updated the wonder spreadsheet & html page.

We need 5 G. Prophets (potentially) 2 GS, 2 GM, 1 GE and 1 GA.
I have seperated the National Wonders, Shrines and Corporations into groups. I have indicated for now, Ulundi as the location for National Epic and National Park as it looks like a great GP farm.

That's a total of 11 GP. I think we can expect more than that in this game but we need to tend the farm carefully for the right results.

View attachment Wonders.rar

Wonders with a TBT in the far column are those that are TO BE TAKEN.

Our current wonder score is .1
 
I thought Shaka only had 4 cities altogether, where did the other two come from?

Apologies if this is a duplicate post - my earlier reply seems to have vanished somehow.

You're right - Shaka only has 2 more. I remember you saying you could tell from the graphs that he'd built 4. Then a bit later, someone said something like "remember he has 2 more cities we can't see". For some reason (stupidity obviously :) ) I thought these were yet another 2 cities. I'm very glad I'm wrong!

We should be able to take those last 2 with the units we have, you're right, even if we have to suicide a couple of axes as well as cats in the process. If those last 2 aren't in particularly good sites, I suppose we raze them?

I like the idea of starting the settlers/galley. What do we build in Hari, if we're calling a halt to military production for now? I guess we'll be using our surviving war units as defenders once the war is over, rather than building further MP units?
 
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