2. I'd assume that Delhi (as the former capital) has a lot more culture built in. That has a sizable influence, does it not?
Takctics approximatly following: The city yo want to gift leave "undefended". When all swords go there give it to "friend". If they do not have RoP with your fried they stuck.India has been "run over" quite quickly, despite their big stack of swordsmen... amazing!
I still think that "big square" is the best option. It has smalest border/area ratio. but it is Math, and we are in real world.Sounds good on DWetzel's resettling plan. Definitely keep a few military units in the jail and get ROPs from everyone. They should agree to ROPs after we bludgeon them some more. Bummer that there are so few "free" domination tiles. I was wondering about that.
Looks that they are isolated or have a good Chock Points. Nothing have happened in my turns with Mongols/ Greece / Germany. I think after finishing Korea this stack will go south or what?Piecemeal wars is a little inevitable on 'pelago maps, but we need to minimize this. We are seeing the power of isolated civs having tons of units just sitting around. I can't remember all the landmasses right now, but where possible we need to concentrate on landmasses that have multiple civs, such as the aforementioned Greece/German/Mongol bloc. Signed those civs in on MAs against each other was a savvy move, Lancelot. . We need to do more schemes like that. Get the AI to kill each others stacks off. Makes it soooo much easier.
I got 2 Settlers from Gui and Lisbon. May be wrong move, but I immediately put Worker there. Next may go from Lagos. Also, I want remove Ispezi and Babedy ASAP. May be a good idea to send them to India and make close Settle pack. Or we can do it along our south costal line.I'll add that having so many civs plus the relatively inability to kill off the loose threads makes this game have a very hectic feel. We will do well if we keep from being distracted by all this. Getting some more settlers and making a jail asap will really help. Speaking of which, how are we doing on the settler production?
In more user friendly way equation (7) can be re written as:
(8).![]()
Where Lpt is simply number of Knights player loose in one turn “in average” and Wpt is amount of wins in one turn at average. Wintotal is actually Big Constant that is amount of all single victories that “necessary” to win the game. In “best case scenario” it is just total amount of defenders in Cities, new defenders that appeared due to flip counts again, of course. Ratio Lpt/Wpt may be very small, in best AWD games it is about 0.03 – 0.05.
It is obvious that at regime (8) tactics should be similar to AWD. Normally second term is largest and time determined by ratio of loss to win.
Take it easy... You know, when I pretend that I try explain something to others, actually I just explain it to myself.Edit: I'm an idiot, never mind.
Mongols like to arrive to this area and our savvy move, Lancelot. (Othniel) vs Mongols could be a pain.
Empirical rule I found that if you broke with this AI they never agree to RoP again no matter what.
Single Knight Army is Transportable on Galley. And it is faster on ground. We also may build HE.Normal question first: we need a knight army on the German continent, I think. It will be "stuck" there after that, but well worth it I would say. So I'd save the leader for that, and try to find a safe spot to create the army. If we can maintain a ROP/MA with one versus the others, it can even just sit there until we are ready.
What do you mean? Now I have build 3 “armies” 2 now at war and third will strike next turn in normal Human style.Regrettably, we may want to take a little time to regroup, consolidate,
and (dare I say it) start research again, or at least focus on beating a couple of techs out of people when able. I'm more worried about the galleys than the knights, honestly--but both are concerns with stronger defense coming soon in the form of muskets.
.Your wins per turn, especially on a map like this, is affected by the number of available targets (and our ability to transport them). And this is tough to quantify
Good...We should be able to fairly easily approximate the win/loss ratio based simply on the units that we are attacking. (Up to now, that has been spears for the most part; pikes and muskets are coming soon!) It's a simplistic assumption, but not a terrible one, to just go based on those. (We'll have some counterattacks to deal with, but we will also be occasionally bombing units; those even out in terms of win/loss ).
Knights have great advantage that they retreat. So they are not lost. MI win or loose and that’s it… For suicide mission better to send MI, of course but for “normal process” Knight is the best. Vs Pickmen an Hoplite it is more important I think. Knights may unload on Mountains, and if many AI don't attack them. Fortified Knight I notise vs Horses and sword is visibly better then nonfortified. So if we can afford knights let it be so. I'd like to have more Trebuchts for assistance, but you know...Beyond that, well, I'm at work and trying not to think TOO hard... But I think somewhere in the formula is an argument for more MDIs/pikes than we are using (as I have been pushing for a while now), because while the number of attacks per turn goes down quite a bit (and thus our wins per turn goes down), our number of units increases much faster, because we can much more easily replace a 40-shield attack 4 unit than a 70-shield attack 4 unit. A slightly slower start, which is made up for by an increasing force as time goes on.
Two pictures first: My original plan was to have jail in our forbiden zone.
(Moscow - Zimbabwe area). Blue is our "guard Cities.
But to reduce flips we need lond distances. So it is Celtia and India in first approximation.
Babylon may be reseteled to Inka.
Delhi has Spices and WLKD helps somtime.
Will read carefully and reply.
I did not understand you, Othniel, are you going to Attack Korea Next Turn?
And what you want to do with MGL?
The Macro, Large Scale View:
I'm gonna try and sum up where we are at, and maybe give us a little fresh perspective. I'm not reinventing the Wheel here, most of this we already know, but re-summarizing might help.
So here we are in 350AD. We have 62 knights, plus a small motley crew of horseman, pikes, and other assundry units. We also have around 22 galleys to transport said army.
"theory" recomends plan a) but reality may be different.I see two major routes we can take to capture the necessary amount of tiles. (Screenshots aren't big enough to show all this, so open up the save if you want the graphics version of what I'm talking about)
a) We go after the ignorant civs that are far from pikes.
OR
b) We go after civs that we can most easily project our power upon. Bear with me, I'll explain what I mean by this.
And all 3 should fight. Theory says that "only very good reason" must be to keep stack frozen,Our main armies are located in the west in Celtia, and in the east in Incaland. We have a smaller grouping in the south-central on Korean land. Other than these three groups, we have very few troops.
May be OK, but we 1)have WH from America, 2)No use, but some corruption harm from American Cities, 3) It is far from Center.So my plan is as follows:
1. Continue up with what Ivan was doing by killing Celts and Incas first
2a. Then, send the Celtia army plus reinforcements up to kill America.
If it is dooable I prefer this (2). But I am not sure that remaider from Inca will be enough for Iroques. Better to check, when it will be clear.2b. Send the Incaland army plus reinforcements to kill the Iroquois
Actually If AlanH follow my instruction it should be 3 Islands, but who knows...3. Send both the Celtia and Incaland armies to attack the German/Mongol/Greece (GMG) bloc. Notice that this will be pincer attack of sorts as we will simultaneously attack on both ends of that landmass.
It is very remote furure...4. Once that big bloc is under our control, send these armies to the south and south central, taking out nations such as Egypt, Rome, Aztecs, Hittites, and China.
Yes, it was an idea. May be some AC from Babylon, but that it. But please, do not delay.Note that none of this involves the current southern group. That group, currently located in Korea, should continue with the plan of ROP raping Korea. But I would not reinforce it at all, or hardly at all.
looks like a plan. But when Persia will about to finish Leonardo it is time to strike.Send the reinforcements east and west so that we can hammerstroke our way into the main GMG bloc. Once Korea is nullified, unless the southern group took virtually no losses, I would mainly play island defense with the remnants. Persia lurks as a juicy target, but they have Iron and Horses and probably Chivalry really soon, so they will be hard to take on until we can muster overwhelming force.
Like Japan Rome is a "center location". Also I "now know how to deal with Rome" but well... you have a reasons. Will see on Celt's remaider.Rome is another juicy target in the south, but I see no reason to kill them until the GMG bloc has fallen. Rome already has 3 def Legions; them getting Pikes should make little difference overall. So I would wait until near the end of the game before attacking them.
Exactly...The Pros of this plan:
We form a pincer arm that sweeps east and west along the route we most easily resupply. We should be able to muster overwhelming force strength provided we concetrate our reinforcements properly. Our ship chains are also better positioned for east-west movement at the moment. We consequently avoid fighting in the south for the time-being, avoiding the problem of fragmentation that is currently haunting us. In effect, we reduce ourselves down to 2 fronts only.
So we need a compromise...The Cons of this plan:
The nations that are the most backward (i.e. lacking Feudalism or worse) are mostly in the south. So we risk them getting Pikes.
2 Galleys are slow trough the sea. And Korea’s stack mainly from Maya.Random Questions about attacks:
[1]Do we think that the visible Celtic Galic Swords (14 of them) constitutes most of their army?
[2]The units attacking Korea are a little strangely positioned, imo. Why didn't we move them more "inland"?
1. No, it is too close to Paris. Also it is Iron in Osaka. For disconect reason. Further to Rome, say OK.Ok, onto more detailed things.
Land Management:
Our current jail is in former India. We also have plans for a jail in Korea. Ok, that's all well and good, but here are a couple of my modifications:
[1]Resettle France to India jail. That leaves former Japan as exclusively our island.
[2]Take the current capital of India away from them and resettle them in Korea. That removes their culture influence over former India- Look to gift our current cities on former India to someone. Prime candidates include Iroquois, America, or even Babylon.
I assume that now RoP is 25-50 gpt. We may afford 1 turn RoP, just to land a big stack.So, from here just ICS India and Korea as our jails. I would sign ROPs with every resettled civ (when possible) and then keep a number of Knights in the jail lands as some Military Police of sorts. This is gonna take some effort to detail to setup right, so we need to pay careful attention.
I am more consern now about how to make Core productive... Corruption eats us..Every other landmass should be our exclusive territory. We need to settle the land is a smart fashion so as to maximize the amount of territory gained per settler. That generally means CxxxC sorts of patterns. But most of the domination tiles will probably be gained from building temples in coastal cities. I think we should wait to rush temples until we get a little closer to the dom limit. Of course, we also need to have groups of island guards, probably pairs of knights, to ward off invaders.
Technology:
I think we are stuck at where we are at. Astronomy is the only tech other than Cavs that I see as beneficial. Having Carracks with greater carry capacity, and to a lesser degree, giving us 2 attack ships that could patrol for invading ships, would be useful. But even if we did max research toward Astro, it will take 25+ turns. That is way too long, plus we need the gold for other things. So I say keep research at 0% and live with our choice to not build Libraries earlier.
I really did not managed. Just press enter. I thought to disconnect Iron this turn and go through Picks to set horses. But we have not enough money to upgrade all...Builds:
In core, things look pretty straightforward. I'm not sure I agree with having so many cities building Pikes. I understand naval invasions are tough with the enemy counterattacks, but if we can continue to sign ROPs so that our knights get the first attacks in an invasion, I see maximizing our knight numbers as the way to go. But perhaps I'm being wishful thinking there...
I read somewhere that 4 units with WLKD are enough to suppress flips. We need many “for technical reason”. Also we may upgrade them to MI. And what else 1 spt City with Barracks may build?Question for Ivan: What's with all the Warrior builds? Are those placeholders or are you really wanting to build Warriors?
We are below Unit limit now, but that may change. Taxmen are an idea, but not wealth in inland as 1 spt better then 1 gpt in inland.Personally, I think all the corrupt towns should either build Settlers, Galleys, or Wealth. Maybe workers. Nothing else. Warriors won't help for island defense and just eat up unit support. They work ok for flip quelling, which might be why you are building them...let me know. Also, I plan on hiring some taxmen in the corrupt towns where possible.
A couple more semi-core cities might benefit from courts, I think about that.
I did not found “good tiles” that Worker can improve in Core area. May be I miss something. Yes, you write, some Hills near Evora… As to Jungle I think it is Forbiden zone, what for we will clean it?Worker Stuff:
I was a bit confused on our worker usage. We have a bunch planting forests, but there are still a lot of tiles to road and jungle to clear on the main landmass...For instance, Lisbon and other core cities still have some undevloped tiles. We really are pretty short of workers, not sure how to help that.
And it will flip again and agin... After that NO RoP ever… Wait for good reason.Reputation:
If we haven't already busted our rep, I think we should do it now. For instance, I plan on taking back Zimbabwe right away. I see no sense in saving rep at this point. Too inconvenient with flips.
Rushing / Connect Disconnect:
Any specific ways we are running these schemes? I see some horse builds so I know some kind of scheme is being used.
Original plan was big poligon at Forbiden zone. But when Domascus still not ours it is hard to communicate. Also Flips is a real pain.I understand your reasoning on reducing flips. But I think that we have a bit of a dilemma there as it will be so much easier to contain our jail spots to just one or two islands. Using just 1-2 islands allows us to pack in the jail citizens, giving us more land to settle, and also requires less guards to oversee the inmates.
Please do next turn. It was plan to get rid of Alesia.But we probably don't have enough ships in the area to reposition quickly, so I'll probably end up dowing right away.
I think the best 1 Elite* Knight Army. It has 1 mp+ and 1hp+ and see better, and can go on Galley.Haven't though much about the MGL. A knight army seems best, but without carracks to move it around...I would probably lean toward what someone else suggested: make an empty army now, and wait until we get to the GMG big bloc before filling it up. Maybe, maybe put one knight in now, but avoid fighting with it.