SGOTM 14 - One Short Straw

Our chariots should get the two hamlets (SWW of London and Hastings), before borders pop.

I'd land at Sarmatian right now. We have a pike and WE in the stack, so who cares about a loose keshik. We can take it next turn.

Settler from York sounds fine.

I forgot we were delaying the theater in Agra. We can do it in 2t now. Might need to switch gold to Bombay for a turn.

I like the Viking trireme convention. :lol:

I'd CF right now, then get some WE on a galleon and maybe even take that lonely HA amphibiously.

Not sure about the pike builds in Ivory. Shouldn't we be building maces there?
 
LowtherCastle said:
Shaka is not heavily garrisoned, though Ulundi has five units, including 2 cats.
Am I right in my belief that siege units will "absorb" collateral damage hits if they are randomly chosen out of the units to receive collateral damage, such that no damage is done for that particular point (out of roughly 5 or 6 points' worth) of collateral damage? If so, then landing Trebs next to the City with Cats in it could help us slightly (the Trebs would obviously be defended by other units).


LowtherCastle said:
And I made a spy to send to GK and spy out his land. I switched epps to Mansa, so we could send a spy and pillage her knights, if we want.
Remember that BtS Spies can "auto-die" and will particularly do so if you have 0 Espionage Points invested in the AI Team whose territory you are passing through. Spies on a boat are invincible but as soon as they disembark, they are up against a random chance to die every turn when in enemy territory and the greater our EP spending against said AI Team, the greater the chance that our Spy will have of surviving.

So, in addition to having sufficient EP to spend, we also want to accumulate some EPs before sending the Spy into said enemy territory.

If we'll be declaring war before the Spy gets there, it is probably going to be far more dependable to send in a stack of 3 to 4 units (a mix of War Elephants and Maces might be ideal) to execute the pillaging mission.
 
babybluepants said:
Not sure about the pike builds in Ivory. Shouldn't we be building maces there?
I could see building Pikes in a random City but not really in our unit-spam City UNLESS we are trying to build 1 unit per turn and by building a Pike every once and a while, we can maintain the pace of building 1 unit per turn.

That said, I think that Pikes cost the same as War Elephants, so except for our potential pillaging mission against Mansa's Horse Resource, I'd rather have a War Elephant over a Pike in most cases.

I suppose that Pikes could act as City garrison units but then why not build them in a City that doesn't give so many XP to our units?

Maybe he has a reason for it but I can't guess what it is.
 
Will it at any point make sense to build Markets or Courthouses in some of our Cities or are we just going to rely on a war economy right until the end of the game?

On that note (i.e. talking about Markets), did we remember to hire the full amount of Specialists in Pigs City?

I suppose that switching into Caste System and just hiring Merchants will be better than whipping Markets in almost all cases, unless we could desperately also use the extra Happiness from a Market. In that sense, whipping a Market would probably be better than whipping a Forge at this late stage of the game, even if a Market does cost slightly more (since the Forge wouldn't really offer much in value but the Market might give us that extra bit of Gold to help keep our existing units alive).

We mentioned the possibility of building the Forbidden Palace--is that idea even likely to happen anymore?

Did we capture a Dye Resource or send a Settler to settle on ours yet?
 
Our chariots should get the two hamlets (SWW of London and Hastings), before borders pop.

I'd land at Sarmatian right now. We have a pike and WE in the stack, so who cares about a loose keshik. We can take it next turn.

Settler from York sounds fine.

I forgot we were delaying the theater in Agra. We can do it in 2t now. Might need to switch gold to Bombay for a turn.

I like the Viking trireme convention. :lol:

I'd CF right now, then get some WE on a galleon and maybe even take that lonely HA amphibiously.

Not sure about the pike builds in Ivory. Shouldn't we be building maces there?
Will plunder. Will CF now. I just wanted a few pike stack protectors because of those keshiks in Tabriz. Attacking GK's spoke leaves us vulnerable from 2 directions. Plus, I want one at our hub city because that's not far from Tabriz either. I'm actually hoping that stack attacks us at Sarmation, so we can be rid of it once and for all. We spotted 2 horses that GK owns. We'll get them both shortly. NOt sure if he has more or not.

The pikes will be useful if when we decide to attack Mansa's hub cities later, since she has Knights.
 
I suppose that Pikes could act as City garrison units but then why not build them in a City that doesn't give so many XP to our units?

Maybe he has a reason for it but I can't guess what it is.
Wanted them fast. I played in a game in which I landed my "SoD" which then got obliterated in the IT.
 
I don't see a point in growing Washington. We could work the other plain tile and maybe a lake for commerce.
I'll take a look at it. Pop16 gives us 2cpt TRs in our cities. I guess someone needs to take the save and work all commerce tiles and build commerce in all the cities, just to see if we have a deficit or not.

On the last turn we'll want to be able to run 100% culture most likely, maybe even more than one turn. Will we able to? I don't know.

We've got 2 cities close to pop16 and if we capture Emerald City that would be three 2cpt TR sources.
 
Will it at any point make sense to build Markets or Courthouses in some of our Cities or are we just going to rely on a war economy right until the end of the game?

On that note (i.e. talking about Markets), did we remember to hire the full amount of Specialists in Pigs City?

I suppose that switching into Caste System and just hiring Merchants will be better than whipping Markets in almost all cases, unless we could desperately also use the extra Happiness from a Market. In that sense, whipping a Market would probably be better than whipping a Forge at this late stage of the game, even if a Market does cost slightly more (since the Forge wouldn't really offer much in value but the Market might give us that extra bit of Gold to help keep our existing units alive).

We mentioned the possibility of building the Forbidden Palace--is that idea even likely to happen anymore?

Did we capture a Dye Resource or send a Settler to settle on ours yet?
When we don't need to build units anymore we'll probably work commerce and hammer tiles and build commerce. Poprushing a market might make sense here and there. There are multiple factors in such a decision.

Yes on the Pigs CIty specialists.

We'll defiinitely be in CS at the end so we can run artists in our border-pop cities. A few merchants here and there might make sense in other cities (coastal tiles are better in a GA).

The FP might make sense even for a few turns. We'll see.

We'll get dyes from Shaka, but not for a while. Our war weariness will drop significantly upon CF/DEAD with Ragnar. Settling our dyes is low priority for now. That can happen second-to- last turn.
 
I think the easiest way to handle our financial situation is to win sooner. I've figured our a way to capture Ulundi, Bayo, and kwaDuk on T156, putting two 5-mvmt galleon loads north of kwaDuk before DoW so they teleport into Zulu Pass with their 5-mvmt points remaining... ;)
 
I'm not really worried about finance, just about capturing cities asap. If we ultimately need two turns to pop borders in the end, then we need two turns. We wanna hit strike at the end of a fast domination game, don't we? Once you settle the 20 new cities, there's no chance of a working economy.

I was thinking about an Emerald City capture, as well. Does a city in revolt give TRs? Also, we won't have those TR's if we attack Gandhi/Monte. Another issue with it is that we might not even need to face the archers, and could use extra units to beat down Mansa or Monte a bit.
 
I just wanted a few pike stack protectors because of those keshiks in Tabriz. Attacking GK's spoke leaves us vulnerable from 2 directions. Plus, I want one at our hub city because that's not far from Tabriz either. I'm actually hoping that stack attacks us at Sarmation, so we can be rid of it once and for all. We spotted 2 horses that GK owns. We'll get them both shortly. NOt sure if he has more or not.

The pikes will be useful if when we decide to attack Mansa's hub cities later, since she has Knights.
I'm ok with a few, but elephants have a healthy bonus against mounted units, too. In fact, if I'm not mistaken, they're equivalent to pikes against all but other elephants. We also have lots of promotions in them already.
 
I just took a look at the save in more detail. LC and bbp have done an awesome job of keeping things moving. :goodjob: Very complicated!

I have a few minor comments/questions:

1. There are archers fortified (and possibly forgotten?) in Hyderabad and Madras that could be moved to the front if you can get them there.

2. I know you have a plan for getting to the Wizard, but I'm not sure what it is. Can you outline it a high-level? Which units? What path? When?

3. At this point, which leaders do we intend to fight other than GK and Ragnar?
 
LowtherCastle said:
f we capture Emerald City that would be three 2cpt TR sources.
I see what you're saying about getting better Trade Routes and if we are at a point where almost all of our warring against the AI Teams is over, it may make sense to capture Emerald City.

On the other hand, we'll probably need closer to my estimate of 30 land units just to be safe in our ability to capture said City by killing all of the Barb units defending the City, particularly if they are Longbowmen.

I would still aim to definitively destroy the Wizard and only go after the capture if we are at a point where we really don't have a use for our other units elsewhere.

If we wait until we have overwhelming odds at Emerald City, then won't we likely spend more turns gathering our stack than we would save in Commerce by owning Emerald City for a few turns?


babybluepants said:
I'm ok with a few, but elephants have a healthy bonus against mounted units, too. In fact, if I'm not mistaken, they're equivalent to pikes against all but other elephants. We also have lots of promotions in them already.
Some major differences are:
- A Pikeman gets to take advantage of any Hills or Forest defence that a square may have--this situation may happen rarely enough not to have an impact.
- A Pikeman can get a Fortification bonus--an extra 5% while we Bombard a City is relatively trivial since we'd probably have our stack attacked before said Fortification bonus accumulated (i.e we'd likely be attacked on the first turn after landing our units).
- A Pikeman can get a Fortification bonus as a City defender but is incredibly vulnerable to Macemen, so he's often more a liability than a help unless he's paired-up with a second defender like a Longbowman. Given that fact, you're better off just building a Longbowman if you really need to hold a City against enemy attackers.
- A Pikeman will fare better against enemy Pikemen. If they AIs aren't yet at Engineering, then this issue is moot. Since a Pikeman will fare worse against any other unit except for Spearmen, while War Elephants can often hold their own against non-entrenched Spearmen, again, you're better off with a War Elephant in enough cases to just want to have the War Elephant more often than not.
- Note that the cost is identical (both are cheaper than Macemen and more expensive than Longbowmen).
- Pikemen don't get +2 XP from a City (like Ivory City) that has a Stable.
- Pikemen CAN promote to the Cover (Anti-Archery) promotion AND can get City Raider promotions but the base strength of a War Elephant still makes the War Elephant a better choice in many cases.
 
1. There are archers fortified (and possibly forgotten?) in Hyderabad and Madras that could be moved to the front if you can get them there.

2. I know you have a plan for getting to the Wizard, but I'm not sure what it is. Can you outline it a high-level? Which units? What path? When?

3. At this point, which leaders do we intend to fight other than GK and Ragnar?
They're garrisons for whip happiness. They're only semi-forgotten... :)

The path to Oz is from the south, an extension of our war against Shaka. We don't know yet how fast it might be from GK-West, if those units could join up. The basic plan is to send an armada of units from Shaka onward. To do that we need to keep chaining galleons along that path and keep send units on the chain. I haven't calculated a drop-dead date on that. It would be helpful if someone did. Turn-taking is painstakingly slow.

We might keep fighting after GK and Shaka. We'll probably have to grab a couple of Mansa's hub cities at the very least, to reach domination. COntinuinng to fight might be the best financial solution. That remains to be seen because I haven't done any calculations on that either. No time.
 
"Done playing."

And uploaded. Played into T155. Take a look, guys. We have DoWed Shaka and our maintenance is well up into the 300s now. We'll re-DoW Ragnar and take him out this turn too. I misclicked on galleons twice in 2 turns, moving them into Samaritan. Must be a balck hell's hole or something.

Check out the spy. That is, check out what's underneath him. That's an SoD. Meaning it's probably headed toward our homeland or Liz's homeland. PITA. Just when we wanted to start settling the hub. The keshiks are attached to a cat so they won't move faster than our spy.

I'm taking a break, then I'll play on if bbp or anyone else doesn't grab it first.
 
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