^Of course, it's excellent to switch him out of slavery. I just regret that we refused his demand so that we can't make the switch as planned. Now the other bonus just come in time.
Moreover, with Theology, I think it's better to have Theology than OR.
Theocracy is good with me, now that we actually have the tech. It is a shame to lose all the OR hammers in Aksum, but there is not much we can do there. Maybe this is a misleading way to look at it, but if one more Cuirassier survives thanks to a free promotion, we save a 100H unit. 2XP also brings us one battle closer to the March promotion. IMO, and as a very general rule, most Cuirassiers should promote to Combat III heading towards this.
Adulis:
Spoiler:
Build a WB for a turn, otherwise we'll begin to stagnate growth needlessly.
As a bonus, Workboats receive a boost from Police State.
Addis Ababa:
Spoiler:
Grassland Forest > Lake.
----
For war logistics, a 20 unit stack should be able to follow Duckweed's plan, with 4 units from that taking the outlying cities. Some Horse Archers will be added among these too.
The alternative would be to have 12-14 Cuirassiers, most of our HArchers, and leave the outlying cities for reinforcements.
It is probably better to start with a large stack and keep rolling. However, let's decide when we hit double digits of Cuirassiers by Addis Ababa. Perhaps there will be a lull in production and waiting for another 6 Cuirassiers will delay the DOW by ~2-3 turns. Without Engineering, we are slower.
We need to road between 1SW of Addis Ababa and Toledo.
It would be good to chop the Forests by Addis Ababa too. It is a front-line city, so any Cuirassiers are instantly available.
Working out the logistics of war prep. Can play in ~1 hour if applicable
Some questions about Toku war:
How many HAs do we upgrade to take Yeha? 2? Which? HAs 24 and 25?
Do we take only Yeha or do we pursue South as well? I say only Yeha, then send troops to KK and cease-fire just before DoWing KK
Do we raze or keep Yeha? Only advantage I see of keeping is securing Wine
Things we still need to agree to:
Civics: is everyone OK to pick Theo over OR? There are 6 forests ready to chop around Aksum, 3 of which can be sent to Lalibela or Gondar. If we pick Theo what do we do? 1 to Lali to finish off a Cuir with its other chop, and the 5 others in FP to OF in Cuir?
Taj: I guess choosing Theo pretty much cancels the idea of Taj before end of GA. If so when/how/where do we build it? Why not start on Taj in capitole now?
RL availability: I won't have time to play/plan Monday and Wednesday but I can continue playing on Tuesday and Thursday through Saturday/Sunday. If that's too slow someone can take over tomorrow
Working out the logistics of war prep. Can play in ~1 hour if applicable
Some questions about Toku war:
How many HAs do we upgrade to take Yeha? 2? Which? HAs 24 and 25?
No more than 2. I am not sure whether to bombard with the Catapult or suicide this.
Do we take only Yeha or do we pursue South as well? I say only Yeha, then send troops to KK and cease-fire just before DoWing KK
No to going further south. His other cities are bad.
Do we raze or keep Yeha? Only advantage I see of keeping is securing Wine
Keep for Wine.
Things we still need to agree to:
Civics: is everyone OK to pick Theo over OR? There are 6 forests ready to chop around Aksum, 3 of which can be sent to Lalibela or Gondar. If we pick Theo what do we do? 1 to Lali to finish off a Cuir with its other chop, and the 5 others in FP to OF in Cuir?
Taj: I guess choosing Theo pretty much cancels the idea of Taj before end of GA. If so when/how/where do we build it? Why not start on Taj in capitole now?
We need a site that can build the Taj in 5-10 turns. The capital will be too slow: ~19 turns. Remember that all tiles lose 1H outside of the GA, and a great deal of the capital's production comes from Plains Cottages.
I would imagine that we still need to chop the Taj in Aksum. It would be a good idea to calculate hammers here, so that we know how many hammers will go into the Forbidden Palace (when will it be built), Cuirassiers (how many? When whipped, and when built?) and Taj.
Also, make this trade before declaring war against Toku, and switching into PS/Slavery/Theocracy.
We need a site that can build the Taj in 5-10 turns. The capital will be too slow: ~19 turns. Remember that all tiles lose 1H outside of the GA, and a great deal of the capital's production comes from Plains Cottages. Ah yes, you're right.
I would imagine that we still need to chop the Taj in Aksum. If we still plan Taj in Aksum without OR I think we need to put all 6 forests in it now (=405H/700)
Also, make this trade before declaring war against Toku, and switching into PS/Slavery/Theocracy.
It can work 2x GH in addition to center tile, so feasibly 10HPT for the remainder of the GA.
-----
(1) Chop 2 Forests into Forbidden Palace
(2 * 30H) * 1.25 = 75H
125H + 75H = 200/200H.
(2) Chop 6 Forests into Taj Mahal
(6 * 30H) * 2.25 = 405/700H
(3) Whip Cuirassier for 3-pop
7H + (90 * 1.5) = 142H
42/1.5 = 28OF
(4) Taj Mahal
28OF * 2.25 = 63H + 405H = 468H
Aksum generates 10HPT throughtout GA.
(10H * 5) * 2.25 = 112H
468 + 112 = 580H
----
So 120H are needed.
If we work GH x 2 + Horse + city center tile. Add a Plains tile in there too (the rounding works out much better)
6H + 4H + 1H + 1 = 12 * 2.25 = 27HPT
120/27 = 4.4444 turns = 5 turns
----
That could be considered the basic, no frills way to build the FP/Taj. It isn't a PPP or best case attempt, but my understanding of the city and its potential.
If you want to build the Taj sooner, or if you want to chop one less Forest into Aksum (e.g. to build a Forge in Gondar), we will need to whip another Cuirassier with ~30OF.
Alternatively, we could delay the Forbidden Palace.
We can't use Great People to start GA#3. Case Départ will grab the 700 great person, and Bacon Sandwich will take forever to hit 800GP outside of Caste/Pacifism.
I would not rush the war with less than 20 Cuis. We want to capture Mandrid in the shortest time and clear all the cities along the route (those cities are also important since they either culture press our border city or has good resource like silver that we need) after the war starts so that KK will have the least time to produce more units. A few turns earlier to the border cities are not big. The important thing of the war is that we can stream roll the AI without facing too many new units.
We could stop research after PP, if possible, upgrade a few more combat HAs to speedup the war starting date.
About the north barbarian city. Since our workers are not ready to connect the road, let's delay it a bit. You need to send some of the workers in south to the area around Golden Sands and start to road to the north site, including the crab site mentioned by Doshin. This is the 2nd important thing only after the current war preparation vs KK.
For Yeha, an unpromoted Cuirassier receives ~39% odds against the super-LB. It has a 28% chance of winning.
Let's sacrifice the Catapult. It can inflict collateral on the two secondary defenders, and may get a lucky hit against the main defender.
I don't think we'll need the Catapult again. I mean, we could try to load it onto a Galley to bombard one of Kublai's cities, or use it against a barb city instead, but this seems just as (if not more) valuable.
After that, hopefully the Cuirassiers will then receive winning odds. If not, we can throw Flanking II Horse Archers against the city until the odds improve.
Will look at Doshin's Aksum numbers and compare to mine. I need to go to bed because waking at 5.30am. I don't want to pause completely until Tuesday so I'll make some time tomorrow to publish a more detailed PPP but I'll have to play Tuesday.
I would not rush the war with less than 20 Cuis. We want to capture Mandrid in the shortest time and clear all the cities along the route (those cities are also important since they either culture press our border city or has good resource like silver that we need) after the war starts so that KK will have the least time to produce more units. A few turns earlier to the border cities are not big. The important thing of the war is that we can stream roll the AI without facing too many new units.
Bear in mind that the Cuirs are all already produced and not far from border if we Dow T130/T131. Backup Cuirs are faster because moving through less enemy culture. Starting with 10/12 Cuirs + 8/10 HAs (including possibly 1/2 upgraded from Yeha) is more than enough for first 2 cities and ~8 more Cuirs will have joined them by then.
We could stop research after PP, if possible, upgrade a few more combat HAs to speedup the war starting date.
About the north barbarian city. Since our workers are not ready to connect the road, let's delay it a bit. You need to send some of the workers in south to the area around Golden Sands and start to road to the north site, including the crab site mentioned by Doshin. This is the 2nd important thing only after the current war preparation vs KK.
My suggestion of T128 attack is with road connected + 2 Workers ready to improve Sheep. The sooner we control this area the better... maybe too soon but I think the micro can work.
^After the DOW, the delaying of capturing every city gives AI the chance of producing new units. The number of stack I marked on the picture is not enough for taking Madrid non-stopping. I already counted the reinforcements on the way and the possible remaining forces from north stack as well.
As I said, the earlier capturing of a couple of border cities offers less benefit than less loss of the total war.
About the war with Toku, I think we can DOW Toku immediately, on T125, upgrade 3 HAs, send in cat and axes, in the same time steal 2 workers.
Regarding the barbarian cities, the chopping to producing Cuis in Golden sands and Cornish Cow might be more important. Moreover, we need healthy Cuis in the front vs KK.
^After the DOW, the delaying of capturing every city gives AI the chance of producing new units. The number of stack I marked on the picture is not enough for taking Madrid non-stopping. I already counted the reinforcements on the way and the possible remaining forces from north stack as well.
As I said, the earlier capturing of a couple of border cities offers less benefit than less loss of the total war.
About the war with Toku, I think we can DOW Toku immediately, on T125, upgrade 3 HAs, send in cat and axes, in the same time steal 2 workers.
Regarding the barbarian cities, the chopping to producing Cuis in Golden sands and Cornish Cow might be more important. Moreover, we need healthy Cuis in the front vs KK.
- 36 Cuirs are produced over 6 turns (agressive scenario but no city is whipped 3 times)
- KK war date:
a. T130 DoW with 15/16 Cuirs (+HAs), 6 other Cuirs will already be on the border but with 0/2 ; OR
b. T131 DoW with 21/22 Cuirs (+HAs), 5 other Cuirs will already be on the border but with 0/2
Questions
- Is a 3-pop whip + a 2-pop whip acceptable in BS and DH? If not count 2 less Cuirs ready on T131
- Is whipping SH twice too much regarding whip anger? If so count 1 less Cuir
---------------------
Civics
T125: (after trade with KK) switch to Police State + Slavery + Theocracy
Diplo
T125: (before civic switch) Theology <-> Map + 30G+ switch to CS/Pacifism with KK
Tech
PP > Constitution. Consider slider to 0% after PP if we think of upgrading some HAs to speed up KK war (for the record I don't think it will be necessary).
Toku War
T125:
DoW Toku (after trade with KK)
HA from Lalibela grabs Worker 2W of Wine, HA 1SW of Thess grabs Worker on Silk, HA 2E of Stone moves 2E1S to attempt grabbing possible Worker on Copper or 1E of Copper on T126, Woody Axe moves on ice hill 1SW for possible Worker grab on T126.
Upgrade HAs 24 and 25, move Cata-stack and other HAs 1N of Yeha (HAs that are not used in attack will move North quicker).
T126:
Suicide Catapult. Take Yeha, using possibly 1 or 2 Flanking HAs first.
Steal other possible Wokers if applicable.
Until war with KK:
Leave minimum defense and Woody Axe for steal opportunities (+extra HA?).
Cease-fire before KK DoW.
Workers
Road strategic tiles, chop Cuirs, improve land in ex-Toku cities.
Strategic tiles: 2W of Dye Hard, 1SW of AA, 1SE of Lalibela
- Is a 3-pop whip + a 2-pop whip acceptable in BS and DH? If not count 2 less Cuirs ready on T131
I wouldn't whip Dye Hard twice. I think this will produce our 1200 GM and the city has an empty food bank and just 8F surplus. We need troops, but if we have 35 already, I'd rather preserve the pop.
- Is whipping SH twice too much regarding whip anger? If so count 1 less Cuir
It's fine, I think.
---------------------
Civics
T125: (after trade with KK) switch to Police State + Slavery + Theocracy
Diplo
T125: (before civic switch) Theology <-> Map + 30G+ switch to CS/Pacifism with KK
Tech
PP > Constitution. Consider slider to 0% after PP if we think of upgrading some HAs to speed up KK war (for the record I don't think it will be necessary).
Toku War
T125:
DoW Toku (after trade with KK)
HA from Lalibela grabs Worker 2W of Wine, HA 1SW of Thess grabs Worker on Silk, HA 2E of Stone moves 2E1S to attempt grabbing possible Worker on Copper or 1E of Copper on T126, Woody Axe moves on ice hill 1SW for possible Worker grab on T126.
Make sure our Worker by Thessalonica is safe.
Upgrade HAs 24 and 25, move Cata-stack and other HAs 1N of Yeha (HAs that are not used in attack will move North quicker).
Can we move the Cata stack 1NE of Yeha? This tile is in our borders, so maintenance would be lower.
T126:
Suicide Catapult. Take Yeha, using possibly 1 or 2 Flanking HAs first.
Steal other possible Wokers if applicable.
Until war with KK:
Leave minimum defense and Woody Axe for steal opportunities (+extra HA?).
Cease-fire before KK DoW.
If WW is bad, cease-fire sooner.
If Tokugawa refuses to talk, threaten his city with multiple units spread across multiple tiles.
If he still won't budge, we could also kill his lone Axeman.
Workers
Road strategic tiles, chop Cuirs, improve land in ex-Toku cities.
Strategic tiles: 2W of Dye Hard, 1SW of AA, 1SE of Lalibela
We also need a Settler for the northern Crabs site. This will take a long time to grow, but needs to produce Work Boats for multiple Sushi resources.
This will need 11 turns just to grow to size 2, so should be settled ~T135. The earlier the better, but it will have to be after Kublai is pushed back to Madrid. After a WB is whipped, the food surplus goes up to 4F per turn. So, if settled on T135, it would only produce a second Work Boat on T153 (which then needs to move to improve a Fish...). You can see how this will determine our victory date as much as the Cuirassier rush.
You know the micro better than me. Perhaps we could chop it in Golden Sands or Addis Ababa?
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