Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
Looks pretty good.
We should still be able to grow this turn in XO Cognac despite what the 4th citizen was doing last turn.
I'm not sure how you guys manage to pause and save the game with us already talking to a Leader (Frederick in this case). Maybe it has to do with one of the game option settings. For example, I always get prompted for selecting a build item at the start of a turn when a built item was completed, but I can tell from some other people's saved games that they have disabled such an option and thus I get prompted to select build items that they hadn't selected when I load their saved games.
Again, a bit of bad luck by not keeping the Granary. We're definitely owed some Building captures in the future. Keeping all but 1 of our Units in the attack was pretty solid, though, so nice work on your part; the Buildings are random but the fighting, while also somewhat random, can be controlled with wise choices of Unit attacking-order selection.
Also, it's nice to have Russia's Trade Routes back thanks to a quick City capture.
I've already given my suggestions for what to do with our Cities and most of our Units for this turn.
Assuming that you agree with that part of the PPP, probably the other items to take care of are:
1. Where do we send our troops at Hamburg?
2. Where do we send our Galleys?
I'd suggest piling everyone into Hamburg. Next turn, Chariot 1 could promote to Combat I + Medic I, while Chariots 5, 6, and 7 could all take Combat I so that they'll heal faster (Promoting heals half of your existing damage, so in most cases it's best to Promote and then Heal). Once our troops have healed (maybe after 3 turns?), we can leave the Axeman in Hamburg and then send our troops SE G > SE G Cottage (at 1 W of Munich), giving us 9 attackers, which could probably still capture a 0-City-Defences Munich built on flatland, even with a couple of Spearmen and Archers in it.
If, before then, Cologne gets mostly emptied of defenders, we could then optionally head to the G For at 1 NE of Cologne, then try to snipe that City when Frederick isn't looking.
The hope is that by "hiding" all of our troops in Hamburg for a couple of turns, Frederick will run away. If he throws Units at our stack, at least we'll get the best defender in the stack for whatever attacker he has thrown at us.
As for the Galleys, we definitely want Galley 2 heading toward 1 SE of London.
For the other Galleys, since they don't have too much to do with us choosing to go for Spies now, perhaps we can set them up in a mini-Galley-chain. For example, they could all move to 2 N of Cologne this turn, then next turn, one of them could stay at 2 N of Cologne while the other 3 move to Orleans' Fish. Then, on the following turn, 2 Galleys could move into Orleans and one could stay on Orleans' Fish.
That way, on any given turn, we could load up 2 troops in Orleans and unload them in Hamburg on the following turn, then two turns later could unload 2 more troops into Hamburg. We might not use that option, but after the Spies get built, it could be an option to leverage with troops that we build after building the Spies while we wait for our Spies to get into position and start waiting for 5+ turns each. It's certainly better than having our Galleys sit around in a stack doing nothing.
Once you've played until the start of next turn, it'll be easier to see what micro to do next with our Cities. Hatty will also have picked her next tech by the start of next turn.

Yes, we could guard the Axeman with Horse Archers, but we'd just be fighting for the sake of fighting--not really a good play. Better to be patient, turtle-up while we heal, then be ready to throw 9 mounted Units unexpectedly at either Munich or Cologne, stealing another City instead of just trading a couple of Units back and forth but then possibly being too low on total Unit numbers to be able to capture another City.
Putting it all together...
Suggested PPP
Turn 86
Paris switches Cow -> Copper
Paris works: Wheat, Deer, Fur, and Copper
XO Cognac citizen works the Stone
XO Cognac works: Fish, Cow, Horse, and Stone
Orleans steals back the Cow and works it instead of the G Riv
Orleans works: Fish, Cow, and GH Mine
Orleans builds a Spy
Lyons switches the G For to the GH Riv Wine Mine
London 2-pop-whips the Spy
London works: Fish and Horse
York 1-pop-whips the Settler
York works: Fish
Troops at 1 S of Hamburg move into Hamburg
Galley 2 heads toward 1 SE of London
The other Galleys head back to 2 N of Cologne
Maybe just keep Axe 5 at 1 S of Orleans for now
EDIT: Maybe send Chariot 8 to the G Riv at 1 NE of Orleans (1 S of Orleans' Fish) to see if we can lure that Spearman to come out of Cologne
Worker 1 moves to the G For Road at 1 NE of Paris, partial Chops, and STOPS
Worker 3 moves into Argent on his way to the Tun Deer For at 1 N of Argent
Worker 4 moves 1 N GH For (which he will Chop)
Worker 5 builds a Road on the GH Gems For
Worker 6 moves 1 NE G Riv For (on his way to the Gems)
Scout keeps exploring along the coast toward Russia (we might as well reveal a coastal path to see how many of Russia's Cities could be amphibiously attacked)
Axe 3 (in England) probably keeps skipping his turn, so that we don't "Fortify and forget" him
Turn 87
London completes Spy -> builds Spy
York completes Settler -> builds Work Boat
Paris can work a G For with its Happy citizen
XO Cognac can work a Coast with its Happy citizen
Let's hold off on whipping Orleans until we've discussed what Frederick has done
London should be at Size 3 so should be working Fish, Horse, and Fur
York might consider working the Stone to complete the Work Boat if it will take more than 2 turns to get the Work Boat completed by working the Fish
Units in Hamburg promote:
Chariot 1 could promote to Combat I + Medic I, while Chariots 5, 6, and 7 could all take Combat I
Then, we can see how Frederick is reacting
We should still be able to grow this turn in XO Cognac despite what the 4th citizen was doing last turn.

I'm not sure how you guys manage to pause and save the game with us already talking to a Leader (Frederick in this case). Maybe it has to do with one of the game option settings. For example, I always get prompted for selecting a build item at the start of a turn when a built item was completed, but I can tell from some other people's saved games that they have disabled such an option and thus I get prompted to select build items that they hadn't selected when I load their saved games.
Again, a bit of bad luck by not keeping the Granary. We're definitely owed some Building captures in the future. Keeping all but 1 of our Units in the attack was pretty solid, though, so nice work on your part; the Buildings are random but the fighting, while also somewhat random, can be controlled with wise choices of Unit attacking-order selection.
Also, it's nice to have Russia's Trade Routes back thanks to a quick City capture.

I've already given my suggestions for what to do with our Cities and most of our Units for this turn.
Assuming that you agree with that part of the PPP, probably the other items to take care of are:
1. Where do we send our troops at Hamburg?
2. Where do we send our Galleys?
I'd suggest piling everyone into Hamburg. Next turn, Chariot 1 could promote to Combat I + Medic I, while Chariots 5, 6, and 7 could all take Combat I so that they'll heal faster (Promoting heals half of your existing damage, so in most cases it's best to Promote and then Heal). Once our troops have healed (maybe after 3 turns?), we can leave the Axeman in Hamburg and then send our troops SE G > SE G Cottage (at 1 W of Munich), giving us 9 attackers, which could probably still capture a 0-City-Defences Munich built on flatland, even with a couple of Spearmen and Archers in it.
If, before then, Cologne gets mostly emptied of defenders, we could then optionally head to the G For at 1 NE of Cologne, then try to snipe that City when Frederick isn't looking.
The hope is that by "hiding" all of our troops in Hamburg for a couple of turns, Frederick will run away. If he throws Units at our stack, at least we'll get the best defender in the stack for whatever attacker he has thrown at us.
As for the Galleys, we definitely want Galley 2 heading toward 1 SE of London.
For the other Galleys, since they don't have too much to do with us choosing to go for Spies now, perhaps we can set them up in a mini-Galley-chain. For example, they could all move to 2 N of Cologne this turn, then next turn, one of them could stay at 2 N of Cologne while the other 3 move to Orleans' Fish. Then, on the following turn, 2 Galleys could move into Orleans and one could stay on Orleans' Fish.
That way, on any given turn, we could load up 2 troops in Orleans and unload them in Hamburg on the following turn, then two turns later could unload 2 more troops into Hamburg. We might not use that option, but after the Spies get built, it could be an option to leverage with troops that we build after building the Spies while we wait for our Spies to get into position and start waiting for 5+ turns each. It's certainly better than having our Galleys sit around in a stack doing nothing.
Once you've played until the start of next turn, it'll be easier to see what micro to do next with our Cities. Hatty will also have picked her next tech by the start of next turn.
However, our victorious troops have discovered Block Brau and invite the troops outside of Hamburg to join then for a drink.

It's tempting, but the AIs are programmed well in terms of using "bait" Units far better than we are able to use bait Units. Where did the two Combat I Axemen and the other Spearman go? We're not sure... if they are in Munich, we could probably kiss our Axeman goodbye.Target of opportunity wounded German Spearman (3.5/4) 1SE of Hamburg.
Axeman has 99.47% chance of victory, but could then be easily killed by counter attack from Munich.
Yes, we could guard the Axeman with Horse Archers, but we'd just be fighting for the sake of fighting--not really a good play. Better to be patient, turtle-up while we heal, then be ready to throw 9 mounted Units unexpectedly at either Munich or Cologne, stealing another City instead of just trading a couple of Units back and forth but then possibly being too low on total Unit numbers to be able to capture another City.
Putting it all together...
Suggested PPP
Turn 86
Paris switches Cow -> Copper
Paris works: Wheat, Deer, Fur, and Copper
XO Cognac citizen works the Stone
XO Cognac works: Fish, Cow, Horse, and Stone
Orleans steals back the Cow and works it instead of the G Riv
Orleans works: Fish, Cow, and GH Mine
Orleans builds a Spy
Lyons switches the G For to the GH Riv Wine Mine
London 2-pop-whips the Spy
London works: Fish and Horse
York 1-pop-whips the Settler
York works: Fish
Troops at 1 S of Hamburg move into Hamburg
Galley 2 heads toward 1 SE of London
The other Galleys head back to 2 N of Cologne
Maybe just keep Axe 5 at 1 S of Orleans for now
EDIT: Maybe send Chariot 8 to the G Riv at 1 NE of Orleans (1 S of Orleans' Fish) to see if we can lure that Spearman to come out of Cologne
Worker 1 moves to the G For Road at 1 NE of Paris, partial Chops, and STOPS
Worker 3 moves into Argent on his way to the Tun Deer For at 1 N of Argent
Worker 4 moves 1 N GH For (which he will Chop)
Worker 5 builds a Road on the GH Gems For
Worker 6 moves 1 NE G Riv For (on his way to the Gems)
Scout keeps exploring along the coast toward Russia (we might as well reveal a coastal path to see how many of Russia's Cities could be amphibiously attacked)
Axe 3 (in England) probably keeps skipping his turn, so that we don't "Fortify and forget" him
Turn 87
London completes Spy -> builds Spy
York completes Settler -> builds Work Boat
Paris can work a G For with its Happy citizen
XO Cognac can work a Coast with its Happy citizen
Let's hold off on whipping Orleans until we've discussed what Frederick has done
London should be at Size 3 so should be working Fish, Horse, and Fur
York might consider working the Stone to complete the Work Boat if it will take more than 2 turns to get the Work Boat completed by working the Fish
Units in Hamburg promote:
Chariot 1 could promote to Combat I + Medic I, while Chariots 5, 6, and 7 could all take Combat I
Then, we can see how Frederick is reacting