The Pygmy of Elba

@Seraiel
You're speaking from a HoF deity perspective which is not realistic for 99% of the playerbase. A regular forum user doesn't choose opponents or decide to HA rush before the game starts. You can influence your luck by not choosing a certain strategy because you're not min-maxing the game.

For normal games you add some extra HAs to counter "unlucky rolls". To claim that HAs is 80% luck is absolutely absurd!

I'm speaking from my perspective Rusten and that is the one of GOTM / HoF. HAs are 80% luck dependant is not absurd at all, if you attack with a calculated number of HAs, chances that you'll fail are there, if you attack with a calculated number of Elepults you won't fail, simply because the Elephant is OP and Catapults remove the main resistences that HAs need to overcome.

From another point of view, if you say "normal players simply build more units and then they also win" , how is that good play? A unit needs to be cost efficient to be a good unit. A HA is expensive and worst case he dies because he needed to attack with 2.5% chances which were shown as 25% survival but it simply didn't retreat. Now HA 2, 3 and 4 come, 4 kills the Walls + Hills Archer, great, 3 defenders to go maybe. In the end the attack can easily take 10-15 HAs and those are so many resources that taking the city simply wasn't worth it, and waiting for Construction would have been better. Ofc. it can happen that the city is on the flat land and that the AI has only two Archers in it, then great, 4 HAs, 1 loses, 3 surived, win.

Idk what you don't understand about my impression of what is luck. Luck for me is when I win a fight that had low chances. With Catapults I don't have those fights, therefore Catapults = 0% luck. HAs however are sometimes even weaker than the defenders, they can also be stronger however and they have 20% base-survival chance and if a defender is much stronger it can happen that the HA either damages the defender, he can die doing that, he can withraw or maybe he simply dies and doesn't do anything. Depending on what result gets chosen by the RNG, a Walls-Hills-Spear can take 8 HAs or just 2 and that is what I mean with luck. With Elepults the variation on that Spear is minimal, maybe 1 unit.
 
But on lower difficulties there will be no walls and you can easily pillage the metal on the 1st or 2nd turn of war which means almost no spears. I'm not dismissing your perspective or argument for the games you play, I'm just saying that it's not relevant to people playing in S&T on lower difficulty levels. HAs are incredibly cost-efficient for normal speed warfare -- at least up to (and including) immortal.

Expecting lots of walls+hills+spear is not realistic. This game is a prime example. It's on monarch -- not deity. Furthermore, if you don't have a way of pillaging metal or see lots of walls then you don't attack with HAs but instead go construction route. This is what I mean by making your own luck and not min-maxing the game.

And when I attack with HAs I attack with so many that I will capture the first few cities no matter how bad rolls I get. If unlucky I may need more reinforcements for the final cities. When you reach a critical amount of HAs there is no luck involved, even if the battles are not 90%.

Edit: You're also assuming ivory which is a bit of a stretch.
 
Here we go.

Turns 116-135
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Turn 116
I switch Athens to Settler and tinker with science spending. Then the game endures alt-tabbed for 4 hours, because you have to age a good game like wine.
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Turn 118
Nothing is done with the Granary and starts a Warrior. A French boat lurks around, probably wishing it was Greek.
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Turn 119
One of the farms near Athens is done. My Workers begin a mysterious zigzag road towards Copper, so that after millennia or two people could wonder just what the hell their ancestors were doing.
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Turn 120
Construction is done, and after some consideration I start IW. I still hope to get at least some religious tech from Napoleon later on, and Metal Pig should produce a great Scientist for Aesthetics in 5 turns, so, really, it’s between Currency and IW, and I will be able to do both before the war. Currency would be better for money, and IW is faster and good for some bonus (foreknowledge) production. I chose production.
Barbarian Bear start an Odeon, because I want more guys for The Science Hills. Also, we’re out of money. Again.
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Turn 123
Napoleon asks if he can have our Fish. I cave in, hoping that he will choke on a bone and spare me the trouble.
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He survives. Dude’s like a cockroach.
I also scout French Horses and their fourth city, Rheims. Spearman there looks a little beaten up, but regretfully alive. Metal Pig starts an Odeon for counteracting future whipping sadness.
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Turn 125
Two more farms are done: one near Athens, the other near Nothing. I start more zigzag roads with freed worker hands, because getting anywhere is taking forever.
New settler goes on to claim Copper, and the capital and Nothing both start Odeons: Nothing for the whip, the capital for… the capital.
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I plan to start building mines near Athens and Barbarian Bear as soon as I’m done with Copper and roads, and I want Athens to grow bigger, since it’s going to be my main military production center and I cannot whip it too often.

In other news, a Great Scientist is born, and he’s ready to gift me the secrets of Aesthetics. Since Aesthetics contains zero stuff I want to build right now, I decide to keep the guy. To be honest, I’m not sure what to do with him: I can start a golden age, but it won’t do me much good now, and the academy will have to wait until I capture Paris and make it my bureaucracy capital. Also, I hope that keeping the Great Scientist will teach me responsibility. Off I go to buy a litter box.
Turn 126
Warrior Eye is in place. It starts a Granary.
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Turn 127
Napoleon has founded Confucianism in Orleans (his border city). Metal Pig whips the Odeon and will start Barracks afterwards.
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Turn 129
Religion spreads to Metal Pig. I convert, since you can’t have enough happy faces, and we’re buddies with Napoleon now. He’s still too Napoleon to trade me techs, though.
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(from turn 130)
Turns 131
IW is finished, and there is an Iron source near Metal Pig, and I’ve had absolutely no idea it would be there, aw, you guys, you shouldn’t. Awwww.
Napoleon is nice enough to send a missionary to Athens, and I get a free spread to Warrior Eye. I start Currency and finally connect Copper and Horses to the network. The capital starts Barracks. 2 Workers move from Copper to Iron.
Turn 135
I whip my first Phalanx in Nothing, the Barracks all across the country is near completion and Metal Pig’s Iron mine is almost done. The day D, hour H and minute M is closer with every passing turn.
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Maps:
General overview:
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Resource overview:
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Military overview:
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@ MBIS:

I remind you for the 3rd time now to plz turn on detailed city info and to go through the options-menu and customize it like you think it's best, plz do that right now after you have read this, it's horrible to see those screens and not even be able to see how long a build builds.

Regarding the zigzag-road because you wrote that you didn't fully understand the explanation (at least that's how I understood your statement) : Units can move diagnoally and horizontally + vertically. if you i. e. had built the road from Metal Pig towards you capital like pigs -> Grassland Hill -> Plains-Hill 1NE and then SE diagonally down ttowards the capital again, then you'd now already have two roads towards the Copper spot. You can save a lot of workerturns if you build the roads not directly but really plan them, and Workerturns are almost the most valuable in the beginning that exists. Moving diagonally means you can basically gain 0.5 tiles with a move because E i. e. is 1 tile but NE are 1.5 tiles. Hope this is understandeable now :) .

First thing that I noticed is that you're building Farms in your capital. I first found that to be a wrong choice, but when I think about it it's actually a great choice. Normally, in 95% of the games one will want to cottage the capital because it's food-rich and one will want to run Buro. In your case however your capital is food-poor but hammer-rich and therefore it'd i. e. make an excellent HE-city. Napoleons capital has food and Gold, so it's commercial output is much higher, it's completely logical to cottage that city and re-build the Palace in it while preparing your capital now for maximum troop-output and completely neglecting research, because you get enough from TRs + Specialists + coastal tiles to get through to Currency (on Monarch, on Deity this would not be possible like that) .

Then giving Napoleon the Fish was very wise, because every time you deny a demand of an AI, there's a chance that it'll start preparing a war against you afterwards. There are certain AIs that have an almost 100% chance to prepare a war against you if you deny their demands (I believe Roosevelt has the highest chance) . You didn't need the Fish and Napoleon could not benefit from it, because he doesn't need the health, so it's a free 10T peace-treaty with no downsides.
Demands are btw. only demands when an AI is cautious or below, even when they say "we demand" . A demand on pleased or friendly actually is a beg. With begs, there isn't any chance of the AI preparing a war when denying it.

Then I noticed that the Horses-city was unhappy at size 4 but was building a Warrior. That Warrior should have come out of the capital, because that city has low food but is hammer-rich, it can build the Warrior fast and is unlikely to become :mad: . The Horses city should have therefore build a Worker or Settler, because (I already wrote this once) when producing Settlers or Workers :mad: citizens don't consume :food: !
Try to plan better ahead next time and remember that rule about the Workers and the Settlers and that they make :mad: citizens like they didn't exist, while otherwise they'd consume :food: just like any other citizen.

Then (major fault) : Researching IW was not necessary. Axes are almost as strong as Swords, against Axes they're even the better unit and they're especially strong enough to win together with Catapults. You only need IW if you need to remove Jungle, Swords are not worth it as a weapon, and the chance that the AI will research IW early is very high. Maybe you could have gotten it for free from Napoleon after taking 2-3 cities in a peace-deal, and then kill him off 10T later. The much better choice would definitely been Currency, and after Currency you should either go for CoL and bulb Philosophy with the GS you saved (has the great advantage that you get a Religion and you will want one as you're going to be isolated for quite some time as it looks, Religions have huge bonuses) or (option) you prepare a double Astro bulb (then skip Meditation to not unlock Philosophy for the GS and don't research anything that unlocks Paper, then research Compass + Optics and from there you can jump directly towards Astronomy instantly with using 2 GSs and then reach the other Continents (very good option) or research Metalcasting (for Forges) . Personally I'd go with the Astro-bulb, then I'd research Metalcasting for Forges, CoL, CS and then Compass + Optics + anything that is needed to unlock Astronomy, bulb bulb -> Galleons.
The other option is to bulb Philosophy, research CS -> MC -> Paper -> Education and then Lib -> Astronomy. This is slightly slower but would be a better approach if you i. e. would want to go for Space, so you need to decide on a victory condition.

Ah, read further, Napoleon founded a religion, that's lucky. Then you can still think about bulbing Philosophy, because Pacifism is an awesome religious civic, the main thing is really that you need to decide for which victory you want to go, Domination is more Astro bulb, Space is more the Liberalism line and Culture is completely different from anything, then you'd i. e. need to make sure that you get Philosophy first and also Divine Right first to have 3 Religions.

If Napoleon builds Missionaries btw. then he's on the so called "Missionary Strategy" currently, then you don't have to fear him at all, because AIs following that strategy don't attack without warning.

One short tip for whipping Phalanxes: If you invest less than 5 :hammers: then you can 2-pop-whip the Phalanx and get another Phalanx from the OF. This will save you a lot of whipping-anger which is always important, but especially in your case on this map, because you (almost? ) got no happyiness-resources.
 
It’s like RL has a defensive pact with Napoleon and keeps distracting me on purpose.
I remind you for the 3rd time now to plz turn on detailed city info
My game refuses to save settings, remember? Sometimes I turn it on, sometimes it slips my mind. Or maybe Napoleon turns it off on purpose, one can never be sure with him.
Hope this is understandeable now
I feel very silly now. Yes, it makes a lot of sense.
The Horses city should have therefore build a Worker or Settler, because (I already wrote this once) when producing Settlers or Workers citizens don't consume !
I should probably write it down somewhere, since it’s the second time I forgot. Although, in this case it was likely an already pre-build Warrior from my Wheel-Pottery time, I don’t remember for sure.
Researching IW was not necessary.
Part of me knew that. The other part of me was going all about Kings of Metal puns I could do. I’ll try my best to not screw up like this anymore. I’ll probably fail miserably at this, but I’ll try.
so you need to decide on a victory condition.
I’ve never conducted a massive naval operation before, and I understand that Pericles isn’t the best ruler to do it, but it’s Monarch and I can probably get away with it, right? So I’ll try Domination. Space would’ve definitely been easier, though.

20 more turns incoming later on, and probably another set of turns after that.
 
Turns 135 - 155
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Turn 135
I turn on Detailed City info. There is much rejoicing across the nation.
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First Phalanx is ready and starts moving towards the chokepoint. I also re-plan my road network.
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Turn 138
A mine near Nothing is done. I send the Worker to build one more for Warrior Eye, so it can hopefully start military production in 20-25 turns.
Turn 139
I whip a catapult in Metal Pig. The catapult felt nothing, and my whip is torn.
Turn 143
2 more Phalanxes for the Glorious Greek Army are complete. Generally, you can just imagine I said it a few more times and we’re more or less done with the update.
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Turn 147
Napoleon built some Chariots and made them race for his amusement. Maybe he’s not that bad.
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Turn 148
Currency is done, and I switch to Code of Laws, planning to go for:

Code of Laws -> Metalcasting -> Machinery -> Compass –> Optics -> Astronomy bulb.

Since Napoleon is so full of sugar, I think he’s bound to research Calendar at least by the end of the war. I hope. I also completely forgot that - since he founded Confucianism - the Pigmy apparently got CoF too. I’m proud to say that I’m not crying now when I’m writing it.
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maybe a little

Turn 152
Pliny joins his buddy Tacitus in humiliating the Glorious Greeks.
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Seriously, guys, cut it off.
Turn 153
Our horse whisperers want something from me.
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I laugh. Both parties feel disappointed.
Turn 155
3 Catapults, 7 Phalanxes and 2 Spearmen stand ready to liberate everything in their way.
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The road rearrangements are also complete. I send freed Workers to build more mines and farms for Athens, although one guy was actually busy with it the whole update, improving Hammer output for Barbarian Bear and the capital.
In other news, the French begot a Great Scientist, I got a free religion spread in Nothing, and there is a French Archer inside my boarders who’ll probably get kicked out into wilderness east of Athens and not back in France where he belongs. I’ll need a Phalanx at home to deal with it.

Maps:
Overview:
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Resource overview:
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Military overview:
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Would be interesting if I would not be the only thing writing something towards this game.

From the last post I think everything seems fine. A few more Catapults wouldn't be bad, but you can build those during the war. The Spearmen are afaik not really necessary because you have Phalanxes and iirc. those are like an Axe with Spear-abilities but only against Chariots, so not i. e. Horse Archers, which is why many see the unit as a fail. In this situation with Napoleon having Horses and Chariots they could actually be really nice though :) .

Regarding the Astronomy-bulb I can give only theoretical tips, because I've not played one yet. I only know, that the players that go for that strategy usually create 2-3 GSs and double-bulb Astro while sometimes even bulbing Optics. Standard research through i. e. Cottages doesn't count that much in those situations, though I'd not neglect it completely and would build some Cottages on Napoleon's Grassland.
 
Strange French borders on your Turn 147 screenshot, does it imply that the other French city is up there in the NE?
 
Strange French borders on your Turn 147 screenshot, does it imply that the other French city is up there in the NE?
Yep. I’m not sure how did I miss it – my Warrior-scout was north just a few turns ago, and there were no sight of activity, only a slightly worn down garrison in Rheims.
The Spearmen
I plan to send a few Phalanxes to cut Napoleon’s Copper right away. His Horses, however, are well beyond my reach, and the Pigmy can always switch to HA without Copper available. Better safe than sorry.

Turns 156 – 170 (The Copper Wenches War, part I)
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Turn 158
Athens completes one more Phalanx, and we finally ready do the thing Greeks were longing to do for ages now: eat vegetables.
So I declare on Napoleon.
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Metal Pig bands start playing in front of the French embassy all at once, and now we can’t even talk to France, since all the diplomats are already deaf, dead or converted Greek. While I’m filing a request for new ones, here’s the initial disposition for you:
Home Phalanx is in charge of catching a stray Archer:
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The stack of doom will move one tile NW.
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It’s somewhat open to counterattack, but I want to cut Napoleon’s Copper as quickly as possible.
Turn 159
French Archer creeps towards Athens. I keep my Phalanx on a hill – I want to catch the perpetrator in the open.
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Napoleon starts rerouting his troops towards Orleans. By that point, he somehow lost his fifth city.
Turn 160
Catapults do catapult things, and Orleans defenses are down to 16%. I move a Phalanx-Spearman pair to deal with the Pigs Archer, and I hope Golden Chariot will take the bait and attack them afterwards.
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(it’s not me who left resource bubbles on, it’s Napoleon, I swear. Also, no more screenshot editing on my side, it looks like crap)
Anyway. Another Phalanx of mine goes to pillage and plunder Copper Wenches. Now, there aren’t really any wenches out there, but the name seems to boost morale, so we’ll go on with it.
Back home, French Archer keeps trying to sneak up on Athens.
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Turn 161
Pigs Archer is down, and Copper Wenches are taken.
At home front, French Archer is apparently lost in the beauty of Greek countryside. Since it’s a wide open country side with no defense modifiers, I attack him and, of course, lose with 95% chance of winning. Spoiler: it’s going to become a theme. Thankfully, I kept one more Phalanx at home just in case, and it finishes the job.
Back in France, our Phalanx-Spearman pair is screwed by a random Axeman. I pull survived Spearman back to the stack, not willing to leave him in the open or move to finish his buddy’s killer, since he’ll just get another axe in the face, and we’re kind of low on spears here.
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I also send one worker towards Metal Pig – I want to finish the road to France as soon as Orleans is ours.
Turn 162
Remember the mortally wounded Axeman that took out my Phalanx on previous screenshot? He gets himself a double kill, slaughtering my Copper raiders as well. Maybe they were too busy trying to find wenches to fight him, I don’t know.
My main stack attacks Orleans. I lose another Phalanx, this time against 98% win chance, but the city is ours and all the catapults are all fine.
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Turn 163
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Now we have a law that forbids looking for wenches in a copper mine. Yay.
I switch to Metal Casting and send my already in place Worker to connect Orleans to the road network. A Spearman and a Phalanx are left to garrison the captured city; the rest of the stack is more or less fine and go on to siege Paris. They are not going to attack until healed and reinforced, but I hope that some random Greek guys camping on a hill near his capital will keep Napoleon from counterattacks.
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Turn 164
A wild Chariot appears and destroys my Worker. Since Phalanxes have only defense bonuses against Chariots, I move Orleans’ spearman to splat it without risking more losses.
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Turn 165
Orleans’ spearman is joined by a Catapult and a Phalanx. They go on to reinforce my stack of doom, that’s currently sitting on a hill in the vicinity of Paris.
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The Greeks can hear the garrison. It is not pleasant.
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Back at home, I get ready to start courthouses after one more military production cycle is completed. City Maintenance issues are going to kick in rather soon, and I feel like I already have enough units in the field.
Turn 166
Another Chariot appears and attacks my Phalanx in Orleans. Phalanx loses.
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Oh, well. It seems like my reinforcements will have some work to do before they can join the main force.
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Hopefully, those were the last Chariots Napoleon had. The Catapult my guys were hanging out with is joined by more Phalanxes, so it’s safe.
Turn 167
I leave a now veteran Phalanx in charge of Orleans and resume moving my reinforcements towards Paris.
Turn 168
We lost Orleans to a Chariot. Again. In other good news: more French troops are coming and I lose another 80%+ fight.
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Thankfully, those new French troops used to garrison Paris, so I think it should actually make things easier.
Oh, and Ptolemy is born in Metal Pig.
Turn 169
Chariots are swarming Orleans. I try to attack Paris that now have only 3 units defending it, and end up losing two catapults and three 85% winning chance fights. Paris stands - it has one Axeman left, the same one who slaughtered two Phalanxes in the beginning of my campaign.
I also apparently forgot to make a screenshot because of trying to throw my PC out of the window, so here’s a cat picture for you.
Spoiler :

Turn 170
A part of me begs to reload, but that’s not how we do things around here. The Greeks press on. To emphasize Greek resilience and abs, Leonidas is born in Metal Pig.
What’s left of my first reinforcement wave joins the survivors of my doomstack, leaving one lone spearman behind. And that guy, that guy just keeps killing more and more Chariots, although in this particular turn he’s taking a day off and joins another wave of reinforcements because of some sudden health problems.
Hey, and more good news, everyone: Napoleon moves an Archer and a Chariot to Paris.
Spoiler :

Yeah.


I actually played up until turn 190, but I’ll need another sit-down to write it up. Will the Glorious Greeks prevail? Will we see Napoleon’s head on a pole? Are there really any wenches to find in a copper mine? Find tuned for our next episode!
 
Kudos for not giving up after those fights.

I ask myself how it is possible, that a Chariot attacks your Phalanx in Orleons. A Chariot has STR 4, a Phalanx has a STR of 5 and a defensive bonus of +100% against Chariots so it has STR 10!!! The winning odds of that Chariot must have been below 1%, what was going on there, was the Phalanx wounded or something? AI attacks wounded units even at low chances (careful, GGs if possible always get attacked so never leave a GG alone on the open field) . Napoleon has high courage so also attacks at even lower chances than normal, but a Chariot against a Phalanx? :crazyeye:

Regarding the war in general:

You're making a few errors. You sent out a single Phalanx towards the Copper to pillage it. AI evaluates the STR of a unit by calculating the tile-value, so if only 1 Phalax is on 1 tile, than that tile has the tile-value 5. An Axe also has a STR of 5 and Napoleon has high courage, so it's expectable that he'll attack that Phalanx. To counter that you need to send 2-3 Phalanxes towards the same tile to raise the STR-value on that single tile, Napoleon is unlikely to attack a tile with a value of 15 i. e. with a unit that only has STR5, this is why i. e. 2 units on one tile have a largely higher chance to survive than if every of them were solo on a tile.
And Orleons, how is it possible that that city has size 4 and after the capture it is size 1? If a city has 20% cultural bonus, then use 2 Catapults to attack it (or 1 if the Catapult has Accuracy so the city has 4% culture after bombardement) and then sacrifice 1 Catapult again against the city and then attack it on the same turn. Every turn you threaten a city the AI is likely to emergency whip it so you need to minimize the time in which you threaten it. Threatening a city is, if you have troops in range to attack the city, so if i. e. an Axe stands directly besides a city or if a HA is 2 tiles away (not diagonally btw. , that's a weakness in the code) .
Then the Worker that got stolen. AI cannot think like a human can do, so it cannot i. e. see "ah, there's a unit on tile x, now that unit can move 1 tile so it can only be on the following tiles in the next turn" , the AI lives completely "in the moment" and therefore can see as far as it can move! A Chariot can see 4 tiles along Roads (6 tiles with Engineering) or i. e. 2 tiles across plain territory or i. e. 'til a Forest and no further. You wouldn't have been able to see that Worker maybe (though you would have in this case, because borders have a sight-radius aswell, and you're directly besides Napoleon's borders) , but that Chariot can see the Worker from 4 tiles away, and with you not guarding that Worker it's a free win.

Also learn this trick: With owning Orleons and with many units being in Paris, pillage the Roads that lead to Orleons, leave some units near the city but leave the city undefended! This has a high chance, that AI will try to capture that city (but can't in 1 turn) so it may lure out units which you can then kill on the open field!

And one more thing: Don't build those Courthouses. Courthouses are very expensive buildings and you play on a low difficulty, maintenance cannot be that bad. I don't even build more Courthouses than needed to unlock the FP and that from mid- to endgame onwards on Deity. It may be sort of a special situation on this (stupid) map, because you basically have no land on which building Cottages would make sense, but you still have economical options. Work a Mine and produce Wealth, run Scientists to generate GPs and also gain :science: by the Specialists themselves (you need to pay more attention towards that in general btw. , I believe Metal Pigs didn't work 2 Scientists during the build-up phase and recently, remember that you want 2-3 GSs to bulb Optics + Astro and that you also need to get there, I think I already wrote, that you should make a GP-Farm or HE-city out of your capital, so if it i. e. has a Library then run 2 Scientists there two and generate 2 GSs simultaniously, and if the horses city has 2 improved FPs and needs to reduce whipping-anger, then hire 2 Scientists there too a.s.o. ^^) .
Barbarian Bear btw. is too big and is working a Plains Farm (= bad tile) , whip the city for reinforcements.

And one thing towards the war that I just saw: I once learned by the user pob, that no matter what, the City Raider promotion is always the best you can take for Siege, forget about Barrage and Drill, because the stronger a unit gets, the more chances it has to cause damage and the higher the damage will be. Barrage sounds good, when having only very little siege and when wanting to do maximum damage, but the way to get there is City Raider.
Take Accuracy for the case the any Catapults (or whatever you'll have later) get to 5XP, because it's the most valauble promotion available as it doubles the bombardement-capability of a Catapult so 1 Catapult with Accuracy is basically like 2 Catapults without. This is very important to get down cities protected by Walls, because Walls cut the bombardement-value in half, which is why bombarding Walls-cities takes long even with Accuracy-Catapults (and which is why attacking Castles-cities is basically insane, because Castles cut the bombardement value by 4 :crazyeye: ) . Then take the Accuracy-Catapults to bombard the cities and only attack with the expendable 3XP ones until the odds are 90%. The good thing about that also is that you don't need to wait for the Accuracy Catapults to heal, because they won't suicide-attack the city and can bombard with the same effectiveness even if they're at low health.

I hope you get Paris, and then you should take a cease-fire so Napoleon isn't in war-time-production during the time where you reinforce your troops.
 
I ask myself how it is possible, that a Chariot attacks your Phalanx in Orleons. A Chariot has STR 4, a Phalanx has a STR of 5 and a defensive bonus of +100% against Chariots so it has STR 10!!!

A Chariot has also +100% attack vs all axe-based units.
 
A Chariot has also +100% attack vs all axe-based units.

Lol. Then the Phalanx really is the most useless UU in the whole game :D .

A Berserker is a hard opposition in that discipline though ^^ .
 
Enjoy your writeup, MBIB. Looking forward to next chapter. No further advice than Seriaels, except: Get luckier in the battles. And dont forget to feed the cat.
 
Turns 171-190 (The Copper Wenches War, part II)
Spoiler :
Turn 171
I regroup and start moving my reinforcement stack towards Orleans. Now, this stack is a little different from previous ones, because it has more Spearmen and fewer Phalanxes. I’ve been thinking about it since my first issues with Chariots, and came to the conclusion that Napoleon will probably keep spamming mounted units now. I mean, that’s all he was building since I took away his metal, and he seems to be hell-bent on making more and more. And so I gambled and brought more pointy objects this time.
Turn 172
Orleans had 3 Chariots defending it, and chariots are not that good at defending against Spearmen. Or against Phalanxes. Or breeze. We take Orleans back, and the one guy that still lives there is celebrating. I mean, that would explain why he’s naked and keeps arguing with his pigs, right?
Turn 174
Napoleon moves a Chariot out of Paris, and I seize the opportunity. Both my Catapults are botched, but we win two 80-90% fights in a row. It must’ve been a really unlucky day for the French.
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Napoleon, however, refuses to give me Calendar for being nice, and after some consideration I decide to keep going until I take Lyons.
Spoiler :

I want the city for a number of reasons, the main one being Pigmy’s only way out of the jungle. If I take Lyons, I can hopefully funnel all of Napoleon’s forces through there, denying his Chariots and potential HA their mobility advantage – the only advantage French troops have at this point.
Spoiler :

Turn 175
A French boat comes near Barbarian Bear, and it’s full of seamen. (yes, I finished 5th grade, why do you ask?). The boat proceeds to pillage city’s Fish and sails away. Barbarian Bear is now a very hungry Bear.
Spoiler :

Turn 177
Orleans gets its first border expansion, and the Greeks can finally partake of holy vegetables. Health problems start to disappear across the country, being replaced by universal child hatred. At least I don’t have to eat them, because I’m a despot. And finished 5th grade. Yeah!
Turn 181
I move a 5-unit scout group towards Lyons. The rest of my forces are still a few turns away, but I have a glimmer of hope that the city will only be lightly defended.
Spoiler :

Courthouses are almost done – I whipped a few, even one in Barbarian Bear since it was shrinking anyway. Paris starts a Granary, and I move Workers to start clearing forests for my future capital.
Turn 182
Napoleon tries to counterattack with a Catapult and an Axeman. Somehow, nobody is dead. Well, nobody Greek.
Spoiler :

Lyons is indeed lightly defended, but not lightly enough to take it right away.
Spoiler :

Turn 183
With secrets of Metal Casting the Glorious Greeks become even more metal than metal.
Spoiler :

I switch to Compass. Engineering might’ve been better.
Turn 184
Napoleon tries yet another counterattack with lots of Chariots. I block them in the jungles near Lyons.
Spoiler :

Turn 185
Spoiler :

Spoiler :

Oh, come on!
I have to reroute my reinforcements to deal with the Chariots. Again. I also get my first 70% win in the whole campaign. Yay.
(A note arrives from the French embassy later that day, accusing me of being a lucky noob, who plays this game 24/7, has no life, aimbot, weight problems and a very sexually active mother. Continuing the traditions of Sparta, we send a laconic answer: “fite me irl”)
Turn 186
Greeks regroup, heal and keep moving forward; bombardment of Lyons starts. I finish the last 2 Courthouses. Athens and Barbarian Bear are building Forges now.
Turn 190
Everything is in place to start the assault of Lyons. I move one spearman to serve as a lookout, and he spots yet another French Chariot.
Spoiler :

I feel like Napoleon needs an intervention at this point.
Back at home, I finally remember to switch Metal Pig to scientists. I have to admit, it’s kind of annoying to do it every time I whip the city. And the Courthouse also seems to pollute the great people pool, awesome. Do they sell spy novels there or something? For now I have 2 GS stashed away, and third one - if I will indeed get a Great Scientist and not a Great Spy - will be born just about time I have to the possibility to unlock Astronomy.
In other news, the Granary in Paris is completed, and I start chopping the Palace. My initial plan was to whip sixth courthouse in Orleans and build FP in Athens, but now I’m consumed by doubts. We’ll see. Anyway, let’s get to

Copper Wenches War analysis:

Now, I made a few obvious mistakes: unnecessary dividing the stack of doom was one, and constantly underestimating Napoleon’s aggressiveness was another. Aside from that, and taking into account the new information Seraiel provided for the next time I act, I think I did okay given my luck. Not great, but okay. Ish. Also, you might have noticed that I tend to forget making screenshots when things are going bad and I’m busy thinking. Sorry about that.

Greek Losses:
Spoiler :
9 Phalanxes
4 Catapults
1 Warrior
1 Worker
Spoiler :



French Losses
Spoiler :
12 Chariots
9 Archers
4 Axemen
4 Catapults? (I have no idea)
1 Spearman
Spoiler :


Maps:
General overview:
Spoiler :

Resource overview:
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Military overview:
Spoiler :


Don't build those Courthouses.
Kind of late for that. But I didn’t whip sixth one and didn’t start FP yet, so here’s that.
Enjoy your writeup, MBIB. (...) Get luckier in the battles. And dont forget to feed the cat.
Thanks! I will probably end up feeding the battles and lucking the cat for a few sets of turns, but then I’ll get it right.
 
Ok, some things...

1. Cities that have seafood also need Lighthouses. I became aware of this when I read that Barbarian Spear would starve, I thought "what? " . A Lighthouse is 60 :hammers: , it gives 1 :food: on every water-tile and that includes the seafood. If you look at the food-bar in Barbarian Bear it'll say something like "20/30" or "20/34" or so. That means that 15 :food: (2nd example 17 :food: ) give 30 :hammers: (the whip) so 1 :food: = 2 :hammers: . If the Lighthouse gives 1 :food: / turn and it costs 60 :hammers: , then that 1 :food: gain will have payed the Lighthouse after 30T :) . Your round is still longer than 30T so you need to build Lighthouses :) .

2. Your decision to build more Spears is logical, but Napoleon also has Archers, and against Archers, Spearmen are a lot weaker than Axes (or Phalanxes) . Try to understand the concept of "courage" again. A normal AI only attacks units if the chances are 50% or higher (i. e. it would attack an Axe with a Chariot, because the Chariot is stronger with its 100% bonus against Axes) . Now Napoleon has high courage so he attacks also with odds lower than 50%, but if a Chariot meets a Spear, then the chances that it'll win are something like 1%! As long as you have 2 Spears guarding your Phalanxes, Napoleon would need to attack with hordes of Chariots to get through towards the other units, and while a player would maybe even do that (if he i. e. would see that a player has only 1 Spear and if he only has Chariots) an AI will not, because the chances are too low! The Chariot against the Phalanx was something like 30-40% for Napoleon, that he'll do because of his high courage (a normal, peaceful AI wouldn't do that) but he will not attack a Spear and if he would, he'd lose, so take 1-3 anti-units into the stack to make it safe against attacks from certain types of untis, but apart from that build the stack out of the strongest or most efficient unit that you have (= Phalanx) .

3. Build more Catapults. You're again standing in front of a city, you threaten it so the AI will whip defenders, and you cannot attack because you only have 1 Catapult. Don't move your units in single, move them in one or several stacks. If you don't know what defenders to expect, then send i. e. 1 Phalanx covered by 1 Spear, Napoleon will not attack that combination and he will not feel threatened ^^ . Once you have enough units move them all together, bombard, conquer the city, heal a.s.o. .
You also don't need several healers, 1 medic-promoted unit heals all units with its bonus on the same tile :) .

4. On one screen your capital is not working the food. This is the same as with a city hiring a Spy-Specialist and you don't notice it. Go into the city-menu more often and check the city at least after it has grown, after you whipped it and every time the tile-improvements change in value (= Biology, State Property, Golden Ages etc. ) .

5. I somehow don't see any Workers on the screens, they currently should be chopping...

6. You can increase the value the AI is willing to offer in a peace-deal if you threaten one or more of the AIs cities, so before you conduct peace and if you want to have a certain tech, move some units near as many AI-cities as possible and then re-negiotiate again ^^ .

7. You need to run more Specialists and build more Wealth, your economy is stalling. Also stop building units, you can win the war with the remaining ones easily. Make more use of Wealth. It's often better to build Wealth then ot build buildings or even units, try to calculate things more precisely like i. e. in the example with the Lighthouse. The Courthouses may still be worth it, the units you don't need and other buildings i. e. need to pay fully back until you reach your next big goal (= Astronomy) , because a major goal changes things too much in your favour. With Astronomy i. e. you'll get contact towards the other civs, that means you get intercontinental TRs + can trade techs, that's way more important than any building.

-----------

Try to post a little about your plan, so that people can comment on it :) . There i. e. was 0 chance to prevent you from building those Courthouses, because you reached CoL during an update and didn't stop but decided on your own. I maybe could have thought of it when I wrote "research CoL" but it didn't cross my mind because for me, Courthouses are between the most useless buildings possible ^^ .

:thumbsup:
 
Seraiel said:
You also don't need several healers, 1 medic-promoted unit heals all units with its bonus on the same tile .

Just to add something to this, I'm not sure if it's been gone over in this thread MyBabylonIsBig but the first Great General your empire generates is usually best used to create a 'super Medic,' the GG can lead troops as a warlord and gives lots of EXP and exclusive promotions, one of which is medic III which makes any unit able to heal units in the same tile and adjacent tiles 25% strength per turn. Use the 'lead as warlord' ability on a tile with only one other (preferably mounted) unit though as you probably won't reach medic III if you spread the XP around.

This is obviously extremely desirable, as your stack with a super-medic will be able to heal in enemy territory almost as fast as enemy units, especially if you have lots of troops with March (heal even if you move on a given turn).
 
After you are done with this maybe you would feel at home in the Stories and Tales subforum?
 
Cities that have seafood also need Lighthouses
Will do.
Go into the city-menu more often
Yep, I suppose I’ll have to. I blame Napoleon.
I somehow don't see any Workers on the screens, they currently should be chopping...
They chopped two tiles already, but there was a quick detour to complete my road network.
you cannot attack because you only have 1 Catapult.
I actually have 2, 1 is already with the stack, the other is 2 turns away.
You need to run more Specialists and build more Wealth, your economy is stalling
I was a little bit carried away with war things, to be honest, but will do. Also, by more Specialists do you mean more Scientists, or should I add a few others as well?
reached CoL during an update and didn't stop but decided on your own.
My logic behind Courthouses was simple: I was sure I still have enough units, and I just got an ability to prepare, in a way, to taking more cities and moving my Capital. Wealth would’ve indeed served to speeding up my Research better. Oh, well. Won’t do this thing again.
a super-medic
I settled Leonidas in Athens, since it’s going to become HE site, but I think next GG is not too far away. Will make one, thanks.
After you are done with this maybe you would feel at home in the Stories and Tales subforum?
Thanks, I’ll think about it. Although I’m still a terrible player and I abuse English grammar very hard.


All right, let’s get to
The Plan:
I think I shall bleed Napoleon for as much gold and tech as I can. I will take Lyons and make peace, then I’ll take Rhymes and try to make peace again. It does slow the time I get French Workers, but maybe I’ll be able to steal a few between wars, and forcing Napoleon to give away his tech frees more research turns for important stuff.

Now to particular points:
Spoiler :
1. I don’t see much sense in moving my stack one tile away from Lyons now – second Catapult is due to arrive in 2 turns, and then we attack, so let the Pigmy whip if he wants too. However, I will keep the stack 2 tiles away from the next French city until I’m ready.
2. I think there is a place for one more city between Paris and Lyons
Spoiler :

it won’t grow too big, but It’ll make some commerce from coast and some wealth from the hills.
3. Warrior Eye will switch to Wealth, Athens will follow in 4 turns after completion of the Forge.
4. I’ll take Barbarian Bear for a spin – it needs to build a Lighthouse, and a Granary, I think, is long overdue. The city also didn’t finish its Forge because of oh my god why are you eating my neighbor, so I think it should complete it too before resuming Wealth production.
5. I’m not sure if I should start Harbors later on. Almost all of my cities are coastal, and with Astronomy I’ll get foreign trade routes… yeah, probably should.
6. After my Workers are done with the new capital, I’ll send a few back home: Metal Pig, Warrior Eye and Nothing are working a few unimproved tiles, and that’s bad.
7. Just what should I do if I get a Great Spy in Metal Pig? Aside from pouring him Vodka-Martini.
8. I think I need a ship to transport Metal Pig Catapults. Metal Pig is the closest city I can build them in, and moving them to the front line takes ages.

And here’s an inventory:
Spoiler :
I have:
- 2 Great Scientists stashed away, 1 Settled Great General in Athens.
- Total of 7 cities. I will take 1 more in a few turns, and 2 more in 25-30-ish turns; will probably settle a few too. I control the Confucianism Holy City (Orleans), and there is an Academy in Paris.
- Only 3 active Workers. Will try to steal more.
- 1 luxury resource: Gold. I will get 2 Sugar with Lyons, but that’s it, there is nothing more on the whole island, only additional Sugar.
- 9 bonus health resources (2 Pigs, 4 Fish, the rest have only 1 source)
- 2 Copper Sources, 2 Iron Sources, 2 (in the near future) Horses
- 5 Courthouses I don’t need (sigh)
- More class than Napoleon.


and Demographics:
Spoiler :

If you need more information, or some specific screenshots, ask away, I won’t play until very late tomorrow.
 
I would raze Lyons, but I also have a phobia for one off the coast cities.
 
Imp. Knoedel said:
I would raze Lyons, but I also have a phobia for one off the coast cities.

On Pangaea I don't really care, but on this start I agree razing Lyon and replacing with a coastal city would be worth doing. On Continents whenever I don't raze AI cities that are 1-off coast and replace them I spend the whole rest of the game wishing I could be whipping ships in those cities :D
 
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