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1325AD (T255):
Army pillages 3 tiles and lands on suspected oil tile, which is 5 tiles 33333 from the fish near Ollantaytambo.
Redlined army on mountain moves to mined hill and pillages it. Disband the army as it will die anyway and no reason to maybe give a promotion to a bomber or any unit.
Army pillages hill mine and 2 other irrigated plains in an attempt to move as far away from Coimbra as I can.
I would like to have a couple of units to stick in the coastal towns across from the old US towns. This is likely to be where some of the bombers are located and they will bomb the towns. If you had two or three units in those places the bombers would not destroy structures.
I do not know as I was not playing to see where bombers launched or attacked. I am guessing the redlined galleon means either a carrier is about or some bombers are in Coimbra. The reported loss of some armies from bomber attacks and the pillaged land in the NE points to beach towns in that area.
I do not know if the cities the armies are parked near have artillery or not. I moved the armies away from the coastal towns as those are the ones that are likely to have most of the bombers.
Landing:
cav 1
inf 12
sam 2
tank 14
total 29
I can count 50 ships within 3 tiles of our land, 43 are in our waters. I do not know how many units are still to land.
Defense:
Rifles 14 (at least one damaged)
cavs 43 (after disband one army and 20 of the 43 are in armies of which 2 armies still overseas)
inf 3
mdi 4
swiss merc 2
total 66
Note that mdi and sm are not fit to attack the landers, even if they are redlined. They are best used to absort bombings.
In addition we have 10 artillery and 37 cannons. IMO cannons are of limited reliablity and the range 1 is a problem. It would be on my mind to upgrade at least one each turn, if I could spare the gold. Gold is needed for steals and maybe a rush or two, so it will be hard to accomplish.
My own feeling is cannons are about a 45% to hit and the rate of fire of 1 means only 1hp removed. Artillery have the bombardment of 12 vs 8 and range 2 and rate of 2. This means they will at times take off more than 1HP. In practice artillery hit at very high percentage and I have had them go 100% many times.
This is much lower, IF you shoot at targets on a hill or mountain or in towns with only 1 unit. To that end I would be very unhappy with the turn player that did not block hills and mountains and force a landing on grass. Bombardments will fail at a greater rate.
As to dealing with the landing. Well the way most would go would be to use the bombardment, then the 3 armies, then the 23 cavs. Then you are faced with using rifles and other 4 attack units, while holding the 3 infantry or maybe using them.
You may well manage to do this and it was reported that it was done with only 13 losses, implying a quite good run of bombarding. If you get something like a low number of hits like 13, you do much worse.
I would probably not take this risk. I would maybe do something like take a pop of the hill in Holwerd and move it to the coastal tile. Take the taxman and put it on that hill. This stop starving and lower the army a turn.
It now means I am not forced to fight to the death to defeat that stack. I can use my armies to block in the stack. I may even use 1 or more to attack any damaged units. I mean I give up the hill to pillage, but once I clear it that can be fix. I bombard and see how it goes and maybe attack with the cavs and take some losses.
Move my defenders into Amsterdam. One army on the mountain and let them attack Amsterdam or move towards Holwerd.
They have no BattleField, so they will not heal. I would expect them to not attack Amsterdam, but they could. I would not expect a pillage by the tanks as they will try to get close to the empty Holwerd.
Next turn I will get to bombard again and now face units with 1 or 2HP and a lot less with 3 and 4. If I get the 13-18 hits I would see nearly all units with at least 3HP and be very painful to attack with cavs. All have 8 defense, except the two sam units and they have 6.
That is the same as a rifle, not a lot of fun for cavs, but doable. Infantry at 3 or 4HP are very tough on cavs.
Even cav armies can struggle with aninfantry in a town/hill. Here they would not have a full bonus, but would have a hill. Either tactic could work or could fail, the difference is that the second option will save units, if it does work.
Since I have no idea when the wars started and the gov is Republic I make a peace deal with Hammi. I did not know who declared, but not likely they did.
Turn off many animations and turn on color blind as it makes it easier to see nation in a 31 color palette. IOW std colors are not on the normal civs and it is a bugger in screen shots to know the nation.
New Holwerd make taxman out of a pop on a hill and sell the wall. If they get to this town all is lost anyway.
Utrecht 2 switch to Expl, then wealth as no need for settlers from now on, going to rasie all and not repalce any.
Already have 2 settlers on hand. I am just going to say wealth, even in the places it is expl then wealth to save me work. If they have 15 or more shields it is an explorer. Those will be move to a town to disband.
New The Hague switch to wealth from artillery in 63 as it will be too late and will not have cash to rush anytime soon.
Rotterdam 2 > wealth from settler.
Holwerd 2 the same.
New Haarlem > wealth from arty.
New Maastricht > aqua and swap taxman to CE to go from 20 turns to 7.
New Hilversum forget if this was on wealth or not, is now. Pop from mountain to tax.
New Eindhoven > aqua and taxman to CE.
Leerdam2 aqua to wealth as it is only size 4 and needed 39 turns.
Dordrecht 2 switch arty to ironclad.
Nampo art to iron, but may go to wealth as cannot use CE or Police to gain shields here.
New Den Helder 2 > aqua and use 1 CE.
Hyangsan > wealth was making a worker? What? Going to add in all native workers that come free after this turn. Do not need many here and will have slaves galore over there or be dead.
Gouda 2 > wealth. Aqua was not useful here.
New Tilburg > wealth.
Amsterdam 2 > wealth and move 1 pop to tax.
New Zwolle > wealth.
New Arnhem 2 > wealth.
New Delft > wealth and sell walls.
New Enschede > wealth, was making a 100 turn market?
Leerdam sell lib. > wealth from market as it has no land tiles to use and only 5 coastal tiles, which probably will be needed by other towns nearby. It will just get specialist from any growth. At least it had exactly 20 shields, the cost of an explorer. Switch cops to tax.
Zwolle2 > wealth.
New Amsterdam aqua to wealth. It does nothing to help as you only have 15 food at size 6. That means 1 free pop and all are 3 food tiles, so 1 specialist. You can have that without the aqua. No availale land tiles and no harbor so no gain from working water tiles, even with a harbor. Each will only feed itself. Corruption would eat the gold.
Roosendal frigate was 23 turns iirc with 2 cops. Granary is the same 60 shields, switch and then flip the cops to CE and get it in 12 turns. Now that was just an example as we really want an Ironclad we need 90 shield item so I pick a market at 100. The trick is to not forget to switch back at the right time. I use F1 and sort on production so each turn I jsut look at F1 and see what is going down.
Lauwersoog sell wall and temple. It is another all palins and coast towns, so flip 2 pop to tax.
Maastricht sell wall, it is size 12. Sell temple and granary. Not going to be making any settlers or workers.
Sell Lib and lose 54 shields switching cath to infantry.
Need to go back aroudn and find lib/unis to sell as well as temples. No more research, not going to make up the culture by hand, do it by killing.
Harlingen sell wall and switch settler to wealth.
Middelburg sell lib and temple. Have to think about the factory. It will take 12 turns and then need a plant. For now I flip the joker to CE and cut it to 11 turns.
Taejon sell lib and harboe, no one is working water and no growth.
Note not listing towns where I just do nothing or sell of structures.
Note need to take an overview of shipbuilding. I am not a fan of trying to battle the AI on sid at sea. 40% for boats is too expensive for my taste. I just ping them and sink what I can, when I can and rely on taking their towns to stop the ships. A few well placed boats to kill of the redlined ones will do for me as a rule.
Den Helder flip pop from mined hill at 4 shields to a CE and go from 39 turns to 26.
Gouda pop on hill go to tax.
Dordrecht pop from mountain to tax.
lingen > wealth.
New Lauwersoog > wealth.
The Hague 2 switch from wealth to aqua and move pop from mountian to CE, so free aqua in 17.
Groningen 2 arty > wealth.
Eindhoven 2 same. Whoops moved pop from mountain to grass.
Note must now monitor each turn for growth to look for flips to tax or growth. AI will want to put new citizen on mountain here. Other places to work, when I want specialist.
Arnhem 2 arty > wealth.
Middleburg 2 art > W(ealth).
Delft 2 arty > W.
Breda 2 arty > W.
Leiden 2 arty > W.
Den Helder 2 arty > W.
Lauwersoog 2 arty > W.
Enschede 2 arty > W. pop from hill to grass.
Tillburg 2 crt > W. I am not a big fan of courts. This place makes 4 gold, it may more or less break even or may a buck, but it will take too long and I would rather just up my gold with specialist I can have now. Will irrigate the mine.
New Amsterdam 2 frigate to W.
New The Hgue 2 same and flip pop to tax.
New Utrecht 2 flip pop to CE and save 20 turns on aqua.
New Haarlem 2 arty > W.
New Delft 2 same.
New Leiden 2 same and pop to tax.
New Harlingen 2 same.
New Lauwersoog 2 same.
New Tilburg 2 same.
New Zwolle 2 same and flip a pop to CE.
New Gouda 2 same.
New Leerdam 2 settler > W.
New Hilversum 2 setler > W and pop to tax.
Rotterdam 3 flip pop to CE to speed aqua.
New Eindhoven 2 arty > W.
Taking a look at the ships being built now and realize there is a problem with the lack of armies and infantry.
cannot send over 4x armis until transports. We have only 3 inf and iirc 14 rifles now. 8 galleons, with 1 redlined and in range of bombers. I moved it, but it is still in range. Six also in range,but not enough bombers to sink them yet.
I now see Nampo is making a boat, but has no access to the sea. That may have been my doing as I would not realize
it was land lock from the city view.
Den Helder has to be changed as it is not worth a market I see now.
New Enschede 2 switch the arty to W. The overview lets me see things in a different perspective than just a plain city view.
Making well over 1k now and the coffers have about 2100. The bad news is only making about 4 inf and not each turn. 1 army. 5 boats and most are long term builds. 1 arty. 1 cav. 4 factories, so will eventually get more builds. 1 placeholder.
Bombarment went better than expected, in spite of a string of 12 cannons missing. Went 8 of 10 on artillery and 15 of 37 cannons. A tad better than 40% for the cannons.
Move all 14 rifles into Amsterdam, even the 3/5. Move the 3 infantry in as well. Spend 420 to upgrade all manually so they can all stay fortified. Now wwe have 17 infantry in town, backed by 37 cannon and 10 arty. I consider moving one army to the mountian to open the hole for them to head out, but I am afraid the ships will bombard it to the point it willbe attacked. Normally they do not do anythign with escorts, but it is not 100%.
eCav kills a tank and I do no further attacks.
IBT:
Better and worse than hoped. Better in few attacks on Amsterdam and no losses, one promotion. Worse as I had hope the one army in range wold not get hit by all bomber runs and hence destroyed by tanks. Many units moved to the mountain.
Most bombers came from the expected area and bombed the galleons.
Looks like about 6 troops landed, seemed like more.
1330AD (T256):
The Hague starts a plant.
Haarlem same.
Use about 40 expl to disband and finish the army. Will use the rest for other builds to shave a turn off.
Check on all towns that grew.
Went for the immediate steal for 1800+ and got Corp.
I trade Khan for some junk techs and his 20 gold. The reason is that later I may be able to get an offer for better stuff or at least not see them in the list. Maybe even make it more expensive for Henry to bribe them into the war. We have all the MA techs now.
Looks like we picked up WW, not sure if it was do to making peace. I think not as it is not I think it would be worse than it is now in that case. Only was of the town had grown.
I guess they are not in Mob, still confusing. Only been one turn though.
No new bombers and no oil for now. He does have a marine.
26 cannons missed to drop below 40% and 3 arties missed, but did get a few 2HP reductions.
Bump lux to 30 and still have two towns to tweak.
Killed all the origianl landing party losing 5 cavs. A lot easier after two rounds of bombardment. The armies were red and one was 1HP. 4 infantry now on the mountain. Only 1 unit went elite and that was the infantry I had to attack with. Not one of the cavs got a promotion.