Turn Discussion

So i've been thinking... the Mavs are showing lots of crossbows and right now we don't have a good counter for them. So if they spam crossbows on their home island then our big stack of maces is going to die. :(

So what options do we have? As I see it can make either make a ton of cats or get the amazons to loan us some ivory so we can make some elephants. They do have the ability to hook up a 2nd ivory if they want to. Alternatively we could ask for horses but our UU sucks against archery units so it wouldn't be of much help.
 
Erm, we don't have any elephants. Applying the power of hindsight, I think it's fair to say that we should have focused on the Mav peninsula more while settling. I think somebody is researching engineering, but I'm not sure.

I still think that those crossbows are concentrated on the peninsula, and there shouldn't be too many of them, they are expensive. I say we explore their island with caravels, but continue the attack as planned. We can scout out a landing point, and decide if we must retreat or raze our targets rather than capture.

We could also consider the possibility of a galleon full of distraction (some maces and cats) to send at the peninsula shortly before we strike.
 
Eh hindsight's 20/20. CDZ would probably have gobbled up the whole peninsula. Then we'd have to tackle through that post-ETTT. Plus we would have needed to have built a real military for the maverick peninsula.

However, I do believe that the mavericks have concentrated their crossbow force on the peninsula, and not home island. Home island is undoubtedly building them, but they're being shipped over. If they are evenly distributing them over their empire, then even better; one mace will die taking it down, leaving a ripe city for our collection.
 
Sending our caravels to explore their island would be a dead giveaway that we are planning to head straight there. So then they would start building more island defenders. I would rather just send our fleet of 4 galleons in blind and find out what we are up against when we arrive. Worst case scenario we choke out their island with our first wave while we wait for a cat-heavy 2nd wave.

In the meantime we want them to think we are going to go after their peninsula cities. Our caravels on the seafood helps with this deception. We might even think of some other demonstrations to do, but I wouldn't reveal that we have any galleons yet. This probably means sending our Continuum galleon and Denile the long way under the south side of our home island.
 
Sending our caravels to explore their island would be a dead giveaway that we are planning to head straight there. So then they would start building more island defenders. I would rather just send our fleet of 4 galleons in blind and find out what we are up against when we arrive. Worst case scenario we choke out their island with our first wave while we wait for a cat-heavy 2nd wave.

In the meantime we want them to think we are going to go after their peninsula cities. Our caravels on the seafood helps with this deception. We might even think of some other demonstrations to do, but I wouldn't reveal that we have any galleons yet. This probably means sending our Continuum galleon and Denile the long way under the south side of our home island.

I agree with this. All of it, you put it excellently. I definitely would take the turn or two to send the galleons the long way and out to ocean for a direct, blind strike at the home island.

In the long term, I think nough catapults wins over anything anyway, on the peninsula at least. I don't think they have like 2 xbows per city in every city either, they probably are building up only at the peninsula. But yes, again, if they are built up heavily on the home island our attack won't get far. We won't be suiciding anything though, I mean if we get there and they do have like a large stack of 6 xbows, we just won't land their from our galleons- they still can't kill the galleons.
 
Erm, we don't have any elephants. Applying the power of hindsight, I think it's fair to say that we should have focused on the Mav peninsula more while settling. I think somebody is researching engineering, but I'm not sure.

I still think that those crossbows are concentrated on the peninsula, and there shouldn't be too many of them, they are expensive. I say we explore their island with caravels, but continue the attack as planned. We can scout out a landing point, and decide if we must retreat or raze our targets rather than capture.

We could also consider the possibility of a galleon full of distraction (some maces and cats) to send at the peninsula shortly before we strike.

We don't?:

or get the amazons to loan us some ivory so we can make some elephants. They do have the ability to hook up a 2nd ivory if they want to.
 
That's true, we don't want to hint at anything with our caravels. Ivory from Amazon would be useful, though not for this wave. When we start on the peninsula, we need to focus on securing horses and elephants.

The appearance of xbows means we want to ship this out ASAP, so how about a GA+theo switch now? We'll up our gold income to make it faster to pay for upgrades (and get back to teching sooner), and get a few more experienced maces.

If we want to try any distracting moves, we would do that shortly before the invasion lands, when they would probably be aware that the ETTT has astronomy. We would need that time to build the extra galleon and units anyways.
 
If we want to try any distracting moves, we would do that shortly before the invasion lands, when they would probably be aware that the ETTT has astronomy. We would need that time to build the extra galleon and units anyways.

Yeah, that sounds about right to me too.

I think we ought to hook up the iron in the next turn or two and begin upgrades right? I'd also like to upgrade an xbow or two over on our CDZ peninsula for security, remembering that we can still even build regular archers anyway and then upgrade to xbow, since we don't have feudalism yet.

It also does seem like golden age time to me pretty soon as well. Don't see a lot more whipping happening right away, civic switch is nice plus general boost to everything.
 
Okay, we need 2040 gold to do all of our upgrades, so that's 5 more turns of 0 research, unless some units aren't built yet and therefore won't need upgrading (and we get our loan back). I suggest upgrading all of the Resonance units first and then do the others incrementally while the Resonance galleon sails over to meet the others.

Has the Maverick capital changed? Or did they just change names? How much of their island can we see?

We should probably talk to our allies. We need to let Sirius know of our plans (they might be able to help), and we need to contribute to the ETTT. We can suggest continuing at 0 research but giving away the cash to our allies (after we upgrade), they probably won't mind the upgrade money.

I think we should come up with an agreement to share the Mav island with Sirius, we want that alliance to last, and bring down the Mavs efficiently.

One last thing...let's start that GA! It might speed up the time we need before launch.
 
Those figures were before the last turn charlemagne? Good plan of course, but Resonance galleon seems well on its way now. I also want to get the units upgraded and out asap.

Some cats/trebs for the second wave is certainly fine by me though.

I wouldn't be too keen on another random building in Asymptote now though but maybe there's not much else it's doing anyway. A library is a bit acceptable if we want to run a couple scientists too, which I think we really should somewhere... and we'll want libraries anyway eventually. If we want Maoi statues there, we could just go for that also (would be nice if we could get/trade for stone, also meaning we could build, say, the Hanging Gardens in our capital). But I think it's worth it to start on Maoi anyway if that's what we really want there.

If it can whip it for one pop, I'd whip the Resonance worker. We've got an absolutely worthless tile being worked, want the worker sooner anyway so might as well go on that.

I'd hit the golden age in just a few more turns looking ahead. This also brings another caveat - with some of the cities building, say, treb/cata now, DON'T FINISH THE UNIT yet until golden age + theo. Like we could build the catapult all but one turn to completion, switch to another unit like another mace or something, and when we've switched civics in the golden age and get the extra xp then be ready to switch. (I also realize we might not switch to theo right away? But regardless that's what I'd do. Our one invasion force is built and gone, so for the next units we might as well get the most xp we can)
 
The figures are the total for all upgrades. My numbers come from here. I don't want to delay departure to stagger upgrades, but we do need about 4 more turns ($418) of income.

I agree with GA timing, I just want to make sure we only take 4 more turns of research off, so if we need to make sure we'll have enough money (and we don't finish any units). I think we'll have to wait to see what we need for the second wave, let's just build catapults for now.

We need to start thinking ahead to our landing- we won't have much time to decide what to do when we get there. If we're lucky, we will get to a city without them seeing us the turn before. I can envision three scenarios in that case:
1)The city is lightly defended by 1 or 2 archers. We can attempt an amphibious attack and likely lose 1 or 2 macemen, but take the city by complete surprise. 0-2 casualties (depending on amphibious attack)
2)The city is heavily defended by archers. We would need to land beside the city and attack the following turn, giving them one turn to react, but the city should still fall with minimal casualties. 1-3 casualties, unless counterattack is strong.
3)There is at least one crossbowman or maceman. We should have numbers on the side, and the city should still be ours, but we might not be able to hold it. 5-6 casualties.

We need to decide if we want to try to attack directly from the sea in any case, so our turnplayer is ready to make an informed decision.
 
GA + theo switch in 3 turns, after Resonance and Singularity finish their cothons? Try not to finish too many units before then.
 
The turn flips in about an hour. I have to go back to work now, and will be able to login in about four hours. If someone wants to, they can move the galleons 1NW, then leave the game. I will do it myself in four if not.

CDZ hasn't relogged in, so we're still in the running.
 
My friends, we pulled it off- the boats are out of visual range and CDZ has not logged in since completing their last turn. :whew:

This was a wake-up call for me- I cannot afford any more mistakes this close to D-Day.

I'll play the turn later- 37 hours on the clock is a little too punctual. ;)
 
Oh, hmm, should have posted here as I just got to our forum and just saw you were thinking of this. Well, nice work, the whole having to move in only one part of the turn timer is kinda rough I know, thanks.

I wouldn't really have expected CDZ to do all too much to betray us or even if they tried couldn't have much effect, but still good catch.
 
If you're unsure what to build in PP, you could always just build culture. Walls could come in handy there too.

If at all possible, I recommend launching D-Day right when the clock strikes 20. That way if you are unsure of what course of action to take you can let us know.

May the force be with you! Do Quatronia proud!
(I'm talking more to the troops at this point)
 
Walls could certainly be allright in Pulsar, or just a barracks, the city will be a mid-production city longterm anyway.

Thanks for all the planning and turnplaying again, should be some good news pretty soon...

We're sure we want to strike this next turn, though and not one more to get galleons in range of Iron City? It's a close call either way, the force is together now should at least take their first target no problems so there's less risk and it's a closer target.

However, if we do find the city woefully undefended I'd probably keep part of a second group at sea - say two of the galleons to go diagonally NW and then back NE to Iron City the next turn. We will still want to disembark some guys to defend Inijya though, I agree with that.

I too have words for the men:
Give em the boot, right in the fruit

:thumbsup:
 
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