Turns 160 - 169

After just a few tests, I think it is tactically best to bombard in 2 turns. But I fear that they will whip defenders in that time. We might want to ask Aloha to ask Loco how their defences are doing.
 
I've had a look at the save

Some thoughts:
Fort Tropicana should work the rice.
The Camel Archers in our mainland (Glassport, Wheelville, Ploughland) should head for the coast to get transported to Locopotamia.
Chowderton should work another workshop instead of coast, and an engineer instead of a merchant. We might want to build an aquaduct there too.
Polynesia should work the grassland forest instead of the river grassland and should build a missionary for the new city.
We might get a GS next turn, use it for an academy in Wheelville
locolk8.jpg
 
Here is an updated worldbuilder. We still have 23 hours so lets consider the possabilities.

EDIT: I accidentally put the city on a hill. You'll want to change it flatland before trying to attack.
 
Our catapults can bombard tile defence from 60 to 24, but the defenders get 5% back from fortifying for another turn. The end result is not very impressive. Aditional units may show up in adition.

Plan B is to give some of our catapults first strike promotions to wear down that real good Longbow then take the city this turn. That usually involves 2 units killed.

Plan Crazy is to bombard then put our troops back on the ship and sail where they least expect it.

So far Plan B is looking good.
 
Why first strike promotions? Wouldn't city raider be more effective?
 
I've become disillusioned with the city raider promotion. Two of those gets +45 against a city, but specializing with combat I and something else gets you +35% and can be used so much more often as well as defensively. However, in this case looks like raider does more damage and those first two cats will probably not live to see any more battles anyway.
 
But if you specialise, another unit will just get priority as defender and you won't get the bonus (assuming your opponent has a mixed force), while city raider will always work when capturing cities.

You're right though, that the catapults survival chance is pretty much the same as their retreat chance, so we probably shouldn't think too much about their future.
 
I would not wait any longer under the circumstances. 60% is a heavy defence to be up against, but delaying any more would no doubt allow time for the number of defenders to increase to an unbeatable level.

Either that, or put all of the units back inside the ships and set sail around the coast. However, that doesn't seem like a great option either.
 
But if you specialise, another unit will just get priority as defender and you won't get the bonus (assuming your opponent has a mixed force), while city raider will always work when capturing cities.

...

That's not always the case. In our current situation those Longbows are so much stronger on defense than the rest of that rabble that they pretty much have to face whatever we decide to send. World builder is very handy for trying out different tactics, but with a little practice you can figure the odds with a calculator pretty quick too.

Besides its no fun to capture/raze a city then have your force whipped out by a counter attack.
 
Fort Tropicana set to work rice. Will grow pretty quick, so we’ll need another work down there.

The 6 Camel Archers are heading to the Tropicana docks for passage to Locopotamia.

Chowderton working another workshop and has an engineer instead of a merchant.
Catapult finishes next turn and overflow will let us make caravel in 1, but they are starving.

Polynesia working the grassland forest instead of the river grassland and started a missionary for the new city.

Zu Chungzhi, great scientist, born in Wheelville but we already got an Academy there so what should he do? Settle or save him to flashbulb latter or for a golden age?

Battle of B and O
Catapult dies attacking longbow
Catapult retreats from longbow
Catapult dies attacking longbow
Camel archer kills longbow
Longbow kills longbow
Mace kills axe
Catapult kills warrior
Mace kills warrior

Capture 160 gold and pillage mine for 14 more, hopefully our economy isn't last place anymore.
Galley set to pillage fishing boats next turn, rest of the fleet going home to pick up camels.

Battle of the tundra
Axe kills warrior wandering near our incense road. BTW incense plantation finished and working, that’s lots of gold and we’ll have the road and happiness next turn too.

Epsilon has got horseback riding now so keep an eye out for that cavalry.

Science temporarily set to 100%, -45 gpt but finished Optics and get Astro in 14.

Our settler is done, where to put him and what to build in Magadan next?

What is our next target in Loco? The original plan was to march on their capitol then link up with the camels after they capture that southeastern city. Or we can split the force to pillage resources then meet re-enforcements from our third wave and capture the gold city. I’m not sure just yet.

Settler done. Where to settle and what to build next in Magadan. I’m thinking settler or worker.
 
Brilliant, great success! It seems that the odds were on our side, even having a retreating Catapult. How wounded are our units after battle? We may need to stop to heal a bit. Do we have any medics around (Galleys, or units)?

It's now partially a gambling game, and a little difficult to judge. If Loco puts up a strong defence, then it might be best to jump back in the boats to save the lives of our units, and perhaps move around for another coastal attack on the next city (Reading, it appears). Then again, if Loco are in fact very weak, it might be worth taking a pot shot at rushing towards their capital, in case they haven't had time to scrape together anything more than Warriors and Archers there yet.

Overall, based on how they've been playing, I reckon that Loco won't have much defense in their capital, so it might be worth taking the risk to go raze it. Still, it's difficult to judge.
 
Oops, I should have taken better note of our current status. I think preserve random seed is on, so i"ll try replaying the battle. Then we can make better plans after we know what shape we're in.
 
Oops, I should have taken better note of our current status. I think preserve random seed is on, so i"ll try replaying the battle. Then we can make better plans after we know what shape we're in.
Yeah, Preserve Random Seed is automatically on in all multiplayer games (to hinder any attempts at cheating). So if you play out the battles in the same order then you'll get the same results. :)
 
Don't they have a city in the south east too? We might want to send our 6 CA stack there, as I doubt it'll have spears.

Can our units get on the boats again, and heal there while being transported (with a galley with medic promotion)?
We'll test that in worldbuilder. :D

Tropicana should now work rice and mine, until the plantation is completed.

By the way, I don't think our reports in the main forum have to be that accurate.
 
Can our units get on the boats again, and heal there while being transported (with a galley with medic promotion)?
We'll test that in worldbuilder. :D
Yes, they can. Not in the turn that they load or unload though. They're in enemy territory so also get a reduced healing rate, although a medic ship would compensate for that.
 
Well, I suggest putting them back in the boats and moving them to Reading then.

And our fresh troops should go wrecking their eastern coast.

BTW I think it would be good to wait a bit again when we get the save to analyze and discuss.
 
That is a really strange cultural boundary. Our troops are on neutral ground but Loco still controls the sea? Anyway none of our galleys has enough xp to get a healing bonus and they are on their way to get the camels anyway.

I think our troops can use the xp gained in battle to buy promotions and do most of their healing that way.
 
Boundaries will get normal in a couple of turns.
 
It looks like the army has a mace and catapult at full strength the other mace can get the medic promotion but will be healed in 2 turns anyway.

Our longbow is at .7 str and needs 9 turns to heal
A catapult at 1.1 needs 7 turns
The camel archer at 6.6 needs 4 turns
 
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