Rhoth

Turn 231 - 1605ad

21 posts in this topic

Proposed moves:

bolded will see action:

 

Units:

Warriors:

- F2; fortified in Midgard

- F3; fortified in SCM

- F5; sentry in Marseilles

- F8; fortified in Apocalypto

- F9; fortified in Camazotz

 

Archers:

- Herbert West (CG1); fortified in Mag Mell

 

Longbows:

- Enoch Bowen (CG1&2); fortified in Vanaheim

- John Raymond Legrasse (CG1&2); fortified in Jotunheim

- Samuel Seaton (CG1&2); fortified at SCM 66

- Daniel Upton (CG1&2); fortified in Niflheim

- Frank Elwood (available promo); fortified in Sekhmet

- Asaph Sawyer (available promo); fortified in Apocalypto

- Joseph D. Galvez (available promo); fortified at SCM 66

 

Crossbows:

- Thaddeus Gardner (D1,2&3); fortified in Niflheim

 

Axemen:

- Roderick; fortified at Mictlan 63

 

Macemen:

- Canus Soldier George; fortified in Niflheim

- Canus Soldier Thomas (C1,S); fortified in Erebh

 

Spearmen:

- Canus Soldier Nacon; fortified in Niflheim

 

Pikemen:

- Canus Soldier Tobikko (C1&2,F); fortified in Vanaheim

- Canus Soldier Pluto (C1); fortified at SCM 66

- Canus Soldier Elwood; fortified in Chasqui

 

Musketmen:

- Naberius (available promo); fortified at Mictlan 63

 

Riflemen:

- Moe (C1,P); Strike Force Revenge in Chasqui, move 321

- Curly (C1,P); Strike Force Revenge in Chasqui, move 321

- Orrin B. Eddy (available promo); Strike Force Revenge at Chasqui 32, move 1

- Canus Soldier Jake; Strike Force Revenge at Chasqui 32, move 1

- Canus Soldier Wyatt (CR1,2&3) 8.5/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Domino (C1,CR1&2) 9.5/14 strength; at Chasqui 32, move to Chasqui and heal/fortify

- Canus Soldier Kizzie (C1,CR1&2) 10.2/14 strength; at Chasqui 32, move to Chasqui and heal/fortify

- E. Hoffman Price (C1&2,P) 10.4/14 strength; at Chasqui 32, move to Chasqui and heal/fortify

- Barnabas Marsh (C1,available promo) 7.3/14 strength; at Chasqui 32, give P, move to Chasqui and heal/fortify

- William Briden (CG1&2); fortified in Chasqui

- Larry (C1,P) 4.5/14 strength; at Chasqui 32, move to Chasqui and heal/fortify

 

Grenadier:

- Huey (two available promos); near Chasqui, move toward Chasqui and fortify

 

Chariots:

- Jeanne d'Arc (Great General) (C1,M1,2&3); sleeping in Valhalla

- Hernan Cortes (C1,M1,2&3,Mor,T); at Chasqui 32, move to Chasqui and heal/fortify

 

Ballista Elephants:

- Tusko (C1&2,S,,P) 7.5/8 strength; Strike Force Revenge at Chasqui 32, move 1

- Mona (C1&2,F); Strike Force Revenge at Chasqui 32, move 1

- Abul Abbas (C1&2,S, available promo); Strike Force Revenge at Chasqui 32, move 1

- Batyr (C1&2,F,P); Strike Force Revenge at Chasqui 32, move 1

- Tyke (C1&2,S) 0.1/8 strength; in Chasqui, heal/fortifying

- Lallah Rook (C1,S, available promo) sleeping at Niflheim 699

 

Cavalry:

- Donald's Starvation (C1,P) 3.8/15 strength; in Chasqui, heal/fortifying

- Hanno (C1,P, available promo) 0.6/15 strength; in Chasqui, give C2 and heal/fortify

- Kesavan (C1&2,F) 2.4/15 strength; at Chasqui 32, move to Chasqui and heal/fortify

- Surapa (C1&2,F) 5.6/15 strength; at Chasqui 32, move to Chasqui and heal/fortify

- Eclipse (C1&2,P) 7.3/15 strength; at Chasqui 32, move to Chasqui and heal/fortify

- Kandula (C1&2,P) Strike Force Godking; in galleon near Paris, attack RotoVegas

- Hidalgo (three available promos) Strike Force Godking; in galleon near Paris, attack RotoVegas

- Man O'War (two available promos) Strike Force Godking; in galleon near Paris, attack RotoVegas

- Sea Biscuit (two available promos); near Jotunheim, move toward Paris

- Northern Dancer (two available promos); near Vanaheim, move toward Paris

- Secretariat (two available promos); in Valhalla, move toward Paris

- New cavalry rename Sir Barton (two available promos); in Apocalypto, move toward Chasqui

- New cavalry rename War Admiral (two available promos); Strike Force Revenge in Valhalla, move toward Hapina 9

 

Trebuchets:

- New trebuchet rename Rock-it Launcher 1 (two available promos); in Camazotz, move toward Chasqui

- New trebuchet rename Rock-it Launcher 2 (two available promos); in Midgard, move toward Chasqui

- Rock-it Launcher 3 (two available promos); near Valhalla, move toward Chasqui

- Rock-it Launcher 6 (CR1&2) 3.3/4 strength; Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 7 (CR1&2) 2.2/4 strength; Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 9 (CR1) 3.3/4 strength; Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 10 (CR1); Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 11 (CR1) 2.6/4 strength; Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 12 (CR1) 2.6/4 strength; Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 13 (two available promos); Strike Force Revenge at Chasqui 32, move 1

- Rock-it Launcher 14 (two available promos); Strike Force Revenge at Chasqui 32, move 1

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1); near Te Aroha, bombard

- Santa Maria (C1); near Sekhmet, heal/fortifying

- Esperanza (C1); south of Sekhmet, moving south to cover empty galleon

 

Galleons:

- Galleon (C1); Strike Force Godking near Paris, move to RotoVegas

- Galleon (C1); Strike Force Godking move east toward Paris

- Galleon (C1); south of Sekhmet, move south toward SC lands

- Galleon (C1); near Apocalypto, move south toward SC lands

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, move 114

 

Workers:

- Worker 1; chopping forest at Mictlan 444

- Worker 2; working on workshop at Asphodel 2

- Worker 3; chopping forest at Mictlan 441

- Worker 4; farming Valhalla 87

- Worker 5; working on cottage at Niflheim 44

- Worker 6; working on cottage at Vanaheim 32

- Worker 7; roading Jotunheim 41

- Worker 8; working on workshop at Jotunheim 7

- Worker 9; move to no city incense and start plantation

- Worker 10; working on workshop at Jotunheim 41

- Worker 11; move 6 to Niflheim 7 and start cottage

 

Work Boat:

- None

 

Settlers:

- None

 

Missionaries:

- Buddhist missionary, sleeping in Valhalla

 

Great People:

- Gustavus II Adolphus (Great General) settled in Mag Mell

 

 

 

Technology:

- Working on steel (4), slider at 60%

 

 

 

Cities:

- Apocalypto; size 17; barracks, stable, forge, granary, Christian monastery, Islamic monastery, Buddhist monastery, Buddhist temple, library, observatory, university, colosseum, theater, marketplace, bank, lighthouse, harbor, customs house and courthouse; building cavalry,

- - - - Current Garrison: Asaph Sawyer, F8

- Mag Mell; size 12; barracks, stable, forge, granary, baray, Christian monastery, Buddhist monastery, Buddhist temple, library, lighthouse, harbor, theater and marketplace; building grenadier,

- - - - Current Garrison: Herbert West

- Mictlan; size 14; barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, theater, colosseum, grocer and marketplace; building trebuchet, finish at EOT, start another

- - - - Current Garrison: none

- Sekhmet; size 18; Moai Statues, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, marketplace, lighthouse, harbor, customs house and courthouse; building grenadier,

- - - - Current Garrison: Frank Elwood

- Sugar Candy Mtn; size 16; West Point, Heroic Epic, barracks, stable, forge, granary, Buddhist monastery, Buddhist temple, library, colosseum, theater, grocer and courthouse; building grenadier, finish at EOT, start another

- - - - Current Garrison: F3

- Asphodel; size 9; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building grenadier, size 10 at EOT

- - - - Current Garrison: None

- Chasqui; size 11; walls, castle, Christian monastery, Buddhist monastery, Buddhist temple, Buddhist Stupa, monument, granary, theater, library, marketplace and courthouse; building forge,

- - - - Current Garrison: William Briden, CS Elwood, Donald's Starvation, Hanno, CS Wyatt, CS Kizzie, CS Domino, E. Hoffman Price, Barnabas Marsh, Kesavan, Tyke, Surapa, Eclipse

- Camazotz; size 14; walls, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, baray, library, marketplace and courthouse; building trebuchet,

- - - - Current Garrison: F9

- Valhalla; size 18; Forbidden Palace, walls, barracks, stable, forge, granary, baray, Buddhist monastery, Buddhist temple, library, theater and courthouse; building spy, finish at EOT, start trebuchet

- - - - Current Garrison: Jeanne d'Arc

- Erebh; size 2; walls, Buddhist monastery and library; building Buddhist temple,

- - - - Current Garrison: CS Thomas

- Midgard; size 18; barracks, granary, forge, Christian monastery, Buddhist monastery, Buddhist temple, theater, library, lighthouse, harbor, customs house, marketplace and courthouse; building grenadier,

- - - - Current Garrison: F2, Hernan Cortes

- Jotunheim; size 15; walls, barracks, forge, granary, Buddhist monastery, Buddhist temple and theater; building grenadier,

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 10; walls, granary, Buddhist monastery, Buddhist temple, theater, library and lighthouse; building harbor,

- - - - Current Garrison: Enoch Bowen, CS Tobikko

- Niflheim; size 11; walls, granary, Buddhist monastery, Buddhist temple, library, theater and courthouse; building forge,

- - - - Current Garrison: Daniel Upton, CS Nacon, Thaddeus Gardner, CS George

 

 

- - - - Strike Force Revenge: Orrin B. Eddy, CS Jake, Moe, Curly, Tusko, Mona, Abul Abbas, Batyr, R-I Launchers 1-15

 

- - - - Strike Force Godking: Hidalgo, Man O'War, Kandula, Sea Biscuit, Northern Dancer, Secretariat, 2 galleons

 

- - - - Reserves near SCM: Samuel Seaton, CS Pluto, Joseph D. Galvez

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

-------------------------

 

Southern Cross info:

- At WAR

- Researching military science (65)

- Current trades: none

- Current tech deals: none

- Civics: police state, nationhood, caste system, free market, free speech

- Cities:

- - - - Te Aroha; size 19, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, observatory, marketplace, bank, grocer, lighthouse, harbor, courthouse; 2 corns, gems and cattle;

- - - - - - - - Current Garrison (t230): quechua "Petrus" (C1), longbow "Akenehi" (CG1), quechua "Kiwi Tamaki" (C1,Cov),

- - - - - - - - longbow "Kaheru" (C1,M1)

- - - - - - - - Reserves near Te Aroha (t229): rifleman (C1)

- - - - Neke Awa; size 20, barracks, forge, terrace, Buddhist monastery, Buddhist temple, colosseum, Islamic monastery, library, university, marketplace, bank, and courthouse; rice and horses;

- - - - - - - - Current Garrison (t229): pikeman "Rongo" (none),

- - - - - - - - Reserves near Neke Awa (t229): catapult (none)

- - - - Te Utu; size 13; Pyramids; Heroic Epic, barracks, stable, forge, Buddhist monastery, Buddhist temple, terrace, library and courthouse; cattle, horses and stone; built on hill;

- - - - - - - - Current Garrison (t230): quechua "Rua" (C1), rifleman (none)

- - - - Te Tai Rei; size 15; Forbidden Palace, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, lighthouse, harbor and courthouse; 2 ivories;

- - - - - - - - Current Garrison (t219): longbow "Iwi" (none), , pikeman "Perekura" (none)

- - - - Haeana Rati; size 10; forge, terrace, Buddhist monastery, Buddhist temple, courthouse; iron;

- - - - - - - - Current Garrison (t228): rifleman (none), quechua "Hoia" (C1)

- - - - - - - - Reserves near Haeana Rati (t228): rifleman (C1,P)

- - - - Hapina; size 15; forge, terrace, monument, Buddhist monastery, Buddhist temple, Buddhist stupa, library, university, theater, grocer; 2 gems and spices;

- - - - - - - - Current Garrison (t230): rifleman "Kairakau (C1&2), rifleman (C1), catapult (B1)

- - - - Lisbon; size 14; forge, terrace, barracks, stable, Buddhist monastery, Buddhist temple, library, observatory, university, marketplace, bank and courthouse; pigs, wheat, 2 wines, 2 ivories, oasis;

- - - - - - - - Current Garrison (t188): quechua "Kaitieki" (C1)

- - - - RotoVegas; size 12; Heroice Epic, terrace, forge, Buddhist temple, library and lighthouse; fish, corn, oasis;

- - - - - - - - Current Garrison (t186): quechua "Kotuku" (C1,Cov)

- - - - Taramoa; size 9; terrace, barracks, stable, forge, Buddhist monastery, Buddhist temple, lighthouse, courthouse; corn, silk and floodplains;

- - - - - - - - Current Garrison (t210): quechua "Emere" (C1)

 

-------------------------

 

Abbreviations:

A = Amphibious (amphibious attack)

B1 = Barrage (+20% collateral damage)

C1 = Combat I (+10% strength), C2 = Combat II (+10% strength), etc.

CG1 = City Garrison I (+20% city defense), CG2 = City Garrison II (+25% city defense), etc.

Ch = Charge (+25% vs. siege weapons)

Cov = Cover (+25% vs. archery)

CR1 = City Raider I (+20% city attack), CR2 = City Raider II (+25% city attack), CR3 = City Raider III (+30% city attack, +10% vs. gunpowder)

D1 = Drill (+1 first strike chance), D2 = Drill 2 (+1 first strike)

F = Formation (+25% vs. mounted)

Fl1 = Flanking I (+10% withdrawal chance), Fl2 = Flanking II (+20% withdrawal chance, immune to first strikes)

M1 = Medic I (heals units in same tile extra 10%/turn), M2 = Medic II (heals units in adjacent tiles extra 10%/turn), M3 = Medic III (heals units in same and adjacent tiles extra 15% cumulative)

Mor = Morale (+1 movement rate - GG only)

P = Pinch (+25% vs. gunpowder units)

S = Shock (+25% vs. melee)

T = Tactics (+30% withdrawal chance - GG only)

 

-------------------------

 

1600ad6.jpg

 

1600ad7.jpg

 

1600ad8.jpg

 

1600ad9.jpg

Edited by Rhoth

Share this post


Link to post

The orders are finished. They currently reflect us sending 4 rifles, 4 elephants, 1 cavalry, and 8 trebuchets next to Hapina to capture the city (or raze it) before they can reinforce it any more. We'll probably lose a couple trebuchets, but save the rest. As soon as the current round of grenadier building is over I'll start building more siege units again.

 

We should hopefully be able to raze RotoVegas this turn as well, but I don't hold out much hope of taking Lisbon now that they are in Nationhood and can draft units.

 

We might want to consider taking a turn and moving into nationhood like SC did. They will be able to punch out a bunch of units quickly with drafting, and we wouldn't be able to match unless we go to Nationhood as well.

Share this post


Link to post

Not unless it looks lilke we need to, I would say. For now, they only have 8 turns of parity of building, along with teh draft. But, each draft hurts them a lot in terms of long term productivity, and it isn't even a promoted unit. Good for defense, but not great for offense, and we are on the offensive not defense. If we can take out 2 more of their cities this turn, then do upgrades and take out possibly a 3rd, then we should be able to out produce them and go in for the kill sooner rather than later.

Share this post


Link to post

How much does drafting take off from their food and production? I've never used drafting before (never really needed it as I usually head for free speech and stay there). SC does have a decent amount of population and food left, and they could put out 4 extra rifles per turn for awhile. We have good production capability (SC's just barely goes ahead of us now even with their GA) but extra units like that could make them tougher for awhile.

 

We won't take out Hapina this turn, but we will hopefully take out RotoVegas, and then Hapina next turn (they can get two more rifles in the city from drafting though).

Share this post


Link to post

Drafting rapidly drops population, so sure you can draft away but unless this war goes on forever its going to hurt them because although the population can recover its going to take time.

 

Drafted units suck, no upgrades.

 

So I am with GK, and the hell with taking Hapina, raze the bastage. Its rapidly going to turn into a war of attrition and economy, lets make sure they can't ever recover economically.

 

I want then cleaned off the face of the earth.

Share this post


Link to post

As has been stated - let them draft. More fodder for the grenadiers coming, and will clearly them behind the eight ball in production.

 

As to Hapina - not sure. If you are sure we can take it and hold it - as in getting some grenadiers in there soon - I would be up for it. It is strategically positioned and makes a good forward base of operations. But if we are just going to keep trading it back and forth - then yes - torch it and maybe bring a settler dwon to set up a new forward base.

Share this post


Link to post

I say if we want a forward base, take a city deeper in. Wipe out these border cities, and let our culture take over, once we get closer then take a city if you must.

 

But hey that's me talking, I wanna burn every dam thing they got. ;)

Share this post


Link to post

I'm leaning toward razing simply because they would be able to hit Hapina with no warning. It will not have cultural borders, and Chasqui's borders aren't enough to envelop it on the other side. If we raze it then they can't easily get into our lands.

Share this post


Link to post

Turn played. I'm starting to get really frickin' annoyed with our RNG luck of late. SC attacked our stack again, killing two rifles and losing a catapult. Last turn we lost two rifles at better than 87% odds. This turn they win while attacking with 50% and 70% odds. They had two more unharmed rifles in their stack too. I used up two trebuchets to soften them up, and counterattacked, thinking that they must have abandoned Hapina again and we'll be able to raze it. But no, they have two more rifles and an M3 longbow in there now too. Where the hell did those come from? I know they are in a GA and police state, but seriously how are they getting their units to the front so quickly? We'll probably lose the last rifle (the one next to Hapina) since he's at full strength and they seem to be winning all the even or close to even odds attacks.

 

To make it worse the three cavalry attacked RotoVegas and ALL THREE LOST to a frickin' single rifleman.

 

No, I'm not accusing them of foul play. They can't do that in a sequential pitboss game. I'm just frustrated right now. This turn was supposed to see us raze one city and prepare to raze another, and neither of those happened.

 

SC appears to have upgraded all their units now too, as they are back to full research and will have military science in 2 turns.

 

I went and upgraded the rest of our elephants at the front as they are no longer doing any good as elephants.

 

 

1605ad1.jpg

 

1605ad2.jpg

 

1605ad3.jpg

 

1605ad4.jpg

 

1605ad5.jpg

 

1605ad6.jpg

 

1605ad7.jpg

 

1605ad8.jpg

Share this post


Link to post

More pics:

 

1605ad9.jpg

 

1605ad10.jpg

 

1605ad11.jpg

 

1605ad12.jpg

Share this post


Link to post

Graphs:

 

1605graphgnp.jpg

 

1605graphmfg.jpg

 

1605graphcrop.jpg

 

1605graphpower.jpg

Share this post


Link to post

Ouch. I understand your frustration. But let's just stick with it.

Share this post


Link to post

Also - if taking cities isn't working, let's move in multiple stacks and start pillaging. Gets us cash and further stunts their economy.

Share this post


Link to post

We had to struck bad luck sooner or later, unfortunately it's too soon. No worries, we have the better economic and as soon as they start drafting, theirs will become worse. We have time and can build the better units.

 

So, let's rebuild, hand out some promotions and raze their cities :D

Share this post


Link to post
Also - if taking cities isn't working, let's move in multiple stacks and start pillaging. Gets us cash and further stunts their economy.

 

It's not so much that. It's just that I've been trying to get our units back to heal up and SC keeps coming up with new rifles to hit ours. They've ultimately lost more than we have, and had less to begin with. The frustrating part is that they keep attacking with poor to even odds and winning, while we've been attacking with good odds and losing some. We've lost probably 5 units that we had even or good odds on either attack or defense, and still lost.

 

We attacked a rifle with 3 straight cavalry and still lost all three too. Odds are that at least one of them should have done a decent bit of damage so that the successive ones had a better chance.

 

I just get frustrated when I get a rash of bad luck like that. :( We're still in a better position overall. Once our forces are healed up and we have a few more grenadiers then we can strike Hapina and raze it. They hopefully won't have had time to get all THAT many rifles in there since they keep using them up to attack our wounded forces.

Share this post


Link to post

A bad run of luck was bound to happen especially with Beta constantly logging in, despite being in "travel-mode". ;)

 

Just keep building units, pull back if we have to and go at Hapina with a proper stack later if we have to, or bypass it and go on a pillage frenzy.

Share this post


Link to post

Yup, the RNG can be a cruel mistress. Just keep playing smart, and we'll get through it ;)

Share this post


Link to post

Roth, the way drafting works is: 1 pop turns into 1 military unit of the best "defender". I think as machine guns count as siege units, that you don't get them. You go warrior, archer, longbow, musket, rifle, infantry, moble infantry. You also get a minor hit to your happyness, not as bad as a whip, but not good either. I used it when I get into border disputes, and I don't care about the border city but I want them to not win. Also, the unit has 0 experience, so no promotions, but, it can move that turn it is created. So, in city A it is made, then it can move to City B or attack or whatever.

Share this post


Link to post

I thought it was 2 population points and 3 unhappy 'points'. At least it was in warlords. Did it change for BTS?

Share this post


Link to post