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Rhoth

Turn 233 - 1615ad

18 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

 

Musketmen:

- Naberius (available promo); fortified at Mictlan 63

 

Riflemen:

- Orrin B. Eddy (available promo) 12.5/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Wyatt (CR1,2&3); fortified in Chasqui

- Canus Soldier Domino (C1,CR1&2) 9.5/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Kizzie (C1,CR1&2) 10.2/14 strength; in Chasqui, heal/fortifying

- Barnabas Marsh (C1,P) 10.6/14 strength; in Chasqui, heal/fortifying

- Larry (C1,P) 4.5/14 strength; in Chasqui, heal/fortifying

- Moe (C1,P) 3.9/14 strength; in Chasqui, heal/fortifying

- Curly (C1,P) 5.0/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Elwood; sleeping in Chasqui

 

Grenadier:

- Huey (two available promos); fortified in Chasqui

- Dewey (two available promos); near SCM, move toward Chasqui

- New grenadier rename Louie (two available promos); n Asphodel, move toward Chasqui

 

Chariots:

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

- Hernan Cortes (C1,M1,2&3,Mor,T) 3.5/4 strength; in Chasqui, heal/fortifying

 

Ballista Elephants:

- Tyke (C1&2,S) 1.7/8 strength; in Chasqui, heal/fortifying

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

 

Cavalry:

- Donald's Starvation (C1,P) 10.5/15 strength; in Chasqui, heal/fortifying

- Hanno (C1,P, available promo) 7.3/15 strength; in Chasqui, heal/fortifying

- Kesavan (C1&2,F) 2.4/15 strength; in Chasqui, heal/fortifying

- Surapa (C1&2,F) 5.6/15 strength; in Chasqui, heal/fortifying

- Eclipse (C1&2,P) 7.3/15 strength; in Chasqui, heal/fortifying

- Sea Biscuit (two available promos); sleeping in Chasqui

- Northern Dancer (two available promos); sleeping in Chasqui

- Secretariat (two available promos); sleeping in Chasqui

- Sir Barton (two available promos); sleeping in Chasqui

- War Admiral (C1,P) 9.6/15 strength; in Chasqui, heal/fortifying

- Tusko (C1&2,S,,P) 14.1/15 strength; in Chasqui, heal/fortifying

- Mona (C1&2,F) 13.6/15 strength; in Chasqui, heal/fortifying

- Abul Abbas (C1&2,S, available promo); at Chasqui 32, move to Chasqui and sleep if still alive

- Batyr (C1&2,F,P) 13.6/15 strength; in Chasqui, heal/fortifying

 

Trebuchets:

- Rock-it Launcher 1 (two available promos); sleeping in Chasqui

- Rock-it Launcher 2 (two available promos); near Midgard, move toward Chasqui

- Rock-it Launcher 3 (two available promos); sleeping in Chasqui

- Rock-it Launcher 4 (two available promos); near SCM, move toward Chasqui

- Rock-it Launcher 6 (CR1&2) 3.3/4 strength; in Chasqui, heal/fortifying

- Rock-it Launcher 7 (CR1&2) 2.2/4 strength; in Chasqui, heal/fortifying

- Rock-it Launcher 9 (CR1) 3.3/4 strength; in Chasqui, heal/fortifying

- Rock-it Launcher 10 (CR1); sleeping in Chasqui

- Rock-it Launcher 11 (CR1) 2.6/4 strength; in Chasqui, heal/fortifying

- Rock-it Launcher 12 (CR1) 2.6/4 strength; in Chasqui, heal/fortifying

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1) 4.0/8 strength; near Te Aroha, move north to heal

- Santa Maria (C1&2) 6.2/8 strength; near Sekhmet, heal/fortifying

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

 

Galleons:

- Galleon (C1); near RotoVegas, move back to Paris

- Galleon (C1); move east toward Paris

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

- Galleon (C1); sleeping near Sekhmet

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, move 998

- Meregen Reborn (Commando); in SC lands, move 221

 

Workers:

- Worker 1; road Mictlan 444

- Worker 2; working on workshop at Asphodel 2

- Worker 3; chopping forest at Mictlan 441

- Worker 4; roading Valhalla 87

- Worker 5; road Niflheim 44

- Worker 6; working on cottage at Vanaheim 36

- Worker 7; road Jotunheim 4

- Worker 8; working on workshop at Jotunheim 7

- Worker 9; working on cottage at Niflheim 7

- Worker 10; working on workshop at Jotunheim 41

- Worker 11; working on incense plantation

 

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 (2), 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, finish at EOT, start rifleman

- - - - 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 rifleman

- - - - Current Garrison: F3

- Asphodel; size 8; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building grenadier, size 9 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: Donald's Starvation, Hanno, CS Wyatt, CS Kizzie, CS Domino, Barnabas Marsh, Kesavan, Tyke, Surapa, Eclipse, Sea Biscuit, Secretariat, Orrin B. Eddy, Moe, Curly, Tusko, Mona, Abul Abbas, Batyr, R-I Launchers 1-12

- 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 grenadier,

- - - - 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, finish at EOT, start trebuchet

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 10; walls, granary, Buddhist monastery, Buddhist temple, theater, library, lighthouse and harbor; building forge, size 11 at EOT

- - - - 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

 

 

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

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

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Southern Cross info:

- At WAR

- Researching military science (1)

- Current trades: none

- Current tech deals: none

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

- Cities:

- - - - Te Aroha; size 18, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, observatory, marketplace, bank, grocer, lighthouse, harbor, courthouse; 2 corns, gems and cattle;

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

- - - - - - - - rifleman "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 14; Pyramids; Heroic Epic, barracks, stable, forge, Buddhist monastery, Buddhist temple, terrace, library and courthouse; cattle, horses and stone; built on hill;

- - - - - - - - Current Garrison (t232): quechua "Rua" (C1), rifleman (none)

- - - - Te Tai Rei; size 16; 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 (t232): rifleman (C1,P), 3 riflemen (none), longbow "Francisco Pizarro" (C1,M1,2&3,Mor)

- - - - Lisbon; size 15; forge, terrace, barracks, stable, Buddhist monastery, Buddhist temple, library, observatory, university, marketplace, bank and courthouse; pigs, wheat, 2 wines, 2 ivories, oasis;

- - - - - - - - Current Garrison (t232): rifleman "Kaitieki" (C1), catapult (none)

- - - - - - - - Reserves near Lisbon (t232): 2 catapults (none)

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

- - - - - - - - Current Garrison (t232): rifleman "Kotuku" (C1,Cov), rifleman (none)

- - - - Taramoa; size 10; terrace, barracks, stable, forge, Buddhist monastery, Buddhist temple, lighthouse, courthouse; corn, silk and floodplains;

- - - - - - - - Current Garrison (t232): quechua "Emere" (C1)

 

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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)

 

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Edited by Rhoth

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BTW, we're about 12 points from another GG. What do we want to do with it? We already have two M3 units so we don't need another. Do we want to create a super rifle or a super cavalry (and give it all of the run away options in order to be a siege unit buster)? I already closed up the game so I can't check but we should be able to build military academies now too.

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Academies if possible. The bonus to our military in our high production cities is great.

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I agree an Academy sounds best. Raw output seems like the most important thing now that we're to the final showdown.

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I was just in the save rooting around. The academy won't help SCM as it already has a modified 60 hpt output thanks to the Heroic Epic. If we put it in Jotunheim or Valhalla it will seemingly do the most good as it will boost the hpt from 32 to 45 in Valhalla, or 31 to 44 in Jotunheim. Jotunheim however still has growth to do and will get three more 4 hpt tiles (one of those in 4 turns) so it will have the most hpt to add.

 

For the record, grenadiers and cannons are 100 hammers, rifles are 110, and cavalry are 120. SCM can 2-turn build anything. If we give it to Jotunheim then in 4 turns it could 2-turn build grenadiers or cannons.

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More rooting around. We should have a great engineer or spy out of Valhalla in 5 turns. Our closest shot at getting a second GP is about 19 turns out in Chasqui. But if the game lasts that long then we will be able to go into a Golden Age. :)

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I like the academy proposal as well. And I tend to Valhalla. It can get us the most now, when we need it. But Jotunheim works as well.

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Hi guys!

 

I'm back after an intensive two-day course for my job, wasn't able to log in as a expected but you fared well I see :)

 

About the general, I like the extra output in a unit producing city near the SC border.

 

I just noticed that Valhalla is unhappy, I missed where that happened.

 

About the draft, from civfanatics this quote:

Depending on the map Size, you can draft per turn up to 5 of the most modern defenders available(however, restricted to one per city and turn). The price is unhappiness (+3) and population loss (-1 pop point). The big difference to Civ3 is the training level of your drafted troops - while in Civ3 the recruits had 33%/50% less hit points compared to regular/veteran units (which often doomed them as pure cannon fodder), you get regular troops now - just the starting experience is halved. This means still a promotion from the start if a barrack is in place.

I found this at this place: http://www.civfanatics.com/civ4/strategy/civics_guide.php

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I like the academy proposal as well. And I tend to Valhalla. It can get us the most now, when we need it. But Jotunheim works as well.

 

I like this plan, but whichever is closer to the front. (I can't be arsed to look at the screenies right now ;) )

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Turn played per orders. No surprises from SC this time (they left our cav alone). We intercepted a spy of theirs. Good deal, though they've almost certainly seen our build-up in Chasqui by now.

 

We'll have steel at EOT next turn so the turn after we can upgrade all of our trebs to cannons and attack the turn after. We just finished up a bunch of grenadiers this turn, and we'll finish up a bunch more next turn. Not all of them will be in position to be able to attack, but we want some back to cover Chasqui anyway so that they don't pull something on us.

 

SC finished up military science so expect grenadiers from them soon. They are heading for military tradition now so we'll start seeing cavalry after a bit (it will take them 4-5 turns to finish up). They have three turns left on their GA.

 

 

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Graphs:

 

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Ya, with them being in essence on a par with us, we really need to push to infantry.

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I do think we can take Hapina quite easily though. After the upgrade on cannons - and presumably most of our units will be healed - simply do a move to 9 of Hapina. If we have some grenadiers in the stack - their rifles will be neutralized. The cannons do their work and then we take out the defenders and raze the city. I suspect it will be another fairly large battle - but again - with enough artillery we can really do damage. I would leave the bare minimum in Chasqui for defence. If they try an end around us and strike for Chasqui while we are on Hapina 9, then take Hapina. I am sure that will give us a clear route back to Chasqui and we will have trapped their forces in our territory. I don't think they will take that gamble - but it is easily neutralized. We''ll see if they turtle in Hapina as they did in Mutata. I suspect they will and we should be able to hit another decisive blow.

 

They may also abandon the city - in which case that is Ok as well.

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Yes, I'm thinking we'll take Hapina easily enough. We should have about 10-11 cannons, 6 grenadiers, 9-10 rifles, and 14 cavalry (all of them healed up) available in Chasqui for either attack or defense. Even if they get a few more rifles in there those can't stand against us. They may decide to attack our stack again, which at this point would be their best option for killing our units. if they have a couple of catapults in there then they can reduce our hp enough that they will probably win a few battles against our units even though we have superior promos.

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:b:

 

The grens will be the key, either on defense or the attack.

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:b:

 

The grens will be the key, either on defense or the attack.

 

Not on defense. The +50% bonus is only on the attack.

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