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Rhoth

Turn 235 - 1625ad

16 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); fortified in Chasqui

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

- Canus Soldier Domino (C1,CR1&2); fortified in Chasqui

- Canus Soldier Kizzie (C1,CR1&2); fortified in Chasqui

- Barnabas Marsh (C1,P); fortified in Chasqui

- Larry (C1,P); fortified in Chasqui

- Moe (C1,P) 10.2/14 strength; in Chasqui, heal/fortifying

- Curly (C1,P) 11.3/14 strength; in Chasqui, heal/fortifying

- Canus Soldier Elwood; sleeping in Chasqui

 

Grenadier:

- Huey (two available promos); fortified in Chasqui

- Dewey (two available promos); fortified in Chasqui

- Louie (two available promos); fortified in Chasqui

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

- Uncle Scrooge (two available promos); near Sekhmet, move toward Chasqui

- Gladstone Gander (two available promos); near Valhalla, move toward Chasqui

- New grenadier rename Daisy (two available promos); in Asphodel, move toward Chasqui

- New grenadier rename Brave Sir Robin (two available promos); in Camazotz, move toward Chasqui

- New grenadier rename Zoot (two available promos); in Valhalla, move toward Chasqui

- New grenadier rename Dingo (two available promos); in Midgard, move toward Chasqui

 

Chariots:

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

- Hernan Cortes (C1,M1,2&3,Mor,T); sleeping in Chasqui

 

Ballista Elephants:

- Tyke (C1&2,S); sleeping in Chasqui

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

 

Cavalry:

- Donald's Starvation (C1,P); sleeping in Chasqui

- Hanno (C1,P, available promo); in Chasqui

- Kesavan (C1&2,F); sleeping in Chasqui

- Surapa (C1&2,F); sleeping in Chasqui

- Eclipse (C1&2,P); sleepiing in Chasqui

- 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); sleeping in Chasqui

- Tusko (C1&2,S,,P); sleeping in Chasqui

- Mona (C1&2,F); sleeping in Chasqui

- Abul Abbas (C1&2,S,P); sleeping in Chasqui

- Batyr (C1&2,F,P); sleeping in Chasqui

- New cavalry rename Con Is Lazy And He Sucks (two available promos); in Apocalypto, move toward Chasqui

 

Trebuchets:

- Rock-it Launcher 1 (two available promos); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 2 (two available promos); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 3 (two available promos); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 4 (two available promos); in Chasqui, upgrade to cannon

- New trebuchet rename Rock-it Launcher 5 (two available promos); near SCM, move toward Chasqui and upgrade to cannon

- Rock-it Launcher 6 (CR1&2); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 7 (CR1&2); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 9 (CR1); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 10 (CR1); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 11 (CR1); sleeping in Chasqui, upgrade to cannon

- Rock-it Launcher 12 (CR1); sleeping in Chasqui, upgrade to cannon

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1) 4.8/8 strength; south of Sekhmet, heal/fortifying

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

- Esperanza (C1); sleeping south of Sekhmet

 

Galleons:

- Galleon (C1); sleeping in Rheims

- Galleon (C1); sleeping in Paris

- Galleon (C1); sleeping south of Sekhmet

- Galleon (C1); sleeping near Sekhmet

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, move 366

- Meregen Reborn (Commando); in SC lands, end turn

 

Workers:

- Worker 1; move 8 to Mictlan 447

- Worker 2; move 888 to Asphodel 88 and start farm

- Worker 3; roading Mictlan 441

- Worker 4; roading Camazotz 477

- Worker 5; move 666993 to Niflheim 6669

- Worker 6; road Vanaheim 36

- Worker 7; move 74 to Vanaheim 32 and start cottage

- Worker 8; road Jotunheim 7

- Worker 9; road Niflheim 7

- Worker 10; working on workshop at Jotunheim 41

- Worker 11; working on incense plantation

 

Work Boat:

- New work boat in Mag Mell, move toward whales

 

Settlers:

- None

 

Missionaries:

- Buddhist missionary, sleeping in Valhalla

 

Great People:

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

 

 

 

Technology:

- Working on steam power (33), slider at 10%

 

 

 

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, finish at EOT, start rifleman, size 13 at EOT

- - - - Current Garrison: Herbert West

- Mictlan; size 14; barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, theater, colosseum, grocer and marketplace; building cannon,

- - - - 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 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 rifleman, finish at EOT, start another

- - - - Current Garrison: F3

- Asphodel; size 8; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building rifleman,

- - - - 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 cannon,

- - - - 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 rifleman,

- - - - Current Garrison: F2, Hernan Cortes

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

- - - - Current Garrison: John Raymond Legrasse

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

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

- Niflheim; size 11; walls, forge, granary, Buddhist monastery, Buddhist temple, library, theater and courthouse; building market, finish at EOT, start barracks

- - - - 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 tradition (3), in GA for (2) more turns

- 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)

- - - - 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 (t234): pikeman "Rongo" (none), catapult (none)

- - - - - - - - Reserves near Neke Awa (t234): 2 catapults (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)

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

- - - - - - - - Current Garrison (t234): rifleman (C1,P), 2 riflemen (C1), 6 riflemen (none), longbow "Francisco Pizarro" (C1,M1,2&3,Mor), 2 catapults (none)

- - - - 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)

- - - - 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 (t2332): 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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Instead of attacking Hap, would we do better to do a go around and take out TTR? I cannot really tell what the roads, borders etc are in that area to see how it would work for us.

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Okay I've added Con Is Lazy And He Sucks to the list of cavalry. We finished up the 7 ducks that Donald and Beta asked for so next are the Monty Python grenadiers. I added Brave Sir Robin. We have two others...and then several riflemen and one last grenadier coming. Anyone care to name them?

Edited by Rhoth

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Instead of attacking Hap, would we do better to do a go around and take out TTR? I cannot really tell what the roads, borders etc are in that area to see how it would work for us.

 

It could be worth it. It would take about 7 turns to get next to the city though. They've seen our force in Chasqui so they might see our forces heading off another way and they can get to TTR faster than we can.

 

Once we take Hapina though we have three targets to choose from, and they won't have enough to protect all of them at once, especially since their main forces will have been destroyed in Hapina.

Edited by Rhoth

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I still like the attack on Hapina. We have a narrow window where we will have cannons and grenadiers that SC does not. Let's convert that window into another city lost for SC. If that means a huge rifle battle where we exchange losses, so be it.

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I still like the attack on Hapina. We have a narrow window where we will have cannons and grenadiers that SC does not. Let's convert that window into another city lost for SC. If that means a huge rifle battle where we exchange losses, so be it.

 

:b: We have the superior production to replace losses faster, especially after their GA goes away.

 

I think the kicker for me is that once Hapina is gone we have four potential options for targets after that. They can't cover everything, and the majority of their rifles will be gone again, where we'll likely still have most of our grenadiers, cannons and cavalry left.

 

I'm thinking we raze Hapina, and then we go after Te Tai Rei. They will probably expect us to go after their capital so we could make a feint stab at heading toward their capital with some units, but send cannons and grenadiers at TTR. Those could then head on to Neke Awa from the other side if it is still lightly defended. If we stab at Te Aroha they will likely try to heavily protect it and keep TTR and Neke Awa light. That means they lose TTR, and possibly Neke Awa soon after.

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Plus, the russians are probably doing some stuff over there as well.

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:b: We have the superior production to replace losses faster, especially after their GA goes away.

 

I think the kicker for me is that once Hapina is gone we have four potential options for targets after that. They can't cover everything, and the majority of their rifles will be gone again, where we'll likely still have most of our grenadiers, cannons and cavalry left.

 

I'm thinking we raze Hapina, and then we go after Te Tai Rei. They will probably expect us to go after their capital so we could make a feint stab at heading toward their capital with some units, but send cannons and grenadiers at TTR. Those could then head on to Neke Awa from the other side if it is still lightly defended. If we stab at Te Aroha they will likely try to heavily protect it and keep TTR and Neke Awa light. That means they lose TTR, and possibly Neke Awa soon after.

 

:nod: :b:

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Plus, the russians are probably doing some stuff over there as well.

 

Let's hope! :b:

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Russians and Ethiopians both. I won't be too broken up if the AI takes the city before we can get there.

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Was just checking into the game and the army gathering in Chasqui. Good thinking on the promos for the recent riflemen - combat one and pinch. They will make great defenders against SC's rifles with no promotions. And the cavalry should defend against the catapults. Which should leave our city raider rifles and grenadiers wounded by collateral damage, but otherwise set to go. Good planning. :b:

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Turn played per orders. We're all upgraded and ready to go.

 

I forgot to take a picture of Hapina before moving away, but they will probably have about 11-12 rifles and 5 catapults in the city when we attack. The only other city they seem to have more than one defender in is their capital so once we destroy their Hapina force they will have to scramble to get more defenders.

 

 

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Demographics: The reason the GNP is down is because I bumped us down to 10% science to get our gold reserve back up.

 

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Graphs:

 

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Edited by Rhoth

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Beta, yes every new unit will have C1 and P. Now that they are full of rifles Pinch is a necessity.

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