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Rhoth

Turn 236 - 1630ad

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); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Canus Soldier Wyatt (CR1,2&3); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Canus Soldier Domino (C1,CR1&2); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Canus Soldier Kizzie (C1,CR1&2); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Barnabas Marsh (C1,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Larry (C1,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Moe (C1,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Curly (C1,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Canus Soldier Elwood; Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- New rifleman rename Tim the Enchanter (two available promos); in SCM, move toward Chasqui

 

Grenadier:

- Huey (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Dewey (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Louie (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Mallardhead (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Zoot (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

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

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

- Daisy (two available promos); near Camazotz, move toward Chasqui

- Brave Sir Robin (two available promos); near Chasqui, move toward Chasqui

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

- New grenadier rename Roger the Shrubber (two available promos); in Mag Mell, move toward Chasqui

 

Chariots:

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

- Hernan Cortes (C1,M1,2&3,Mor,T); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

 

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); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Hanno (C1,P, available promo); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Kesavan (C1&2,F); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Surapa (C1&2,F); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Eclipse (C1&2,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Sea Biscuit (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Northern Dancer (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Secretariat (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- Sir Barton (two available promos); Strike Force Apocalypto fortified in Chasqui, give C1 and P and move to Hapina 9

- War Admiral (C1,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Tusko (C1&2,S,,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Mona (C1&2,F); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Abul Abbas (C1&2,S,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Batyr (C1&2,F,P); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Con Is Lazy And He Sucks (two available promos); near SCM, move toward Chasqui

 

Cannons:

- Rock-it Launcher 1 (two available promos); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 2 (two available promos); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 3 (two available promos); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 4 (two available promos); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9in Chasqui, upgrade to cannon[/b]

- Rock-it Launcher 5 (two available promos); near SCM, move toward Chasqui

- Rock-it Launcher 6 (CR1&2); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 7 (CR1&2); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 9 (CR1); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 10 (CR1); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 11 (CR1); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

- Rock-it Launcher 12 (CR1); Strike Force Apocalypto fortified in Chasqui, move to Hapina 9

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1) 5.6/8 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 441

- Meregen Reborn (Commando); in SC lands, 74, end turn

 

Workers:

- Worker 1; chop forest at Mictlan 447

- Worker 2; farming Asphodel 88

- Worker 3; move 7 to Mictlan 4444

- Worker 4; roading Camazotz 477

- Worker 5; chop forest at Niflheim 6669

- Worker 6; roading Vanaheim 36

- Worker 7; working on cottage at Vanaheim 32

- Worker 8; roading Jotunheim 7

- Worker 9; roading Niflheim 7

- Worker 10; move 87 to Vanaheim 32 and start cottage

- Worker 11; working on incense plantation

 

Work Boat:

- New work boat in Mag Mell, settle on 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%, switch to 60% at EOT

 

 

 

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 13; barracks, stable, forge, granary, baray, Christian monastery, Buddhist monastery, Buddhist temple, library, lighthouse, harbor, theater and marketplace; building rifleman,

- - - - 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, double whip, finish at EOT, start another, size 7 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 cannon,

- - - - Current Garrison: F9

- Valhalla; size 18; Forbidden Palace, walls, barracks, stable, forge, granary, baray, Buddhist monastery, Buddhist temple, library, theater and courthouse; building rifleman,

- - - - Current Garrison: Jeanne d'Arc

- Erebh; size 2; walls, Buddhist monastery and library; building Buddhist temple, finish at EOT, start barracks

- - - - 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, size 19 at EOT

- - - - Current Garrison: F2, Hernan Cortes

- Jotunheim; size 15; walls, barracks, forge, granary, Buddhist monastery, Buddhist temple and theater; building cannon, finish at EOT, start rifleman, size 16 at EOT

- - - - 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, market and courthouse; building 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 (2), in GA for (1) more turn

- 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 (t235): rifleman "Petrus" (C1), rifleman "Akenehi" (CG1), rifleman "Kiwi Tamaki" (C1,Cov),

- - - - - - - - rifleman (C1), frigate (none)

- - - - 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 (t235): pikeman "Rongo" (none), 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 (t235): 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): 2 riflemen (C1,P), 2 riflemen (C1), 6 riflemen (none), longbow "Francisco Pizarro" (C1,M1,2&3,Mor), 2 catapults (none)

- - - - - - - - Reserves near Hapina (t235): 3 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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Orders are finished. We start the invasion this turn.

 

Expect that we will be attacked on their turn with the 5 catapults and then most of their rifles. Either that or they retreat. Anything else and we will destroy most of their forces next turn. We will probably lose several of our rifles because of the catapult collateral damage, but we will destroy everything they leave in Hapina, along with the city, on turn 237.

 

On turn 238 we move back into our lands a bit, heal up those units that are damaged, and start trekking a decent force of grens, cavs, cannons, and a few rifles toward TTR. When we're close to TTR then we will start a feint toward Te Aroha to pull their defense forces that way. We'll also leave a force near Chasqui for defense of the city, plus to hopefully fool their spies that our Te Aroha force is the main one.

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Understood. From my count, we are moving to Hapina 9 with 9 rifles, 5 grenadiers, 1 healer chariot, 14 cav, and 10 cannon. :b: The cannons are the key.

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Well maybe. They certainly won't hurt. But I don't think they will be hugely helpful in this particular battle beyond reducing the defenses down. After seeing their tactics so far I'm fairly convinced that SC will attack our stack. That's why I'm taking everything possible...to spread out the effect of the catapults. We have three Pinch rifles left, and all of our grenadiers and most of our cavalry also have it so hopefully they won't be able to get good odds on the majority of our units.

 

There is a good possibility that there won't actually be much left in the city except wounded units once their turn is finished. The key will be how we fare RNG-wise on defense. Our units have the better promos, but if their catapults are successful enough then they will have better than 50% odds on their attacks. Hopefully we'll actually win a few of those this time since they seem to be winning most of the 50% odds attacks (damn RNG).

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The plan sounds solid! Let's go for it! And fingers crossed on the RNG outcome.

 

Losing units isn't a problem, losing a battle becomes a pain, losing the war is problematic :D

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SC has finished their turn. I was going to log in and see the results, but Rhoth should have the honours.

 

(Besides - if it turns out SC got really lucky, I would be blamed for being the one to check on the results. Hey, wait a minute, I am going to get blamed anyway...... :( )

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You realize we haven't entered their lands yet...until I play this turn. ;) It is on their turn 236 that they will have a chance to hurt us.

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Turn played per orders. We are now next to Hapina again. :D

 

SC has 13 rifles in or around the city (and probably one more from drafting) and 6 catapults. We just gained first place again in power, but we will probably drop back down again. This should be SC's last turn of GA though so they won't have so much MFG or GNP after this turn, especially since we'll be razing Hapina next turn. :D

 

I've gifted a couple techs to the French to keep SC from doing anything with those techs. I was hoping they might decide to ease their friendship enough to declare war, but no. We also won't be seeing many Ethiopian units as apparently SC has caused the French to drop their open borders agreement with the Ethiopians. Oh well.

 

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Graphs:

 

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Edited by Rhoth

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Looks good, next turn becomes a "fingers-crossed-turn" :)

 

I don't like SC playing their diplomacy cards, but I have to give them that do that rather well. Somehow making it impossible for us to get the French to declare war (is their war with NA still going on?) and now even making it impossible to get others to play with us.

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Yep. We just have to hope for good RNG when they attack us. We'll know tomorrow morning (well, for me at least ;)) We have over twice as many units attacking them as they have defending though so we're in good position. And I'm already in the process of rebuilding the rifleman corps so that once it's done we can get back to the attack (because we'll need the rifleman to stop them attacking our units the farther we press into their lands).

 

We can't really stop them from doing the diplomacy stuff. I've tried to trade away most of the techs they have so they can't do it, but they still have scientific method to trade around (which we've avoided since we have so many monasteries). I can't fault them for doing that. I still wonder how come the French chose the very turn we were going to attack to not want to help anymore. Did SC trade them something, or did they just decide on their own?

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I still wonder how come the French chose the very turn we were going to attack to not want to help anymore. Did SC trade them something, or did they just decide on their own?

 

Will be interesting to see the AAR on that one.

 

And yes - I was getting ahead of myself in turns. :)

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SC has finished their turn. I was going to log in and see the results, but Rhoth should have the honours.

 

(Besides - if it turns out SC got really lucky, I would be blamed for being the one to check on the results. Hey, wait a minute, I am going to get blamed anyway...... :( )

 

I think you are starting to "get it". ;)

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Ya .. a bit slow on the uptake being Canadian and all, eh.

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