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Turn 144, 280 AD

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  • Turn 144, 280 AD

    GoW luxed the city, where our 2 knights had landed. The workers and cats are nowhere to be seen, so they must have been disbanded, since they stood on a tile without a road and have only 1 move point.

    Here is the situation:



    I will be away the next 3 hours. Thoughts?

  • #2
    Re: Turn 144, 280 AD

    Originally posted by Sir Ralph
    The workers and cats are nowhere to be seen, so they must have been disbanded, since they stood on a tile without a road and have only 1 move point.
    Do GoW still have the captured workers on the millitary screen? I think perhaps ND may have attacked and taken the stack, then moved onto the road so that GoW could have taken them back on their turn and moved them into a city. A phoney war would have been worth it for the 160 sheilds.

    Perhaps the knights near the disbanded city should pull back in case they are Ansar rushed.
    Are we having fun yet?

    Comment


    • #3
      How do RP and GoW compare in terms of culture? I mean what are the chances of flipping the Alamo? It's next to their capital and we could even build another city nearby to culture rape it. I suppose it would mean all the units being teleported back to GoW's capital, which is not what we want to happen, but it could be a possibility.
      Are we having fun yet?

      Comment


      • #4
        GoW has 2 of our workers in the military screen.

        RP has slightly more culture than GoW (110-120%), but less than ND.

        Comment


        • #5
          Spanish Results from 270 ad

          In the shot:
          ND main stack = 4 pikes, 8 Ansars (2 = 4/4, 2 = 3/4, 2 = 2/4, 2 = 5/5)
          SW Mnt Stack = 3 pikes
          NE Mnt Stack = 2 pikes, 1 inf

          GoW has 2 captured GS slaves.


          military:
          Order of the Holy Spirit attacks Alamo... CATAPULT (stolen from GS) fires and damages him. he does 1 damage to a Vet Rider, then dies. Another Vet Rider appears on top of the city at full health.

          ATTACK CALLED OFF.

          GS lost 4-8 Catapults and they are now in that city. Our Inf did only 1 damage to the Rider. Sending any further Inf would be suicide.

          Templars (Inf) SW, W
          Inquisition of the Faithful (Inf) SW, W
          Holy Martyrs (Inf) SW, W
          Brothers of Christ (pike) SW, W

          Mountain forces: 5 Inf, 5 Pikes.
          Pamplona Defenses: 8 pikes, 1 inf, 4 knights, 8 cats. (in 2 turns we will have 3 additional Pikes in Pamplona)

          Madrid Volunteers NW

          Pinta SE, SE, S

          workers:
          El Nino & Aidun Serfs SW, SW, SW (will build road there)

          cities: no changes

          the screenshot:



          My plans (until someone gives me some other plans)

          1) Our Group of 5 & 5 is now strong enough to threaten Alamo, and the ND roads to the south that provide them with Ivory. We can either jointly attack ND or GoW (coordinate so that we hit first, GS hits 2nd) or we can go after the roads, then follow the mountains towards Vigo and force ND to pull back units to deal with us before we cut off their Gems as well.

          2) Having our troops there forces GoW and ND to keep units there to block us or protect against us. It makes it harder for them to focus all of their power against GS. It should give GS a little breathing room to continue their advance. They also allow us to spy on ND/GoW movements.

          3) We need our workers to build military roads AND we need another mine by Pamplona. Another mine + growth of Pamplona = 15spt!

          4) Eventually we will also build more Inf but none of our cities are at that ideal point. Toledo is a long way off from being productive. Barcelona never was.

          --Togas
          Join a Democracy Game today!
          | APO: Civ4 - Civ4 Multi-Team - Civ4 Warlords Multi-Team - SMAC | CFC: Civ4 DG2 - Civ4 Multi-Team - Civ3 Multi-Team 2 | Civ3 ISDG - Civ4 ISDG |

          Comment


          • #6
            Originally posted by Sir Ralph
            GoW has 2 of our workers in the military screen.
            arrggghhhh well that sucks,

            this also sets a precedent, they've done this once so they'll probably do it again with the right opportunity. We should be wary of moving units adjacent to roads. ND can move cats to bombard us then have GoW take them and either move them back or have another 8 shots.

            Also perhaps we should tell RP to retreat their units from adjacent to the Alamo, if they haven't already done so, they can't do the double bombard thing but with 8 cats around they're going to have to move back soon anyway.
            Are we having fun yet?

            Comment


            • #7
              Using the same catapults twice in the same turn is an exploit very close to cheating.

              Comment


              • #8
                I think the teleport thing we did a while back opened the door for this sort of thing.

                A joint assalt on the Alamo isn't going to work and we don't even have any units in the area, RP could really do with getting the hell out of there right away.

                I don't know anything about culture flipping in PTW, other than it's not as oftern. Is it potent enough to make it a weapon against the Alamo?
                Are we having fun yet?

                Comment


                • #9
                  I think we have 2 valid options. Either we proceed south towards Merida, thus encircling Alamo, or we get the bulk of our forces over the valley and assist the Spaniards attacking Alamo. Both require some time.

                  Comment


                  • #10
                    I was talking to Togas. He prefers and attack on Merida, just because he's under the impression that that's where our missing cats got to. It's also those cats that make him hesitant when it comes to keeping those forces next to the town for a long period of time.

                    As for the luxed city, should we go after Esigbar now that we have those knights down there? Move them up to the ruins of the other town and camp them there this turn, and attack down the road the next?
                    Join a Democracy Game today!
                    | APO: Civ4 - Civ4 Multi-Team - Civ4 Warlords Multi-Team - SMAC | CFC: Civ4 DG2 - Civ4 Multi-Team - Civ3 Multi-Team 2 | Civ3 ISDG - Civ4 ISDG |

                    Comment


                    • #11
                      It's getting late here. I'm off to bed. We have time, no need to hurry. May be over night a couple of other opinions appear .

                      If nye doesn't play the turn, I will tomorrow.

                      Comment


                      • #12
                        Originally posted by Sir Ralph
                        Using the same catapults twice in the same turn is an exploit very close to cheating.
                        I would say so. It might be a fine line, but I dont' think what we did compares exactly. To use this so effectively each GoW cat is used 2x per turn is....unsavory and an unfortunate bending of the rules. But a bit of what we have done with cats and others could be termed the same. But I think there is quite a difference in moving stuff and attacking 2x with the same unit.

                        Comment


                        • #13
                          Got your PM, Theseus, and sent you the save. I have almost no time left (need sleep, it's 2am here). Perhaps you could play the turn? If so, send it to neudemogyptica@cylusion.com

                          Comment


                          • #14
                            I will play it. (OH BOY OH BOY, FIRST TIME FOR ME!!! )

                            Anybody have last minute suggestions? I have appr. 1.25 hours.
                            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                            Duas uncias in puncta mortalis est.

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                            • #15
                              I have it open too.

                              Production: Let every city produce the same as it did before. Cyclone starts another settler. Diss'ville a worker.

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