Something is definitely up with Imperio; in addition to ~6 logins last turn, they have logged in twice already this turn....
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Turnplayed Thread #4
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Perhaps Imperio has a spy that has seen our stack? If so though, it doesn't appear they've alerted Templars about that. They could think our units are headed for their land, but in that case there isn't any real urgency.
I think it's just random though...surely a single galley boat attack doesn't warrant this much activity. Maybe they have more boats out in the fog?
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I think mh would have spotted galley builds in the other Imperio cities via C&D, but it's certainly possible. I would also feel more comfortable with an increased naval presence in the Cape Town region.
One other possible random thought for Imperio's activity: it could be that they are reacting to our two cats + pike movement that sunrise set up last turn. All the better if they think we are moving against them and not Templars; the extra mace in Chichen Itza could possibly suggest this as well.
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Turn 148
T-Minus 1Turn Until the Fall of Jericho
City Report:
*Airstrip 1 - Knight complete. Longbow (for Red Herring) due in 3.
*Pink Dot - Knight complete. Cat due in 8. If Templars move in we'll want to reconsider that build.
*China Beach - Worker for Operation Taj due in 1.
*Cape Town - Knight for Operation Joshue complete. Trireme to defend our bay due in 2.
*Something Fishy - Knight due in 2.
*Green Acres - Globe Theater due in 8 before chops.
*Mellow Yellow - Barracks due in 1 turn.
*Saxon the Beach - Barracks due in 5 turns.
*Bluebell Woods - Forge due in 1.
*Red Herring - Longbow due in 25.
*Upper Burgundy - Granary due in 10.
*Frozen Clams - Granary due in 56.
Worker Report:
*Parsons moved 1N to chop and then road another grassland hill. The hammers will be nice, but the road will be even more useful long term.
Domestic Military Composition Report:
*Cape Town garrison - 9 strength-eight units, 2 pikes, 4 cats, 1 axe, 4 archers.
*Pink Dot garrison - 1 strength-eight unit, 2 pikes, 1 longbow, 2 archers.
*Central garrison - 1 knight, 2 horse archers, 2 chariots
*Operation Jericho army of conquest - 3 knights, 6 maces, 1 pike, 6 horse archers, 7 cats.
Enemy Military Composition Report:
*Cape Town opposing force - 10 strength-8 units, 4 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
*Pink Dot opposing force - 2 maces, 2 crossbows, 1 horse archer, 1 sword, 3 cats, 3 chariots, 1 spear, 1 Quechua.
*Central rapid-response army- 1 crossbow, 1 axeman.
*Jericho garrison - 1 mace, 1 crossbow, 1 horse archer, 1 axe, 3 spears.
Military Action Report:
*I've renamed my military army groups above. Templar annoyance army is gone, and Central rapid-response army has appeared. Specifically, I'm parking 2-movers in Upper Burgundy that can reach Pink Dot and Red Herring in one turn. While chariots and horse archers are pretty awful defenders, they will at least keep a single galley from capturing Red Herring.
Operation Joshua Report:
*Jericho defenses stand at 26%
*Our army stands at the gates:
Spoiler:
Spy Report:
*Excellent news - the Imperio stack is still in place.
Questions and notes:
*You may note my pair of longbow builds. I'm open to negotiation, but I think we can get some peace of mind in the north if A1 builds a longbow for Red Herring and if Red Herring puts enough hammers into a second longbow to be able to 1-pop whip the unit if necessary.
*PAL's power is shooting up, and they'll take second place soon. Expect some bloodshed on the other continent. Perhaps that, plus a Templar city being captured, will help Imperio to see reason.
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Promotion guidelines:
*Never promote cats until you have to - they don't defend any better and they can heal after being flanked if they have promos left.
*Units with defensive bonuses on defensive terrain can remain unprompted. That way they can choose the ideal promotion during the batter without worrying about being attacked by the enemy first. I suppose Templars might have a lot of cats hidden, but with a a fortified woodsman mace in a forest our units will defend very well.
*The knight in the open is promoted to defend better against any units that Templars might want to attack out with.
*One knight in the forest is promoted because I wanted to check her odds on the city (35% of so with defenses still at 26%).
*Any other units are promoted because we did so in the past.
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Logged in and things look good. I like both of the longbow builds at Red Herring and Airstrip One. I think it's good to have at least one hammer into both a trireme and a longbow at RH so we can whip either if needed. I also like the trireme build at Cape Town.
We can afford to dial down research to 60% this turn so I did so.
I changed some tile assignments - Mellow Yellow and Green Acres are more growth/commerce oriented. The plan at Mellow Yellow is to get it the barracks finishes a turn before we revolt to nationalism and then put one turn into a courthouse. Then we draft the city and whip the courthouse in the same turn.
Next turn Persephone can move towards Saxon since she will no longer needed to bust fog.
Just a reminder that we need to whip Bluebell Woods this turn and may as well work the sheep and mine.
Worker actions: Most do what they were doing before or had planned. Mustapha and Bob can continue their farm.
A few screenshots. The Imperio stack:
Sunrise showed our stack at Jericho, but here's a picture of the defenders:
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[STRIKE]Yes, that one moved in during their turn I guess.[/STRIKE]
Sorry all, my bad. I counted 8 units, checked my records to make sure there were 8 last turn, and confirmed it. Of course I miscounted...apparently single-digit counting is beyond me. So one crossbow was produced this turn.
Also, they had better promote those units soon
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T149 Battle of Joshua
About a half-dozen of us gathered in a chat room tonight to help plan out the Battle of Jericho. Thanks to some excellent simming work ahead of time, General sunrise led us to victory!We captured Jericho with minor losses, and now control our own source of iron!
Here was the exact breakdown:
- Bombarded with 3 catapults (city defenses 14%)
- Attacked with 3 catapults, all three died without retreating
- Attacked with knight @70% against pike: Win!
- Bombarded with final catapult (city defenses 10%)
- Attacked with knight @72% against spear: Win! (Great General born in capital!)
- Attacked with knight @88% against crossbow: Lose!This was our only real setback.
- Attacked with mace @83% against crossbow: Win!
- Attacked with mace @84% against ???: Win!
- Attacked with mace @86% against mace: Win!
- Attacked with mace @89% against mace: Win!
- Attacked with horse archer @67% against spear: Win!
- Attacked with horse archer @67% against axe: Win!
- Attacked with horse archer @88% against horse archer: Lose!
- Attacked with horse archer @99% against crossbow: Win!
- Attacked with horse archer @99% against horse archer: Win and capture Jericho!!!
We then used our last horse archer to pillage the road connection to Jericho to the southeast; only two-move units can hit it between turns. (This revealed that Templars have an appallingly bad road connection; no roads between Jerusalem and Jericho! Will post pictures shortly to demonstrate.) We have defending in Jericho:
Two knights (strength 6 and 4.6)
Two maces (both full health, C1 and Woody 1)
Four horse archers (6, 6, 2.6, 1.0), and another healthy horse archer one tile SE of Jericho
One healthy pike
Note that ALL of these units (except the pike) will be able to promote next turn! sunrise and I think that we should move all of the Mounted units to the tile SE, to open up the lightning raid on Constantinople for next turn. We need to decide on this before the turn timer ends. Please post your thoughts/comments. I will make the further case for it tomorrow.
sooooo - can you please log in and handle the worker actions for this turn? sunrise was too tired to finish everything up, and I thought it was best left to you.
Pictures to come if the forum doesn't crash on me!
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Great work, guys!Looking at the map, Jericho can't be reached even by mounted units, except via the tile 1SE of the city where Ruby is parked. Therefore I'd move all the mounted units as proposed. No need to cover them with anything other than our Pike, as a Templar Spear/Pike would have better odds defending Constantinople than attacking in the open.
In other news, our Spy was stumbled uponand Banana has Banking. I switched Bluebell Woods to Taj as that was a bleein obvious thing to do
310 hammers in one turn...not bad at all
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