Turn 103:
Turn started with a gift from beyond:
Even though Mardoc was already dead, he managed to gift me his World Map with his last dying breath. He also sent me pictures of the tech trade screen (since he had already teched trade) and allowed me to capture 3 of his workers. All in all, he helped me a lot (the workers are currently roading some very important places near Mardoc's ex-territory, the current Hyborem front). It was justified, in my mind, though, since I've sent him copper to help against Hyborem and did what I could to help him.
Here's a SS, also sent by Mardoc:
Hyborem got pretty badly wounded after attacking Mardoc's last city. If my troops weren't so, so, so freaking slow, I could have made a lot of damage. But, unfortunately, they are, so I couldn't take any advantage of the situation.
In the last turns I teched Bronze Working (upgraded my best promoted warriors to axemen, spending the dwarven vault gold - more on that later) -> Construction (Trebuchets!) -> Sanitation (+1 food for farms, a blessing in this map) -> Currently teching Drama.
My idea is to use the drama GArt for a Golden Age. I'll tech Warfare quickly while in the GA and I'll adopt Nationhood, Military State and Conquest (instead of religion, apprenticeship and the initial civic). I'll also adopt RoK. The reason why I think teching drama is worth it, even though I'm in a war, is because it would only take 6 turns to do it and I'd have lost 2 turns of anarchy without it. So, it seemed like a good idea.
After warfare, I could go for Arete (Bambur), priesthood (stonewardens) or both of them. Then, it's gearing for war going full gold for a lot of turns. Try to boost the vaults while building axemen, priests and trebuchets.
My diplo idea is to try and make a NAP with Hyborem on the condition that I attack Sciz and kill units/raze cities. I'll try to make Hyborem see that I can't kill his current army with my trebs + troops, so that attacking me won't be a good option. About that, here's my main stack:
I'm confident that I can tackle Sciz because of these:
His capital is very poorly defended (my hawk couldn't make a fly through his lands, because I needed to take it out of there - I have open borders with Sciz due to the missionary agreement, but we haven't discussed scouting) and he lacks military techs. He has construction, but his catapults are probably attacking the Lanun AI right now (he already conquered a city, maybe 2 - I'm not sure if his 5th city was captured or settled - which is annoying, since letting an AI play the game imbalances it for the players near it). He lacks BW, HR and Archery. I was afraid of Horse Archers, but he's very far away from them.
Screenshot of the cities:
Titanic will pop its borders next turn, giving me a nice buffer against Hyborem potential attacks, and getting dyes for improved happy cap. You can see that only Titanic lacks a dancing bear, but I'll settle one in 2 turns.
Currently researched techs:
Demos:
The very good MFG is Selrahc, thankfully (well, only if I manage the NAP and attack Sciz this is a good thing
).
And the military at the end of the turn (2 trebuchets, yay!):
Let's hope the game can keep the good pace, even though Selrahc is kind of missing. Hopefully I can make the deal with them and then we can see a nice war
!
Turn started with a gift from beyond:
Even though Mardoc was already dead, he managed to gift me his World Map with his last dying breath. He also sent me pictures of the tech trade screen (since he had already teched trade) and allowed me to capture 3 of his workers. All in all, he helped me a lot (the workers are currently roading some very important places near Mardoc's ex-territory, the current Hyborem front). It was justified, in my mind, though, since I've sent him copper to help against Hyborem and did what I could to help him.
Here's a SS, also sent by Mardoc:
Hyborem got pretty badly wounded after attacking Mardoc's last city. If my troops weren't so, so, so freaking slow, I could have made a lot of damage. But, unfortunately, they are, so I couldn't take any advantage of the situation.
In the last turns I teched Bronze Working (upgraded my best promoted warriors to axemen, spending the dwarven vault gold - more on that later) -> Construction (Trebuchets!) -> Sanitation (+1 food for farms, a blessing in this map) -> Currently teching Drama.
My idea is to use the drama GArt for a Golden Age. I'll tech Warfare quickly while in the GA and I'll adopt Nationhood, Military State and Conquest (instead of religion, apprenticeship and the initial civic). I'll also adopt RoK. The reason why I think teching drama is worth it, even though I'm in a war, is because it would only take 6 turns to do it and I'd have lost 2 turns of anarchy without it. So, it seemed like a good idea.
After warfare, I could go for Arete (Bambur), priesthood (stonewardens) or both of them. Then, it's gearing for war going full gold for a lot of turns. Try to boost the vaults while building axemen, priests and trebuchets.
My diplo idea is to try and make a NAP with Hyborem on the condition that I attack Sciz and kill units/raze cities. I'll try to make Hyborem see that I can't kill his current army with my trebs + troops, so that attacking me won't be a good option. About that, here's my main stack:
I'm confident that I can tackle Sciz because of these:
His capital is very poorly defended (my hawk couldn't make a fly through his lands, because I needed to take it out of there - I have open borders with Sciz due to the missionary agreement, but we haven't discussed scouting) and he lacks military techs. He has construction, but his catapults are probably attacking the Lanun AI right now (he already conquered a city, maybe 2 - I'm not sure if his 5th city was captured or settled - which is annoying, since letting an AI play the game imbalances it for the players near it). He lacks BW, HR and Archery. I was afraid of Horse Archers, but he's very far away from them.
Screenshot of the cities:
Titanic will pop its borders next turn, giving me a nice buffer against Hyborem potential attacks, and getting dyes for improved happy cap. You can see that only Titanic lacks a dancing bear, but I'll settle one in 2 turns.
Currently researched techs:
Demos:
The very good MFG is Selrahc, thankfully (well, only if I manage the NAP and attack Sciz this is a good thing
).And the military at the end of the turn (2 trebuchets, yay!):
Let's hope the game can keep the good pace, even though Selrahc is kind of missing. Hopefully I can make the deal with them and then we can see a nice war
!
