You guys are correct: the German team does not have vision on the tile southwest of the gems. I thought that they did from the hill two tiles to the north, heading southeast and then southwest across flat ground. However, vision doesn't work that way, and their vision is indeed blocked by the jungle hill tile that sits in the way. Checked it in Worldbuilder and DaveV is correct. Thanks!
This actually makes things much simpler:
There's our staging tile, southwest of the gems. There's no need to fool with Cutting Edge now. We'll stage the units a little further back, probably the tile southeast of the rice just to stay away from the border, then move onto the red X tile on T149. On Turn 150, war chariots can immediately reach Wasserburg and hopefully take it on the first turn of the war. If there's one axe inside, as little as two chariots will be able to capture the city. The rest of our slow movers can move north of the gems tile, and then northwest to Worms from there. We'll put a Sentry unit with the rest of the stack, and thus will be able to see into Worms immediately. Then on the capital from there.
Kjn, I don't see any need to road over by Fields of Color (the WPC city to our northeast). We won't be moving any units over there, and neither will their team. All their units are going to be up on the WPC/German border.
Merovech, I see the German capital as by far the most important city to take in this region. It's their oldest and best city, the starts were all mirrored so it has excellent terrain, it's on a hill with 60% cultural defenses so the borders extend out for 4 tiles in all directions, etc. If we can hit the capital and take it out quickly, everything else is going to fall apart for the German team from there. The western German cities will be completely isolated from the rest of their civ without the capital, easy to take down at our leisure. Obviously it all depends on how they choose to move their units, but the capital feels like the top strategic objective to me.
Shoot the Moon, I saw the potential triple fork as well, but I'm guessing we won't have enough knights to do too much with it. Maybe though, we'll certainly keep it in mind.
(May 16th, 2013, 22:44)Sullla Wrote: Kjn, I don't see any need to road over by Fields of Color (the WPC city to our northeast). We won't be moving any units over there, and neither will their team. All their units are going to be up on the WPC/German border.
I think kjn suggested the road to secure our trade routes to WPC, since all our rivers lead into German territory. However, we do have a secure coastal connection to WPC, from Eastern Dealers to Southron Shores on the eastern lake, so I agree the road is unnecessary.
Once the war started and knights keep rolling in, there is also the chance to reach Wismar in 2 turns from the area around Simple Life, hugging the coast. But only if we can spare the units, otherwise the capital is top priority.
I also think Wolfrathshausen can be ignored at the first turn in the war. Rather have those 3 maces, 1 Elephant and the war chariot join the attack on the main front.
The Germans will realize Wolfrathhausen is undefendable and far away from their supply lines and probably write it off.
mh
"You have been struck down!" - Tales of Dwarf Fortress
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
The Wolfratshausen force can also help in keeping CivPlayers honest by having a decent force west of the sea, and cutting of a happiness (gems) from the Germans on the first turn of the war should be a strategic goal in itself.
By taking the city on the first turn of the war we also control exactly when we can found our replacement city, stopping any sniping from CivPlayers.
Furthermore, I consider that forum views should be fluid in width
We should also try and keep our forces hidden from those civs that have EP vision on our cities. The staging area between the rice and gems is hidden from EP vision.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
What is the possibility of the germans having a sentry unit? That could screw up the plan pretty badly, especially if it turns out we need to keep the army on the staging tile so that no one has EP vision on it.
(May 17th, 2013, 04:49)Oxyphenbutazone Wrote: What is the possibility of the germans having a sentry unit? That could screw up the plan pretty badly, especially if it turns out we need to keep the army on the staging tile so that no one has EP vision on it.
High, I'd say, but I'm keeping track of their units right now, and I think their army is concentrated around Wilhelmshaven. We need only move to the staging tiles on T149 anyway, and the war chariots can be even deeper.
Furthermore, I consider that forum views should be fluid in width
(May 16th, 2013, 22:44)Sullla Wrote: Shoot the Moon, I saw the potential triple fork as well, but I'm guessing we won't have enough knights to do too much with it. Maybe though, we'll certainly keep it in mind.
I suspected you did see it Even with just 5-6 WCs though (and especially if we can add even just 1-2 knights to that) it is still useful as it could force the Germans to whip spears instead of axes, which obviously then makes it a lot easier for our maces. Might be easier to do after capturing Worms, but if we wind up pausing for a turn 1S of Worms to bombard down culture moving the 2-movers NW-N might be a pretty decent idea actually (although this will obviously depend on what units the Germans have and all).
(May 17th, 2013, 01:18)kjn Wrote: The Wolfratshausen force can also help in keeping CivPlayers honest by having a decent force west of the sea, and cutting of a happiness (gems) from the Germans on the first turn of the war should be a strategic goal in itself.
By taking the city on the first turn of the war we also control exactly when we can found our replacement city, stopping any sniping from CivPlayers.
I strongly agree with this. We may need a smaller force though to take the city. Isn't this city only having a single axe in it?