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[SPOILERS] swance bitten, twice shy

(May 9th, 2024, 15:33)williams482 Wrote: My instinct is "no" on immediate slavery swap. You don't just need units, you need tech: tech you are only going to get if you can keep your economy in tolerable shape. Eating a turn of anarchy to crash your economy to whip out a bunch of obsolete and/or predominantly defensive units in the face of a possible but hardly guaranteed attack into your existing prepared defenses, boosted by a wonder you chopped out pretty much exactly so you could hold those cities with fewer defenders.

Slavery now cuts the chances of you being invaded now. I wager it also substantially cuts into your chances of winning an offensive war (with outside help) against Ginger, and cuts your chances of actually winning even further.

Chill.

i'm not good at chilling but i think this is right... and yes, is the whole logic by which we're in serfdom now in the first place. so basically we did all this defense-maximizing shit (chichen itza, picking tokugawa in the first place, early castles + spamming PRO longbows) in the hopes that, in pretty much this exact situation, it will get ginger's stack to wander into dreylin's land, hoping we don't intervene because our army is in ethiopia, instead of into our land, looking for easy gains because our army is in ethiopia. if we are WRONG about that and ginger does invade us, we lack the forces in place to defend and are going to lose a line of cities i think, at least at first, while we slow-swap to slavery and whip a pile of guys. but that's effectively the gamble which we built around this run so from a win-maximizing perspective it's probably best to see it through, as much as that offends my nervous and impulsive disposition

at the risk of rationalizing i also think that's what i'd do in their position? ginger is in a tough position geopolitically here and probably does not believe they can win a 2v1 against two larger empires, but they must know they are likely to face one here.... if they come at us while drey's army is at liberty to intervene, they will certainly face a 2v1 and will do so immediately, while if they go for drey there might seem to be at least a CHANCE that zulu will be too busy to do anything. or more specifically, too busy to do anything IN TIME - their best bet is prooobably to try to defeat us piecemeal, which means defeating drey's standing forces and making gains on them before we can mobilize, and then hoping we'll accept their drey conquest as a fait accompli

of course a lot depends on what signals they're receiving in diplo... they will probably beg one of us for a NAP extension soon to delay the 2v1 but it's looking like they won't get it. so the wildcard is greenline. if they're splitting drey with ginger i expect greenline to accept our long-term NAP extension from last turn, or likewise if they're focused westward and want us to be free to contain ginger.... but if they are coming for US, naturally they'll be more circumspect lollll

(May 9th, 2024, 17:28)Commodore Wrote: That empire overview actually made me MORE ignorant of the status of your empire.

yeahhh i'll try to give yall a better overview for this turn, as part of the uh traditional t151 overview lol (.....is THAT why everyone's posting today?)

well, nauf DMed me asking to not be in a turnsplit anymore so now we can procrastinate playing for 12 hours again

Turn 151 - Zululand

ok which nerds are gonna jumpscare me with diplo today



gav wants silk on account of being in total collapse mode - superdeath has taken 2 more cities and has kicked us out of the top spot in city count. this looks bad, guys.... naufragar is presumably heading over to intervene but it looks like either nauf or superdeath is fated to monsterhood, which is nnnnnNot Good for our chances of winning lol. i wonder if we should poke mjmd or nauf to intervene.... well anyways, of course gav can have their silks which it sounds like are just going to carpet the way to a whip frenzy

man, so this is why all the games end at knights huh? because as soon as they hit the field the game immediately consolidates into front-runners, who can often just cruise to a win from there?

gav wants gold as well and they will get that also, of course

and that's it. greenline DID NOT accept our NAP extension but well, it did include a "stop trading with ginger" clause so that COULD be why.... i guess..... i'll send them a straight cow/cow to try to verify but this is a black omen



GT has left an exposed worker on their iron and in range of an unpromoted longbow mischief i suppose it makes sense to take it, and probably to pillage while we're at it to cut off even their theoretical ability to continue to whip crossbows. they haven't been doing that though, which suggests wealth builds to me.... but i suppose that leaves us another avenue of killing the city, which is to pillage EVERYthing and try to bankrupt them with unit costs. this would be really really slow of course, and at a time when we can ill-afford to be slow, but we could probably preserve quite a few units in so doing....

anyways, this time i think i want to keep GT's worker... if they attack, at least their first attacker would almost certainly die and we stand some chance of getting a 2 for 1. and if not, free worker :D only punish i can see is that they could then use units to block our LB from getting into the aksum fight, and that's almost as good for us since it draws defenders away

i also think i'm going to make the hard (well, not THAT hard) decision to roast the last town at aksum.... the future of this city, if it has one, lies in monstrous HE-dom so the town is not as impactul as in other locations. aaaaand we need the gold really really damn badly lmao

look at that beautiful Z of our invading troops, btw lol



behold, west point eligibility

as you can see we have reached the point where our stack has at least a theoretical capability of taking aksum. i think i want to wait 2 more turns for the last two cats though. that also has the advantage of healing up this and one other longbow, two of our three axes, and a couple of marginal HAs in gondar, in time to participate.

there is some chance GT will try an end-run to raze gondar sometime in the next few turns.... defensively we are trying to strike a balance between keeping enough units on the corn to force them to send a lot of troops if they want to do that, and enough units in the main stack to ensure that we can respond by taking the city if they DO try for something like that. i will probably maintain a roughly similar distribution of forces until our planned attacking turn (t154) at which point there will be no reason not to move everyone up in one calamitous megastack



nauf's cats are on the move, which bespeaks both confidence in our ability to take aksum and terror in the face of superdeath.... their knight pile is pretty intact as well. i expect them to come in from the other side to try to keep gav alive as soon as they're in position to do so.... but not sure what their odds are. unfortunately the range of "good" outcomes for us is pretty narrow - SD walking over gav uncontested and nauf triggering a reversal of fortune are both bad, we need a lengthy 3-way stalemate.... which could happen but i'm really not betting on it....

ok, before The Strain Of Command starts to get to me too much: zoomed-in-er overview:



NE core/ginger frontier (yeah, unfortunately our core IS the ginger frontier....). our formal NAP lapses on t154, the exact turn on which kirishima and takayasu will finish their castles. we are spamming troops but only have about 10 LBs in the area currently, and no offensive or counterattacking units.... i have also realized that we need castles in at least kotozakura and wakamotoharu as well to worsen their odds if they go for knight forks, and maybe the capital too. and we ALSO need safety turns in multiple different unit types at all these cities so we can whip on consecutive turns if they invade.... but we only have time for one of those things before the NAP expires, and as you can see i've gone with the concrete unit mass for now. 

we can probably force them to take their time with ONE of these cities (probably kirishima) by piling it high with a 15-unit LB and pike stack. that means conceding takayasu but that city, size 8 though it may be, is glorified filler anyways... and more importantly, it never expanded borders so it has no cultural defenses against janissaries D: on the bright side though, i'm realizing that ginger made their 20-unit cat stack BEFORE swapping to vassalage and theocracy. which, unless i am mistaken, means they should just have 3 XP each from the barracks, which means they CANNOT mass-promote to accuracy. 20 cats are not enough to crack kirishima's walls + castle + CI defenses in one or even two turns, i think.... and if they try they will be in for a delightful surprise as its fourth-ring borders are due to pop in 9 turns, likely right in the middle of such a siege smile moreover i think they still have to use collateral even after the walls are down as i think a max-fortify CG3 longbow still does well against a shock janissary. maybe not THAT much collateral, which might mean they won't take too many losses getting through at that point, but maybe at that point we're just supposed to pull back to WMH

of course, if that's our plan (abandon takayasu, defend kirishima and mitakeumi), we can expect their knights to run past our hard points and pillage us straight to hell, while cutting off kiri from the second-line cities to force us to let the longbows die. which is why we have some workers over here doing high-density roading - we will not be GT who constantly missed tactical opportunities due to having a too-pillagable road network. and once we do flip to slavery, it will be mostly pikes that we mass-whip here, not longbows, so we can put paid to such an idea.

you can also see i elided the mention of our newest city, tamawashi. who, for his 17ish-year pro career, has never missed a bout due to injury, and is therefore known as.... "the iron man of sumo". iron man. iron. i am so clever

(depressingly he DID have to miss bouts last year when his whole stable was banned from competing due to a COVID-19 case... but according to the japan sumo association, that doesn't count and his no-absence streak is still officially live according to the record books)

oh and another reason why we must defend mitakeumi if possible is that it's 9 turns away from producing an essential great person for the second golden age.... if the city dies JUST before that would happen it would be catastrophic. but if we CAN squeeze out the great person, atamifuji will be about 12 turns behind and we could possibly launch a purely yields-boosting golden age to crank out a gigantic wave of troops with which to throw ginger back into the sea. andalsoresearchsteel



the south, where we are depressingly underdefended in the event of a greenline attack. hopefully they are ALSO not prepared to bomb through castle defenses, as that's pretty much all we'd have going for us in such a scenario. so far i've only really seen ancient-age trash and defensive units (their own longbow piles) on this border, with a minimum of catapults, against with CG3 125% defense longbows will inflict horrifying losses on a unit-for-unit basis. but...we just don't have that many units frown naturally that's because i have spent the last 20 turns constantly coming up with excuses to justify moving LBs over to either the ginger or GT front. unless there is a wave of knights and cats just offscreen (and their milpower rating does not suggest this) i am guessing they could take ura by really piling up the bodies, but hard to see them making much progress beyond that...

by the way, in just a few turns we have gone from just nauf having to guilds to 4 people having it. nauf and ginger are confirmed, and i think the speed of gavagai's collapse suggests that superdeath must be the third. so who is fourth? let us ask the GNP graph



i guess it could be greenline, but goddamn, if it's not dreylin i don't know wtf they are doing. and from their diplo i am gathering that they DO know wtf they are doing, so i think the odds are good that greenline does not quite have knights as of yet.

on the subject of graphs, btw, here is the one on which our entire remaining win probability is predicated:




the northwest, former GT border:



we're mostly done with a wave of backup cats, as you can see, which it looks like we will be able to save for ginger. what do we do after that? more cats, pikes, and the first of our own knights all seem like solid ideas. the heroic epic city will be in this neighborhood as well, probably to be established after we hit gunpowder (uh, assuming we DO hit gunpowder). still going back and forth on which one, though - aksum is better both in hammer count and ocean access for navigation-promoted ships, but i really don't like how exposed it is to nauf in the event of a future conflict with them.... i guess we could rebuild the HE if it burns (...right?) but we wouldn't get the settled GGs back and those are the most irreplaceable element

actually.... i wonder if aksum might ALREADY have a settled GG mischief GT spawned two and only used one that we've seen, and i think a few CG2 crossbows have appeared of late for which i can't think of any other source.... if so then our decision gets pretty damn obvious
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notes for me: i threw a 20-unit stack of obsolete greenline guys at an ura with 4 max-fortify longbows and only the two cats that i have seen from them so far, under the following conditions:

drill 1, CG3:



no casualties, 21% odds to win on the last greenline unit

drill 3, CG1:



no casualties, 7% odds to win on the last unit. so we've reached the regime of massive strength disparity wherein going for drill is better than stacking CG promos.... non-obvious whether the same might hold vs janissaries once the walls come down at kirishima but i guess it could, the 40% reduction in collateral taken seems particularly significant in this context

edit: btw, lest we wonder whether they could just bumrush kiri without taking down the castle first, since it only has 65% defense vs gunpowder: i just did a sim where i threw 10 knights and 20 janissaries at the city under those conditions and LOST....
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turn 152



....oh lol well, i guess no incense for us most likely. oh well, not the biggest loss for us if we miss the spot as it is otherwise garbage. but this is what we get for dawdling with the settler, who did a big loop around our territory back when i thought we might burn aksum and if we lose the race that will be the reason why

at least it's not someone DoWing us which is always what i think when i see the dreaded "1" in the top-right corner of the screen



aww sorry SD frown maybe this is technically a good idea for us but i'm not about immediately stabbing my allies like this, especially not the ones who have agreed to long-term demilitarized borders. and especially especially not when that means a split with a front-runner when i am NOT a front-runner lol but maybe i will attempt to be nice and tell them why i can't help (war w ginger for all their cities)



GT has started whipping aksum down, which i hoped we would be able to avoid but i guess not frown luckily we can pillage their iron now and force all the new recruits to be (collateral-absorbing but otherwise pretty worthless) archers or cats-on-defense. i don't thiiiink it's worth preserving a few extra pop to go in early and potentially waste more units (or LOSE in the initial wave Dsmile.... and perhaps we can make this work to our advantage depending on how much gold they lose next turn. they are at 364 this turn, i observe...

we did get to keep the worker though!



re mjmd settler race... well, looks like we lost most likely. we could settle 1NW of this position to try to claim the three oases this turn, but in all likelihood they will go for a close overlapping spot 3W of that to take 2 of our oases away and make the spot worthless. or we go for the original spot and very likely see mjmd just settle 1W

....OR.... well. or. that is an unescorted settler they have sent into the fog. which means, um. that one way to win the race, probably the ONLY way to win the race tbh, is to promote our longbow to guerilla 2 and just kill it. now is THAT something i am willing to do to someone who doesn't neighbor us but whose cooperation could eventually be relevant.... hmm, or the other way is to pull a GT-at-kinbozan, conspicuously promoing our longbow to THREATEN to snipe the city if they settle unescorted next turn, and use the free turn to settle our original spot next turn. maybe in conjunction with sending them a gold gift, as we did with GT-at-kinbozan (which would be our ONLY gold since we're now shipping some to gavagai, though of course we could cancel that deal in 10 turns)

upon moving they did bring a chariot, which is on our intended settling tile. but um... a guerilla 2 longbow is um... pretty heavily favored against ONE chariot...
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That incense city is not worth the diplomatic damages of killing the settler or burning the city. A threat, maybe, but I wouldn't want to follow through if they call you on it.

Is there any way you could request incense in exchange for not killing that settler? OR offer incense in exchange for being allowed to settle the city?
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can't offer incense directly i don't think, but i did send them gold (the resource lol) - hopefully it will be percieved as such an offer (which i do intend it as). also promoed the LB and movdd it and the settler to our spot, so i believe there is no way for them so settle this turn without being exposed to LB attack (unless there are more units in the fog)

also relevant: we finally have their graphs and they are second-worst in military by a mile, almost in GT territory. and what units they do have SHOULD be in gav vulture mode rn
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Blood for the blood god. troll
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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yeah i realized i missed something in my initial analysis - i could have attacked THE CHARIOT, which would make our point clear without killing a settler and would get rid kf a unit that might otherwise harass our workers. also helps us scrounge towards the third great general (sims say the battle of aksum will get us close but not quite there and it's really important). then maybe offer peace with the gold donation. but maybe mjmd wouldn't take being bullied like thst lightly? it does set a bad precedent to just accept that kind of thing. but then i'm also worried WE are setting a bad precedent if all our threats this game turn out to have been bluffs.....
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ok, going to elaborate on that GG hyping, and generally seek guidance / opinions re tech path:

gunpowder is obvious as our next reasearch and i'm fairly sure about lit for the heroic and national epics after that. then steel seems like the default next choice, using our upcoming second GA to speed research there while spamming muskets. but i see two other interesting options

one is that we could do printing press first to give it as much time as possible to pay off..... lmao yeah that's not the real reason. the REAL reason is that it is the first step in the following monstrous economic pivot: relying on toku muskets and cats to hold their own even againt opposing cannons and rifles (and remembering that we took toku and have defensemaxxed largely for this reason), we tech in sequence pp -> chemistry -> sci meth -> biology straight up, with no diversions. in this case we pop our second golden age when we are 8 turns out feom bio to slam through the cost and then flip to environmentalism at the end for +2 commerce on what should be a cool hundred windmills at least by that point. if atamifuji lands the coinflip for a great scientist we could also (additionally or instead of the GA) use it to bulb the end of either scimeth or biology (the latter requires us to clear out philosophy but NOT optics/astronomy, thank goodness, since we conveniently lack compass tech mischief)

the other, which is live if we get a GG out of the aksum siege AND find that aksum has one settled already (i suspect so as now CG2 archers have started appearing out of nowhere....) is what might be an even stronger (and is CERTAINLY an even funnier) military option: military tradition. for cuirassiers. nahhh jk for west point ofc. research chemistry and mil science as we're building it and we might just have the fastest commando access imaginable, literally as soon as the promo unlocks. 3 ikh + 4 civics + 6 GGs + 5 west point > 17 which is the threshold because we're AGG. in this scenario the GA flips us to nationhood and theocracy to keep us alive in the meantime. then when we hit milsci we make the obvious move of pillaging our own iron to make commndo impis to threaten any city within 6 tiles of a border (not just with us, with ANYONE, using eg our open borders with dreylin to move innocent-looking impis up to the ginger border to then raze their capital). unsure if this represents more marginal military value than access to best-in-their-era cannon but it seems plausible, the fact that it runs through nationalism does a LOT for its viability i think
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turn 152

turntime, timeturn

let's be normal today yes



drey returns our longish-term NAP. aaaaand greenline accepted our 10-turn offer in a major relief. so no dogpiling from them, or at least, no immediate dogpiling. and ginger is going straight for miltrad post-gunpowder which is not a surprise... but what sort of-is is the 4-turn research time. i guess it is a biiiit more expensive than gunpowder? and they are nearly out of their gold stockpile at this point (down to 186 in the bank) so maybe there is some hope it will take them longer. at the very least their golden age will have ended by the time they get there so i don't expect a huge horde of mass-produced cuirassiers to suddenly appear on our doorstep.... unless the plan is to WHIP a ton of cuirassiers, simultaneously with drafting a janissary horde. oh goddamn it that's a pretty good plan. cuirs are just a 3-whip so they can probably bang-bang-bang out 3 per core city in 5 turns, at the cost of burning their economy to the fucking ground of course. i guess with that in mind, castles in the cities not immediately threatened by catapult bombardment might be a little more superfluous than i thought (back when i expected knights to be the main 2-mover threat) and a bigass stack of pikes is probably better. other than the fact that castles are also a 33-hammer trade route for us ofc

btw gt GAINED gold last turn so uh operation strike-them-out is looking not-likely lol



checking out the espionage graphs, ginger finally has some courthouses up and so can keep pace with us and block city vis if we go for it. but dreylin is making more EP than either of us. so if we BOTH were to dump our points into ginger i think one or the other of us would make progress. not sure what the CORRECT way to spend EP is at this point.... but we have a complete set of graphs now and surely ginger is not UNaware that conflict with us in the near future is probably inevitable, so maybe openly spending on them is not such a bad idea? your call though if you think spending on them now is just going to risk redirecting their doomstack towards us



...did we win our little settler race? they did NOT take our gold gift, unlike gt of yore, so i'm feeling a little on the nervous side.... but when am i ever NOT feeling on the nervous side. i'll look around and i guess settle and offer them a thankful NAP, assuming no more units moved up. but i mean... there's a very real chance that units DID move up....

btw, anyone want to offer an explanation as to why an OASIS of all things blocks visibility from our unit on the adjacent hill?



well, i am not thrilled about this but it's time to do a REAL sim of the aksum attack, with full promotions on both sides. GT's been spamming an archer/turn which is an interesting development.... not strictly bad for us honestly, as although they will absorb collateral, they will also get us closer to that precious third GG that we are on pace to just miss. but yeah, we really have to know how this is going to go before we move our troops up calamitous-megastack-style, as otherwise they could just do a gondar end-run with a few archers and such that we wouldn't be able to stop in time. so we need to know that, within acceptable variance bounds, this is definitely going to be over in one turn - if it takes two, even if we are certain to win, they will get gondar-threatening moves that will complicate things.....

final-final count, unless we wait for more cats which we COULD do (but time is not on our side given the ginger sitch)

aksum garrison (32 units)

crossbowman (11 total):
  • 3x cg2
  • 1x combat 2
  • 1x gueilla 1
  • 6x combat 1

pikeman (11 total):
  • 1x formation
  • 1x combat 1 + shock
  • 9x combat 2

archer (6 total):
  • 3x cg2
  • 1x cg1
  • 1 unpromoted
  • 1 likely to be produced between turns

etc (4 total):
  • 1x c2 + shock axeman
  • 1x c2 spear
  • 2x c1 warrior

zulu invaders (57 units):

catapult (10 total):
  • 4x barrage 1 + 2 free promos -> likely barrage 3
  • 1x b1 + accuracy, 1 free promo -> likely barrage 2
  • 1x b1 + accuracy
  • 3x b1 + city raider 1

maceman (4 total):
  • 1x c2 + shock + morale
  • 3x c1 + 2 free promos -> likely city raider 2

longbow (12 total):
  • 1x cg1 + drill 1 + guerilla 3 + combat 1
  • 1x cg1 + drill 1 + combat 1 + shock
  • 1x cg1 + drill 1 + guerilla 1 + shock
  • 1x cg2 + drill 1
  • 4x cg1 + drill 1 + guerilla 1
  • 2x cg1 + drill 1 + guerilla 2
  • 1x cg1 + drill 1 + two free promos (likely combat 2?)

  • 1x cg1 + drill 1 + two free promos, attacking from a boat

horse archer (14 total):
  • 1x combat 3
  • 1x combat 2
  • 1x combat 1 + medic 1
  • 9x combat 1

  • 1x flanking 2
  • 1x flanking 1 + sentry

impi (8 total):
  • 2x combat 2 + shock
  • 1x combat 1 + shock
  • 1x combat 1 + medic 1
  • 4x combat 1 (yeah, these guys are from the VERY start of the game, from the pre-ikhandas era!)

axeman (3 total):
  • 1x c1 + shock
  • 1x c1 + cover
  • 1x c1 + city raider 1

chariot (4 total):
  • 2x 2 free promos
  • 1x flanking 1 + sentry
  • 1x unpromoted

archer (2 total):
  • 2x cg1 + drill 1

guys, i've got some bad news.... the extra archers and promotions make a difference and i don't think we have enough



well, strictly speaking, we SORT OF have enough.... we took the city but we needed two turns and the losses were horrific. down to just 22 units on our side, so we lost more than we killed. and while i THINK the combat luck for us in this one run was slightly worse than average it would not take much to tip things over into catastrophic failure territory.

strictly speaking things MIGHT not be quite this bad in reality, specifically because a few of their units won't have maxed-out fortify bonuses which was the one thing i didn't know how to account for... but i don't think the difference will be THAT large...

so um... what's the backup plan then? we could have another 5 cats up here in another 5 turns, i think, by which point GT will have probably 5 additional archers.... but also full fortify on all the units they have in there now. not sure how much better for us the trades would be at that point... of course they would have to be significantly better to justify leaving the bulk of our army out of position for that much longer in the face of the looming calamitous ginger showdown.

nasty, nasty, nasty. well, good thing i went through all this trouble.... i'll try a few more runs, both with and without waiting, and keep yall updated frown
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yeah this is really my fault for being delusional enough to believe that a) we could ever stand a chance of capturing the city at size > 1 and b) that the extra archers they could make at size 5 while we shifted our cats over were not going to matter. let's just focus on what we can do... not like we have much choice

one thing we can do is at least prevent them from making any MORE damn archers, other than what they can get from whipping the last few pop off. another thing we can do is block off the stupid gondar end-run vector. and we can get our forces in position in case something changes (what that might be, i have no idea...) to allow us to attack next turn.... which looks like this



city of dubious value:



ominous creature:






but ok, promoting it to formation dimly suggests they expect it to face other knights. which i have none of....? yes let us cling to straws some more
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