Exate wrote:Swodaems, what is our overall plan here?
Currently, the plan is a bunch of discordant thoughts akin to a tree that needs pruning. There are several things we can follow up on and we need to decide what is and is not worth doing.
The new information about elven cities levels is interesting. I'm thinking Logan's run should be our next target. It's a lower level than our other two potential target cities and taking it closes off a line of attack to our capital. We can upgrade the city to suit our purposes after capturing it. A rough troop count for the city would be nice to have, so we should find a way to get that, if possible. (MarbitChow, can the imps be used to scout cities for troop info? Was there any info about which cities are Elven and which were captured Farkistan cities? As I recall, gaining the ability to pop more unit types was another benefit to capturing enemy cities. Was there no new information about the distances between elven cities? Knowing if the distance between Logan's Run and Tyrone is greater than 40 would be useful.
MarbitChow wrote:But since you can pop equipment now (in the form of structures), let's say that popping a Mining Pick costs 0.5 UP. Thoughts?
My thoughts on this are to pop enough picks to arm our entire army with. The siege structures only have 4 overland hex move, but picks have no such limit to them. The increased speed of transport is enough to make me abandon notions of using siege structures. I'm thinking our standard tactic for taking cities should be sending in brickbat-screened, maybe mounted, archery to deal with their archers on the wall and then sending in siege/melee when the archery has been dealt with. City structures will take a while to get thru with only picks for damage, but I think time isn't as big an issue as turn.
We also need to figure out how we're going to deal with Lolly as we're taking cities. He has a backdoor to our capital that I would like closed. The biggest issue about any attack on Lolly is figuring out when to do it and with what. The site where the new batch encountered Lolly is 24 hexes NW of the capital, making it about 56 hexes away from Dis city. Hitting him will require a multi turn mission. Hitting Lolly could disrupt our attack plans on the elves by making the troops sent against him unavailable on certain turns.
The amount of living troops Lolly has access to is also concerning. He has more than just golems. He shouldn't be able to feed that many without a significant source of income. There is probably a decent mine somewhere in those tunnels.
We could use that mine. Our money concerns will soon begin to curtail our side's growth. Taking Elven cities is an option, but we should look into every avenue of increasing our income. The imps popped at Tenebris should help us find any undiscovered resources in the area. We can also try to take better advantage of what resources we have. Managers with the regent special, are a good start, but we need to do more. (MarbitChow, what use is the farm we captured at the start of the first thread? Is either of our cities in a mountain hex? (The mining special says it allows mining for gems in cities in a mountain hex.) Can we assign troops to forage in the surrounding area? Does popping siege structures and mining picks increase upkeep?
Upon hearing T. Col's request for his presence, Tod is going to head up to the tower to grant T. Coil his bonus. It will be useful to the side and will give Tod a chance to apologize for not being able to give T. Coil a chance at Armolad.