Is that character a variant? (I just love getting asked that in channel.) - Charis

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(August 9th, 2013, 02:20)plako Wrote: * Send Galleons to pick Workers from the islands. After chopping the forests they should return.

Bring some defenders too, I guess? I gather that we won't invest much in guarding our silver cities, but they should get at least two defenders each, that we can upgrade in case of a landing.

Edit: Railroad does sound useful. Or physics, I guess.
If you know what I mean.
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I think Silver cities can manage themselves and we don't need to send any resources there i.e. we whip Rifle and possibly Cavalry out after which they could concentrate on Frigates.
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Rough plan where our 1 movers should be before our attack:

[Image: x24s.jpg]

I'll collect start collecting our free units (not needed in defense on those D-something tiles).

Concerning our defenses. Our coastal cities are the problem. We probably can't get naval superiority and even if we could fast Gillette ships wouldn't be easy to handle. Our most valuable coastal cities are OTR and Weissbier and we should focus some defenders there. Not sure what would be enough in them. We could go with ~4 rifles+~1cavalry+obsolete crap. Most of the other coastal cities could do with ~2 defenders each before we see where their ships are sailing. Dialing up plenty of Frigates is also good idea and maybe even researching MilSci for SoL's. They're just very slow for us.

What do you think about possible land invasion through 3M, Pirates or TEAM land? If we assume the risk of NAP stab very low we could do with just 1 possibly obsolete defender in most of our non-coastal border cities.
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We're getting GP in ~5T. Very mixed pool. I guess we'll find decent usage for most Great Person types. Scientist for bulbing (Physics might be good idea to finish then), Merchant for trade mission and Artist for Culture bombing would be best alternatives.
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Just to be complete, saving gold for upgrades would be another option.

I don't think we need to fear a NAPstab.
If you know what I mean.
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Looking good...

(Gotta love how our graph makes two epic vertical spikes.)
If you know what I mean.
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Two things here:
- Good job on the city naming. thumbsup
- We already have city visibility on that island city, and we're pretty close to gaining it on ALL of Gillette's cities. If we run the slider we could even get full "investigate city" visibility. So that's definitely another use for our "excess" commerce that we should consider.

Also, I think we should take the time to build drydocks before frigates, not just for the production bonus (which isn't perhaps so significant on top of all our other modifiers), but for the extra 4 XP. That gives us two-promo boats, which can also be translated into an extra move when we need it. I tentatively added drydocks before our current frigate builds. As a corollary we may want to specialize a few of our cities for navy production.
If you know what I mean.
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(August 22nd, 2013, 02:11)zakalwe Wrote: - Good job on the city naming. thumbsup

Thank you Novice.

(August 22nd, 2013, 02:11)zakalwe Wrote: - We already have city visibility on that island city, and we're pretty close to gaining it on ALL of Gillette's cities. If we run the slider we could even get full "investigate city" visibility. So that's definitely another use for our "excess" commerce that we should consider.

We don't need full invetigate, but city visibility would be definately very worthwhile so we might want to run EP slider on T199, if we don't have visibility then. Also sending some Fast workers in to their territory before declaring would give info on those tiles we can't is also something to consider.

(August 22nd, 2013, 02:11)zakalwe Wrote: Also, I think we should take the time to build drydocks before frigates, not just for the production bonus (which isn't perhaps so significant on top of all our other modifiers), but for the extra 4 XP. That gives us two-promo boats, which can also be translated into an extra move when we need it. I tentatively added drydocks before our current frigate builds. As a corollary we may want to specialize a few of our cities for navy production.

Good point concerning drydocks. I think it is best to build them only in our our best production cities that can build them in 1-2 turns (e.g. with whip overflow rfom units).
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(August 22nd, 2013, 02:31)plako Wrote: Good point concerning drydocks. I think it is best to build them only in our our best production cities that can build them in 1-2 turns (e.g. with whip overflow rfom units).

Yeah, so maybe we should try to avoid building boats in low-production cities, and instead specialize some of our stronger coastal cities for that purpose. Cuba Libre kind of makes sense for navy production, so I'd probably go for a drydock there, though. (Of course, it's close to our mainland so there's technically no reason why it can't build land units and just ferry them over.)
If you know what I mean.
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For planning purposes couple of screenshots from the border area:
[Image: uiv4.jpg]
[Image: cf7j.jpg]

Not sure What we want to do in the sea. Probably mainly focus on defending initially. However there probably will be some weakly defended cities in the islands that we could try to raze/capture.
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