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It's possible to hide all signs, but I don't remember the shortcut. If you zoom out to cloud level you'll see the button above the minimap.
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(August 4th, 2013, 13:59)NobleHelium Wrote: It's possible to hide all signs, but I don't remember the shortcut. If you zoom out to cloud level you'll see the button above the minimap.
hmmm. I found the options to add signs and lines, to delete them, but not to hide them (screenshot is from my quick-and-dirty combat sandbox since our real sandbox does not have 'new random seed on reload'  )
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Yeah, I mixed it up, I guess you can't.
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Played mostly, but please don't end turn yet if you log in. We have a couple critical decision to make here.
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This is a loaded log. 1st of all, I though that Bigger already had the Hindu Shrine. I guess not, but he does now. Hindu has about 2/3 the influence of Confu (according to the religion advisor). Our shrine brings 39gpt so his probably brings in about 26gpt for thereabouts.
Bureaucracy means he plans to tech and he's can't draft (he's drafted plenty in the recent past though ... I'd guess 80 musketeers as a lower bound) and he's going for a research push. Emancipation provides -2 unhappy in all our big cities. This means that a swap out of Nationhood and HR will now hurt us in Grand Slam with an unhappy citizen or two. MASH-now-Walleye has 2 unhappy faces now.
Bigger had a giant stack of about 12 cannon + 10 Cats in sight in the west. I've been keeping an eye on it and marking its position each turn with a sign. This turn in disappeared. My guess is that he's going to go take out Jowy. This may give us a window of opportunity in about 15-20 turns as he's invested far west in an offensive war. He still has at least 30 musketeers visible on our western front.
Bigger currently has 261g in the bank, making +320 at 0%. We have 872g in the bank, making +195g
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I hate emancipation. I can't think why that would be worthwhile - he doesn't have any cottages IIRC.
Won't the +3 happy be enough to overcome the monarchy happy?
Its only the AT cities Id be worried about.
I agree on nationalism.
Positives: if he just built a shrine, a GA is unlikely to be coming. A swap out of caste makes it less likely he's building workshops for SP.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
August 4th, 2013, 22:45
(This post was last modified: August 4th, 2013, 22:47 by Cornflakes.)
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These are the 2metra forces that are visible. Approximately 600k.
Based upon the power graph I'd estimate 2metra's power in 2 ways: (1) 5/7th of our power ... 1250k, or (2) halfway between us and Jowy +5% ... 1140k. These 2 estimates are close to each other, so we can average these together and get 1200k (I'm curious how close this actually is. I decided to add the +5% before running the numbers, so it's not an after-the-fact balancing. 2metra isn't updating though so we'll never know  Maybe someone could ask him for an empire update including demographics and graphs).
So what benefit do we get from knowing his power? Well, at 1200k total we have 600k accounted for in known units, 115k in technology, 100k in population, 100k for buildings. This leaves approximately 300k unaccounted for. I have a scouting Impi in 2metra's territory, and all this backlines cities have nominal archer defenders. I have EP vision on his Commodore front and it's undefended. I have not seen his Bigger front, but with a full 3 tiles of culture buffer it's likely weakly defended. He has some forces up by Google though so I'll estimate another 100k for miscellaneous troops. The remaining 200k are presumably loaded on those boats. This is important because we have to keep sufficient force to handle the amphibious assault.
This is his troop positioning. Take special note of that GGeneral inside Karakorum! He hasn't spawned one recently, so he's been saving this guy for 20-30 turns!
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He can move 6 tiles with a GG boat, no?
Or 4 tiles + a morale knight - which means we need to be prepared to defend Porcupine and Volcano against 2 troops, so 3 units in each.
Commando knight could move 6 tiles in - i.e., I don't think this opens up any new fronts for him.
We can presume a normal fleet move of 2, so we should be able to defend against that force.
We may want to consider building combat caravels (did Commodore respond to the trade for astro?).
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Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(August 4th, 2013, 22:54)Qgqqqqq Wrote: He can move 6 tiles with a GG boat, no?
Or 4 tiles + a morale knight - which means we need to be prepared to defend Porcupine and Volcano against 2 troops, so 3 units in each.
Commando knight could move 6 tiles in - i.e., I don't think this opens up any new fronts for him.
We can presume a normal fleet move of 2, so we should be able to defend against that force.
We may want to consider building combat caravels (did Commodore respond to the trade for astro?).
Are you logged in?
Commodore hasn't logged in yet. I'm going to bed soon after posting some final thoughts and I'll finish the turn tomorrow. Again, please don't move any units as anything that's been moved can't be repositioned.
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Here's another sneaky move from Commodore. His GGeneral 6-move (possibly 7 if he has a surprise morale promotion available) Galleon is named Galley
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