paying (just a tiny bit of) it forward. Nice!
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[Spoilers] Fintourist and Old Harry have nothing to see here
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I'm coming around to the Sippar ('cause that's the city name in your screenshot) plan a bit. We can fork all three of Ur, Lagash, and plainfood from there, eh? I only wish we had more knights ...
I checked the situation and I approve your micro
It's getting less and less important compared to big picture decisions anyway, but here is still one reminder:- When you whip König, give Bananas to Gallipoli so that König does not produce any food surplus. (because of those growing while building settler mechanisms) And just as a remainder: If we use our Great Artist for a Bomb, it will be ~60 turns before we get our Great Persons finished in Omdu and Cannae for our Golden Age (Running caste and more than 2 specialists in Cannae will of course shave off turns). Aand if we are unlucky and get Scientists from both cities we don't get a 2nd GA at all. I'm not saying we should not do an artist bomb, just reminding about the cost (in practice delayed GA + 2000 beakers/1500 gold). About future military builds, I assume that you will switch into Musketman mode, but remember that only thing that actually can protect us from a future stack of doom consisting of cannons+stuff is our own cats/cannons. Of course capturing us with a 1-mover stack will be painfully slow for anyone trying so it might be wiser to prepare for cuirs/cavs. Just speculating.. ![]() Oh boy, I'm already looking forward to seeing the drop of Mack's power in graphs next turn. He lost more than 400k in soldier points during T166. That will just look beautiful. On the other hand our own drop will hurt my eyes, which are already bleeding everytime I look at those Peterloo ruins and think about those stupid wasted hammers that we spent for Library+Monastery there. Well maybe that extra culture cost mack an extra knight or something..
(January 29th, 2014, 16:38)TheHumanHydra Wrote: Fintourist, do you have any opinions on the military plans that are floating around? I can't make up my mind, I think the current healing position of our stack is correct though. My main worry about this new city+bomb plan is that we don't really have enough cats in the neighbourhood so that we can destroy mack's forces in similar fashion if he enters our borders. On the other hand, I like it that we can fork Ur and Get This so effectively if the culture goes as in Harry's picture. However, possible outcome is just that mack stacks most of his units in Ur, we take Get This and that's it. I'm not sure if that is good enough for spending that artist.. But I guess in our position we can't hope too much and that's already something. It's an innovative plan, so big About other options: Because of awesomeness of collateral damage it is pretty risky to enter mack's borders in a too central location. However, it is pretty much impossible for Mack to defend both "Eridu" and "Get This" so we will get a straightforward opportunity to burn one of those cities if we are willing to sacrifice some units. That will leave us possibly vulnerable to counterstrike on the other side of the board though and I can't make up my mind what kind of losses would be worth taking/razing a city.. That's probably not too helpful, but rest assured that I also keep thinking about opportunities. Maybe we manage to organize again a 3-way brainstorming session during the weekend so that we can discuss T169 movements?
Another chat session would be a good idea, but I feel like we need to know what we're doing before then ... I like the idea of threatening the two farthest ends of his front simultaneously as OH suggested.
Turn 168 Prologue
Everyone knows that the game is up, there is just no way we can overhaul the leader and take the overall crown, but I think we can aim for second place. The important issue in the next few turns is that I think Mack will get galleons, at which point our coastal cities are in trouble. Our best option for that is to take all Mack's coastal cities off him, but that seems unlikely. If he attaches his great general to a galleon then it could be a seven mover which would look like this (warning: very old map): ![]() He needs 10 xp for an amphibious unit, so that's not such a worry. But I think we need at least three units in all our coastal cities from here on, and in Cannae and Om we should have more in case of flotillas of Galleons with GG amphibious units on them. I logged in to get a map stitch for our battle front. Commodore asked for a map trade which I agreed to, then I voted him over Mack for Apostolic Palace resident - I can't remember what RBmod allows the AP to do, but I definitely don't want Mack to have control! Our next tech is up - do we want to get to Astronomy or Nationalism next? The former will take about ten turns, the latter is five or six. I'll save cash this turn just in case, but I'd rather start drafting. Mack got Chemistry this turn, which makes me wonder if my paragraph about galleons is a load of nonsense... Is he going for steel and cannons? If so we need to make land gains now, and then work out how to defend ourselves. Curassiers flank Cannons, but that's Nationalism (3600 beakers we're probably getting anyway), Music (900 beakers) & Mil Trad (4800 beakers) while rifles are Printing Press (3200), RP (4300) and Rifling away (6700). Anyway, for this turn we need to decide which of our prongs to attack with. 1. In the west I think we should unload a knight, (perhaps promote him to sentry) and see if there are any units that will threaten our mini hill-stack and/or stop us taking/razing the city next turn. 2. We have 4 healthy knights and 4 at 8/10 health that we could put on the corn, we can put a sentry chariot on the ruins of peterloo (2a) then on the corn to see what he has available to threaten our stack and in the city. This will strengthen attack 1 but weaken attack 3 and runs the risk of losing our precious knights... 3. If we're going for the bomb city (which will be called either Somme or Stalingrad - any votes?) on t169 we need to put our defensive troops on this tile this turn, available are: 1 Welly 1 Mace 4 Bowmen (95 gold to become longbows) 2 Axes (125 gold to become maces) I now wish we'd healed on tile 3 rather than the one I picked as then a lot of injured units would get to join in... We also need to remember to move the artist here too. Our super medic chariot is now a 3-mover if you can think of anything that will help with? 3a. With another four workers we can allow some 1-movers stationed here to hit Barcelona (hey, did Mack rename it from Get This?) specifically cats to bombard the walls down. 3b. Any knights we put into the new city will be able to hit Ur on t170 4. I haven't thought about replacing Peterloo, because I don't think we can use it to 1-turn Eridu without giving Mack warning (and because I really like the bomb city plan). Feel free to comment on this too! ![]() I'm not sure we can wait until the weekend for a chat session, are you guys around this evening? (ie from now until 8 hours time?)
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I am/will be around. I like this plan. I don't think a knight at 1. should be given Sentry; promotions are too precious with small numbers of units and strong counterattack forces in the area are unlikely. Sending the Sentry chariot to 2a. and 2. should be the first thing we do, so we can decide whether the thrust to 2. is worthwhile. I can't think of a use for the Morale promotion on the GG Medic this turn, but it may come in useful in subsequent turns when you consider the GG can be upgraded free (does this consume its turn?). Also note upgrading (normal units) does consume moves (and I don't remember if you can do it with partial movement points), so we may not be able to upgrade any of those bows or axes this turn.
Anyway, as I said I like it and I think it's our best chance. With luck four cities will fall in four turns. Probably less, but even one will have been worth prolonging the war and two worth the loss of our offensive forces IMO (and they won't necessarily be lost). I'll keep gmail open but I may (but probably won't) be AFK for stretches. Good work, Harry.
I'll be available in 30 mins...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld |

It's getting less and less important compared to big picture decisions anyway, but here is still one reminder:


