November 27th, 2014, 13:12
(This post was last modified: November 27th, 2014, 13:16 by Cheater Hater.)
Posts: 2,560
Threads: 18
Joined: Oct 2009
Honestly, if we don't know Oxy's naming scheme (presumably it was based on Community  ), I don't know if I'll even change the names.
Yes, the turn finally rolled, and I never did get a report done 
T166 pictures are here, and there isn't much important--we found plako's stack (and it's very scary), xenu deleted the rest of his ground units but is still harassing us with sea units (seriously, he has at least 10 sea units between the two coasts), dtay declared on pindicator while I was playing the turn (and took two cities--if dtay can support pindicator's cities, can we just declare him the winner?  ), we popped a Great Merchant (you have a better idea for it other than waiting for the 2-person Golden Age?), and I shuffled some units around. I'll try to get a report done, but no promises as always
November 27th, 2014, 18:15
Posts: 1,485
Threads: 14
Joined: Mar 2013
I mean as long as we have enough sea units to protect our fish resources we should be okay. Plako though is scary as ever. If he consumes us he might stand a chance to be the runaway.
November 27th, 2014, 21:59
Posts: 2,560
Threads: 18
Joined: Oct 2009
(November 27th, 2014, 18:15)BaII Wrote: I mean as long as we have enough sea units to protect our fish resources we should be okay. Plako though is scary as ever. If he consumes us he might stand a chance to be the runaway.
We don't have anywhere near enough sea units though--we have one galley, and I'm building a trireme. Thankfully I think the northern sea units are being blocked by GermanJojo's culture.
For plako to be the runaway he has to pass the other runaway, dtay--he consumed a decent chunk of Whosit and all of me, and now he's taking a piece of pindicator as well.
November 29th, 2014, 14:34
Posts: 2,560
Threads: 18
Joined: Oct 2009
Good news: xenu is retreating his navy, so we don't have much to worry about--heck, he accepted peace with plako so I attempted another straight peace deal just so I don't have to worry about it 
Bad news: The pictures are here, and I took a lot of pictures of plako's territory--not only does plako have even more troops than we saw before, he planted two more cities, including one that takes over the "maybe C" spot! I still can resettle Jeff obviously, and there's one more spot in the north I think I want/can get, but other than that we don't have any other spots on the mainland without going through plako. I have no clue if we can afford to do that though--obviously being able to draft Muskets in a couple turns will help (we'll then be at military tech parity I believe), and I finally used one of my Great Generals to make a Medic 3 Knight and start the Heroic Epic, but we're still at a huge deficit in power (though again, Gunpowder helps that, and I have another round of Knights completing soon). I have no clue what I'm supposed to be doing now--am I supposed to be whipping and/or drafting most turns in an effort to get back to power parity? Is my next target plako, or do I head across the eastern sea to surprise HAK? Is it practical to try to get to another military tech (most likely Curaissier, since it's only 2 techs away--though they are expensive techs, especially Military Tradition)? Is anything I do likely to get me out of this situation?
December 1st, 2014, 23:51
Posts: 2,560
Threads: 18
Joined: Oct 2009
I did my first look but not play in a while--pictures are here, and I didn't play because I still don't know which path I want to take--going straight to plako (who settled yet another city on our border--I have a ton of troop pictures in the folder), building a navy and going across to conquer HAK, or sitting and waiting to die (maybe building some galleys and having fun--GermanJojo has a size 19 city defended by a single Archer for instance  )--any ideas BaII?
December 2nd, 2014, 01:13
Posts: 4,831
Threads: 12
Joined: Jul 2010
(November 29th, 2014, 14:34)Cheater Hater Wrote: I finally used one of my Great Generals to make a Medic 3 Knight and start the Heroic Epic
It took this long to unlock Heroic Epic? Im very surprised by that, thats a lot of military hammers lost!
Get out of the situation: you mean the hungry gaze of plako? I managed it once, in pitboss 5... but that probably doesnt apply here.
...oh, you still hope for an answer? Its not easy. You could pray for geopolitical intervention, like a dogpile on plako... but failing that I think make yourself look thoroughly unappetizing. Cuirs dont do that too much, they arent that scary as defenders with rifles in the near future. Cannons maybe?
Xenu still has how many cities? What does your navy look like? What does the HAK border look like? Is anyone adjacent being attacked already?
December 2nd, 2014, 02:26
(This post was last modified: December 2nd, 2014, 21:38 by Cheater Hater.)
Posts: 2,560
Threads: 18
Joined: Oct 2009
(December 2nd, 2014, 01:13)Ceiliazul Wrote: (November 29th, 2014, 14:34)Cheater Hater Wrote: I finally used one of my Great Generals to make a Medic 3 Knight and start the Heroic Epic
It took this long to unlock Heroic Epic? Im very surprised by that, thats a lot of military hammers lost!
Get out of the situation: you mean the hungry gaze of plako? I managed it once, in pitboss 5... but that probably doesnt apply here.
...oh, you still hope for an answer? Its not easy. You could pray for geopolitical intervention, like a dogpile on plako... but failing that I think make yourself look thoroughly unappetizing. Cuirs dont do that too much, they arent that scary as defenders with rifles in the near future. Cannons maybe?
Xenu still has how many cities? What does your navy look like? What does the HAK border look like? Is anyone adjacent being attacked already? Yeah, HE taking this long is almost certainly a mistake, though we haven't had Lit for that long--during the active war I was prioritizing actual units first, and I waited forever to use my GG's--still have two left, along with a Great Merchant.
Cannons are a good idea--how much is there between me and Steel? Just Chemistry after I finish Gunpowder this turn--hopefully I can get there in time. Having Cannons+drafted Muskets (I'm not leaving Nationhood anytime soon) makes me a pain to kill.
My navy is one Galley, with a second being built--obviously not the best start 
I'm planning on moving almost all my coastal cities to navy after they finish their current builds, and I can always whip if I really need to.
HAK's border is weak (the most advanced unit is a Cat), but each visible city has three units--pics are in the roundup in my last post. The more telling part is the power graph--though I need to check for Feudalism.
Xenu has one city left, and it's across the southern sea--not at all practical to attack since xenu has a large navy (though some of it has disappeared--is xenu striking?).
There were wars before, but they appear to have ended--the only visible war is xenu-me--though the foreign screen is near-impossible to read, especially at my Wii U half-asleep (it's in the roundup if you want to try  )
Edit: Ended turn; couple more pics are here, not much new.
December 3rd, 2014, 21:08
Posts: 1,485
Threads: 14
Joined: Mar 2013
I think rifles and cannons will be the core of our army for a long time since we are not really attacking anyone so MT might not be necessary for sometime. Once we get Cav's I think we just have to drop most infrastructure stuff and just keep jamming out those cav's and make sure Plako can't eat us although I'm sure he can.
December 3rd, 2014, 22:36
Posts: 2,560
Threads: 18
Joined: Oct 2009
(December 3rd, 2014, 21:08)BaII Wrote: I think rifles and cannons will be the core of our army for a long time since we are not really attacking anyone so MT might not be necessary for sometime. Once we get Cav's I think we just have to drop most infrastructure stuff and just keep jamming out those cav's and make sure Plako can't eat us although I'm sure he can. Are you sure we're going to be able to get to both Cannons and Rifles before plako decides to attack? I've been under the timeline that getting Cannons might be a stretch, mainly since plako doesn't appear to have any other options for expansion (and competing with the leaders). I have a leftover mace scouting through his territory to find his western border--hopefully it isn't the water (though I think it might be, based on your original scouting/visions of a previous life)--and we can figure out based on that how likely an upcoming plako attack is. Thankfully, plako appears to be the only civ who can reasonably attack us (other than xenu launching one final attack--I got visibility on his city this turn temporarily (it appears it cost me my scouting pike) and it has a ton of troops in it, with so many promotions that it overflows on my low-resolution screen  ), so at least it'll be expected whenever it happens. The only other possibility is that GJ shows up with a bunch of Galleys (or wetbandit for that matter), but I just don't see the relevant troops.
December 5th, 2014, 14:45
Posts: 2,560
Threads: 18
Joined: Oct 2009
T169 Report/Random Discussion of Things:
I don't know if this is really a report, since I don't plan on going (military/)domestic/foreign/demos like I normally would, but instead I'm just talking about stuff I want to talk about like in my quick reports. This one really wants the pictures though, so it's closer to a report? I don't know
Let's start with my domestic pictures, since that gives us a basis:
Not much happened--I whipped a Grocer in Britta, and xenu's sending another naval force into my territory (the 5-unit stack is the one nearest Chang--and yes, I reinforced both Chang and Duncan to try to avoid xenu burning another city), but that's the most pressing stuff going on domestically. The most shocking thing is the tech--wasn't I certainly heading to Cannons based on my last post? That's a long story, and starts with something I haven't shown in a while--the foreign techs screen!
Since I don't have the players-leaders memorized quite yet, I'll post that for reference: (And really, I can't nest spoiler tags?)
This set of screens tells us a lot about many things, but right now we're determining our tech selection. If you'll remember, RBMod changes tech costs to be much more dependent on the Known Tech bonus, the formula for which I'll also post for reference:
Quote:Known Tech Bonus changed to per player bonus.The known civ bonus is multiplied so that it is based on the era that the most advanced player is in with following equation:
Ancient: No bonus
Classical: +2% per met player with tech, max +50% (no further bonus after 25 players)
Medieval: +4% per met player with tech, max +50% (no further bonus after 13 players, 13th is only +2%)
Renaissance: +6% per met player with tech, max +50% (no further bonus after 9 players, 9th is only +2%)
Industrial: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Modern: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Future: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Now, I don't know for certain which era the most advanced player is (I think it's still the Renaissance--dtay appears to have Rifling, and I think that's the farthest over on the tree I can see, please correct me if I missed something!), but regardless, the magic number for maximum bonus is 9 (10 when someone crosses into the Industrial Era), with 8 being close enough to the full bonus. Since Banking is so far behind, 11 civs we know (and we know basically everyone at this point, the only exceptions being the backwards Azza and average Molach) have it already, meaning we're getting the maximum bonus and can complete it in two turns at break-even. By comparison, Chemistry is known by only two civs (FinHarry and Krill/novice) and would take 10 turns at break-even. This can be extended through the rest of the techs--no one knows Steel (or Military Science, a cheaper alternative which isn't quite as effective--Grenadiers and Military Academies vs Cannons), and that would take another 22 turns (17 for MS) at the current rate (which should change obviously). For comparison, 4 people know Printing Press (and most can research it), and dtay knows both Replaceable Parts and Rifling. That makes a big difference--for example, look at the two demo screen I took; one while I was considering Chemistry, and the second when I decided on Banking.
That's a difference of 134 beakers, a ~38% bonus over our Chemistry beakers (obviously--Chemistry was giving us a 12% bonus, and both have the same arrow bonus). That's very meaningful, and it would only get worse--heck, I think all things being equal the time to Rifling and to Steel would be nearly the same.
The other important part of this path is that all the intermediate techs on the Rifling path actually do things for us, while Chemistry does nothing (I don't even think it has the Workshop boost anymore, right?). Banking gives us Banks (Abed would start one immediately, Annie might, and other cities could), Printing Press gives us the Village/Town boost (at least 10, maybe 20 commerce at least?), and Replaceable Parts got a benefit in this mod I forgot about--it gives mines +1 hammer straight-up! Of course, if we can get to Rifling, we should be golden (draftable Rifles are still good, even with the nerf, right? At the very least we would certainly survive.), but I'm expecting not to without some sort of conflict (whether it's plako attacking us or us finally pulling the trigger on HAK I'm not sure). If we assume plako can't dramatically build his forces in the near-future (which would be hard to do without falling apart economically--remember, he's added like 7 cities to his empire over the last 10 turns), our leftover Knights/siege combined with tons of drafted Muskets should be enough to make plako not want to attack us/take heavy losses doing so.
Next, let's look at the event log, as there's some interesting stuff there:
Four Great People popped, we lost our scouting pike, we caught a spy (I haven't been doing much with Espionage this game, is that bad?), and a war declaration? Another leader is dogpiling pindicator? Why is that? At first glance this doesn't make much sense (especially since my prior life says FinHarry and pindicator aren't on the same landmass), but the answers actually in the tech screen I posted above--can you find it?
Yes, pindicator doesn't have Gunpowder yet! Obviously that means dtay is running him over (Rifles vs Longbows/Knights isn't anywhere close to fair), and I guess FinHarry just wants to pick up some of the scraps to try to keep up? FinHarry wasn't exactly bursting with power when I could see their graphs (though that's many turns old by now), and I don't see any key military tech from them, so that's puzzling.
I'm running out of stuff to talk about, so here's a graph dump:
|