January 12th, 2012, 23:26
Posts: 6,209
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Jkaen Wrote:I did but didnt hit end turn incase I caught you guys online and got a chance to talk about that invasion force that has turned up on my border.
Note we need to get on chat somehow and talk about what to do about an invasion force that has turned up on my border
Oh dear. Checking save now.
Um. In future, feel free to drop me an email if you want to talk things over:
cjm670 at the usual place (same as the guy who's been sending you the FFH X save for the last 8/9 months  )
Ok.
Looked at the save.
Northern "invasion stack" is all melee. Xbows FTW.
In other news, Team 1 has Libbed Nationalism, teched Theo in 1 turn and is headed for Banking. Looks like a quick path to Rifling (why they aren't heading to PP first I don't know...maybe waiting on a bulb, maybe aiming to get some Merc Spec love happening) in either event, it's not GP/Mil Trad so we have a few (but not many) turns left to get some war toys on the board.
If Team 1 gets Rifles or Curiasers on the board before we can get any pillaging parties ready (which will take a few turns for us even with some heavy whipping) then we won't be able to accomplish much on that front.
India is another turn away from being able to swap civics again, but I've managed to stockpile some hammers as populattion poins in anticipation of a serious whip fest (1 pop = 20 h x forge).
We're still light on missionary spread. There are another 2/3 mishies on the way from France. I'm wondering if India should put 5t into OR to get some more religion spread to Mongolia, or just go with Theo and get some boots on the ground now.
Medium term I think we want the mishies, it's only a 5t delay for India on the high xp units and we get some nice boosts from Theo/Cha/Ger mounted units.
fnord
January 13th, 2012, 18:31
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Jkean, we're up.
Nabaxo and I have played and ended our turns. Once you can play, please end your turn once you are done and post a "Team 1 is up" message in the Tracking thread.
That "invasion stack" looks to have dissipated. OTOH, there is an Ottoman worker/double pike stack on a hill to your NE Jkean. Looks like that tile will be under our cultural control once you hit EOT so we should be ok for a turn or two at least.
India's latest city (The Alamo) seems to have disrupted a settling party from ASM.  He's got a Mace close to the Alamo, but the Settler and Pike that were headed out with the Mace have moved back into his territory.
Um. Guys, it would be nice if we could all contribute a bit of input into team descisions. India has a civic swap due next turn and I'd like your opinions on where I need to be. OR lets me push out a mish or two to help convert Mongolia and the rest of India but I'm not sure it's the right play atm. Theo is sounding it's Siren call of extra exp....but India only has Conf in one city (the Cap...currently putting the finishing touches on a settler so no exp help there).
We'll do better if we all contribute (and who knows, maybe we can actually extract a bit of fun from this game).
fnord
January 13th, 2012, 19:03
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I say go with Theo. But, aren't you SPI? Maybe go OR, build a few mishes and then switch to Theo.
I'm currently sending a mish to the mongols now by the way. Should be there in a few turns.
January 13th, 2012, 20:49
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Yes, India is Spi. But there is still that 5 turn limit in between civic/religion swaps and we don't have any turns to lose.
I'm inclined to agree with OR, but I'm more than willing to hear counter arguments.
Definitely Theo in 6 turns along with Vassalage (we'll need every edge we can possibly get). And it's not like India is producing a great big whack load of commerce in it's capital anyway. Might as well grab as many exp as we can.
OTOH, I've been playing mostly FFH II for the last year or so and tend to overvalue xp on new units as a result. The extra commerce might just get us to GP in time to do some good.
Jkean, any thoughts from you?
fnord
January 14th, 2012, 05:50
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More XP units are golden even in Vanilla BTS. If we plan to wreak havoc, we will want to have some decent XP units.
And a Great Prophet for me would be nice to have to boost my FIN commerce, might make us keep up with the tech-game a bit longer.
January 14th, 2012, 10:38
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nabaxo Wrote:More XP units are golden even in Vanilla BTS. If we plan to wreak havoc, we will want to have some decent XP units.
And a Great Prophet for me would be nice to have to boost my FIN commerce, might make us keep up with the tech-game a bit longer.
A shrine would be very nice to have, but it's going to take awhile even with a Spi temple + philo GPP.
fnord
January 15th, 2012, 19:39
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Joined: Jul 2010
Logged in to see if we are up (not yet....).
We've got a bit of a situation....The Alamo is under siege by 2 maces and a cat. I can whip a Longbow this turn, but I'll need some extra cash to upgrade the Archer to either a Lb or an Xbow.
Jkean, I've made a diplo request for 60 gp which would allow the upgrade. If you move your kesik into the Alamo, we'll hold for sure this turn. 2 lbs on a hill *should* hold, but I hate relying on the RNG to hold a city.
fnord
January 16th, 2012, 06:09
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Jkean, we are up.
Nabaxo and I have played our turns, but I haven't hit end turn yet. We've got 15 hours on the clock yet. As much as I *hate* to delay the game I *really* need a gold infusion from you if we're going to keep the Alamo. I'll be home from work in about 11 hrs and I'll log in then to finish up.
Also, could you please pm your civ password to Nabaxo and I so that we can cover for you when you are unable to play. Missed turns are killing us faster than any of our opponents possibly could.
fnord
January 18th, 2012, 15:39
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Didnt think I missed a turn, its already on these forums but my password is 'rbgame' gave you the 60, moved into your city.
As for progression have we given up doing anything other than be a menace this game?
January 18th, 2012, 18:39
Posts: 6,209
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Joined: Jul 2010
Jkaen Wrote:Didnt think I missed a turn, its already on these forums but my password is 'rbgame' gave you the 60, moved into your city.
As for progression have we given up doing anything other than be a menace this game?
Thanks for the cash. I've upgraded the Archer to an Xbow giving us a Longbow (with a promotion pending), an xbow and a Keshik inside the city now and another LB and HA 1 turn away.
I thought you had missed the previous turn....if not then my bad.
I'm out of ideas for what we can do to get back into the game. I'm wide open to any ideas (no matter how wacky they might seem).
Bear in mind that Team 2 (I think....our Eastern neighbours anyway) have Philo, Music and University. Which puts them 3 techs away from Muskets and Curiassers (GP, Nationhood and Mil Trad). They don't have Feud/Guilds so they're a bit vulnerable until they get to GP (unless they backfill Fued with a hefty "Known Civs" discount) but if they can get to GP/Mil trad fast enough they can cause us some problems.
Team 1 finished Lib 3 turns ago and took Nationalism. They've alread got Music and University + Guilds. Since then they 1-turned Theocracy and 2 turned Banking. They can research GP with a double pre-req bonus, leaving them only Mil Trad for Curs and PP/RP/Rifling for Rifles/Cavalry.
Since we're on a huge map, each civ on the team can draft 5 units per turn for a total of 15 drafted units per turn.
I've no idea how long it will take Team 1 to get to Rifling (based on the research rate they've shown over the last few turns....not very long) or if they're just figuring on a Musket/Cur stomp, but 10 turns after they get Rifling they can have 150 Rifles on the board. Plus whatever units they can build/whip. With that kind of firepower they can stomp any Team they want with ease. Heck, they could probably split into 3 forces and take all three Teams on at once.
fnord
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