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Oxy changes his naming scheme to Community... and inexplicably doesn't get cancelled
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I guess, though sometimes it can be false alarms
![]() T197 Report: Yes, I have to follow up on that nightmare-inducing last post--let's see what's happened ![]() Well, there's no plako wars yet, but there are two other big wars in that event log--dtay declared on TBS (and is actually making some progress ), and Krill declared on BGN! ![]() Unfortunately, there's still a reason to be worried about plako: Holy power spike! As such, I need to get my power level somewhat comparable, and then I might stand a chance. Of course, the best case is that plako decides to pile-on TBS along with dtay and get a piece of the pie for himself. I have no clue how much of a navy plako has though, especially on the north coast (I doubt he has anything on the south coast, since he didn't stay to fight xenu--though that was pre-Astro). Let's take a look at my empire while we're here: Not much new here, except with HAK, since Isla Loopy appears to still be standing? HAK did two of the three upgrades I expected, and it appears that xenu is bypassing the city and instead heading for possibly less-defended cities. Still, that's not that many units, especially for Rifles ![]() I tried just having 4 Rifles (notice the two upgrades in Pierce) attack, and I beat the Pikes but lost to the Longbows--as such, if I have 6-8 units (even if the last couple are Knights) I should be fine. That means I need one more ship to transport units--I think I can wait to get a Galleon first. Of course, my hope was for xenu to waste all his troops first, and it appears that didn't happen, so I probably have to wait a bit (not to mention plako's still a threat, and I don't want to strand 8 units on an island excursion while the mainland is being torn up).
T200 (+1) hype! And of course, as we move into the new era, FinHarry starts us off with a bang by declaring on pindicator and taking six cities--for reference, pindicator now has fewer cities than I do
![]() And of course, even though that makes me contemplate joining the lurker threads again just to see FinHarry's presumably epic report on the matter, I'll instead do a report myself. And seeing as how it was supposed to be the T200 report, it'll have to be a meaty one ![]() I have Astronomy now, so I'm building some Observatories and building/whipping/upgrading some Galleons. Of course, the biggest pain is the Frigate currently blocking my path to Isla Loopy--then again, Broken Brain might be a better target since it's not on a hill and the units are generally lower quality--I don't think I'm attacking anywhere at least until I get the 3rd Galleon, and maybe even the 4th (since I forgot Galleons only carry 3 troops, not 4--I don't do naval combat that much ). I also don't want to have all my good troops on an excursion to HAK when plako attacks, so I'm also waiting for him to make a move first--hopefully that move involves TBS or dtay and not me ![]() There are a lot of pictures in the folder, and I might even come back to get a lot of them out, but I'm really not feeling a report right now--if you have any questions about my plans or my situation, just ask
Seriously, what the heck is going on with pindicator's sudden collapse? FinHarry's taken four more cities this turn (putting pindicator at only 7 cities, certainly in the "virtually dead" tier along with xenu and Ruff (though I haven't checked Ruff's city count recently--it seems like the Krill/Ruff war's gone cold)), and Fintourist is still playing the turn as I write this! I know a lot of it comes from the fact that pindicator still doesn't have Rifling (or Chemistry, much less Military Science), but the real question is why? I'm not misremembering that pindicator was the target of dtay back when he did his initial Rifling beeline, right? When you combine that with being in the neighborhood of many of the score leaders (FinHarry, dtay, Krill/novice, WilliamLP I think), that has to be a reason to get more defense than Muskets and Currassier, right? Of course, the irony is that I want to see pindicator's power level pre-invasion now, but I obviously can't afford to waste EP on a civ that's about to die--I guess I could check FinHarry now for a reference (and I think that's where I'm headed--I got dtay recently, and now I'm scouting near my old empire, so I guess it counts
).
Before I get to the turn report, an addendum to the destruction of pindicator: pindicator declared on both Dreylin and dtay this turn--I'm not sure why (unless he's planning on just making as much havoc as possible before he dies--as someone at the bottom of the standings I approve of this
), but that should make things interesting ![]() But enough of that--you want me to give you something of comparable excitement! While I can't promise "11 cities in two turns" levels of destruction, I think I'm finally ready to start planning some actions of my own. But first, my spy has found plako's stack, exactly where he left it back when we had open borders: Holy crap, that's a big stack--let's go over it since it's running off the screen: 1 Cavalry 27 Curassier (9 C2, 4 C1, 14 unpromoted) 12 Musketeers 19 Cats 5 Trebs 1 HA 1 Archer (GG Medic with Morale) That's over 40 2-movers--and that is why I have a ton of Rifles in my northern cities ![]() I wonder what would happen if he declared in two turns (assume he moves the 2-mover stack so it can kill SS on the declare turn)--obviously I can draft a bunch of Rifles (which match up very well against a stack of Curs and Cavs), and I can get a bunch of collateral using my Cats if he's careless, but he still probably wins (or at least takes a bunch of cities) if he decides to use all of his troops--and I might be able to burn a couple of his border cities in the process. As the pindicator invasion, as well as xenu's continued existence show, the way to survive in this game is to make yourself an unappetizing target. That isn't fun though--I want to try improve my position and get out of the basement (or at least raise the level of the basement a little ). Let's see what's going on with our neighbor to the east...My choice of cities to attack is actually somewhat interesting--I think it's still Isla Loopy since it'll be a lot easier to hold (and there are fewer units in it overall, but the problem is that I only really get one shot at this--after I reveal that I'm willing to attack HAK (and show that I have Galleons and Rifles built now), he'll finish up Rifling and reinforce his western coast, and my window will likely close unless I'm willing to let down my defenses against plako and/or xenu (yes, xenu's still around, even though he's retreated from my two attack vectors--I think he's planning on trying to get in a strike at Dean, but I should be able to cover it). Now, what do I have to attack HAK on the first wave? I'm glad you asked, lurker! I think I'm attacking in two turns (so the Galleon I whipped in Pierce this turn can join the attack), so that's 12 units total. Right now I have 4 Rifles, 2 Knights, and 3 Cats on the Galleons, but that's not set in stone--I think I'm replacing one of the Cats with a Rifle I just upgraded this turn, then I have 3 more units to load onto the new Galleon (a combo of Knights and Cats probably--I need to do some sims to figure that out, as well as solidify attacking Isla Loopy instead of Broken Brain). I could do the normal overview/stats stuff, but I just did that last turn--all of that's in the folder if you're really interested (for example, if you're still around BaII, I could use some input ).
T203 has been played, and I finally ran some sims on the attack on Isla Loopy on T205 (declaring next turn)--they look good!
![]() As a reminder I'm bringing over 5 Rifles, 2 Knights, and 5 Cats to take a city with 2 Longbows (one's a Skirmisher right now, but still ) and 3 Pikes. All of the Cats suicide (obviously), and then all the Rifles should be able to win (the first one against the top Longbow is 70-80% once I promote my Rifle to Cover, but after that I'm cleaning up with 90%+ odds battles), and even if I get unlucky once or twice, the Knights are there to ensure victory.Of course, the question after I take Isla Loopy (which is almost certainly happening if HAK doesn't get another unit in there this turn--even if he whips a Musket after my declaration, it will get collateralled and be able be taken by a cleanup Knight) is what I do next. I think what I need to do is make peace ASAP (I can't win a war where I completely take out HAK even with my power lead, since I'm assuming HAK has a bunch of Cats and is getting Rifling any turn now, and I still have to shuttle units over 12 at a time) and shuttle most of the remaining units back (maybe leaving 2 Rifles and 2 Knights?) because there are developments on the plako cold war--he has Steel now! ![]() As such, after I finish Chemistry in two turns for my Frigates (to plan for the eventual wiping out of xenu--that is happening before I die hopefully, and not just because I want another city ), I need to get Military Tradition for my Cavs--that actually shouldn't be that bad, mainly since plako doesn't appear to be making many Rifles and instead is relying on 2-movers (Curs/Cavs/Musketeers). Of course, that means I have to research another dead-end tech and delay my economic/production recovery, but I can't recover if I'm dead
Keep in mind that seige units can't do amphibious assaults. With Plako having cannons now it means we can't beat him in his territory beyond sniping border cities. Honestly Steel might be superior to MT as of right now because cannons make it so hard to attack once we accumlate a decent stack of them.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
(February 28th, 2015, 20:12)BaII Wrote: Keep in mind that seige units can't do amphibious assaults. With Plako having cannons now it means we can't beat him in his territory beyond sniping border cities. Honestly Steel might be superior to MT as of right now because cannons make it so hard to attack once we accumlate a decent stack of them.I know--the plan is to land, then attack; it never was to do an amphibious assault. Steel is more expensive than MT though, especially since I don't think it's been saturated enough yet for max known-tech bonus--Cats are generally good enough for siege and Cavs let us be more flexible. But yeah, we aren't attacking plako anytime soon unless he moves on someone else first--that's why I'm planning on making my side-excursions to HAK and xenu in order to get up to a decent military tech (Infantry? Yes, that's really far away (6 techs away minimum I think), but those would be good to draft).
That's true. although I haven't been paying close attention to the game (I haven't been on Realms Beyond for a month) If we do get to infantry which unlocks Factories do you think it would be worthwhile to build them?
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
(February 28th, 2015, 20:55)BaII Wrote: That's true. although I haven't been paying close attention to the game (I haven't been on Realms Beyond for a month) If we do get to infantry which unlocks Factories do you think it would be worthwhile to build them?If we can fit in Factories anywhere it would probably be a good idea to build them--the problem is that we've been near dead-last in production for a while now, ever since we removed almost all the chaff (we're 16 of 19, so not counting the lurkers and 1-city xenu, there's only one civ worse, which could be Ruff or the cratering pindicator), and that we need to focus on not dying. Of course, if we get to Assembly Line it will be a minor miracle ![]() Nice to see you back by the way--anything you want me to brief you on? |
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |




), and Krill declared on BGN! 

