Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Parkin brings the rain down in Africa: Churchill of Zulu

Also, which promo do you think does more good on a cat or trebuchet, +20% strength or +20% collateral damage? I tend to assume the latter but I haven't done the calculation.

Finally I guess haram could be running wealth or research to keep competitive on tech, which is good in that he's not building units or infrastructure...
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Just want to say thanks for the quality reporting. And the war. hammer

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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(October 27th, 2014, 18:21)Old Harry Wrote: I usually use the first gg for a super medic, then subsequent ones in the HE city. But it depends if quick healing is going to be useful and what promos settling him would allow.

Tough call. Quick healing is always useful, but settling him would give me 5XP out of the gate in Fox, allowing 2 promotions for both land and naval (Barracks + Wharf).

(October 27th, 2014, 18:33)Old Harry Wrote: Also, which promo do you think does more good on a cat or trebuchet, +20% strength or +20% collateral damage? I tend to assume the latter but I haven't done the calculation.

Finally I guess haram could be running wealth or research to keep competitive on tech, which is good in that he's not building units or infrastructure...

I haven't done the calculation either, but I usually go for City Raider because it gives me higher odds of survival. I probably should have gone barrage in this past attack for the first two attacks since my odds were so incredibly low, but CR1 gave a 7% improvement in odds for my second attack and the cat survived (really crappy odds which means it was a fluke, but still). I think it also depends on the quantity of forces in the target city. Barrage is much more useful against a lot of defending units than if there's only 2 or 3. Maybe if I have some time later tonight I'll test it and see. smile

EDIT: One of the disadvantages of having a toddler and wife who works evenings (I work days) is that I don't have a lot of time to sim things, so I didn't have an opportunity to sandbox this attack to see what my best course of action was before I could take my turn. I probably lost one unit I didn't need to, but them's the breaks.
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(October 27th, 2014, 19:47)spacetyrantxenu Wrote: Just want to say thanks for the quality reporting. And the war. hammer

Thank you for the kind words, STX!
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Turn 165

Nothing at all happened in the world between my last two turns. Guess everything is happening in secret. shhh

Haram offered a cease fire...I almost countered and asked him for something, but to be honest I'm going to need at least a few turns to get ready to invade him again, so I don't mind having a cease fire during that time. It kills my WW for the moment. I suspect he may be trying to buy time to finish off GJ, but there's not much I can do about for a little bit anyway.

Not much happened internally this turn, either. I whipped a Bank in Duiker (Confucian holy city) for 2 pop, so that will give us a nice financial boost. Gunpowder will finish next turn with quite a bit of overflow...I'm going Replaceable Parts next unless someone can convince me otherwise! I settled our GG in Fox for the XP. When we get the next one I'll attach him to a unit (and hopefully he will appear closer to the front!). I'm shuffling forces around as I prepare to resume the war on haram. It will take 4 turns to get them over to the ex-GJ theater, then I'll be ready to resume. With a cease fire in place, I'm going to push my settler out (as haram has already started settling that land as well) with the small force I have ready (2 cats, 2 knights, mace, pike). I have more forces arriving fairly quickly, though.

So, the question is, where to settle?


Red dot is the spot OH originally recommended, but you can kind of see haram already settled a city 3S1E of there on top of the ruins of GJ's city (which he did this past turn...wondered why his score increased). Red has the advantage of being right in haram's face, but also makes it a much bigger and easier target to hit. Blue is a little more conservative, and has the potential to get cows, iron, and the sheep if I can generate enough culture. It's on a hill and would make a good staging point for future forays from here. So my gut is to go with Blue, but I'm curious if anyone has any other input.
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Blue sounds pretty good to me - the extra space between you and Haram is probably good and it lets you put a filler city 3W as well. You really want to settle the pigs and cows from GJ's capital soon too. What's the timescale for both of them? Is Haram going to beat you to either?
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(October 29th, 2014, 12:11)Old Harry Wrote: Blue sounds pretty good to me - the extra space between you and Haram is probably good and it lets you put a filler city 3W as well. You really want to settle the pigs and cows from GJ's capital soon too. What's the timescale for both of them? Is Haram going to beat you to either?

I'll have my settler on blue next turn, build the city the following turn, so I'd be extraordinarily surprised if haram beats me there.

Another city near GJ's former capital will take longer, though. I have a settler in production which will finish in 2 turns, and then a few turns to get him there, so it's possible he'll beat me. On the other hand, if he does, well, that's what war is for. hammer

You can see from this earlier screenshot that there's a bottleneck about 7S of the blue dot. My goal is push haram back behind that by either capturing or razing. That will make the border much easier to defend. So even if he settles, those cities aren't going to be able to help him for a while, and I'll be ready to wage war again in no more than 5 turns.

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Turn 166

In world news, Gawdzak generated a GE. Mackoti finished Scientific Method, but I don’t know what he’s going for next. Seven is 1 turn from Replaceable Parts. Haram is going after Chemistry and has 5 turns if he can go 100% science that long. It shows him with 867 gold on the diplomacy screen, so he may have to generate cash to finish it out. Donovan Zoi is going for Optics, which seems an odd choice given that he’s being invaded by two other civs.

I shuffled EPs around to try to get research on some of the others. We finished Gunpowder and the plan was to go for Replaceable Parts then Rifling…but haram going for Chemistry is an odd choice. Since he doesn’t have Optics or Astronomy, I’m assuming he’s going for Grenadiers, possibly because he can see my research and sees me going for Rifles. Not a bad plan, actually. *EXPERIENCED FOLK* What’s the play here? Keep going for Rifles and know that he’ll have the counter? Or switch to beeline Grenadiers so he doesn’t have an advantage? I’ll have Replaceable Parts in 4 turns, then Rifling 6 turns after that. If I switch I can have Chemistry in 4 rounds, then Military Tradition in 5, so I should be able to beat him there by a turn or two. He might also be going for Steel for Cannons, though I think those would be less useful to him than Grens. Since I’m running at 0% this turn to generate cash, I can change it next turn without any real loss.

Anyway, the rest of it was just moving units around. I renamed Almarikh to Vulture (I skipped “U” because there are no African animals starting with that letter…I almost went with “Unicorn”, but LP started this and by god I am going to finish it). Our next city will be planted next turn unless haram is able to mass enough troops to kill my settler, which is possible.

Charts:
Demos are not bad...not great, but not bad. mackoti is way ahead, though.



Food we're middle of the road still. That will go up over the next several turns as we bring the seafood from the captured haram cities online. There are 4 seafood tiles among those 3 cities, but haram pillaged them all. I have 2 workboats on the way and 2 more being built.



Production we're really good in right now, but that's partly from our GA. Our actual production is closer to the previous line, though haram's former cities will help there, as well, as there are several mines.



Power is where we dominate right now. The only one close to us is Gawdzak, and haram is way behind, which is why I think we can, if not conquer him soon, hurt him badly.



And last the GNP, which is hard to read because of the binary research. Our GA is helping right now, but in general we're not near the top.


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I'd guess cannons + ironclads, but grenadiers is possible too. You'll both have defensive units at that point, so I think you need to make whatever gains you can in the next ten turns before setting up a defensible border. Then try to beat him to the next tech target...

How long before you could have cavalry? Can he see your research?
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(October 30th, 2014, 14:16)Old Harry Wrote: I'd guess cannons + ironclads, but grenadiers is possible too. You'll both have defensive units at that point, so I think you need to make whatever gains you can in the next ten turns before setting up a defensible border. Then try to beat him to the next tech target...

How long before you could have cavalry? Can he see your research?

It'd be a while before Cavalry. I have to get to Rifling, then I'd have to go down the Drama/Music/Nationalism chain to get to Military Tradition. Drama 1 turn, the other I'm not sure.

How do I know if he can see my research?
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