First, i can't explore that Lair. Not with all my units hurt and injured.
So let's follow PB 2 Spulla and do a city damage screen!
Radiata City
It will survive, but just barely. I had to move two hills and the horse to the three sea tiles, but it will regain the health soon enough. It had a huge food surplus to begin with, so no harm. (Sure, it takes 4 turns to build a cultist now, rather than 2, but eh that's quite reasonable.)
Damage - minimal.
Cerulean City
It had a full food box, and insane food production. Not going to lose any food soon.
Damage - Above Average.
So why? Last time, it took 2 turns to build a HA. Now, it takes 8. Erm... that can't be good =(
Fishing Parch
I drafted. For a warrior. =( Only way to save a few parts of this city. Will probably draft it down to size 5 or so.
Damage = Horrible.
East Checkpoint
Again, it hurts not because of losing population, but due to building HAs in 7 turns instead of 2. I hate blight =( It's killing off my horses.
Damage: Above average.
Bracada Desert
I tossed two mines onto the Grassland and the grassland Mana. Will get that grassland on top farmed, then it should be back to normal (just won't grow).
Damage - Little
Junon Port
I didn't really expect this city to take damage, due to triple port, rice, and fish. Ok sure, it will grow slower, but frankly that's not a problem. When Lighthouse is rushed, this place will recover easily.
Damage - Slight.
Krabby Beach
The cultist will reach in one turn, and in two turns will get an extra cove + crabs. I don't think there's any problem here.
This place will be used to build cultists in the future (to walk back over =) ). Easiest way for it to be useful, heh.
Damage = Minimal (Should be growing like a weed, but eh, can't complain).
F1 Screen
The major place i'm suffering in is Fishing Parch, other than that, the rest are fine. Of course, i'm suffering more in terms of Military Production, rather than Economy, but that's life for the Lanun.
Conclusion: I'm not hit as hard, but it's still pain. HA production is going to reduce for now, hopefully Cultist production won't (and i'm thinking of getting Fanatism for Stygians in my templed cities).
For fun, i tested out the Maelstrom. Started a test game, threw in around 50 units.
Facts:
1. Each unit, upon entering, will take 1/4 of their life in damage.
2. Each unit, upon entering, might die. This happens 1/10 of the times.
3. A unit that enters and doesn't die can appear in any OCEAN on the map. This can be an ocean that does or does not provide tile yields (2 squares / 3 squares away from the coast). They cannot appear in Lake or coastal squares, neither can they appear in a body of water smaller than 20 tiles (the mininum to build boats).
4. If there are units in a boat, and the boat enters, the units all goes through the process separately. Thus, the boat might die, and the lions on them survive (And get transported to the middle of water, stuck).
Unfortunately, fact 4 alone destroys my plan to use the Maelstrom in a surprise attack. (I tried to think of a surprise army suddenly appearing in the oceans next to Darrell, would have been worth a try). At the current rate, it looks like my horse archers will instead get stuck swimming in the ocean (heh).
Oh well, plan surprise Darrell with a Maelstrom won't work.
Edit:
Fact 5: Upon entering, you do not lose all your movement for that turn.
Fact 6: You can still cast spells upon emerging.
I actually had visions of suicide cultists jumping in, appearing at lakes somewhere, and using Tsunamis to destroy tile improvements (and deleting the unit after that). Would have been funny to see tile improvements near lakes all over the world suddenly disappearing.
Amelia Wrote:I have a Strength 18 unit, with the chances of say 4-7 First Strikes. What will happen if someone throw Str 6-8 units at me?
I remember reading somewhere that drill promotions are only good if your base strength is good, and right now i have a base strength 10 unit + 100% from promotions, to a total of strength 20. What happens if i add drill promotions on top of it?
If you want to work through the math all the way, Cyneheard has a combat odds calculator spreadsheet somewhere. First strikes are good with a large strength advantage because the first striking unit can often win during the first strike period taking no damage at all. For the case of your strength 18 unit vs a strength 8 attacker, your unit would deal 29 damage per hit (20*(3*18+8)/(3*8+18)) and need four hits to kill. There's a good chance (not perfect, but something like 95% for each attacking unit) for your unit to get those four hits with its 4-7 first strikes.