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This is a Spoiler thread - Dreylin, PB28

(added combat logs from last turn into the previous post)

t175 -

Open the turn to this:

:multidance::multidance::multidance::multidance::multidance::multidance::multidance:
Logs:


Summary: he traded all his collateral & a bunch of Knights & other units for 4 of my Cuirassiers, 5 Muskets, and a Pike. Maybe on Tilt? alright

Clean-up:


Most of these were to get the odd xp and earn a promotion - including my GG Medic, who will now get Morale.

Most of the stack needs healing, but I'm able to advance a handful of 1-movers & Cats towards Utopia. I've also got a rag-tag force outside Shangri-La; probably not enough to take it if he can add 2 units - would need to produce one over the turn roll and Draft one, since no other city can provide another.

Here's the North:


His Jags have moved off West (including his first GG Uber-Medic), and here's what he's done with his third:


They are going to be tough to crack - particularly if he's able to keep Drafting 2-promo Muskets to support them.

And here's Grimace's stack re-forming:


Also note at the top of the shot 3 above the Naval force along Whosit's coast. Looks like Grimace traded 4/5 Triremes to kill 2 of Whosit's. Clears the way for my minor force to pass - just 2xTrireme & Galley w/WE & HA so mostly a distraction, but it also brings transport potential towards his island cities, which will have to be wiped out eventually.

As predicted, WW is starting to be an issue:


At least Whosit attacked into my stack in my territory. I bumped the slider to 10% and shuffled some MP units around and mitigated most of it, but it can only get worse. I could only draft 2 cities this turn without sending them into Unhappiness, but the first round of Drafts wears off at EoT so that should make room again.

I also got city visibility on Borsche this turn, and here are his stacks:



I guess I'd missed him getting to Steel as well. He has ~4Knights on our shared island, so I guess I need to get some proper defenses over there - AKA keep Drafting and not send the Muskets back to the mainland.
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Nice reports.

(December 8th, 2015, 23:24)Dreylin Wrote: At least Whosit attacked into my stack in my territory.

Iirc it's the % culture on the tile, not the border that dictates ww. Also: hammer!
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(December 9th, 2015, 04:12)Old Harry Wrote: Nice reports.

(December 8th, 2015, 23:24)Dreylin Wrote: At least Whosit attacked into my stack in my territory.

Iirc it's the % culture on the tile, not the border that dictates ww. Also: hammer!

Thanks Harry!

Oh, and while you're here, could you remind me / direct me to the # of turns of Anarchy formula? I know it's in your PB18 thread, but there are 164 pages of it and I can only roughly remember where to start looking....
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The war is far from over, but with Whosit's collateral and 2-move stacks gone (for now), it's reasonable to assume that I'll be able to hold any cities I capture from here on ... if I want to. First up will be Shangri-La in the West, so I've been looking at the dotmap around here and I don't see any reason not to keep it, since razing wouldn't open any more space.

This isn't the best shot, but here's what I'm thinking for replacements:


I'll take a better shot of the region tonight just for this purpose (with resource bubbles), but you can see that the removal of New Serenity and Derp has left space for two cities in there, and razing Shangri-La and moving it 1W wouldn't open up any additional space. The East is less certain, of course because of Grimace's existing borders and potential to make gains on this side ... maybe?
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(December 9th, 2015, 09:50)Dreylin Wrote: Oh, and while you're here, could you remind me / direct me to the # of turns of Anarchy formula? I know it's in your PB18 thread, but there are 164 pages of it and I can only roughly remember where to start looking....

The civic-revolt time-per-cities formula? Or the conquored-city-in-revolt length? Which I think we discussed, but I can't remember where...
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The former.

I searched around and couldn't see the actual formula in your thread (Also, Grimace's "one extra turn of Anarchy isn't going to cost you the game" comment, ouch! alright), then I remembered to do the blindingly obvious and googled the damn thing

#Turns = (1 + #Civics + [#Cities × MapFactor / 100]) × SpeedFactor × 0.5

SpeedFactor = 1

Hum, I wonder if I can find the MapFactor at work from the threads, etc....?

Not easily, it seems. So I'll scenario test now to confirm later:

Max cities (1Turn, 1Civic):
Standard = 24
Large = 28
Huge = 33

I'm between 24 and 28 cities right now IIRC.
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Well my paranoia level over an invasion from the East went down a few notches when I saw wetbandit's attack on Borsche in civstats. Looking at the pictures I took, I'm guessing the border city of David was one casualty, and the other was maybe his northern island, Tess?? It does tick up my "game result is inevitable" meter though.

Risk from the West is of Jowy deciding that the SW Island looks juicy & undefended. I think that he & Fenn are probably too preoccupied with taking chunks out of each other(*), but I've got an early-warning unit posted on the peninsula to keep an eye out.

* why neither of them have put Adrien/Mardoc out of their misery yet, I don't know. Iiam

Despite the lower risk of attack, I think I'll still grab Optics this turn to allow a slight upgrade on my navy and to keep an eye on things abroad better. Not sure what my next full tech target will be though: economically, Printing Press is probably the best since I don't really have the hammers right now to start putting up Research Institutes; however Constitution for Jails might well become necessary if I can't break Whosit quickly. Actually, both would feed into a play for SoL through Democracy, which I could GEng if needed.

I think that I've forgotten to mention Great People recently. During the second GA I pushed 3 cities forward: Arkose, with the diverse Wonder pool; Rhyolite (SE island), which has lots of spare food from working FP Cottages; and Schist, Nat Epic also w/food surplus.

I actually dialed Schist down so that Arkose would finish first, which happened a few turns ago as a GE (at ~50% odd, with remaining split between Merchant (bad result), Spy & Prophet), which is now chilling in Gneiss. Schist will pop the next in another couple of turns - shooting for a Scientist, but Spy would be OK; have a 20+% chance of Merchant though. Rhyolite is pushing the Merchant, with low odds Spy and Scientist, and will be 10+ turns behind Schist.

Another random bit of info: I've decided that only self-founded cities will have names of rocks; when Whosit's cities come out of revolt, they'll be renamed as rock-forming minerals - Quartz, Feldspar, etc. - instead.
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t176 -

Looks like wetbandit nipped off Borsche's NE, so no climactic battle going on:


The pair of Workers that Whosit hit were on the Farm 2N1E of Hope and I can't see any way he could have got the Cuirassier away after killing them, so he must have deleted it. If so, I can't agree that's a good trade.

Grimace's reconstituted stack is on the move:


Looks like he's off after the softer coastal city before heading to Haven. As far as I'm concerned he's welcome to both as well as Euphoria ... for now.

No sign of Whosit's Jags reappearing yet, but the Muskets are a-stacking:



The meat of the turn is Shangri-La, which still has only a Longbow in it, so I'll give it a go with the rag-tag forces I have. 2 Horse Archers do sterling work in bringing the Longbow down below half strength, giving the musket ~80% odds:


Woohoo, look at that haul - definitely keeping that! nod

The rest is just shuffling units around, but I did put the other Chariot and the remaining HA on the hill next to Destiny to see if he'll make an effort there:

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t177 -

Whosit put a Musket in Destiny, so no combat this turn. Mostly shuffling units around & microing tiles. Borsche & wetbandit are at Peace again.
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t178 -

IBT, Grimace on the move:


And Paradise Quartz is the first conquest to come out of revolt:


Border pop will get Dyes in borders.

Conquest for the turn:


Cost me 3x Cuirassiers though, unfortunately, but it will give me another Sentry Chariot.

This caused me a bit of a pause:


~80% odds with the Elephant, but in the end I decided against. 2 reasons; 1) I'd have had to raze it, and I don't want to piss Grimace off if he wants to keep it (for now mischief ); 2) I'd really rather capture Harmony.

Paper in, so here's the Tech screen:


Fenn is burning through a large pile of gold on the way to RP, but is short a lot of military tech. I think this means I'm solidly in second place!?!?!? eek

Saving on PP, but I probably need to join the Astronomy race when I turn research back on in a few turns - which would be faster if I wasn't promoting Triremes to Caravels. rolleye

And just because, here's the Power graph:

:yikes:
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