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[SPOILERS] In the beginning...

slowcheetah still has a significantly larger military than me and I have little time before a possible attack, and I switched out of slavery a while ago for Caste. The idea is to jump start military production by cash-rushing units, then spend some money to upgrade all the obsolete units I have, and then by that point switch back to teching and utilize my superior production to eventually outstrip Rome. This is assuming Rome does actually attack, but given he's spent the past few turns whipping marines, stuffing them into transports, and parking naval units near the edge of my southern borders, I'm reasonably confident that he's planning something against me.

I don't really know if that's the best way, and it's entirely possible I should have just eaten the turn of anarchy and switched back to Slavery (I considered it very strongly), but what's done is done. I have almost no experience with optimal late-game warring strategies (as this is my first MP game and I've never had a single-player game where modern warfare was a significant factor) so I'm just sort of going with what makes the most sense to me.
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(March 18th, 2013, 18:50)Sareln Wrote:
(March 18th, 2013, 16:25)superjm Wrote: EOT173

Quick question: If the terms of an NAP are until T175, can war be declared on T175 or does it have to be T176.

Up to the people who wrote the NAP.

Well it sucks that I never clarified this from the start. I don't know what proper etiquette would be in this case, should I just ask him when he thinks the NAP ends a turn before a potential war?
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Better that than finding out the hard way
If only you and me and dead people know hex, then only deaf people know hex.

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(March 3rd, 2013, 18:25)superjm Wrote: Also slowcheetah, a turn after getting Cristo, revolts to... Caste System? Only? At this point he's in Rep/Nationhood/CS/SP/Theo and I don't really understand why. Maybe he's attempting a full-bore SE in the endgame but a cursory look at his land shows that he doesn't have enough food to really utilize it to the extent necessary and even still, why are you in Nationhood? Infantry drafting is inefficient and besides that, you're mere turns away from tanks! And no rush civic despite having Kremlin? huh

Haven't read much thus far (kind of started at the end). But as I remember I was in a war with Azza at the time, I kept nationhood primarily for the barracks happiness, rep again for happiness (and I was spending my gold on research), and caste because it shaved a turn or so off some wonder building (eiffel tower, rock 'n' roll etc). Besides I had Cristo, I could change again the next turn.
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Pretty sure you had or were about to start fighting me when you got Cristo. At the time I made that post I had been under the impression that you needed to wait 2 turns instead of 1 to change civics again. Being able to change it every turn obviously means you can leverage your civics however you wish.

I still think staying in Nationhood past rifles is a bad idea, unless your happiness issues were so crippling that those two happy faces were vital.

I hadn't thought of you using Caste to finish wonders, that makes sense, especially in light of the above.

EDIT - Since it seems like we've all neglected posting towards the end if lurkers are interested I could try and put together a brief summary of everything that went down in the 7-8 turns since the war began (wow has it really only been that long? It felt like so much happened in those few turns...)
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