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

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[SPOILER] Close to Win

T111:




Mh...no. I have a peace treaty for a few turns right now and I will build more units for you. By the way the barb galley didn't enter my borders. Thanks to the Great Wall. Also thanks for all your answers regarding the Great Spy and exploring enemy territoy. I will post a detailed plan next time, but to give you a sneak preview. Explore Mjmds border region; Tech Iron Working; build some Gallic Warriors preferably without connecting Iron so as not to raise awareness; make a surprise attack towards Mjmd with Guerilla II Gallic Warriors and Chariots.
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Unless the mod has changed something, Great Wall doesnt prevent barb galleys from entering borders.
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But it would prevent a galley from unloading units into my territory, right?
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(July 22nd, 2020, 16:47)Charriu Wrote: But it would prevent a galley from unloading units into my territory, right?

Ive never seen a barb galley ever loaded with units. Ever.
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T112-T113:




As of this turn all my cities have foreign trade routes of +3 and on in my capital even has +4. Most trade routes are going towards pindicator or AT and the +4 trade route towards Mr. Cairo.




I've found pindicators borders and can see Superdeath across the sea. It looks to me like Superdeath might be in a similar situation like Jowy with only 2 land neighbors and ocean to his west.




Now here is my big surprise attack towards Mjmd, but first here is what I know. Mjmd has 2 spearman stationed in Cornbread and at least 1 axeman in his snow city. I will use my Great Spy to gather more intel on the border area before the war starts.

I plan to collect 6-8 Gallic Warriors with Guerilla II on red and my 3 chariots on blue. Those should be out of his view as FlyingBarbarian will pop borders again soon. I will start the war in the second half of the turn. In the beginning of the war all units will enter his border and cross the river. Next turn he can only move in units. Any whip will come to late. The plan is to raze the city.
After the raze the Gallic Warriors will use the hills again to move south. As an added bonus the won't produce supply costs for this one turn. They will cross the river to the south city to get a better angle for the attack. While they move south the chariots will move south too, but on their way they will try to cut any supply lines towards the south. They will be escorted by the Great Spy giving me enough info about any incoming units. Lastly I will use my galley (yellow) for the island city to transport 2 axes to the front. I will only move them to the yellow spot after the war started, so no reason to hide the units. I plan to keep this city.

The war will start sometime between T125 and T130. I don't want this to be a quick and short war, like a quick surgical operation. Of course a lot of this can change depending on what Mjmd does, what my Great Spy finds and what Jowy does on the east side.

You also might have some questions like these?

Why delay the Golden Age from the Great Spy?
One of my main purposes of the Golden Age aside from the better tile yields would be to start civic switchs. I will finish Monarchy soon after the Great Spy finishs and could switch into Hereditary Rule and Organized Religion. Now HR has the same cost as my current civic there, so the only benefit would be the happiness from HR. But with Monarchy I can connect Wine and I will also connect Fur around the same time, with those I don't need more happiness right after I get Monarchy.
Now OR would definitly be useful, but it also has some downsides. It has a higher civic cost, I plan to build more units for the war after Monarchy is done and I still need to spread Judaism to all my new cities that will benefit from the bonus the most. I think delaying OR won't be a big disadvantage for me.
As you can see I don't have the immediate need of these new civics. I also will settle more cities and would like to grow them more before starting the golden age. Lastly the other reason is that after Iron Working I want to go towards Feudalism and with it I want to do a big civic switch to Hereditary Rule, Vassalage, Serfdom and Organized Religion.

Why raze Cornbread?
Because it's just a bad city that increases my maintenance, will be swallowed by enemy culture and just stills more important tiles from FlyingBarbarian. Razing it also eases the border situation here.

Why keep the snow city?
It has fish and fur in its second ring. Now it mostly has Tundra tiles which sucks, but almost all of them are on a river, so I could build farms on them. With Serfdoms these tiles become 2/1/1 which is better than nothing. Now this city will be on flatland and harder to defend, but I would guess that any border situation down there is less tense. I would guess that Mjmd has another city down south there either 2S of the copper or 1S1SW of the copper to connect the whale. Depending on the outcome of the war I might even snipe that city.
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Quote:Ive never seen a barb galley ever loaded with units. Ever.


A few years ago I've desinged a PB map (unmodded AI) with tons of loaded ships to prove the opposite lol
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I'm pretty sure this happened to me in the past, but I don't remember if that was in a mod or not.
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I just realized a very stupid mistake in my oh so great plan. Mjmd can see the red and blue dot because of the hill in his border. I'm feeling so stupid right now. banghead 

Now if the forest 1S of the red dot grows to the tile 1W of the red dot, everything would be great again. lol
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T114:




Looks like Jowy got himself a religion and Mjmd a shrine. Thank god the confucian holy city is not in a border city.




I got graphs on Superdeath and he is in a strong position as expected.




Lastly I wanted to talk a bit more about PRO and how good it is. Here are some comparisons from the last turns.

T100
Earned extra commerce from PRO per turn: 10 (only internal trade routes, no Currency)
Earned extra commerce if I a had FIN per turn: 6 (probably would have cottages more with FIN and work more coast tiles)

T110
Earned extra commerce from PRO per turn: 20 (only internal trade routes, this time with Currency)
Earned extra commerce if I a had FIN per turn: 11

T114
Earned extra commerce from PRO per turn: 20 (this time with international trade routes, this time with Currency)
Earned extra commerce if I a had FIN per turn: 12


I totally agree with other players that PRO is definitely too strong in this version. The question I'm pondering is how to shrink it. I like that this is an early bonus and would like to keep it. pindicators idea of providing 75% to internal trade routes looks very interesting for me. This would not change the income for me right now except for when international trade routes appear in T114. At that time my trade routes almost all generate +3 commerce for capital connection, PRO bonus and peace with trading partner. Now if the bonus would only apply to internal trade route, the effect would be gone as soon as international trade routes appear. The internal routes would still generate +2 commerce while the international routes also generate +2 commerce, so the PRO bonus no longer has any effect.
The good thing is that some other things would still apply with internal trade route bonus. You would still keep a better trade income if you were isolated and the bonus will mostly be an early bonus.
Another side effect that I do like about this PRO bonus is the shift in evaluation of OB agreements. Those OBs are better for non-PRO leaders as they profit sooner from the peace time trade bonus. PRO players on the other hand profit a lot later. This is one major reason why I did not sign OBs with my two neighbors Mjmd and Jowy.
I think for the next mod version I will try out the internal trade bonus.
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T115:




Game started again. Still feels weird restarting the game after a pause. My neighbors are building up forces and AT is moving down some catapults down south. Good thing my unit production is also in full swing now with 3 more units being finished the next turn.
I think I will leave my border with Mjmd untouched so far. I will use the Great Spy to explore some of Jowys territory. Looks like the next conflict will errupt there, with AT moving forces in his southern city. I think as soon as my peace with Jowy is up I will send AT a "war vs Jowy for war vs Jowy" offer to see if he's willing to go down that route. After all Jowy is the biggest threat to me right now I would say. Jowy has no Construction and therefore no Ballista Elephants so far.
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