(February 20th, 2014, 10:40)Fintourist Wrote: 1. Based on your new sims: what kind of losses are we expecting if we go forward with A1?
About six knights, four muskets. Have a sim - I think its missing the C1 on some of the axes, but pretty good otherwise. Firing cats then Axes into our stack kills 0-1 units, sending all 25 longbows in afterwards kills about ten units. There may be a better order to attack us in or he may be better off just waiting us out, but I'm pretty happy with this setup. Of course great generals will muck things up...
(February 20th, 2014, 10:40)Fintourist Wrote: 2. I'm not too worried about dtay, but this war-peace move is probably solid. We could get our own sentries to his border if we open borders again?
How about using outdated axes and bowmen as sentries?
(February 20th, 2014, 10:40)Fintourist Wrote: 3. Mack will come after us. Our border is just so huge and now that he has stalingrad-barca area he has so many options where to strike. It will be really difficult when not impossible to organize our defenses in 10 turns unless we manage to create a stack that can really wipe out a big mixed force of cannons,knights,grens,rifles(?) and also have it in the right place at the right time.. It's pity for mack (and of course also us) that he has to grind through us, he could be really far if he had had a 2nd totally powerless neighbor that he could have swallowed (couple of cities from suttree don't really count although they help).
Let's hope he picks a fight with someone else before us...
(February 20th, 2014, 10:40)Fintourist Wrote: 4. Bureau sounds solid unless you value XP from Vassalage more
Depends if we spend the next five turns building units or infra...
(February 20th, 2014, 10:40)Fintourist Wrote: 5. Do we realistically get a GP out of Omdu before the city burns? If yes, Paficism is fine, otherwise I like the idea of quick Theology. Maybe even Theology anyways. Am I too pessimistic when I think that banks and universities won't pay their cost back during this game..?
At the moment it's making 64 GPP per turn, meaning GP in 12, but switching out of Pacifism early does this:
t182 64 194
t183 64 258
t184 48 306 * Switch from Pacifism
t185 48 354
t186 48 402
t187 48 450
t188 32 482 * GA ends
t189 32 514
t190 32 546
t191 32 578
t192 32 610
t193 32 642
t194 32 674
t195 32 706
t196 32 738
t197 32 770
t198 32 802
t199 32 834
t200 32 866
t201 32 898
Whereas switching out at the end of the golden age does this:
t182 64 194
t183 64 258
t184 64 322
t185 64 386
t186 64 450
t187 64 514
t188 32 546 * GA ends
t189 32 578
t190 32 610
t191 32 642
t192 32 674
t193 32 706
t194 32 738
t195 32 770
t196 32 802
t197 32 834
t198 32 866
t199 32 898
I think I prefer the former...
(February 20th, 2014, 10:40)Fintourist Wrote: 6. In ~10 turns when our peace runs out, I would hope that we either are in slavery/can immediately switch to slavery. I would like to be able to dry-whip a last defender in threatened cities and also not give mack any extra pop points to work with.
That works for me - so we'll switch into something in 2t that we'll stay in for 8 turns, letting us switch to slavery when Mack attacks again.
(February 20th, 2014, 10:40)Fintourist Wrote: 7. How long do you think we'll last in this game? If mack gets into conflict with someone else it might take long. If he can focus mostly on us, can we last 50 more turns? If this was a diplo game dtay+ichabod+mack could eat us in 20 turns.
I think we can do 50 more turns, Mack will just have to eat us a piece at a time... In ten turns time Pindicooter should have 6-move Galleons forking all his coastal cities so he shouldn't get a chance to put all his force up against us. Hey, we might even have some decent boats by then (although he'll have ships of the line

Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld