October 25th, 2014, 13:11
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Of course, that sentence assumed there were any preturn changes--the most significant change is that there's a knight in SS now--so I just got the graphs and will insert them into the second half of the T151 report
T151 Report Part 2: Demo Analysis (T152 Pre-Turn)
Let's start with last turn's demos:
Decent, though our soldier count dropped a decent amount after losing those Knights. It should still be enough to handle xenu though
Next, let's look at T152's graphs:
Xenu's power continues to drop, as this includes burning Zuckermais I think--no clue if fighting is taking place between plako and xenu yet.
Our GNP is good, but our production still can't compete with the leaders, even during the golden age :/
Any other thoughts BaII? I don't see any reason not to plan for a T154 strike on SS, though that involves moving a bunch of troops out of Chang this turn, which I don't know is wise at the moment when we don't know where xenu's stack is.
October 26th, 2014, 17:55
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We should hold off right now just because we don't know where Xenu's stack is, if we have evidence it's holding off Plako then we go in for the attack, otherwise I think we would lose too many units too just take out just one city.
October 27th, 2014, 14:09
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Well, I didn't get a turn report for T152, but the pictures are here--more importantly, the T153 preturn is here, and even though I don't want to make pictures and a full report, there's some important stuff there: - Xenu's stack showed up around SS, and he sacrificed 3 Cats to completely wipe out the Knight stack. I probably should have moved it out of the crevice and by Britta, but what's done is done.
- Xenu's Galleys are starting to advance on our position, but the effects are currently minor--he pillaged some seafood in the north and dropped off an archer in the south.
I have no idea what I want to do at the moment--I could see moving all my troops into xenu's territory preparing for the T154 strike, I could see trying fortifying in Chang/Britta and trying to get peace. I really hope BaII shows up; I'll even PM him.
October 28th, 2014, 14:31
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T153 Report:
Well, without BaII's assistance, I had to decide whether to push ahead or fall back on my own. As such, you can probably guess what choice I made:
Yes, I'm sick of this war, and am trying to get it to end. I don't know if xenu will accept this deal (if I had to guess, I honestly doubt it), but hopefully the fact that I'm making a reasonable peace deal lets us start negotiations. I don't know if I'll accept straight peace, but I probably should--letting an "in-control" war go on for way too long is what cost me any shot of relevancy in PBEM58. Part of this comes from xenu's power ranking, as well as where our power stands after losing the stack of 2-movers in a horrible move:
Apparently all those whips meant something--who knew?
As I said, even though there's a power disparity, I feel like this war currently favors the defender, at least on our front. I haven't completely turned off military production at this point (there's still another round of Knights coming out of most cities), but I am shifting towards some domestic builds:
Importantly, I also switched back to Slavery this turn, though I didn't whip anything yet--the plan is to whip the Market in Annie and the Courthouse in Dean at least, and maybe Abed's Grocer (probably not though). Slavery also means we have the means for quick military in the worst case--we can also switch to Nationhood for drafting in a couple turns.
The next big news of the turn is that I turned research back on finally--that 4-turn count for Nationalism is a lie since we lose the Golden Age after this turn (and then we can't deficit fast enough, so that's another delay). I think the plan here is to get Curaissiers during this enforced peace (maybe it'll take 20 turns to get all the tech we need? Nationalism, Gunpowder, Aesthetics, Drama/Lit, Music, Military Tradition--that seems long though), then strike in maybe 30 turns? A lot of that depends on how much of xenu is left when plako is done with their war--plako can't get to the capital right? I don't think that's realistic, though plako does have a large power lead.
The final big part of the domestic plans is settling our new city--it needs a name and a build order, as well as some workers to start improving tiles (though a lot of the tiles have been improved, including two food resources). I'm assuming we chop out the Granary first, but what next?
I'm not doing a military roundup, at least right now--I retreated troops to my cities mainly; if you want more the pieces are in here--but the small bit of combat I did do this turn (killing the archer that landed on our shores) gave us another GG! I still have no clue what to do with the first one
October 29th, 2014, 14:41
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I really don't think we should have accepted peace, and that stack should have never been on the rice tile, it should have been on the forest tile if we were planning on attacking. Keep in mind though that we should be ready for the end of our enforced peace to invade just because Plako is going to be eating Xenu alive, and if we don't give ourselves some more cities we won't be able to stand up to Plako at all.
October 29th, 2014, 19:13
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Well, you can be happy BaII--xenu didn't accept my peace offer
The pre-turn pictures are here (and yes, they're later than normal ), and I did a lot of domestic stuff (notably the two whips mentioned above--even though the Market whip was 7 pop, which might not have been worth it). I haven't really touched the military stuff though--should I advance? Should I hold the line and hope plako's continuing advance diverts some troops? You've seen what want to do working on my own--what would you do BaII? Until I hear otherwise, I won't actively try to make peace, but I won't advance either.
October 30th, 2014, 14:42
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I think we can just go into a cold war and make sure that Xenu can not advance into us. Plako can definitly swallow up Xenu given some time, and I think the only thing preventing him is that he would fear that we could run and take some of the spoils if he forces too many troops from xenu. As long as we are safe I don't see a problem with being in a cold war with Xenu.
October 30th, 2014, 20:14
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(October 30th, 2014, 14:42)BaII Wrote: I think we can just go into a cold war and make sure that Xenu can not advance into us. Plako can definitly swallow up Xenu given some time, and I think the only thing preventing him is that he would fear that we could run and take some of the spoils if he forces too many troops from xenu. As long as we are safe I don't see a problem with being in a cold war with Xenu. Hooray, we're thinking similarly--though the problem is that means there isn't much food for the (already non-existent) lurker input
T154 Report:
Yeah, this turn is pretty boring--at least I pulled out Paint to make a military post for the first time in a while
In this screenshot, you can see I currently have more units visible, but I haven't seen a lot of xenu's stack--most of the Cats are still hidden, and the units that massacred my mounted stack are somewhere else at the moment. I feel like the north is solid at the moment, but the south is a little loose.
The main reason I'm afraid of the cold war comes from the demo analysis:
Yes, our power really sucks now, and xenu's continues to skyrocket. The graph is delayed (notably I don't think the loss of my knights is on it yet), and xenu presumably lost something as plako fought him, but plako appears to be running a bit out of steam (notably, from the tracker it appears plako razed his most recent conquest--I should really check how many cities plako has now, and hopefully he hasn't started renaming them yet ) and we clearly can't win a clear fight at this point.
Also, now that we're settling into a cold war, when can we settle our new city? The big stack was near SS when it killed my knight stack, but it could have moved south too.
October 31st, 2014, 12:56
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Er...
Why is Britta working the jungle over the rice?
October 31st, 2014, 17:25
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(October 31st, 2014, 12:56)Commodore Wrote: Er...
Why is Britta working the jungle over the rice? Because that axe was on the rice the turn before, and I didn't notice enough to change it when the axe moved?
I haven't been paying enough attention to the micro aspects as I should be--heck, while doing the pre-turn stuff I noticed there was a farmed wine at the capital that's been there for who knows how long since Monarchy's been researched (certainly longer than I've been in control) while we have a ton of idle workers--I shuffled some over to change that, and I'll probably fix the jungle-to-rice as well when I go end turn.
Speaking of pre-turn, I put the pictures up here, but there's been basically no change at this point--the big thing I want input on is whether or not I should settle the new city.
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