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[SPOILERS] JR4 tries his luck in PB 37

Here is the screenshot of Joey`s lands. Thinking about it, could the Coal be on the city tile itself? Joey built a Levee it seems, but 4 production!?


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(November 30th, 2017, 13:59)JR4 Wrote: I still like going for it asap in a straight beeline. Railroads would improve our defensive flexibility a lot, allowing us to position our collateral units centrally. Machine Guns won`t be easy to destroy, I`m pretty sure that the Great Powers will turn elsewhere for new conquests if we make it to Railroads alive.

Yup, Railroad is a wonderful defensive tech (until your enemies start hitting you with Commandos, but this map doesn't believe in "safe back-lines" with commando railroads or without...) for getting collateral to any mainland front and MGs to defend our cities. If RRs on mines still boost their production, that'll be a nice bonus too. (I don't remember if that was replaced by the passive boost at rep parts or if the latter was just an additional boost - the changelog doesn't say, and I don't have the game in front of me to check.)

Quote:Dark Savant sent his 3 SoTL right N of the new-founded Nighon. He`s also got a Sotl/Frigate pair in Lakeside. We now have 4 Amphibious Knights (or unpromoted 10XP Knights) loaded on ships giving us options. Steadwick doesn`t really have a lot of units anymore..

What's the plan for when those ships keep moving north to threaten our ships blockading Lakeside? I know we have more total force in the area, but strong tactics will be key to maintaining (or improving) that superiority. Well, strong tactics or Gav coming in on Dark Savant's flank. Either way.

Quote:I`m undecided on what to do with the last GG. He`s still sitting in Borte, but we should probably settle it in Bulugan or make that Military Academy in Muqa, Tough call.

Well, let's look at the options.

- Settle in Bulugan: It would mean that when/if we finish West Point in the city, we could build L5 Cuirs/Cavs even in Bureau/OR. Prior to that, we'd be able to build L4 Grens/MGs/Cannons if we were ever in Vass/Theo. The big selling point is none of those though: If we build a Drydock in the city, then whenever we're in Theo, we'd be able to build ships with Combat 3 or F1/Nav2 for mobility. Dunno if we want to spend hammers on a drydock in our HE city though.

- Military Academy in Muqa: Obviously means more units sooner. Not a bad option at all.

- Save for Shenanigans: My dream would be a spy finding the MoM city guarded by a single warrior just as we pop the last Great Person needed for our next GA. Probably we won't get to pull off anything that cool though, and "saving" can be synonymous with "not using."

- Build a Superboat: We have a 0-xp Galley running around, right? We could attach the GG to it, dumping in all 20xp, promote it to F1, Nav1, Nav2, Morale, and upgrade it (for free thanks to the GG) to a Galleon with 7 moves. This would be useful, and if we ever make it to transports, it would be another free upgrade. Dunno if that's worth it. Dunno if we need a Superboat.

- Build a Supermedic: Obviously. We could use our existing Medic Keshik for instance, and free-upgrade him to a Knight if we wanted to. Could even save his last promotion and give him Morale at some point when and if it was needed. I'm not sure how to value a Supermedic in our situation. Will we have a lot of units getting injured in the same place who expect to live long enough to pause and heal for say a single turn, but not two turns or three?

- Can GGs be used with other Great People to trigger a Golden Age? I don't think so, but I'll double-check to make sure....

Quote:Oh, and we got a Great Prophet in Nambui this turn! It went to Toregene and will probably continue to Borte on t204. Also, Krill started a Golden Age.

Where are our next two Great People coming from? (I assume "Nambui again" is at least one of them.) We should probably minimize the number of priests we're running there, since one third of another golden age is probably the best we can do with that Prophet. (I guess we could bulb DR or shrine one of our minority religions, but those don't seem very compelling to me....)

(November 30th, 2017, 14:22)JR4 Wrote: We`re doing pretty good tech-wise. Krill seems to be doing.. pretty much the same gambit as we did by saving a ton of gold and likely going for the Oxford University.

Not going for Oxford given he's teching Printing Press without Education. Gotta be too soon to save up for a run at 100% culture, right? I can think of a couple other possibilities, but I'm looking forward to seeing what he actually tries....

Quote:The tech gap doesn`t look that horrible to me. At least factoring in our 9-ish turns left of our gold savings at full research.

Yup. I think the GNP graph is underselling our economy too because we've been 1-turning everything: I think the graphs are recorded after the turn ends, when we have no tech selected (so no prereqs or KTB figured in).

(November 30th, 2017, 14:39)JR4 Wrote: Here is the screenshot of Joey`s lands. Thinking about it, could the Coal be on the city tile itself? Joey built a Levee it seems, but 4 production!?

Looks like it, yeah. And if so, our Coal connection should be covered as soon as we get Steam Power. Sweet!
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It looks like the +1 hammer boost is moved to Replaceable Parts in this mod. Still, I think we`re in line thinking about Railroad as a key tech. Joey might actually be about to finish it eot as t203 there were at least 4 Workers standing on hills without much purpose otherwise. It would make fortress State of Zijin almost invulnerable but we weren`t exactly thinking about an attack anyway. Railroads would however allow for lightning movements of units so we should probably strengthen Nambui and Oghul Qaimish`s garrisons with another few units. Getting a little bit of extra ktb will help our efforts. I estimate that we can get Railroad in about 8 turns after turn roll.

Hmm, Dark Savant`s ships moving up to Lakeside is a nuisance for us. We`ve got 4 Sotl and a couple of Frigates blocking off the city but that won`t be enough to stop him if all those ships team up in Lakeside (which they probably will do). It looks like we have to stack up our boats on a single tile, maybe even withdrawing them W so that he can`t try anything insane like moving all of his Navigation Galleons and Sotl past our boats in order to threaten, well, basically all of our island cities at once. I`m pretty sure that time is on our side here. We`re soon about to get Ironclads which DS can`t counter for a while and the Ottoman threat is hanging like a Sword of Damocles over his head all the time. Iirc, we`ve got 3 Sotl in reserve, so he`s not getting anywhere except for a surprise attack (which we need to prevent obviously).

Nambui will make another GP in 16 turns. I`m not sure if any other city will beat it to the 800 threshold, will check next turn. Nambui could hire a couple of Merhants instead of the Priests. Minimizing the chance of another Priest is a good idea.

The last GG could be used to a number of things as you described. I like the idea of building a Military Academy in Muqa, as the city can build a Levee, which will improve the hammer output.

Borte needs a Levee. It could possibly build the Ironworks after finishing the Levee. We really don`t have any super hammer cities so IW will be a slow build. Oghul Qaimish would certainly enjoy the extra hammers but again it`s going to take like forever setting it up.
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(December 1st, 2017, 08:45)JR4 Wrote: It looks like the +1 hammer boost is moved to Replaceable Parts in this mod. Still, I think we`re in line thinking about Railroad as a key tech.

I checked in the mod and tried it in a test game, and the +1 hammer wasn't moved, it was added! In addition to the Rep Parts boost, the +1 bonus for a mine with a railroad (the route type, not the tech) is still there - so a grass hill mine with a RR will be a 1/5 tile even outside of a golden age!

Quote:It would make fortress State of Zijin almost invulnerable but we weren`t exactly thinking about an attack anyway.

Yup; that ship sailed a long time ago. It's hard to imagine a scenario in which State of Zijin's doesn't last until the end of the game at this point. It's getting harder to imagine one in which GJ doesn't win. Still could happen though, if he gets too bogged down with dtay and/or Krill hits the afterburners on Culture and GJ loses too much in the attempt to stop him. I still think there's a chance we could try for culture ourselves. I know it would be a long-shot though....

Quote:It looks like we have to stack up our boats on a single tile, maybe even withdrawing them W so that he can`t try anything insane like moving all of his Navigation Galleons and Sotl past our boats in order to threaten, well, basically all of our island cities at once.

Indeed. It might be worth sticking a good unit on Vulcania's deer forest in particular, by the way: It's the one tile with defensive bonuses where he'll be able to drop off units without exposing his Galleons to attack. (I'm assuming they're just 5-movers due to circumnav, not actually promoted N1.)

Quote:I`m pretty sure that time is on our side here.

Very much so. The longer we go without being attacked, the more we're pulling ahead of Dark Savant, and even closing the tech gap with the leaders, it would seem. Dark Savant is going to start drafting Oromos, but they're already outclassed on the battlefield, and the gap is starting to grow ... and he's going to be playing catch-up. His existing Oromos could be upgraded to highly-promoted grens, which would be pretty scary for Gav's rifles-to-be, but first Dark Savant would need to pay for all those upgrades, and get them into better position, and even with tech turned on in a golden age with prereqs and KTB, he has the world's worst GNP.

Quote:Nambui will make another GP in 16 turns. I`m not sure if any other city will beat it to the 800 threshold, will check next turn.

If there's something we can do to get another city to the 800 threshold ahead of Nambui (even if it's just by turn order, i.e. one of Borte/Muqa/Toregene/Oghul Qaimish passing 800 on the same turn as Nambui) without a priest-heavy pool, especially if it can run completely different specialists, that would be great for speeding up the next Golden Age!

Relatedly, one thing I forgot to note about dtay going to Physics is that of course he'll get the GSci there, and with Liberalism in hand, he'll probably go for Communism and the GSpy too. GJ already got the Econ Merchant, I notice.
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Another few extra hammers at Railroad will certainly be helpful! It`s a bit strange that the F6 screen doesn`t show it..

If we feel like having a go - we could research Music in the not-so-distant future. Those Stupas/Cathedrals are the buildings needed for an extremely unlikely culture win. I still want Railroad before trying for anything like that though. Maybe a few Theaters could be built in order to build the Globe Theater. Oghul Qaimish, Nambui and Borte(?) are our best bets for culture, I think.

Hmm, staring at the map of the eastern sea once again - Vulcania is indeed vulnerable to a determined attack by a force landing on the Deer tile. Let`s move a Grenadier out there next turn. It`s also possible that DS lands a force on the mine S of that tile, giving him 25 % defense. Radnashiri also has a forest Deer next to it but that`s not so easy for DS to get to without exposing his Galleons. You know what, if we are anywhere near researching Steam Power in 2 turns we might consider building Research in a lot of cities in order to get Ironclads on the water asap. We probably have to whip out a few but that`s a worthwhile investment, giving us naval superiority. I`m not sure if I mentioned it but DS has two C2 Sotl on that tile N of Nighon, giving them odds on our boats (except our C1 Sotl on a coast tile I believe). Annoying.

It`s a bit funny how dtay and Joey are researching different techs. Let`s see who ends up with an advantage in a dozen turns. Dtay does get a lot of goodies going for an early Scientific Method but he`s a long way off Railroad and Assembly Line.. Obsoleting our Monasteries early is not an option for us so we`re probably following Joey as far as we can.

EDIT: I`m not sure where Dark Savant`s MoM city is situated. Doing a commando raid to capture it and then immediately start a Golden Age would be hilarious! It`s not likely that DS defends the city with a single Warrior but you never know..
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Extra mine hammer from Railroads comes from tile improvement but not technology itself, therefore I believe you dont see it in F6 screen.
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TURN 204

Our ships moved down to the tile blocking off the access for 4-5 movers to Vulcania (if they want to return to Lakeside). Dark Savant`s 3 Sotl are in the eastern corner of the screenshot, able to hit our ships. He can get at least 2 coin flips if he wants. He`s got a 4th Sotl in Lakeside, unpromoted. The Galleons having C1 are not that scary, it`s the ones that are able to take Navigation 1+2 I`m concerned about. Lifting the blockade on Lakeside is potentially risky, so a few cities whipped another defender, just in case. Vulcania`s Grenadier moved to the Deer tile and another Grenadier was shipped in. It`s got 10 defenders, as will Kokejin have eot. I don`t think those Galleons are loaded but if suddenly most of the 20 units in Lakeside disappear we need to react accordingly.
   

We`re set to finish a lot of units this turn. A cannon, 3 Grenadiers, 2 Knights, a Galleon and 2 Sotl will add to our armed forces.

The Great General went to Muqa and made a Military Academy there. It was a really hard decision but having another strong military producer can`t be that wrong. Nambui fired the Priests and hired a couple of Merchants instead. It`s set up to get the next GP. The next in line is Muqa, which will use another 26 turns. It doesn`t mak more than 10 GPP per turn.

Also, I was... awfully wrong about the timing of Steam Power. That`s an expensive tech! So, we might be able to 4 turn it but Railroad is going to take a while. We certainly need more gold to finish both techs.


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Graphs and demos: Krill is building up his power rating. Maybe he`s attacking someone soon? Our own military is bang average atm. We probably should get Nationalism for the draft option in a while. Joey`s power is still very scary.

@OT4E: Ah, makes sense. Railroad will be a really good tech for us.


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Those graphs look good for GJ shakehead . Beyond that, they look quite good for Krill. IIRC, you don't border the latter, so perhaps you get to beat up DS for a bit longer. Which is nice.
It may have looked easy, but that is because it was done correctly - Brian Moore
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It might be too late, but I'd like to see our ship stack further west, especially with that Gren on Vulcania's forest, for exactly the reason you mentioned last turn: We want to be able to hit his Galleons if they try to move into our territory and fork a bunch of our cities.
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