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[SPOILERS] Smackdown Game Thread

(May 10th, 2013, 15:52)zakalwe Wrote: You need to produce 10 units before "breaking even", though, since he's worth 20 xp.

Good point. But it can be argued that 2xp on each produced unit is better than the GG promos xp, since the settled xp always end on a 5xp unit, right where it's most beneficial. You'd need 10 3xp units "right now" to have a simialr effect with a promotion GG. Of course, you'd also get a unit with special promotions avaiable + free upgrade (can't we make a free Praet from warrior upgrade with this GG? - That could be pretty useful - Let's pimp a Praetorian and send him to pester someone lol ), so both ideas are worthy.
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Did I miss a joke in Zak's comment?
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(May 10th, 2013, 16:01)Ichabod Wrote: Did I miss a joke in Zak's comment?

I don't think so. Although I sometimes hide jokes in my posts myself.

As for saving the GG, I can see the merit of that. I like to keep a couple of GG's around in my strategic reserve, to get out of a sticky situation or to spring a surprise on my opponents. In four player games I usually keep about three GGs hidden in the fog.
I have to run.
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Yeah, I also like the tactical flexibility of having a GG on hand. It is hard to quantify the value of that, but there are certainly cases where it can make a huge difference, particularly with the mobility promotion.

Apparently, it also makes your opponents really paranoid if they know you're in the habit of saving them. smile
If you know what I mean.
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The Theater of War:

[Image: Civ4ScreenShot0234.JPG]

There's a chance we lose Pot Stickers if LAM has two units on teh galley + gets a lucky win. PS is garrisoned by a recently whipped archer and a warrior (no fortification).

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Future cities:

I like that we are investigating the possible island in the northern sea of the new continent. It's the one with the iron on the picture below.

[Image: Civ4ScreenShot0233.JPG]

If it is indeed an island, maybe settle there next with Sumer? We could get first ring fish with future iron. Maybe send a WB from OJ. We'd need a fort built, though, to make things faster. Not sure if the delay on iron + timing of the city is worth the instant boost to commerce. It's a big boost, so I think it might be.

Regarding Rome, I like the "City??" spot. RMoG city appears to be 1SE of the Copper. If that's really the case, they can't settle that corn within the first ring of a city on their side. So, we wouldn't be on danger to lose the corn culturally. In that case, I think the "City??" spot is way better than the "or here?" spot.

[Image: Civ4ScreenShot0235.JPG]
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Ah, Novice's comment was about PBEM 49, now I get it!
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Seriously, though, wouldn't a mobility Praetorian/CR3 out of the fog be an interesting city razing method? Probably not, but I'll take a look to see if it can be possible.
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(May 10th, 2013, 16:17)novice Wrote: As for saving the GG, I can see the merit of that. I like to keep a couple of GG's around in my strategic reserve, to get out of a sticky situation or to spring a surprise on my opponents. Soon I will have three invisible cloaked stealth fighter flying GG units.

FTFY
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t58's battle:

They have 2 axes, a warrior, and 3 chariots on that tile. The relevant point here is that once the axes are gone, spears can mop up the rest.

We have 4 vultures, 4 spears, 2 archers and a warrior in range. It's unclear to me what they were thinking allowing us to attack their guys.

My unit of choice for weakening the axes is the archer. The warrior gets a big extra penalty due to being a melee unit, and would also be nice to keep back as military police. And I'd rather be left with vultures than archers, because they are more proactive units overall and will be nice to have for clearing out more enemies and not just defending. The other thing is that archers become useless in this fight once the enemy axes are at low enough health that chariots defend above them. Vultures never become useless.

So I attacked with an archer:

[Image: t58_1.JPG]

And the archer died and got in zero hits. Now I only have one archer left and 2 axes to weaken, so I go ahead and attack with a vulture, since I would have to do so after attacking with the archer anyway. He gets his target axe down to 1.8. Then I attack with the archer, with a better result than the last one: the second axe is down to 3.8.

[Image: t58_2.JPG]

Now it's time to throw vultures until axes stop defending. I send in one at, I think, 47% odds or so against the 3.8/5 axe, and the vulture wins! Great news. Now chariots will defend because the other axe is pretty weak, so it's spear time. Spear vs the wounded axe is 70.5% - win.

[Image: t58_3.JPG]

Spear vs warrior (win again):

[Image: t58_4.JPG]

After this, the other two spears clean up chariots easily, leaving one chariot. I take it out at 90.1% with one of the two remaining vultures:

[Image: t58_5.JPG]

And we have one more vulture left unused; I use him to attack the chariot/warrior stack, with 90.1% odds to kill the chariot, but he loses.

[Image: t58_6.JPG]

Overall battle results. We used every unit except the warrior.

[Image: t58_7.JPG]
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I played the next turn after too, t59, but didn't get screenshots.

They attacked the roman city with an axe amphibiously; it died to our archer (looks like it had about 17% odds to win, in which case I assume we lose the city). They didn't attack with a second unit.

Mackoti switched our tech to Construction; I didn't manage to talk with him about it but it seemed good to me so we are teching Construction. I don't think it will delay when we can start making horse archers.
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