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Soul of a Nameless Civ Player

(December 7th, 2015, 16:07)GermanJoey Wrote: How much does Drama cost?

550 beakers, or something. It's 1,5 turn of research, now that I'm in a golden age (already used the GArt for it). Thing is, getting music with the GArt would be only for the free beakers of trading a GArt for a new GArt. But this free beakers would delay my main objectives of Guilds and Knights as soon as possible, so I don't think it'd be worth it. I already invested a lot of beakers and hammers on goodies like Parthenon and TGLib, so I don't think I can afford even more of those.
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And I lost the chance to answer with: a suspicious warrior move + a not-for-real city trade accepted. neenerneener
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Burn!
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(December 8th, 2015, 14:51)Ichabod Wrote: And I lost the chance to answer with: a suspicious warrior move + a not-for-real city trade accepted. neenerneener

HEH.
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It seems AT is attacking Molach again. AT has a huge army and I think he made peace with Adrien. If I can conquer Molach, both Adrien and AT are nice follow up targets, because I get the impression that their economy sucks.

I just realized that, after I get a GG, I can actually pump out 4-promos mounted units from my HE city. That actually makes me think of going straight for Curaissiers after knights (perhaps get calendar first, though it's not really needed). In that sense, the music bulb would have helped, but I think conquering Molach is way more important than the ideal scenario of beaker production.

Now that I look at the tech tree, though, I see that Military Tradition actually requires quite a lot of "useless" techs. I don't need Philo and nationalism (I'm certain I won't get the Taj, Mackoti will probably get it or dtay or someone better than me -> all my trees were already wasted). But perhaps West Point can give me 5-promo units from the get go!!! Holy shit!! Commando Cavs here I go! Fear me world!!

Can anyone tell me the XP needed for CHA leaders? Is it 2/4/8/13/20? If 20 XP is indeed the number, I can get 20 XP mounted units in my Capital with? barracks (3), stable (2), odeon (1), SoZ (3), bugged GG (3), West Point (5), vassalage (2), miltary academy (+50% military, +1 XP). That means Commando mounted units, in a +175% prod city (make it 200% with Police State). That'd be crazy!

Yeah, I just like playing with this numbers... Not likely this'll happen.

I'm looking at the Civics in RtR. Man, what a mess... Everything is too mixed up: +1 commerce to watermills, +1 culture to mines on plains, +1 free specialist if you control a tapped creature. If you are running Emancipation, you get nothing by upgrading a village to town... WTF?

And civics changed places... I was hoping to get to Mercantilism after Guilds, but it's now on Liberalism. Great, let's give even more benefits to the guy who reaches Liberalism first (it won't make more people go to Liberalism early, if that was the intended change)...

By the way, I think I might actually go Serfdom instead of slavery. I have to count how many mines I have, but it might be worth it, considering the diminishing returns of multipop whips and the fact that I'm not willing to properly calculate what are the beneficial whips that I should be making (by admiting my weakness here, I can get more returns by going to a passive bonus, rather than an active one).
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(December 10th, 2015, 08:51)Ichabod Wrote: Can anyone tell me the XP needed for CHA leaders? Is it 2/4/8/13/20? If 20 XP is indeed the number, I can get 20 XP mounted units in my Capital with? barracks (3), stable (2), odeon (1), SoZ (3), bugged GG (3), West Point (5), vassalage (2), miltary academy (+50% military, +1 XP). That means Commando mounted units, in a +175% prod city (make it 200% with Police State). That'd be crazy!
I'm certain 2/4/8/13 is right. I think level 6 is 21, but I'm not certain about it. I'm pretty sure the rule is normal * (100-25%), rounded up, and normal level 6 is 26 XP, so I think that works out to 21 XP for a Cha level 6.

Quote: +1 free specialist if you control a tapped creature.
lol rolf lol
EitB 25 - Perpentach
Occasional mapmaker

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You know what's depressing? Even if I manage to conquer Molach, Adrien and AT and I fulfill all my delusions of grandeur, I still have Mackoti very near my core, perfectly able to boat me and he's Netherlands... I can almost taste the sensation of opening the game to see half of my coastal cities razed and everything else blockaded to the point of starvation...

I'll probably need to go to Chemistry soon + astro... And maybe commando attack his cities! Go me!
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AT took two more cities from Molach. It's actually starting to seem likely that my attack on Molach will be successful. I still wonder if my plan of two armies, one fast to gun for the Capital and one slow to take the northeastern cities is a good one. Perhaps plain speed is better?

I wonder what AT's army composition is... HAs? If he takes too much of Molach, I'd have to attack him instead. He's up to 15 cities already. I think I need something like 18 cities (including a second Capital) when the Molach campaign is over (I'm currently at 11).
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So, this is what I have for an attack on Molach. Blue arrows is the knight stack, which will gun for the Capital as fast as possible. Yellow arrow is a galley attack, to be made on the first turn of the war (note: I need to check if I can make galleys on that sea, I think there's a good chance that I can't...). Red arrow is the slow moving stack, with catapults/trebs and phants/phalanxes/swords.

The Cs are cities from Molach, based on my guesses and early exploration. I think Molach is at 11 cities after AT attack, and I'm fairly sure I know of 8 cities from him, maybe even nine, if there's another one to his east. Alll in all, this attack might do a lot of damage quickly, or so I hope. The main thing is taking down the Capital, I think.

As you can see, I'm 3 turns from Guilds, but I'm fairly sure that'll be 4 turns after the GA ends. I think I can get it in 4 turns, because I'm pretty low on wealth builds, I could make more to guarantee it. Then, it's building the knights, which might prove to be the most difficult part. Cool thing is that I have 3 cities that can produce three promo knights! jive
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I'm meeting new people each turn with my brave initial scout. I can't explore with new units, because dtay and Molach don't give me OB. My scout got past them in the beggining and he keeps going.

Most people I meet have 15+ cities. That's a bit annoying, consideing my vaccum of information about the map. It makes me feel like I got less land than everyone else. Yes, I lost a city to dtay, but dtay's Capital isn't that far from that spot too. And my borders with Molach are completely set by the terrain. I wonder if I was supposed to fit more cities is this space, but I can't really see how.

And to finish the complaints, my metal luxury is the worst of the 3.

rant
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