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[SPOILERS] joey and scooter's thread: FUN THINGS ONLY

Hey, GG man, you were truly tough as nails on the defense. Sorry that it came to blows, but then again, this map was designed to be a powderkeg from the start. lol

IIRC, if you're interested, I checked last turn on my losses for our war, and, not counting that earlier razing and taking that island, the totals were: 21 Knights, two pikes, two longbows, 18 Jans, and 49 (!) catapults. That's 6000 lost hammers and 433k power! More than half of that was JUST ON SUSA, due to barely failing the first time only to find the city reinforced with that horrible CG3G2C1 Great General musket. God, that thing gave me nightmares. War weariness is also completely rocking me right now, by the way; I'm paying 40gpt for luxuries overseas to try dampening its effect, but am still drowning. My two biggest cities, Zoo and Stony Point, actually need a couple extra HR garrisons to keep mollified with a 30 happy cap, as I have 10 WW unhappy faces in each of them.

I think, after experiencing quite a few battles with them both - and I shudder to even say this, as if I'm opening Pandora's box with purposeful intent to let out great evil into the world - that protective longbows, for defending cities on hills, might have been even a better choice than Muskets even after you had gunpowder. A CG2 Longbow defends with almost as good odds but costs only 60% the price, with +150% defense modifier for a fully-fortified CG2 longbow in a hill city even with 0% cultural defenses (plus a first strike!), while a Musket gets only +100% in the same situation. On top of that, 6 longbows compared to 4 muskets absorbs collateral far more effectively. That's not to say that getting some muskets wasn't good too, as that forced me to take pinch instead of cover on my Jans... man, I'm thinking about this and I actually had the most effective medieval unit possible to go against a Protective civ and still barely made it through!

I've also been thinking - I guess here's the "Hope" of my Pandora analogy - that a good way to effectively engage in war vs a protective civ in the medieval era, hell, perhaps the *only* good way, would be to stock up millions of swords before getting the techs (CS/Machinery) that obsolete them.... so, something like, you start a GA before you hit CS, with the aim to hit Bureaucracy by the end of it. You switch into Vassalage at the start of the GA, produce swords everywhere, then switch to Bureau at the end. Masses of swords shouldn't show too much on the power charts at this point, I think.

Agg Swords, at only 40 hammers for 6.6 str +100% city attack, are actually extremely efficient attackers on both Pro longbows and Pro muskets... better odds than a Jan at half the cost! However, they're glass cannons, unable to defend by themselves against pretty much any medieval unit, so you need to stash them until you have Knights, Pikes, and maybe even a Mace or two to back them up. The idea here is that, with effective defenders able to cover them, Macemen and Crossbowmen become rendered irrelevant for the defender against swords (non-Agg Macemen don't counter swords on the defense... you're spending 70 hammers for a unit that doesn't even get odds defending on a hill w/ CG1, and crossbows are even worse) and the sheer masses of cheap units (you'll have more units for the same hammers) will dilute a defender's ability to attack out with cats. Finally, at 40 hammers per sword vs 50 for a longbow, you can actually attrition a defender down, at equal losses, rather than the other way around. Anyways, it might be awkward to pull off in a real game, but... its a thought.
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(January 8th, 2015, 05:38)GermanJojo Wrote: Does it truly work that way though? Like I demonstrated in this game, Protective doesn't actually help prevent a player from losing a war because it doesn't actual start "working" until you've already lost map control and are forced to turtle in your cities, whipping up longbows/muskets in every queue empire-wide every other turn until you're finally forced out of the game. Note that if I was less certain that I'd eventually overpower Bacchus, I could have just romped through his land, razing all his improvements, without a thing he could really do about it. Here, the Protective player is a spider that has succeeded in luring his attacker into the awful web of his trait, only to realize too late that he has also trapped himself in the hell he has created as well.

I dunno, I'm trying to rack my brain thinking of a way the idea of "defensive deterrent" can work as a trait without meaning "a lost war turns into a slog." It needs to be some kind of tactical advantage that you can use, ideally something that opens up possibilities not available to other traits, both on offense and defense. Free CG1 has to go, that's for certain. You know what, get rid of cheap walls and castles too. Let's brainstorm here.

Protective
"1.) +100% production of Granary. 2.) ..."

Where "..." is one of....
  • "Cities gain +20% cultural defense on founding or capture."
  • "Flanking effects are reduced by half."
  • "All units are able to receive defensive bonuses."
  • "Melee, gunpowder, and archery units gain +1 movement while within your cultural borders."

Throw out your ideas here, people! If Krill is willing to axe or redo perfectly fine traits like Spi or Ind for his ADM mod, then its time for the Worst Trait Ever to get a makeover too.
I'd just give archery and gunpowder units Drill 1. Oh wait!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(January 14th, 2015, 15:50)Commodore Wrote: I'd just give archery and gunpowder units Drill 1. Oh wait!

Free Drill is a cool, its really underrated I think... it doesn't do much on archery units but I think it's really good on Gunpowder units. If you can stack up to at least Drill III I think you pretty much completely insulate yourself against collateral... a Drill III rifle + cannon stack is extremely hard to stop.
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Drill IV is ideal for that. Sadly, unless you have ororomomomos, that's hard to come by.

What I do love drill on guns for is the instant pinch access and easyish formation. It's not as good as Agg, clearly, but it's definitely a plus.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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No hard feelings at all, this was fun.

I made the call on Muskets due to their potential ability to attack out, taken together with the fact that Knights are immune to first strikes, whilst Jans reduce the modifier on longbows by 25 percentage points. But you are right, it is actually a close call and I might have underestimated the collateral absorption effect.

I also should have built some castles, killing culture from 100% at 2% per catapult per turn is a sad business and would have really helped during the original capital defense.

I would return Drill I to Protective instead of CG and move Drill II collateral reduction to the first level. Walls and castles should remain.
DL: PB12 | Playing: PB13
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If you had built some castles... I would have been very, very, very sad man, let's just say that. My Janissaries' muskets would droop down like they're made of wet rope. lol

T182.

Yuris is getting eaten by AutomatedTeller, but still has a small stack of units on his border with me. This is really too bad, because I'd love nothing more than to send a half dozen knights in and take Maastritch and "`s-Hertogenborsch" (amazingly, this is actually a real city name!) before AT gets the chance.




I also found this little ditty of a stack, which I'd love to take not so much because I want to improve a lot of tiles, but because I'd love to send them all over into TBS's territory to drive him completely insane. lol




And finally, 76 turns later.... after far too much effort... sweet victory... I have turned two mediocre cities into two OK ones. WOW! AMAZING! lol


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T183.

Heh, got my first Commando-capable unit before I can actually take commando. Took this city with the loss of 2 catapults and a C3 Jan (at 92% odds, ofc).




I'm just 5 XP away from that all-important 4th Agg GG, so I think I'll try to finish Gawdzak off. Gordium isn't on a hill, so I can probably take that at least, especially as I have a bunch of Frigates in those waters now. His last city is on a hill, unfortunately; I don't remember what it is called.

Yuri's is losing a city or two every turn but still insists on garrisoning Masstritch; it looks like I won't be able to get some free land here after all.

I'm saving gold for a turn and then grabbing Corp; conveniently, Zoo finishes an Observatory this turn. I might be able to 2T the tech with the KTB from TBS (he finishes it this turn), but I guess we'll see... might be worth using a few research builds if it helps get me there a turn sooner.

TBS is up to 45 cities, by the way. He's clearly the #3 civ now. Will I hit my goal of top 5? I think I will, as long as TBS doesn't mess with me. Once corp is in, I think I'll have the #2 Economy in the game, behind Finharry.
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T184.

TBS got corp last turn, seemingly able to 1-turn RP this turn via the overflow, meaning that I can now 2-turn corp with the extra KTB. I believe that with the boost from that, which should be worth an extra ~300 gold/beakers per turn in modified income, I can nail MS, MT, RP, and Rifling within 10 turns, probably in that order. TBS did not have gold to actually get to rifling immediately after RP, much less upgrade his countless cuirs to cavs, but it just occurs to me now that he might have some kinda GM shenanigans ready to account for that. Shit? bang

I got a GS from Carnival, at IIRC something like 70% odds, which is a relief. There was a 9% chance at an artist, which woulda ruined my plans for a 3-man GA for Communism, while the 20% chance at an engineer would overlap a bit with some of the GPP I have in Stony Point. The Stony Point GP will be either a merchant, engineer, or priest, at roughly equal odds, and be ready somewhere between 18 (working an extra 2 specialists) and 33 (in current max-hammer configuration) turns. I'll likely tune it towards the earlier side, rather than later, as my economy is pretty good right now and should be able to hit Communism in about 10 more turns after all those military techs. I'd guess I'm the #3 economy in the game, after Finharry and BGN. Krill and dtay's war has put them behind from where they were, although dtay has saved up like 6000 gold or something crazy like that, so who knows. Anyways, State Property will truly be a massive boon for me... I'm looking forward to it.

I've decided to try getting a single additional Great Person in this game, running specialists in Carnival (my NE) during my GA, hoping for a Great Scientist to bulb Steam Power with the goal of getting a leg up towards Assembly Line and the GG from Fascism. I still want to run some numbers on that though, it might not be worth it; I'll need to switch to Pacifism to make the timing realistic, which will be extraordinarily expensive. I suppose I have plans to switch out of Bureaucracy for Vassalage in that GA too, and RtR Vassalage makes Pacifism cheaper I think? Or is that only in the version of the mod I'm playing with in PB22? I can't remember and cant' be bothered to check atm.

The other strategic problem I've been wrestling with is the fact that I have very little siege on my border with TBS. Without seige, my big defensive stacks are not so scary against TBS's horse army, but cats also feel like a waste of hammers considering that we're in the era of Steel. However, Steel looks so far away for me, there's so many other techs I want first... should I just blow a bunch of hammers on cats anyways, with plans to upgrade them later? Hmmm...

AT captured another city from Yuri this turn, yet Yuri's ministack remains on my border with him. If thats still there next turn, I'll pull all my Knights back to help finish off Gawdzak a little quicker. I don't want to provoke a war with AT trying to snipe a city that he's pushed up to; the backlines might be OK, but its too late now.
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In general, siege is the unit class that remains useful the longest past its "best by" date. Cant speak to specifics, but catapults dont *completely* suck in the age of steel.
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Yeah, you're right... I guess in the worst case, better to have a bit of collateral than none at all.

T185.

I forgot to hover in this SS, but I'll have my GA after 14 more turns, just in time for T200.




Gawdzak still being spiteful as all hell, for whatever reason.




Yuri finally moved some of his garrison out of Maastricht, to take back Utrecht, a city that AT took last turn! Unfortunately, Yuri still has a good dozen troops in the area; I just don't have enough troops to make a move.




Perhaps AT will remove some of them soon...




Corp done next turn... I think I'll hit somewhere around 2100 raw beakers per turn, without considering the prereq or known-tech bonuses... that's pretty good, I think...
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