March 22nd, 2013, 13:15
(This post was last modified: March 22nd, 2013, 13:52 by pling.)
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Seperating this out into a new post coz God knows I don't expect anyone will read the whole of the last one without falling asleep
My current guess for Gillette's army (big things) as of T136:
9 Catapults
1 Horse Archer
16 Beserkers
7 Knights.
Their defence, probably still Archers.
I've got a few boats down to use up spare 2k (Galley) and 3k (Trireme) bits & pieces. I guess we need to worry about a sea invasion, unless we can see enough units of theirs in the cities we have vis on to account for most of the army? Or I could be paranoid
I think Menagerie still have 4 cats - unless they gifted them this turn, that is. I anticipate those will belong to Gillette soon.
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You can't complete a wonder mid-turn, great engineer or not. You can lightbulb techs, though.
If you know what I mean.
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(March 22nd, 2013, 13:45)zakalwe Wrote: You can't complete a wonder mid-turn, great engineer or not. You can lightbulb techs, though.
Damn.
But 16 points can't be a tech Those are multiples of 6 (6 per era). If it was 4 cities settled it'd be separate, unless I suppose you managed to settle them all between one civstats update & the next (I dunno how granular it is).
So I still dunno. Unless M3 gave Gillette something that would show up in the scores but there's no drop for M3 to go with it.
March 22nd, 2013, 14:31
(This post was last modified: March 22nd, 2013, 15:02 by plako.)
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Haven't yet checked, but Shrine could be a pretty good alternative for 16 points.
edit. Yeah - Shrine it is.
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Turn 137
TEAM: New city, double whipped a city, grew 6 cities. Whipped a load after EoT. Power went up 13k - put down a Mace plus a couple of galleys.
Menagerie: Grew a city. Power dropped a bit, but not below TEAM's, so I think they only gave 1 more Cat to Gillette.
Gillette: Double whipped a city, grew 5 cities. Got a cat from M3, still 16k of power to account for - put down as a Knight and a Longbowman (coz I can see one of those in one of the cities we have vis on).
Pirates: Double whipped a city, grew 2 cities, no power changes.
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Guess for Gillette's army as of T137:
10 Catapults
1 Horse Archer
16 Beserkers
8 Knights
1 Longbowman
(Plus a bunch of Warriors, Archers, Chariots which I haven't listed)
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TEAM's power is starting to rise too, paranoia suggests a second front will open when their NAP goes (well, paranoia already suggested that, but paranoia has more company in its paranoia now). Another 15k on their T138 (I've just looked at the demos).
March 25th, 2013, 03:29
(This post was last modified: March 26th, 2013, 11:49 by pling.)
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Turn 138
TEAM: I think they got a Medieval era tech, I need to check this. I'm guessing it's This was Guilds which would account for 8k of their power rise. They whipped 9 pop off 5 cities, and grew 5 cities. Another 9k of power, saying this is a Mace.
Menagerie: Grew 5 cities.
Gillette: Double whipped 2 cities, grew 5. 53k more power to account for = 5 Knights + Trireme, possibly?
Pirates: Grew a city, got a medieval era tech? Or maybe grew 4 cities & got an ancient era tech? This was Paper. Either way I have a problem with a power artifact for them. Somewhere I've gone wrong with their pop & they're getting 1s when I think they shouldn't.
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Gillette's army:
16 Beserkers
13 Knights
1 HA
10 Cats
1 Longbow
March 26th, 2013, 04:08
(This post was last modified: March 26th, 2013, 11:45 by pling.)
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Turn 139
TEAM: whipped 4 pop off 3 cities, grew 7 cities (probably). I think they probably got another 15k power, need to check that. Need to check techs for them. Need to reboot and run the game ...
Menagerie: Nothing visible, tho I need to check their power on the graph.
Gillette: The power rise has slowed. They double whipped something, and I think grew 4 cities & got a medieval era tech - again, need to check this. which was Engineering. 8k power to account for, I've put in a galley & a longbow for now , but it does depend what tech they got.
Pirates: Grew a city or planted a new one. The artifacts in their power get less - and I've arbitrarily changed their pop number in the spreadsheet to reflect what the power is doing, it's pretty certain I screwed up somewhere.
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Looked at the power graph to sort things out for T139:
TEAM: Gained 18k of power, put it down as 2 Maces.
Menagerie: Their power actually went down, and I think it went down by 3k (it's hard to tell for sure, but that's my best guess at the moment). I've put that down as giving Gillette a Trireme (actually subtracted a barracks from the spreadsheet, I hadn't thought M3 had any Triremes).
Gillette: Re-assigned their 8k power gain to be a Trireme from M3 and a self-built cat.
Pirates: no power change.
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Turn 140
Need to look at the power graph to disambiguate TEAM & M3, but here's what I have so far:
TEAM: Whipped 8 pop from 5 cities, grew 3 cities.
Menagerie: Medieval tech + 3 pop.
Gillette: Whipped 13 pop from 6 cities. Grew 4 cities. Have a 51k power rise to account for - put that as 4 Beserkers, 1 Longbow, 1 Cat.
Pirates: Double whipped something. Grew 3 cities. Another 2k power, perhaps a forge?
------
On plakos pictures we see:
Chariot: 2
Spear: 2
Knight: 2
Archer: 2
Longbow: 2
Beserker: 11
Catapult: 9
Pikeman: 1
Trireme: 3
Galley: 8 (Potentially 16 Beserkers)
So the Beserker+Knight total that's visible is: 13. If there's 16 on the boats, then that's 29. I have 33 in my spreadsheet, to be honest, that's pretty close given the amount of guessing that's gone on - it's also off by the number of those units that I think completed this turn. I have 12 cats in my spreadsheet, we see 9.
Basically, if the boats are full then I think we see the bulk of their army with a handful of units hanging back in reserve (the ones that finished T140?).
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Thx - Pling. It seems they haven't gone that heavy on Knights. Good news for us. If they want to accomplish something they need to act fast and that will be very costly against the Castle walls. Now the main question is what happens on T145. Tasunk bringing on sizeable force would be very hard for us to counter.
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