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[Spoilers] Dreylin's short visit to a late Era

Ok, I agree. We raze 2 cities and get just 1 city wasting our own settler just not to have tight borders, culture wars and spoiled relations with REM. It loses all its initial sense if he acts aggressive. In this case we take both cities and raze/replant his own front city. But if there is no hiding forces from him it ia hardly possible, because he saw what we have and what he can expect.
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Lets send GreatSpy to DZ or scooter, btw. We need to keep our eyes open and observe what are they doing, because they are our potential enemies. Geographically it is just scooter, but I feel that from DZ can act unreasonable.

Guys we have OB with can be checked with normal spies, the chance of be caught is pretty low.

The main threat I see in possible naval attacks. I think we muat focus on controlling islands with the fleet as we do. Also airships must come in time and become useful.
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I was thinking to send the GSPy through REM, then back through pindicator, and then on to Scooter. That updates our maps for both of them on the way. We can get him there a bit faster by pulling him through and South past Dolphins, I think, but there are a couple of long stretches without roads and we get no new information on the way.

I'll slot in a few more Spys where there is opportunity. I'm sure that Donovan will take OB if we offer; I haven't because I want us to be a bit more convincingly defended on that border before doing so. We'll have some more Cavs this turn, so maybe it's the time to do.

Navy is my concern at the moment as well; I want to get someone over to our NE island as lookout ASAP and bring the Privateers back in that direction as well. Once we see what our losses are like finishing off Gaspar, we can work out what we have for MP duty around the East and plan for additional land builds accordingly. Rabbits & Llamas in the main Core are landlocked so can't assist; similarly Cats in the East becomes our local land military pump. Barracks & Stables a priority here.
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Donovan is looking for troubles:
[Image: hsmYVFd.jpg]

Any chances we road those 4 tiles in the next 3 turns? We could plant pindicators front on T302 then. He is building a settler in Cui and I fear he can act as scooter.
[Image: kQonMDE.jpg]
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Donovan: ugh, why couldn't he have just planted on the mainland and Forted the Stone like any normal person would have done!? shakehead If he doesn't build Culture there then maybe we can coexist, but otherwise.... hammer EDIT: probably once we have airships.

pindicator: not sure; will have to inventory the Workers in the region and see if we can get enough over there; most have been pulled SE or SW. We can at least road the target, which gains us 1t on founding; the other 3tiles saves us a second turn. Anything we can do with the Galleon to speed it along?
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(May 13th, 2016, 13:10)Dreylin Wrote: pindicator: not sure; will have to inventory the Workers in the region and see if we can get enough over there; most have been pulled SE or SW. We can at least road the target, which gains us 1t on founding; the other 3tiles saves us a second turn. Anything we can do with the Galleon to speed it along?
Galleon helps, planting on 302 is impossible without it. If we plant later I believe it saves at least 1 turn too.
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Some thoughts about micromanagement:
1) I guess GP must be prepared for 1 more settler because of huge overflow.
2) Chameleons will not become unhappy if it grows this turn. It shows 14/14 but it will become one of the 5 biggest cities. I think rushing forge is not good idea because overflow is lower when you whip building giving you hammer multiplier. This is also the city with university, and we must focus at the research at the nearest future.
3) Do not put Engineer in Goats, it already has 4% for GE, it can screw our Physics.

I think we are ok with that city of DZ. I mean we dont need to become mad and throw everything to take this city. Though for a moment I regretted that we are so close to Oxford and would not get any use from Stone. With airships we will take this city easily whenever we want and if DZ brings more defenders there he will more likely lose his core as well. I also started thinking that DZ is no longer 2nd power. His curve is flat, while 2nd power is catching up a bit.
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Thanks for the tips.

About Goats, yeah, I think it must be auto-hiring them when it grows and I haven't always managed to pull them back the first turn.

2nd power must be REM or pindicator then. I put a few EPs into pindicator once we had BGN's graphs, but then decided that REM was more important. We should have his soonish and then can get pindi. Both are on the side that we have our forces though, so we should be OK to defend if they attack. More likely one of them is aiming at the lowest power, which I think is now BGN...
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With 3 catapults everything goes much better btw. First cavalries sometimes get 84.5%-86.5% and sill get 3 exp, it depends to the direct damage from catapults. City raider promotion give them 1 more round so it is better than anything else. Gren goes before catapults.

Cavalry with 88% will only get 2 exp, so you can gamble with rifles to get more exp. But I doubt that 29 exp is doable unfortunately.


Btw, we are already 4th in production:
[Image: 6ElEyna.jpg]
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t300 -

Feeling a bit rough tonight, so few details of the attack.

After the Siege:

That GG is a bit late to the party!

And won't last long:



Here are the results:


Lost one Cav on each of the cities and the first Rifle against Nixon.

Finished 6xp short of the next GG.
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