t316 (the rest) -
Too late here, so pictures now, comments tomorrow. Now with all-new, informative comments!
Scooter adopts war civics ahead of key war techs:
Probably thinking of getting some boats in the water or somesuch. (Naughty Dreylin looks at this and thinks about commando GG Cavalry :Mischief: )
Speaking of stockpiles of ships:
Pindicator is 1tech from Combustion and upgrading this fleet to Destroyers.
Killed Donovan's Ironclad:
It was NavI promoted, so after 2x Airship bombardment the first Frigate gets 33%. It lost, but left an ~85% shot that got the second Frigate 3xp (after taking a single hit). We are now 8xp from the next GG. I also started the bombardment of Sector19.
Then I kicked off the GA and ran the discussed civics switch:
Llamas will regain use of the extra pop next turn:
Which will probably be another specialist; I want to get this back to 1t Cavs ASAP, and a little starvation is probably the way to go - not losing pop though. Goats is still on 6 Scientists, but I will probably up that this turn to ensure we get the GS on schedule. Chickens is maxing Growth at the moment and will hire specialists in a couple of turns at the happy cap.
One turn of Wealth will get us through 2t of Steam Power, and there are a few extra builds that complete this turn and will switch to Wealth next turn:
"Spare" pop has been converted to Specialists - if there is a Science multiplier building - or the Market is absent - they are Scientists, otherwise Merchants.
Here is what I have managed to muster down South:
A couple are slightly injured. I expect that the 4-pop whip from Donovan was here, so there will be a 4th Infantry in the city next turn. We'll have to land to attack the following turn, but at least he can't get a 5th unit in with the whip (I think), and we can knock the tops off all 4 defenders with our Airships - 4 have rebased into his ex-Capital (I think I renamed it to "Honey Bees").
Or we could try something else...
The opportunity cost to set this up was low; 2/3 of these Cavs couldn't have got anywhere useful last turn anyway, and I can still return and drop them in Koi to run down and be available as amphib backup to the main stack at S19 if we agree that the costs of hitting Scooter are too great. Note that the stack aimed at S19 could hit Radio instead.
Unfortunately Scooter played before me last turn, so if we go at him it has to be after he's played this turn, which creates a 3-way split.
Anyway, the turn has rolled and I'd appreciate your perspective if you have a chance to get in game for a look.
Too late here, so pictures now, comments tomorrow. Now with all-new, informative comments!
Scooter adopts war civics ahead of key war techs:
Probably thinking of getting some boats in the water or somesuch. (Naughty Dreylin looks at this and thinks about commando GG Cavalry :Mischief: )
Speaking of stockpiles of ships:
Pindicator is 1tech from Combustion and upgrading this fleet to Destroyers.
Killed Donovan's Ironclad:
It was NavI promoted, so after 2x Airship bombardment the first Frigate gets 33%. It lost, but left an ~85% shot that got the second Frigate 3xp (after taking a single hit). We are now 8xp from the next GG. I also started the bombardment of Sector19.
Then I kicked off the GA and ran the discussed civics switch:
Llamas will regain use of the extra pop next turn:
Which will probably be another specialist; I want to get this back to 1t Cavs ASAP, and a little starvation is probably the way to go - not losing pop though. Goats is still on 6 Scientists, but I will probably up that this turn to ensure we get the GS on schedule. Chickens is maxing Growth at the moment and will hire specialists in a couple of turns at the happy cap.
One turn of Wealth will get us through 2t of Steam Power, and there are a few extra builds that complete this turn and will switch to Wealth next turn:
"Spare" pop has been converted to Specialists - if there is a Science multiplier building - or the Market is absent - they are Scientists, otherwise Merchants.
Here is what I have managed to muster down South:
A couple are slightly injured. I expect that the 4-pop whip from Donovan was here, so there will be a 4th Infantry in the city next turn. We'll have to land to attack the following turn, but at least he can't get a 5th unit in with the whip (I think), and we can knock the tops off all 4 defenders with our Airships - 4 have rebased into his ex-Capital (I think I renamed it to "Honey Bees").
Or we could try something else...
The opportunity cost to set this up was low; 2/3 of these Cavs couldn't have got anywhere useful last turn anyway, and I can still return and drop them in Koi to run down and be available as amphib backup to the main stack at S19 if we agree that the costs of hitting Scooter are too great. Note that the stack aimed at S19 could hit Radio instead.
Unfortunately Scooter played before me last turn, so if we go at him it has to be after he's played this turn, which creates a 3-way split.
Anyway, the turn has rolled and I'd appreciate your perspective if you have a chance to get in game for a look.