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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!

Proposed posting in general civ forum Wrote:SUBJECT: PB9 additional team mate/temporary sub requested (able to play turns May 6th-24th)

When my dad says, "let's go to Hawaii since you're not taking summer classes" ... how can I say no? I'll be in and out of internet access (mostly out) so I'd really like to have someone who's committed and able to play turns. It's doubtful whether Qgqqqqq will be able to cover turns for the ~3 weeks I'll be gone.

PB9 is currently late classical/early medieval, and still anyone's game. I you join now as a teammate you'll have a hand in charting the course before taking over at the helm in May.

Link to our SPOILER THREAD

I can create a Table of Contents (of sorts) with links to important events in history so you don't have to dig through the 800+ posts to get the gist of our circumstances.
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I will be afk from the 14th to 17th, but able to cover the rest.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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If you are sure you can cover the rest then I think we'll be alright. I leave about 6am my on the 16th, which is about 1am on the 17th for you. We might have to request a pause for a couple hours, but it shouldn't be more than half a day.
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I'm coming around to your position RE shrining. I was thinking about it more, and my primary motive for wanting another GA was to change civics again. When I came to the conclusion a couple days ago that hammers would rule the world, my proposal was to pave everything with workshops. In that scenario I wanted the civic swap in about 30 turns, which would be plenty of time to blanket our core with WS's. But you correctly pointed out the our future conquests/builds would be better locations for emphasizing hammers since we already have a fairly well developed cottage core. I estimate that in 30 turns we'll just be snuffing out the last traces of Azzarian resistance. From there it'll take us probably another 20 turns to get the WS's and mines in place (wouldn't surprise me if Azza burns stuff as we push him out). T180-200 is a better timeline for us. We do have the possibility of the Economics GM out there which could help us out.
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Right now we have the highest food output in the world (have been all game) and ample happy. I will take a moment and advocate that we whip out non-core, non-hammer cities silly in pursuit of extinguishing Azza as quick as possible (whip everything but Grand Slam BureauCap, Porcupine, and Blimp). He is only building military, and the longer we wait the more costly the invasion will be. Maces/Cats will be slow and painful, but the size of our empire will prevail IF, and ONLY IF, we convert our size to power.

I have 6 maces rolling off the lines turn after next. I'd like to turn around and immediately whip everything again for another round.

What do we value more? Shock maces or Barrage II Cats? I'm leaning towards pumping Cats full time from Porcupine. We're going slow, and cat's will help chew through his stack of cheap Praets.

Our economy is going down the toilet in the near future, but that's the cost of doubling our empire size and absorbing Azzaland. We'll be able to keep up alright since TT is on.

Hopefully by the time I leave on vacation all the dirty work will be done and I can leave you to mop up and rebuild or economy (You are a much better economist than I am lol)
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I'm going to hold off on planting the city across the water for a tad longer. Azza's stack was more substantial than I estimated. I'm going to send our first maces out to Paradigm and wait until I can get 4 maces 2 Cats minimum across the water, with assorted axes/impi to follow in the second shipment.

The beauty of a city across the water is that it effectively give us access to Azza's backlines. By massing our stack in Blue Dot we will be able to bypass Azza's border fortress of Zombie (chock full of units) at will and penetrate deeper towards his capital.
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(April 12th, 2013, 13:27)Cornflakes Wrote: Right now we have the highest food output in the world (have been all game) and ample happy. I will take a moment and advocate that we whip out non-core, non-hammer cities silly in pursuit of extinguishing Azza as quick as possible (whip everything but Grand Slam BureauCap, Porcupine, and Blimp). He is only building military, and the longer we wait the more costly the invasion will be. Maces/Cats will be slow and painful, but the size of our empire will prevail IF, and ONLY IF, we convert our size to power.

I have 6 maces rolling off the lines turn after next. I'd like to turn around and immediately whip everything again for another round.

What do we value more? Shock maces or Barrage II Cats? I'm leaning towards pumping Cats full time from Porcupine. We're going slow, and cat's will help chew through his stack of cheap paets.
Hopefully by the time I leave on vacation all the dirty work will be done and I can leave you to mop up and rebuild or economy (You are a much better economist than I am lol)
Agree, if only because I don't want messy war turns to fight.
I agree we want lots of cats, but would dispute that we want want barrage ii cats more then we want shock maces - the difference between barrage i and ii has always felt insignificant compared to cI and shock.

Another thing I've meant to say for a while - avoid promoting units early.
The versatility of leaving them inselected is big.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I agree about avoiding promotions ... and I have another Evil Scheme up my sleeve which makes use of unpromoted 5XP maces smug




– Our spy will be poking around keeping an eye on things in Azzaland since our EP's against Azza won't be enough to make standing stationary a good option.
– Our army will be massed on the turquoise star (will build a fort on that tile first thing after chopping the forests).
– On the turn we research Engineering we move our stack (including Catapults so it's not quite as obvious) in to attack along the Yellow arrow, keeping at least 4 of our 5XP maces unpromoted, preferably as many as possible. (NOTE: Azza has research visibility to this might not come a a complete surprise)
– The following turn we promote all those 5XP maces to Woody II and hop through the forested hill to attack the capital. I'd promote and attack with the maces one-at-a-time in case we don't need that many.

We always will have the option of a 2-turn advance of our whole Cat-supported stack upon Zombie, so Azza won't be able to divide his stack between his cities. This is why Blue Dot is of such strategic importance. I am rather surprised that Azza hasn't resettled it with his stack. In his position I would have sent that ill-advised Zombie Pigman settler (and its accompanying now-extinct stack) up north. This is one reason why I am pushing to settle that site as quickly as possible to prevent him claiming it. We will be able to hold it defensively much easier with that flat killing ground around it than we could storm that location amphibiously or traditionally.

I predict that if we settle Blue Dot the war will be effectively over by the time I leave in the first week of May, with Zombie and his Capital both under our control. If Azza settles Blue Dot I predict we'll just be cracking through his first line of Zombie and Blue Dot in that same timeframe.
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I will be away from Civ, and possibly internet, from the 19th to the 26th.
What did we decide retonguerophet?
Tech path machinery->feud->guilds-banking->economics? (Note:not at Civ, so probably missed pre requisites )we can then trade for techs off that beeline.
I say if we Di that then we leave banking 90%researched so as to avoid steals and alerting people.
Thoughts?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Decided to shrine. It's 12gpt now, and will slowly increase, whereas it'd be at least 30 turns until we get a second GP. It increases or breakeven rate by about 5%.




Maces coming everywhere in 2-turns. This means we're vulnerable to Azza's stack for about 5 more turns. We'll be able to upgrade in an emergency though, so we should be ok in any case.

Commodore stole Music off us.
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