I don't mean to stray things off too far, but I really don't think Cavs are that special here. I mean they're nice, but they're much more powerful on a land-dominated map. This is a water-dominated map, though, which means naval mobility is much more important. Cavs are nice, but if not for the Airships preventing our boats from advancing we would have slaughtered Dreylin's Cavs with Infantries off boats. We only were in reach of them 3 times, and we got 3 wins at 95% each. Cavs are awesome and still useful in this game, but they're nerfed a bit on maps with this much water.
Sorry, the reason I haven't included this is because REM has denied us his graphs with EP spending again. We're spending exclusively on him, but he's got so much EP/turn that it doesn't matter. I think he's close to getting city visibility on us, which means we badly need to slip in an EP building or two. Pretty obnoxious.
The settler takes 3T to build (started last turn, so 2T remaining). I think we can use our workers to road that hill tile so that it will take 1T to transport it to the island and we settle it the following turn. So... 3 turns from now? Dreylin's nearest Galleon is at least that far away, so unless he has a settler ready to go, we should be able to get it. Not a guarantee, but our chances are good.
Sounds great. Donovan has played, so when I get home I'll take a look in-game. If Donovan has not reinforced S19 seriously (I don't see how he could), I'll go ahead and capture it.
Some things to consider:
* We should be careful about where we place rails with Commandos in mind. I don't think anyone will be mass-producing them anytime soon, but there are definitely GGs unaccounted for right now. Obviously we want them on hills for the production bonus, but we don't want to spam them too badly.
* We have a civic swap available next turn. I think we should get out of Theocracy for at least 5 turns. I thought about Pacifism and coming up with a plan to get us another golden age, but I'm not convinced that's the way to go just yet. Free Religion is the most obvious choice - the 10% science bonus will be pretty nice when we're building research everywhere and pulling down 1k beakers/turn. There's also an argument to be made for some Organized Religion so we can get in a round of Infrastructure (Libraries everywhere, Observatories in a couple cities where it's worth it, a couple EP buildings, West Point, Ironworks, Grocers in cities with health issues). I lean slightly towards 5T of Free Religion, but it's certainly up for debate.
* Speaking of West Point - we should make a super-unit somewhere with our GG so we can unlock it. I'm thinking we attach it to a Frigate so that we get a free Destroyer upgrade in a few turns?
(June 17th, 2016, 03:27)Athmos Wrote: Great reporting as always, thank you guys ! Would you care to show us the power graphs from time to time, that we may follow the balance of power between Dreylin and REM ?
Sorry, the reason I haven't included this is because REM has denied us his graphs with EP spending again. We're spending exclusively on him, but he's got so much EP/turn that it doesn't matter. I think he's close to getting city visibility on us, which means we badly need to slip in an EP building or two. Pretty obnoxious.
(June 17th, 2016, 03:27)Athmos Wrote: And when do you think you can settle the island city and the north one on the road to Dolphin to take full advantage of your victories ?
The settler takes 3T to build (started last turn, so 2T remaining). I think we can use our workers to road that hill tile so that it will take 1T to transport it to the island and we settle it the following turn. So... 3 turns from now? Dreylin's nearest Galleon is at least that far away, so unless he has a settler ready to go, we should be able to get it. Not a guarantee, but our chances are good.
(June 16th, 2016, 18:55)Sullla Wrote: Agreed that we'll look to set up an attack on Donovan's city now (making yet another enemy, heh) and also agreed that we need to play after him to preserve turn order. Scooter, with us about to get Railroad tech at the end of this turn, I'm happy to go back to doing the worker micro again. I'd like to see us get rails up in as efficient a manner as possible. I'll look in-game tomorrow and put up some suggested city builds and worker moves.
Sounds great. Donovan has played, so when I get home I'll take a look in-game. If Donovan has not reinforced S19 seriously (I don't see how he could), I'll go ahead and capture it.
Some things to consider:
* We should be careful about where we place rails with Commandos in mind. I don't think anyone will be mass-producing them anytime soon, but there are definitely GGs unaccounted for right now. Obviously we want them on hills for the production bonus, but we don't want to spam them too badly.
* We have a civic swap available next turn. I think we should get out of Theocracy for at least 5 turns. I thought about Pacifism and coming up with a plan to get us another golden age, but I'm not convinced that's the way to go just yet. Free Religion is the most obvious choice - the 10% science bonus will be pretty nice when we're building research everywhere and pulling down 1k beakers/turn. There's also an argument to be made for some Organized Religion so we can get in a round of Infrastructure (Libraries everywhere, Observatories in a couple cities where it's worth it, a couple EP buildings, West Point, Ironworks, Grocers in cities with health issues). I lean slightly towards 5T of Free Religion, but it's certainly up for debate.
* Speaking of West Point - we should make a super-unit somewhere with our GG so we can unlock it. I'm thinking we attach it to a Frigate so that we get a free Destroyer upgrade in a few turns?