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Sick atm - good luck!
Id drop the ikhandas in paradigm/volcano, they should be specializing in commerce rather then military and don't have enough hammers as is.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
April 28th, 2013, 13:27
(This post was last modified: April 28th, 2013, 13:54 by Cornflakes.)
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I think that's a good call. I was wondering over those myself when I logged in to play this morning. I was thinking at Volcano that I'd have the plains mine, but it would be better to give that to the new corn city across the water (which'll be settled this turn, with a missionary to spread confu the turn we found ). The new city'll be focused on production.
EDIT: but I think Paradigm is best to build Ikhanada. I'll probably want to whip a few maces, and Paradigm has decent food production and low pop (better efficiency and larger happy cushion). Long term Paradigm will kinda commerce, but weak all around in general with so much lake in the BFC. Might as well take advantage of this and whip it heavily so that we can spare our other cities, plus it's close to the Azza border already.
April 28th, 2013, 14:12
(This post was last modified: April 28th, 2013, 14:14 by Cornflakes.)
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2 GG's born to AT in the same turn!!! Looks like Jowy tried some , but instead got
I should have grabbed a shot of the power graph. The losses just occurred this turn so they won't show up, but you can see the relative powers of AT and Jowy. Jowy shot up about the same time we did, and then kinda leveled off a few turns ago after declaring war. AT's been whipping heavily (upwards of a dozen times in 4-5 turns). Jowy, on the other hand, has whipped maybe twice in the same time period, and not at all in the last two turns. AT got Engineering right about the time Jowy declared war. I suspect he came with elephants (Khmer) and was met by a line of brand new pikes.
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On that note, how does GGeneral cost increase? It starts at 30 and increases in increments of ... 30? Like GPP, only 30 instead of increments of 100?
April 28th, 2013, 16:00
(This post was last modified: April 28th, 2013, 16:00 by NobleHelium.)
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Yeah. I don't know if it goes to increments of 60 after ten GGs or not, I've never gotten that many.
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AHA! look at the top item on the event log that i posted so THAT is the reason Jowy hasn't been whipping. Jowy goes to declare war and he isn't even in slavery??? So Jowy hasn't whipped at all in the past 5+ turns. Here's that plateauing power graph I mentioned earlier, with AT spiking above. He also had to burn the turn of Anarchy; rival worst GNP is 1.
Anyway, back to our own war.
Steve is currently defended by a Catapult and a Warrior, with a ~3.5/5 shock axe in the fog. No whip this turn, so maybe a unit completes EOT, maybe not. He may have some stuff in the fog to move in, probably not much. If not, I have 3 maces that can take Woody II promotion and dash through the hill. Now this would mean that I won't have any shock Maces to fight Azza's stack in the field (or at Zombie), but I think it's still worth it. I'll have the Catapults to do collateral against the stack. I intend to keep Steve, pillaging the road connections towards Azza's cities and chopping the 1st ring forests ASAP. This is one less major build queue to Azza, and one more to us once it comes out of resistance ... not to mention a permanent back-lines base of operations.
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Our army is costing us 50gpt now!
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I was last in turn order and should have hit the red button before posting the above ... Woody II dash is a no-go:
0.2% chance of mace vs his crossbow. I'll need to bring in the artillery for this.
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Dont delay too long - it may well be worth sacrificing (CR2 obviously) units at it so he cant bring more defenders in/whip walls.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Certainly. I'm not planning to bombard the defenses. If he has a second good defender (he'll likely be able to get another Corssbow whipped) I'll send in 2 catapults first. If it's just one good defender I'll send in all maces and save the Cats for attacking his stack.
Tested in WB already against two Xbows. Lost all three CR2 maces usually. Once I lost 5! maces before killing them. Once I didn't loose any. We have 68% odds on shock axes after 2 catapults attack. Our stack is certainly large enough to take out Steve. If it's done with minimal losses or Azza's stack remains at Zombie I'll keep the city. If we loose half our stack AND Azza brings his stack up I'll raze Steve to prevent re-capture. I'll have spy visibility on Zombie by the time we attack, and can sacrifice a cheap impi to check the region north of Zombie for the exact location of his stack (and the status of re-roading that forest).
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