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RB Pitboss #1 SPOILER - Hatshepsut / India

Don't you guys appreciate the love I give you! Since I'm like the only guy that updates ever, here I go again with some email updates!

Broker:
Quote:I am currently building oxford so I need the stone. 14 turns currently but will do some whip overflow magic to decrease that. I can give it to you when I am done

I have declared on Dler and moved my troops in. He has 5 rifles and a stack of 1 rifle and 3 cannon that will be in there next turn. Border city falls next turn.

He seems to be continuing his attack on Dsp not getting the logic there but if necessary I can retake any city he takes and gift back to Dsp. My attack stack will most likely split into 3 if he presses the attack on dsp since his cities are woefully underdefended.

I even caught him in game last night and warned him to get him to turn his troops. I dont understand the suicide run.

Assy Line in 2 I will go electricity next since lins will slow research MS.

dsp
Quote:Dler is attacking me with 10 Cannons, 7 Rifles, 12 Cataphracts, 5 Muskets, a War Elephant, an Axe, and an Archer.

On defense, I will have 7 Machine guns, and at least 12 Rifles. I think the Machine Guns mean his Cannons will do collateral damage to at most one unit. Plus, the city he will be attacking is on a hill. So I think that while he may be able to pillage the countryside (which is unfortunate), the city itself will be fine.

Broker
Quote:Ok that is good if you can hold defensivly. I will mop up Dler quicly and then sent my army north to munro to aid the attacks on Exploit

Munro
Quote:My cav is scouting out Exploit's lands on his western front and I haven't yet seen anything there that would give you (dsp) any trouble there.

- Western Nexus has: Rifle, 2 Musket, 2 Cat, Chariot, Archer
- Nice Ninjas has: Rifle, Musket

Nothing on the road between the two cities either.
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In other news, I traded for Physics with dsplaisted and I have 2 sets of uranium, both in kind of annoying spots

One in the desert north of Montgomery, and one under the irrigation chain near Whitewater. There is a 3rd that will be claimed by my new city near the Zulu.

Elkad and Munro are the only civs w/o any.
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I keep watching this game so thanks for the updates!

Now that you're a long way through the game I'd like to ask, how happy are you with the leader choice we made? I can imagine you have no issues with the creative side, but are you getting much use out of the spiritual trait?
"We are open to all opinions as long as they are the same as ours."
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Dantski Wrote:I keep watching this game so thanks for the updates!

Now that you're a long way through the game I'd like to ask, how happy are you with the leader choice we made? I can imagine you have no issues with the creative side, but are you getting much use out of the spiritual trait?

Cool - good to see you again!

Yeah - spiritual is awesome I think. The flexibility to swap in and out of civics is quite convenient. Here soon i think I am going to alternate bureaucracy and nationhood 5t at a time as an example.

And being able to go into Free Market, and then State Property without anarchy has been very nice
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In other amusing news, Exploit had it timed out perfectly to get Assembly Line this turn. He had most of his cities on research to do it, but apparently with the city razing or tile pillaging or something, he ended up about 5 beakers short lol

So looks like Broker and him (and therefore everyone) will get it next turn.
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Okay let's talk Oxford. My 7th and 8th universities completed last turn, so I can build it if I want. Cincinnati seems like the place to do it. It's 400 beakers, and doubles with stone. Broker has stone but is building Oxford himself so will need it for about 10 turns. Heck it might be faster to get Pirates Pad and take that stone from Exploit lol

Currently Cincinnati makes 26 base hammers, multiplied by forge and SP (35%) for 35 hammers. So it says 12 turns (T206). I have it right now on a levee (97/180). So if I finish the levee, it will 22 overflow hammers, and then make 32 base hammers (6 river tiles), or 43 total, or 9 turns (also T206). So that seems to make sense.

If I assume that Broker can give me stone in 10t (T204), then how long would it take me, if I was in Bureaucracy AND had stone? My 32 base hammers would get 25% from forge, 10% from State Property, 50% from Bureau and 100% from stone, so 185% total, or 91 hpt, so call it 4-5 turns. So sounds like I want to start Oxford on T201, so I can build 4 turns worth of things after the levee.

If I'm just in Bureau, with no stone, after the levee, I get 85%, or 59 hammers, or 7 turns.

If I put a workshop on the plains tile, that's another 4 base hammers, so 36 base, 48 with forge/SP, 66 in Bureau, or 102 with stone.

So I think the answer is workshop the plains tile, and then the fastest I can build it w/o stone is 66 in Bureau, which is 6 turns, or T203. I guess I just go ahead and do that rather than wait for the stone.

Oxford gets me 50bpt, or 74bpt in Bureau - that's too valuable to wait for stone on T204. So I start it after the levee, and swap to Bureau then, unless I think that I can get stone within 2 turns (T199)
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Okay - time to do a little worker planning. Sometimes I find myself just playing, without really prioritizing what are the most important tasks. So time to do a bit of a reset.

Here are the list of available things I'd like for workers to do.

1. Improvements at big cities
A) Workshop 1 tile at Cincinnati - 4 turns - city currently has lighthouse coast to work.
B) Workshop 1 tile at Norwood for more hybrid production - 4 turns
C) Workshop at Fairfield - 4 turns
D) 3 workshops at Arlington - 12 turns - city working one specialist
E) Complete workshop at Lockland - 2 turns


2. Improvements at newer cities / cities that are working unimproved tiles
A) Mine Whitewater Uranium and Farm alternate irrigation path - 7 turns
B) Improve tiles at Mason - city working 1 forest and grows in 2t.
C) Improve tiles at Montgy - city working 1 grass and specialist
D) Evendale - working 1 grass
E) Sharonville - 2 specialists, has lighthouse
F) North Bend - has 3 coastal tiles - needs improvements
G) Forest Park - preserves, and forest chops
H) Newtown - workign 1 grass
I) Fairfax - farm corn (4T)

3. Rail-net
A) North line through Mason - 8 tiles (2 desert) - 18 turns
B) North spur to Sharonville - 4 turns
C) South spur through Fairfield to Newtown - 6 tiles - 12 turns
D) East line through Norwood - 8 tiles - 16 turns


4. Railroading mines and workshops
A) 4 mines at Fairfield - 8 turns
B) 1 mine at Terrace Park - 2 turns
C) iron mine at Norwood - 2 turns

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Okay. I now have 22 workers, thanks to 2 completing last turn and 1 captured from Exploit. I have another one completing next turn. I've got 2 on combat duty vs. Exploit, and 1 on the island at Camp Dennison, so that's 20 workers. Let's call it a "5 Year (turn) plan". So what are my highest priority 100 turns of improvements?

1A) Workshop at Cincinnati, as we discussed in the Oxford post - 4 turns
3A) North rail line - 16 turns
2I) Fairfax up to speed - we'll put a pair of workers there for the 5 turns - 10 turns
1E) Workshop at Lockland - 2 turns
4A) 4 mines at FF - 8 turns
3C) We'll do half this for now - the 2 tiles to Fairfield - 4 turns
1D) workshops at Arlington - 12 turns
2B) pair of workers to improve Mason - 10 turns
2C) pair of workers to improve Montgomery - 10 turns
2E) pair of workers to improve Sharonville - 10 turns
2J) one worker to improve Indian Hill - 5 turns
2E) one worker to improve Sharonville - 5 turns

Okay that's 96 turns so that should be close enough.
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Do exploit's captured workers become fast workers?
I have to run.
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novice Wrote:Do exploit's captured workers become fast workers?

Ain't it nice!!! band
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Okay so Exploit's island city of Wild Wonders has long been a thorn in my side. Inside the city, there is
1 rifle
1 c1pinch musket
2 cg musket
1 drill 1 musket
and a galleon

So I did a few WB tests.

A C1 pinch rifle has 20.9% odds and usually dies to the rifle. But if he wounds him enough so he won't defend vs. a Cavalry, then a C1-Pinch cav will have 65% odds on one of the CG muskets.

At that point, a regular C1 rifle has 24% odds while my only other 5XP rifle in the area promoted to pinch only has 31% to take out the musket. If I send in the C1, then assuming he wounds the musket enough, my pinch rifle does have odds on the other CG musket. My C1 rifle will not have odds on the last healthy musket, but then it should be mopup.

I have 2 galleons and 2 galleys in the area, though if I can get away with it I'd prefer to only use 1 of the galleys, which makes 8 units.

So, we should have 21%, 65%, 24%, 65%, 33% and then mopup. So odds say that I should win 2 of those battles. If I win 2 of the 5, then that will take 8 units (3 losses and 5 wins). But if the odds go against me then 8 units will not be enough. Guess I better send in the other galley. Ooh but I forgot that I'll have some airships in play to do air strikes, so that should be enough but I will send the other galley up just in case. Guess I will try it next turn or the turn after, depending on if units loaded onto a galleon can attack out the same turn (I'm thinking not but I'll find out next turn)
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