As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

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

Thinking militarily - we could place units next thur on the hill near steve to force him to split forces between ghost and zombie, otherwise I get this horrible feeling he's going to crush us and render this whole taj plan null and void.

As to economy - remember a) Commodore has visibility on us, b) if we don't need nationalism till turn 152, then we can afford to lay off some of the wealth builds.
Also, we should look at getting another settler up there to the spot marked city, so as to seal off the metra front.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

You know, what? As long as we keep building just culture and wealth at the chop city we really don't need nationalism until T154, because the chop builds will just pile up, right? We haven't spent a turn on wealth builds yet. Last turn I spent full deficit spending this turn I queued up the wealth for about 60gpt.

It would also be better to hold off on settling for Marble until the last moment as well. Without Marble there's no way we could get it in 1-turn, so even though Commodore can see research he won't have any pressing urgency. NOTE: don't trade maps with anyone after founding chop city, because if Commodore gets his hands on them he has city visibility on any cities he can see.

Militarily I'm going to keep our units out of range I zone defense on the yellow-dot hill that I'm roasting this turn, with spies keeping track of Azza's stack. One spy on gold NW of Zombie an one spy on pigs In Azza's north.
Reply

Our stack will crush Azza's on offense, but his stack will crush ours I he's attacking. Basically whoever moves into the other's territory first is dead
Reply

But he can one-turn steve right?
So we should move the paradigm stack up to threaten zombie, so long as he can't hit it immediately.
Agree on delaying nationalism.

I think next deal we offer should include a "don't trade with azza".
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

He can 1-turn Steve now, but he doesn't have sufficient force (only the garrison is in range and right now our whole northern army is inside Steve). I'm guessing he'll continue retreating out of 1-turn range, and then I'll leave 3 0-XP maces behind. Our spy will be headding north this turn and will be able to see if there's another Azzan stack building in the fog. This will allow us to reinforce Steve in time.

Question for lurkers: Can stolen techs be traded with No Brokering?
Reply

So I decided it might be a good idea to skim through the last 30 or so turns of the Lewger thread in PB8 since they're also involved in war with Roman Azza and realized that you used the same "War! What is it good for" reference about 3 weeks before I did lol
Reply

Military decision is decided. Azza's army HAS to stay near Zombie because of our army. I move in the turn he moves Northwards. If he doesn't move north then we have free pickings of Ghast and his other city. I'll have the spy up there by the time our army lands on Pigs, so he can peek into his 3rd city. If it's lightly defended I'll peel off a Cat and 3-4 maces, especially if it's on flatland.


Reply

Azza chopped the forest NE of the pigs (where my army was moving this turn) so I killed 2 maces and captured a worker. I used 2 shock maces and each took 2 hits. The worker will shave a turn off Taj ETA, now T153.

Ghast has a single archer defending, plus the units that that evacuated Steve.
Reply

Up next for discussion: Civics ... During Taj GA and after Taj GA. Q, you'll be taking over and playing turns for a couple weeks (and you're also the VP of Economics in this team), so your input is greatly appreciated regrading the civics.




This is just a generic shot of the civics screen, so the red boxes denote the civic options available to us at the beginning of the GA. There is a slight chance the Merchantilism may be open to us by the end of the GA, but I don't think we'd be interested in that anyway because of the large TR income with tGLH. Civics will greatly depend on our short/mid-term stragegy, which in turn greatly depends on our long term strategy.

My thoughts:
– Long term: Domination/Conquest. Economy goes to support military or into Espionage, turn tech off at Rifling/Military Science for Cavalry and overcome by weight of arms. Cavalry travel by "foot" and Catapults arrive by sea.
– Short term (i.e. next 30 turns or so): Integrate Azzaland and settle as much land peacefully as possible while using our Azza-conquering stack as a deterrent along the AT/Commodore front. Pump Catapults out of Sheep (Maoi) for dealing with 2merta.
– Mid term: Find the next military target. 2metra's western holdings (sweeping around our north) should be ludicrously easy with our naval mobility and first-strike advantage, and also the easiest to integrate and hold. But I see 2metra and Jowy as our biggest friends right now and I would like to not attack 2metra. Plus our 2metra border is probably our most secure border. A bunch or Catapults in sheep should be sufficient. This leaves AT and Commodore as the likely targets, to be evaluated further in about 30 turns time.
Reply

In foreign news: BRick declared war on 2metra.

2metra offered 200-gold for us to declare on CommBRick. I declined since our military is completely concentrated out west, but if we finish dealing with Azza before they make peace we might wheel our SoD over to the east an pick off a border city or two (like he did to us while we were occupied with Azza).
Reply



Forum Jump: