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novice Wrote:Yes, let's delay it. We could even delay it until Rifling. I suggest Notre Dame as a new build.
Well I would like to use it to speed us to Rifling if possible.
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OK, I played the turn. I started assembling our troops. I would tentatively suggest attacking in 2 turns. I saved a bit of cash so that we can upgrade 5 knights next turn. Plus we can get another cat and a cuirassier in there too. We can move our sentry chariot onto the hill next to Britannia first to see what's out there. We can also move a medic chariot with the troops.
However, Pegasus/Krill now has a castle in Britannia, so that's going to take 3 turns to bombard to 0%. Ouch. It does mean we have more time to load (healthy) units onto the hill if we want to, and we then get a full quota of suicide troops on turn 4. Mind you, he'll have plenty of opportunity to bolster the defence. We'll soon need replacement siege.
No extra troops in there, but I daresay he has a few out of vision. We'll see what our sentry chariot can see in possibly 2 turns.
Demographics. Pegasus' GNP has bounced back so possibly teching Guilds.
And the F1 screen. I did a little bit of whipping - library, courthouse and monastery, plus a cat was chopped in Top Kicker and one whipped in Full house. I nearly whipped markets in Kojak and Broadway, but they were triple whips so I decided to wait.
I didn't quite get the MP stuff sorted (not sure what you had planned for the warrior in Sailboats), but every city had spare happiness to grow EOT so that was ok. We can move some troops westward potentially.
Ruff stole Printing Press and Paper, finding it amusing that he could get the effects sooner than us, technically speaking. Bah.
I switched the capital to Notre Dame as discussed.
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Forgot to mention that, in the south, our boats retreated and met up with our other trireme. We've, er, distracted him enough down there...
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Some quick maths on the catapults. We'll have 18 in total, 11 of which can be double promoted. And a trebuchet.
If need be, we can promote the catapults Barrage I - Accuracy, which will enable them to remove 4% of defence each go. The trebuchet should be promoted City Raider I & II but reduces defence by 4% anyway.
So that's 12 x 4% + 7 x 2% = 48% + 14% = 62%, leaving 38% for the second turn. We could do that with 10 double-promoted cats, leaving one cat, one treb and the 7 single-promoted cats to suicide (City Raider I or Drill).
We could potentially save one of the cats for City Raider I & II, since that would do it exactly. The risk is that our cats our injured and can't do as much damage as we thought. Although it's all fairly marginal anyway - it doesn't matter too much if we leave a small number of % in the defence..
The bottom line is promoting some of our cats to Accuracy can save a turn in reducing Britannia's defences to 0%.
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spacemanmf Wrote:So that's 12 x 4% + 7 x 2% = 48% + 14% = 62%, leaving 38% for the second turn. We could do that with 10 double-promoted cats, leaving one cat, one treb and the 7 single-promoted cats to suicide (City Raider I or Drill).
Could you explain the rationale behind using Drill I suicide cats? I always felt that Barrage I would be the best choice for suicide cats, followed by CR I (if that gives reasonable odds for cat survival) and then Drill I being pretty much crap, being outperformed by Barrage I in terms of effectiveness...
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Profane Wrote:Could you explain the rationale behind using Drill I suicide cats? I always felt that Barrage I would be the best choice for suicide cats, followed by CR I (if that gives reasonable odds for cat survival) and then Drill I being pretty much crap, being outperformed by Barrage I in terms of effectiveness...
Heh, there isn't a rationale. I've just assumed that trying to get the initial hits in are more important than the relative collateral damage, but perhaps not. If you think Barrage I is better then maybe we'll go for that. =)
Maybe I should do some testing...
I always use City Raider on trebuchets, though, since you can quickly get very good odds with them to the extent that they quite often win/survive if you have CR2 or CR3.
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well i think longbows have first strikes so actualy your drill will do nothing so in my opinion best is CR1 because i 've seen on CFC that barage will get you like 5% more colateral damage but CR1 will get beter ods hence more chanses to hit .
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mackoti Wrote:well i think longbows have first strikes so actualy your drill will do nothing so in my opinion best is CR1 because i 've seen on CFC that barage will get you like 5% more colateral damage but CR1 will get beter ods hence more chanses to hit .
Yeah, I pretty much always go for CR in SP games. You're right, longbows get a first strike so let's ignore Drill.
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spacemanmf Wrote:Yup, nothing more than 80 hammers anywhere. The majority of his cities don't have any hammers in the box, a feature of someone building up an army.
How are you able to check how many hammers Ruff has in his build queues?
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NobleHelium Wrote:How are you able to check how many hammers Ruff has in his build queues?
Sabotage production cost in Espionage window, I believe...
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