Bobchillingworth
Unregistered
if you wanted to rush someone with a heroic axe you'd want to make sure he had copper weapons at least. City raider promotions would help a lot too. This guy has neither. He is a terrible hero :'(
Anyway, what are you thinking of sending for your diversionary stack? Just a couple freaks or whatever? Obviously don't send anything too valuable- that axe is an embarrassment, but it'll still gorge itself on T1 melee units.
Posts: 23,426
Threads: 132
Joined: Jun 2009
I'm actually considering how feasible it is to get out some (actually, 5) Mages with D2. As you said, the axe is going to eat most T1 units, but 20 spectres, with 3 death nodes, well, that could actually do some serious damage.
The question of doing that is actually down purely to "H0w fast can I tech if I trigger a golden age right now, and then get one from the Bone Palace?"
BTW, a GA is 9 turns on quick, right?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 2,417
Threads: 23
Joined: Oct 2009
Krill Wrote:BTW, a GA is 9 turns on quick, right?
Yes. Be careful swapping civics in them...
Posts: 23,426
Threads: 132
Joined: Jun 2009
Not if I'm running 2 golden ages together...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 2,417
Threads: 23
Joined: Oct 2009
Krill Wrote:Not if I'm running 2 golden ages together...
why not make it 4?
Posts: 23,426
Threads: 132
Joined: Jun 2009
We need a golden age to revolt out of Esus to make Gibbon disband so we can rebuild him as warrior-Gibbon. Also, We need to get into Conquest for when we really start pushing out adepts.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 23,426
Threads: 132
Joined: Jun 2009
OK, game mechanics questions I need answering:
- How many hammers per pop whip, when in slavery?
- How much gold per hammer when rush buying?
- How many turns to construct a mana node?
- how much gold to upgrade?
kthxbye...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 23,426
Threads: 132
Joined: Jun 2009
OK. I used one GA to bulb Sanitation, and I saved the other for a moment, for the opportune time...
The plan, as best as I can figure out, is KotE next. I'm not going to be revolting the Slavery any time soon, nor Mil state. I'm going to finish KotE next turn (might actually start the GA next turn FWIW), and then overflow out a Mage guild in AK. I'll revolt Immediately out of Agrarianism (sniffle) and into Conquest - a lot of the cities are at the happy cap, I can't get public baths down everywhere without compromising tech or mages. This should let me build a few freaks/bronze warriors, and god forbid, maybe a few arenas and I can use them for happy due to Nationalism, and for the battle in the arena for some XP and extra happy (which is about the only way I have of turning food into happiness...) The good freaks and warriors that win will be the honour gaurd for the war, the bad freaks become freak shows (I still need a fair few actually, about 5 bad freaks) and the dead units become temporary happy.
And the Adepts I push out of AK come with 8XP and 30 turns to get to 10XP for upgrade, plus I can use a few warriorpults to knacker the goblin archers on the forts inside my land. That should give me enough XP on the adepts...
That's about the best I could think of. I'm not sure if I revolt out of Conquest though, after 10 turns. I suppose I could, for 10 turns and just about get back into it at the end of the BP GA, if I delayed the BP a turn or two.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 6,075
Threads: 36
Joined: Jul 2010
Krill Wrote:OK, game mechanics questions I need answering:
- How many hammers per pop whip, when in slavery?
20 base x any multipliers you have in effect.
Quote:
How much gold per hammer when rush buying?
3 gp/hammer for units/infra. 6gp/hammer for Wonders.
Quote:
How many turns to construct a mana node?
3 turns (on Quick). Can be reduced by use of Haste and a bit of micro.
Quote:
how much gold to upgrade?
kthxbye...
5 gp +2 gp per hammer difference in the cost of the respective units.
Posts: 2,504
Threads: 29
Joined: Oct 2009
Krill Wrote:OK. I used one GA to bulb Sanitation, and I saved the other for a moment, for the opportune time...
The plan, as best as I can figure out, is KotE next. I'm not going to be revolting the Slavery any time soon, nor Mil state. I'm going to finish KotE next turn (might actually start the GA next turn FWIW), and then overflow out a Mage guild in AK. I'll revolt Immediately out of Agrarianism (sniffle) and into Conquest - a lot of the cities are at the happy cap, I can't get public baths down everywhere without compromising tech or mages. This should let me build a few freaks/bronze warriors, and god forbid, maybe a few arenas and I can use them for happy due to Nationalism, and for the battle in the arena for some XP and extra happy (which is about the only way I have of turning food into happiness...) The good freaks and warriors that win will be the honour gaurd for the war, the bad freaks become freak shows (I still need a fair few actually, about 5 bad freaks) and the dead units become temporary happy.
And the Adepts I push out of AK come with 8XP and 30 turns to get to 10XP for upgrade, plus I can use a few warriorpults to knacker the goblin archers on the forts inside my land. That should give me enough XP on the adepts...
That's about the best I could think of. I'm not sure if I revolt out of Conquest though, after 10 turns. I suppose I could, for 10 turns and just about get back into it at the end of the BP GA, if I delayed the BP a turn or two.
Sounds good. The Bard bulbing Sanitation has always been the plan but it was my understanding that he wouldnt finish it? KoTE makes sense, i want those adepts rolling asap.
The grigori war- we're supposed to be doing a meaningful contribution now. Heck, with 10 mages, we'd do more than just meaningful- we'd win. Don't forget we could summon a spam of skeletons first as they're permanent summons and use them as disposable skelepults before the wraiths finish the job. The adepts can also attack themselves if we see any crazy high odds. This could be very sweet indeed.
I approve of the plan with the freaks, cages are always good.
|