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Here you go:
Quote:Dropbox has bandwidth limits on PUBLIC links (public folder) and SHARABLE links (get link) as follows. Note that PUBLIC AND SHARABLE links share the same bandwidth limit.
Free accounts - 20GB/day
Paid accounts - 200GB/day
https://www.dropbox.com/help/45
(...)
Additionally, do note the following:
- There is no bandwidth usage meter or alert for when you may exceed the limit.
- Your links will be automatically suspended (and return a 503 Bandwidth Exceeded page), and you will receive an email only AFTER your links are suspended.
- The first suspension is 72 hours, the suspension duration is INCREASED after every suspension; eg.
First suspension - 72 hours
Second suspension - 144 hours
Third suspension - 288 hours...and so on.
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How much do you get on Photobucket?
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10GB a month so it looks like dropbox is hoping to rein easily. Luckily the url string is the same for all of the screenshots so it will not take me an extra to do each report .
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: 23,387
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10GB a month so it looks like dropbox is going to work easily. Luckily the url string is the same for all of the screenshots so it will not take me an extra to do each report .
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: 23,387
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Wait for it...
Current games (All): RtR: PB80 Civ 6: PBEM23
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Turn 157 - Distraction saves
scooter have Engineering And another wonder. I think they have built Pyramids, GLH, Oracle, MoM, ND, Collosus, Hindu shrine...I am down MC, Machinery, Engineering, Compass, Optics and CS. At least. I am up Music, and maybe Feudalism. I'm down at best 3k beakers. And probably more like 5k. I'm averaging less than 100bpt at breakeven (in other words my breakeven bpt hasn't grown in over 30 turns). And it's not likely to improve in the near term because of this:
azza has built walls and researched Feudalism and started to get longbows into the city. I can wreck his stack and get odds - just - but it isn't easy. The main needs are a lots of cats. Bombard cats lower the defences by 8%, so 6 bombard cats will lower the defences to 2%. I Would then need at least 8 cats to attack with (and consider them all lost) to then get good odds with the HA. I might get away with only 6 cats to attack with, but with azza adding units, 8 is what I will likely need by the time of an attack. That's 14 cats total. I have 8 that can attack on T161 and only 4 of them can be promoted to bombard.
This is not unexpected, and why I didn't stop the Nazul war after razing the new city. I knew that azza could build a walls in saffron at a moments notice and stop a straight forward attack from working. I carried on against Nazul to take as much as I could feasibly get without large HA losses and as it turned out I didn't take any to capture the last two cities, but all good things must come to an end and longbows are the main cause. Now I'm going to try something slightly different out.
azza has moved his garrison out of Vermillion and he has definitely moved it to Opportunism. Now, it is possible to move a stack of Ha from the tile 4E of SG and attack Vermilion in 3 turns. If I move at the end of the turn, azza only has 2 turns to respond. On a hill with fortification, I could raze vermilion for the loss of an estimated 4-5 HA if one longbow were added to the garrison. I have 20 heading to this theatre.
Cinnibar island can be attacked from the plains hill in the fat cross. With an axe on that tile (or a G2 archer or long bow) to stop azza throwing spears at the stack, Cinnibar will just fall. Move two workers onto hte hill at the same time, and the HA stack can position to hit Fuchsia the same turn that Cinnibar falls...or it can swing back and hit any stack that azza puts 1 of Opportunism. The even more aggressive play is to position a few defensive units on the plains forest to road that if azza tries to move units out of Saffron towards Fuchsia, and keep the cat stack 23 of Opportunism.
The effect of this would be that azza can't move his units out of Saffron (via land) without bringing them into range of my cats and HA. He can't threaten Opportunism, and I can still threaten to attack through Fuchsia into his core. It's not infallible. I don't have enough good units to make it work perfectly right now, I need more longbows and cats. But I don't need to position my entire HA stack in range of Cinnibar to raze it, I just need to place enough there...and hide the rest 2 of Opportunism.
To answer someone who said I should lose units attacking azza, the point of war is, ultimately, to take the other players cities. Not to lose units. Losing even an appreciable number of units is not a good way to wage war, because you need to replace them to hold the empire that you just captured if you wiped out the player, or to hold that little segment from the guy you just pissed off. That's why we use suicide catapult stacks to keep the rest of the units alive, but even then, you try to get the other player to move onto the best tile for you to attack.
See the sheer lack of new units coming down from the core...
OTOH, that's a still intimidating. I don't want to get a huge drop in my power though, as that signals to the other players that I'm no longer a threat.
To make it easier to plan the war out, here is an overview. There doesn't seem to be an easy way to take advantage of azza, except to isolate his stack at Saffron.
Add to this the units in Vermilion, 2 spears, 2 archers and a warrior
Yay religion finally in DP.
GS next turn.
One free religion spread to Brilig in Commodore land, two religion spreads to my cities.
Now that the era of HA is about to come to an end...do I keep on building them? Do I build cats, or WE? Or maybe LB? I still think I need a few more HA, but...yeah, need to change the core of my army. But slow movers take so long to reach any of the fronts...
As I said...more cats...
A few more scientists until I can slave the court house. I need the science...
I might need to build wealth Here next turn to get CS. Maybe. Depends on the slider and costs, and with court hosues finishing I can't be 100% sure of what's happening.
Boring...
Turn 157 and I'm about to finish my first court house. Perhaps this was a bad move, considering it could have been 2 cats (well, near enough), but I am going to postpone the FP build by a few turns to build more cats. I need cats so much...
Boring.
Looks like cats for ever...
My second built court house. The third farm will be operational next turn, and the fourth farm the turn after that. grow to size 9 and then just work all of hills to pump out units as needed. eot T163 should be when PD hits size 9.
Maybe...maybe slave some cats out of here?
Court house next...or cats? No, another longbow, this one needs to head down to Opportunism.
To turn PRNGG onto military or not...I think not. It would require delaying growth, and growth is one of the important points right now, even though I want to take over azza I still need to grow my cities, and really need to work cottages.
I've stacked that much unhappiness here I really think I would need to slave out a court house before I could go back to slaving units...and with 10gpt, it's probably a smart move.
Still waiting...
Grow...
More revolt...
Net foreign income
Nazul certainly took a hit on the crop yield and MFG. I'm now assuming that top power is azza, without his graphs I can not know for sure, but the other players with high power have taken quite a hit over the past 5 turns.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Turn 158 - SP strategies do not work in MP - Discuss
This turn has been a bit of a eye opener. azza has already played this turn, and by the time I played it he would not be able to check it out before the turn rolled. It also meant that I couldn't check for new units built this turn, but I have more important problems to deal with.
azza is moving everything to the eastern theatre. I'd bet 50 quid that he has at least spy checking out Opportunism.
7 spears, 5 axes, 1 sword and a longbow. And all of them are promoted. But that isn't the most interesting thing. Three fast workers an a forest hill. Now, I have a rather large problem with azza having a road on that hill, that he will be stopping me being able to make him keep his stack in Saffron.
(Note, the reason I can not accept a road on that hill is I need to be able to place a stack on the hill 23 of Opportunism, adjacent to the forest hill, to threaten any units that move out of Saffron to go and defend Fuchsia. A road on the forest hill would have enabled azza to attack my stack the moment it turned up if he had a stack 4 of Cinnibar, where the spear/archer stack is).
At this point, I went away and did some testing, and looking through old soldier point numbers and power graphs, and I came to two conclusions: someone other than Nazul, Commodore and scooty are second in power, and that could be either azza or Cyneheard, and that if azza only has one spy at Opportunism every turn he can check three tiles by moving the spy, as spies on hills get no extra vision range. I then worked out azza's soldier numbers from what I can see, and came to the final answer of 216K solider points. The second highest power is 327K. If azza is second place power he has a good chunk of units I can't see. And it's only going to increase with time, whether I declare war now or delay until I have a larger cat stack in place.
And that will make the war all the more difficult. When I see an opening like this, I need to take it.
The units I can see.
Looking at this, I think Nazul and Commodore have less than 315K power.
Note that there is a C1+cover (25% against archery units) spear and an archer on the tile SE of the three workers. Neither of these units scare me, as HA can get reasonable odds on either of them if they move into Cinnibar.
A rather obvious move, I can decide to delete the workers afterwards, but I want the extra vision.
At this point I pause. I've been checking F4 for the past 10 turns to see if azza was recieving horse from anyone I know. He hasn't. Brick doesn't have horse, so I think that azza is receiving horse from Cyneheard. Commodore, if you ever needed my blessing to kill Cyneheard, you just got it. I was happy for you to do it before but now I'll gift you whatever you need to get the job done. Excluding gold, of course.
There are two HA on that forest. There is one HA, a medic 2 axe and a C2 spear in Cinnibar. azza is not in vassalage or theocracy, nor can I see any stables, so those HA are 1 promotion units. HA will screw up every single plan I've talked about to break azza, and a few I haven't, so I need to cut that trade route.
I also ought to point out that HA completely screw up any attack plan on Saffron. My staging tile is 2 of Opportunism, which HA can attack from inside azza's culture. I could fort this tile to stop the cats from being flanked away, but I would then need to defend both Opportunism and the staging tile from a HA stack, which is incredibly expensive to do safely. I originally envisaged using a fort on the tile 9 of Opportunism to allow me to bombard the walls down in Saffron, and then cover the cats with longbows so I could get away with using less cats in an attack.
So now everything I can think of doesn't work particularly well, so I'm going to have to rely on numbers. Numbers takes time to get into place and costs more gold, and I do no want to get into a war of attrition. It's expensive. So let's try something from the SP play book.
6 HA and 3 chariots, it might just be enough to take the city. But azza can get 2 spears, an axe, 2 archers and 3 HA into Cinnibar. In fact, he could attack with the 3 HA and could get lucky and win two of them.
10HA and 3 chariots, OTOH, should be enough to raze Cinnibar. It could be expensive, losing a few HA, but I can resettle a city to hold that land, although I do not want to settle this area until I hold Fuchsia. I almost certainly will not have enough units to threaten Fuchsia after attacking Cinnibar though. Note that this is every single unit I have that can reach this tile this turn. If Nazul had not settled towards me I could have done this half a dozen turns ago...and not had to deal with HA. I would not have been able to threaten Saffron though.
I now have seven cats that can protect Opportunism, but only three archers in the city. With spies only giving vision to the tile they are standing on, I'm gambling that azza hasn't seen the rest of my units. I have 8 HA that can attack the tile SW of Opportunism. I have nothing that can attack Saffron. azza can put 14 units on that tile and really threaten Opportunism next turn, and my HA stack threatening Cinnibar needs to raze Cinnibar before it can road the hill and get anywhere threatening. Sure, it can get back to Opportunism, but azza has 7 spears in that stack.
I've promoted the axe to shock, and the archer was already promoted to G2. Neither will provide much protection against the HA, so I also promoted a few HA to have odds against azza's HA if he decides to attack. My biggest advantage over azza is that my HA are highly promoted, but that isn't a huge advantage unless I take formation (+25% against mounted units), which worsens the odds against other units.
So, I've blustered into this attack, and a lot of outcomes are possible. The worst one is that azza moves the defenders out of Saffron...but moves them towards Fuchsia, and attacks with his HA and wins a few low odds battles. I might be able to take out Cinnibar still, but I will not make any advances beyond that, and could lose a fair few units. The best is that azza uses his spies, and tries to attack me at Opportunism. He might think Cinnibar is a good trade for Opportunism, and the removal of that culture. If he does that, I might be able to wipe out over 750 hammers worth of units, not including the captured workers, or Cinnibar.
This whole move is a gamble, but azza can choose the outcome.
Crapital makes 74 base commerce. Bureaucracy will therefore give me an additional 46 gold through the market. That means I would lose 19gpt from losing the vassalage free units, 6gpt from using a higher cost civic, and then with 22% inflation, that is a cost of about 30gpt average over the next 5 turns. Along with that I lose 2XP/city, and the ability to slave 2 promotion units from cities without barracks. I am not convinced that Bureaucracy is a good civic for me whilst I'm saving gold. Also, 33 turns until the next GS without working a specialist.
Boring...
I need to get units down to azza and/or Nazul, because considering the events of hte past 7 turns, I don't know what will happen over the next 10.
Might have to delay growth for a little bit...
Next turn I want to slave a few items, so I will revolt civics. Though if I'm not revolting into Bureaucracy...why not revolt this turn? Because I can barely afford the extra civic costs.
I need wealth builds to get CS, with moving all of those units into azza's land.
I can slave the court house next turn, and the turn after slave the catapult without a penalty. Building into the court house would delay the catapult by a turn.
I'll finish a longbow next turn. If azza invades, then it's a little extra safety immediately afterwards.
More cats.
More Wealth, and grow to szie 9 asap.
Same trick as at DP. Slave the court house next turn, and the turn after slave the catapult.
I've swapped this over to a galley, to blockade the trade route between azza and the rest of the world. With slavery, I can get what I need and stack the unhappiness.
More growth...
Slave it at 27 hammers for3 pop.
Next turn, a new city to play with. Get it growing, and a barracks.
More boring.
One more turn here, and I will use the sugar to grow that little bit quicker and fill the food box.
Looking at those costs...how have I gotten to CS at all?
This is why GNP doesn't actually matter. And 206K soldier points up on second place.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Turn 159 - Can't we just give peace a chance?
Turn 159 has been one of the most difficult turns for me to play. I opened the turn knowing I would have to react to the moves azza had made, but I didn't know what end result I wanted, so I've effectively had to decide on a complete strategy for the war and then work out the unit tactics behind that.
The turn started off well enough, I popped gems, which means that once I settle for the silver up north, I'll have every source of forge happy. And it got popped on the one hill tile I've worked in PRNGG, the one time I've worked it, and PRNGG is a prime commerce city. Immense piece of luck, that.
A slightly disappointing start, azza didn't fall for the trap, and has sent a portion of his garrison out of Saffron towards Fuchsia.
The units that azza has sent out, 3 spears and 2 axes. Also note that azza used a HA to kill me chariot, and recapture then delete the three workers on the forest hill. That mini stack is not a threat to anything except any unit I use to kill that HA. If azza moves it back into Saffron, then he has lost the fort bonus which is quite important for those spears against my HA. However, if I were going to attack Fuchsia in two turns they would be a factor, but I just don't have the units to do that so I'm not overly concerned about them
Azza still isn't worried about Vermilion.
This is where things get interesting. I will not get odds on either spear or the longbow. Any attack will lose at least 3 HA, IMO. I should have odds on the HA and hte axe, but I need to ask the question...what exactly do I want from this war with azza?
Twenty turns ago, when I offered peace to azza, I intended to return and take Fuchsia, and everything outside azza's core, so Saffron, Cinnibar, and as it turns out, a city down at the bottom of that little peninsula (Violet City, I think). But I didn't intend to have declared war on Nazul and taken a bunch of cities from them before I returned. I'm now fighting against longbows and HA, not axes and spears, and I can't see myself capturing all of those cities, and managing to keep a strong border against Nazul. So, what is an acceptable outcome now?
First of all, Saffron has to go. Opportunism is a critical city for me so I can't accept a city so close to it. If I consider that to be the number one aim, I have to question attacking Cinnibar at this time. I can move every single HA and chariot back and conserve my army before I attack Saffron. But Cinnibar is the second aim, that pushes azza back to Fuchsia, and leaves him with another city at the end of the peninsula to defend. Do I want to capture either of these cities or do I want to raze them? Cinnibar is not in a great position, difficult to defend while I wait for it to come out of revolt, and not a lot of city improvements in it. Saffron, OTOH, can go from 0 culture to over 100 in 10 turns. It's a reasonable Moai site for later on in the game, and it has quite a few city improvements, a library, granary, barracks and monument. Unfortunately, most of these would be lost if it were razed.
So my aims revolve around taking 2 cities from azza and that is it. After that it's peaceful building for a few turns, trying to improve my bpt and reposition for warfare with another generation of units.
Balls to the wall time. 10HA, 7 cats, 1 chariot and 1 archer, able to hit Saffron next turn. If I don't attack Cinnibar, I can add 10HA and 3 chariots to that stack. 7 cats are enough to make sure Saffron falls next turn if azza adds nothing to the garrison. If he moves that stack back into Saffron though, along with some HA, he can easily have more units in Saffron that I can attack with, and 7 cats would not be enough to reliable win anyway, without taking horrendous losses on the HA, as those HA aren't al 8XP bruisers, but half are the dregs from the other cities with anything from 2XP to 6XP. In fact, I moved down the archer (and 8 workers total) specifically so I can fort the tile adjacent to Saffron and upgrade the archer so I have two CG longbows and the HA to defend the cats if I bombard Saffron first. But as I would only need to do that if there were too many units in the city, I question the wisdom of letting azza attack the stack first.
These are the odds I get against the spear, with my strongest HA. If you check the timestamps, I spent most of the day mulling this attack over. In the end I pressed ahead for one reason: Saffron is going to be a bloodbath and azza has to send units to go and protect it. But I don't have to attack it next turn. But if I don't attack Cinnibar, azza will just whip more longbows in Cinnibar and I won't be able to get both cities at all. He already whipped three cities this turn, and Cinnibar was whipped for 2 pop. Any attack is therefore only going to get more expensive the longer I leave it, so unless I'm going to back out and offer peace because I'm scared of losing some HA, I have to attack.
Hello Caterpie...
Annoying, one hit away from winning, but at least it means that I can cleanup with a chariot.
This spear lacks the fortification bonus, so the flanking HA is strong enough to damage the spear to a level that another HA can easily win. Against the previous spear, the flanking HA would most likely have not done much at all.
Even more depressing, two hits from winning and it is my first F2 HA that did not withdraw. But another spear that I can clean up with a chariot.
The archer from last turn was upgraded to a longbow. It was attack with either a C1+F2 HA or C3. Either is a reasonable choice in my view, but I do think I screwed up and should have attacked with a C1+F2 HA, for greater survivability.
And that's why. There was roughly a 1/4 chance of getting two hits or less on that longbow, and as it turns out it was rather unlucky.
70% odds to live are good enough, right?
Um, no. It's not. That is 4 dead HA now.
I created the formation HA last turn to defend against possible HA attack, so it makes sense to use it now to attack the HA. 80% odds to live...unfortunately, I missed the next two screenshots...but I do have an aftermath screenshot.
I beat the HA, but I lost another HA killing the longbow with odds. I should have sent a C2 HA against it, as that would have given me 85% odds to win, instead of only 72%. That's 5 dead HA, an expensive price to pay, but I'm most annoyed about losing the last one. The others were the RNG, the last one was bad play on my part. After that, I won every battle, using another HA and all three chariots.
I really need that gold, and there is azzas galley, returning from it's settling mission.
A granary...this city is getting razed.
Another formation HA...luckily, I suppose, I win, and then cover with the G2 archer and axe, so azza is going to have to spend a fair few hammers to kill those units.
This was not what I wanted to do, as this city did not really fit into my city dot map. I did check and I've manage to split up land that I wanted ot use for my NE city into two cities, as I wanted to settle Greed 2N, but the iron will work, it will have to use the wheat to grow vertically but it will suffice for my needs. I needed to settle the city this turn to stop azza from running his HA through and capturing two of my workers, or attacking my weakened units.
Next turn will be rather important.
There is no revolt to new civics this turn, I need might need Serfdom next turn, so the revolt has been postponed.
Court house number four. Probably going to build a light house next...
Once the war with azza is in hand, I'm going to have to consider swapping builds at WTF? over to WE and cats.
Next turn I might move off both grass hills onto grass farms. Depends on other cities needing the worker attention.
I really want to slave RVC, but got to wait due to the war.
I only have one settler built at present, so I really need to finish some moire to replenish my supply...and settle some new cities. I don't see the azza war staying hot for very long.
The way things are going with azza though, I'll have to slave this before the court house just to be safe.
With Opportunism on the front lines I'm going to have to carry on building units for a bit, even though I want to build the FP in a few turns.
NS needs worker attention, but can't really get it until MC has been researched (which should take 6-7 turns). I might persuade myself to slave a light house, but I doubt it.
Next turn I might have the banana given back to PRNGG, grow onto the hill, and work the plains farm for 15hpt and 1fpt. PRNGG can then just make units whilst PRNGG contributes to the general economy.
End of turn 163 PD will grow to size 9 and then make 20hpt. There are 6 workers at this city but I only need to mine two more hills. The rest can go and start improving other cities, or just chop jungle.
Another unit that will likely be slaved before the court house. I could do with a few more grass farms here, there are a few plans I'd like to consider.
One of hte things I fear is that azza has a HA stack in the fog that is about to "double move" SG. I'm running binary now specifically so I can keep enough gold to upgrade the archers if I have to, and I can revolt to slavery to get the extra longbow.
PRNGG is weird. I don't want to use both food resources once PRNGG has finished growing, so I doubt I'm going to work the mines. I think PRNGG will grow to size 13, maybe size 14, to work everything except the horse, peak, grass hills and western banana, so 12 cottages, gems and banana. But I think I want to farm the four unimproved tiles and cottage the jungle grassland so I can get there quicker, and then pre-cottage every tile so I only need 1 worker turn to convert the tiles once PRNGG has grown to size.
I really need to slave CPH, simply to lower the city maintenance.
Pop borders and farm three tiles to irrigate the rice. I think I will need 2 workers to do all of this, then mine the hills.
Next turn, I might steal the sugar back from axe, or farm an extra tile at PD and steal a farm. I'll decide next turn.
I don't want to steal the sugar, really, not when Axe needs it to grow two turns faster to size 3.
Really, really need culture here. And a few defensive units. my longbows are 4 turns away. The city could end up getting razed in 2 turns...
I really, really, hate inflation right about now.
My crop yield is starting to accelerate away, but my power has taken a beat of a beating.
I wonder how big the dent will be in my power graph next turn...
And perhaps the least expected screenshot in this report. I offered this to azza in the hope he acccepts. I don't know if he will, because frankly, since he lost Opportunism, his military play has been perfectly capable, and I don't think he has any reason to give up on anything at all right now. But if I can get him to give me Saffron, I will get the culture buildings inside it, the library, monument and barracks. I can grow it to size 4 in six turns. ON the last turn pof growth, and four turns after that, using caste system I can work 14 artist turns for 56 culture. With the additional culture from buildings, and building culture, I can get it to 40% culture and with that control of the inner ring of tiles. Opportunism does not need the grass farms, and Opportunism even has a light house. All it needs is Buddhism and tpo build the temple and monastery. I also have made the decision to attempt to build Sistine, if azza cedes me Saffrom for the extra 5 culture per religious building, which will give Saffrom a solid cultural output.
The world map I want so I know exactly where azza's cities are, I have an idea but I want to be sure. The gold to me is more than two turns worth of saved gold, all things I want, but I don't think azza has any reason to give any of them to me. He could hope to force me to attack and lose a bunch of units. He'd likely succeed, but he would also likely lose over 1k hammers on units. The question is, does he trust himself to fend me off if he accepts peace, and I declare war for a fourth time in a dozen turns? Funnily enough, I think he should. He's done it all the others.
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: 23,387
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Turn 160 - Needs Must
Turn 160, a turn I had to play quickly, as I was the last person to play and when I entered the game there was less than four hours remaining on the timer.
Not entirely expected, but I don't see any reason to decline it, so lets see what new stuff has been uncovered.
Well damn, azza attacked my HA and lost one to attack and then killed with the second. But a C2 HA at 4.9 health should be possible to kill without too much difficulty, I'm just annoyed that azza got the GG. And he isn't interested in peace, it seems, at least at that price A free religion spread into a Nazul city means another 1gpt and Nazul also lost the forge in Archaide, poor guys. You can see in the mini-map where scooty went to get circumnavigation, which is just about the only new map stuff.
azza has moved that stack back into Saffron, meaning that he has more units in the city than I have able to attack, plus a medic. I can't attack this turn.
azza still isn't protecting Vermilion...
Whilst this isn't a great choice of unit to attack, it's the only one I have that can actually reach. I have one HA that can attack but that only has 50% odds to win. I can use the HA to clean up though...OTOH, it promptly won and gained 4XP, so *shrug*.
I killed an exploring azza warrior with the jag for 2XP. The jag wasn't doing anything else, so...2XP closer to the next GG.
Now this screenshot shows pretty much everything that happened this turn. I moved the G2 archer back into Greed, and left one chariot in the city so azza has no chance to raze it. I then moved the axe into position to attack the spear next turn wherever it moves. The injured HA moved north out of range of any attack from azza, although the other option of moving it into Greed would have been just as reasonable IMO. I forted the tile south of Opportunism and put the longbow in there, to keep the catapults safe from azza's HA but still in range of Saffron. I then placed a bunch of injured fastmovers into Opportunism, and moved the healer scout into the fort. That allows the scout to heal the few units I have that need just a little extra boost to heal this turn, then move north and heal the fastmovers that are in Opportunism, but the fastmovers are still in range of Saffron if I attack next turn.
The main move though was when I put the two workers onto the plains forest, plus some HA. Those HA are only at danger from any HA azza has in Fuchsia.
I then added a whole bunch more HA, all but 3. The three that I left on the fort are either healing (2) or a C2+shock HA that I might need to use on the spear next to Greed next turn. However, next turn those HA can all move via that plains forest to threaten Fuchsia, or they can double back to attack Saffron if azza moves units out of Saffron. I can even move the main HA stack to a position that means the units from Saffron can only attack my HA after I've attacked Fuchsia. The total units I could attack with are 11 HA and 2 chariots, but three of those HA would always be in range any units azza moves out of Saffron, but as said, that leaves Saffron open. The ball is in azza's court.
(note, I'm spelling the word Fuchsia correctly, as azza has mispelled the colour in his city title. He also mispelled Cinnabar as Cinnibar, so I am considering renaming Greed to Cinnabar)
I've decided to run enough EP against azza to get his charts back. I really need to see his power graph to know what I'm likely to face. 10% EP and one spy is enough to get it.
I offered this trade to Nazul, I'm more interested in freezing our border where it is, than screwing about with them. That and I'd like a few extra trade routes...though I would be fine with offering more resources for OB.
I'v still not revolted to Bureaucracy. I might need Serfdom next turn against azza and the next revolt is aimed purely at using slavery, so another turns delay on the revolt...one point, I'm now irrigating a tile to get the wheat irrigated, at size 17 I will work two scientists to push out the next GS.
Sistene. Not the ideal place to build it, I could build it faster at SMS by about 7 turns, but...I need SMS on units. This is one of my higher MFG cities, but whilst Crapital would be faster I do not wish to pollute that cities GS points. I don't mind polluting the GP points though as I do not need another shrine.
More HA...
Yay for growth...grow onto the hills and carry on building catapults.
Just waiting for Slavery...
Boring. Though I could have built Sistenes here, I view Pingo as less threatening than Nazul, and I may have to build a navy here at short notice.
Still waiting for Slavery, and this is going to be the first item slaved. THe hammers that I'm putting into it now will overflow into the courth house to help finish that.
I'm building a catapult a head of a longbow or HA because I am going to need a lot of cats to deal with Saffron if the current plan doesn't work. I will have one HA a turn arriving from WTF? and can eventually make sure azza loses everything he puts into Saffron so long as he doesn't put more than 1 unit a turn into the city, and I have enough siege to wreck his stack (enough siege means I remove the walls as well). I also need to push culture to keep control of the tile adjacent to Saffron, but with borders about to pop that shouldn't be a problem, I will just build culture to speed that up if I have to.
I'm building a longbow because with Vassalage and Theocracy it will be CG2, and I am not building an awful lot of real units. Cats are good but I need defenders. And the spy is needed to delay growth with no good tile to work, and to get enough EP to get azza's graphs next turn.
More cats. If I can get peace, then a court house.
Gave one farm to Culture, then focus on growth. I can finish this longbow eot T165, making 20hpt from T164.
Still waiting for Slavery.
Safety first. Longbow before court house.
Next turn I'll have 3 workers dedicated to PRNGG and growth. I need to get cottages worked, my economy truly sucks.
I really need Slavery, but with nothing else to work...I'll take the scientist.
Boring?
Size 4 and double slave granary...a must.
I need to get longbows into here before the peace treaty ends with Nazul. It might be a bit close, Culture should be safe but Axe will be close.
That hill is fairly useful, giving me sight over everything out of Fuchsia, but I really wish I had another sentry chariot to see into Fuchsia.
City maintenance might be coming down slightly...
132 food per turns over second place. I'll take that as a good omen.
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: 23,387
Threads: 132
Joined: Jun 2009
Oh by the way...I just calculated the amount of words I've written for this game, in turn reports: since turn 97, I've written over 126000 words.
Almost one word for every three view of that PB2...
Can I get that Ph.D now please?
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
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