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Poll: How should I play this one?
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Peaceful like a lamb
12.20%
5 12.20%
Gruff but defensive, like a billy goat
9.76%
4 9.76%
Aggressive, like Lambert, the Sheepish Lion post-therapy
19.51%
8 19.51%
A horrific mad hurricane of violent destruction, like a toddler
58.54%
24 58.54%
Total 41 vote(s) 100%
* You voted for this item. [Show Results]

 
[spoilers] Commodore: Worse than Toku, it's Giggles of Siam!

You do get a popup. On a related note, if you have 20XP to divide up between a non-divisor of 20 units, it gets divided up in the order that your units show up on the screen. So if you have 3 units, the 2 units that are on "top" of the stack graphic get 7XP and the other one gets 6. This happened to me in one of my PBEMs (I want to say PBEM8)
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Nifty! So If I had two barracks units and a 4xp unit and I wanted to get them all to 10xp I'd name the first two "Alan" and "Addie" and the 4xp guy "Zack" and I could control the XP split?

Moot in this case, because with just these two units, it's 10xp each, which is perfect...Flanking I, NavI, NavII for the galley, and C1, Shock, and Morale for the axe.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I don't think the display order is alphabetical is it? From what I remember it usually goes in order of descending XP, no?
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Don't quote me on this, but order might also be a function of both promotions and xp. Hence, promote your 3xp guys to move them up the list, leave 4xp dude unpromoted to leave him lower on the list.
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As I understand it, units are sorted like this: Domain > Base Strength > Unit Type > Level > Experience > ID.
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Interesting, folks, and Gray, you'll be commanding a unit next turn. I wonder if Scoopin might be suspicious not seeing the general on the front, however...it's been a little while. I need to kill theirs if I can...two or three fog chariots would have a shot at it, clear the impi and then the GG is top defender.
[Image: Civ4ScreenShot0192.JPG]

Onto Kalin's Expedition in the north...I'll be able to whack the warrior real quick, and then its north to see what awaits us in Coldspring. That really is just an amazing site up there, barbs might even make a worker to farm the corn. We need them in the empire stat, it's REX or die folks.
[Image: Civ4ScreenShot0191.JPG]

On the effort to move north, we're making good progress in Verdant Acres. The new cottage down south will complete next turn for the new citizen to work, then we dump enough foodhammers into the worker to whip that sucker. The Great Scientist proceeds apace.
[Image: Civ4ScreenShot0195.JPG]

Overall, the empire is looking pretty nice for being involved in a life-or-death struggle. A round of archers for more protection is needed, then it's cross our fingers time. Six turns to catapults if we finagle our research right, and that will see us much more secure, as well as helping on the logistics front.
[Image: Civ4ScreenShot0194.JPG]

Turning research back on is having a pretty nice effect on the demo screen. I am a little baffled to have dropped all the way down to third in power, but we're still up 25% over the average Zulus, so I am content. Also: Yeah MFG!
[Image: Civ4ScreenShot0193.JPG]

Now let's see how we look in three more cities' time, which hopefully will be in about a dozen turns.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Second verse, same as the first:
All quiet on the Eastern Front...
[Image: Civ4ScreenShot0200.JPG]

Preparing to make some noise in the water...
[Image: Civ4ScreenShot0201.JPG]

Cottage economy blooming...
[Image: Civ4ScreenShot0202.JPG]

Thoth, a dedlurker question. Due to the power of 4 moves, we could also surprise In-and-Out out of the fog, but probably only one city can be burned that way. Which one would be better? I still lean Zaxby's.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(January 21st, 2013, 09:30)Commodore Wrote: Thoth, a dedlurker question. Due to the power of 4 moves, we could also surprise In-and-Out out of the fog, but probably only one city can be burned that way. Which one would be better? I still lean Zaxby's.

For reference:
[Image: Civ4ScreenShot0150.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Razing Zaxby's won't disconnect copper (it's in the capitals 3rd ring already) and In-N-Out appears to be a better city ... but it's on a hill ... plus scooter might have a unit along the southern coast to see you coming.

If In-N-Out's borders have popped that hill 2S1W will have sight of a couple extra water tiles too, but the 4-move galley will be enough if launched from 3S of the hill or 5S of In-N-Out.

Where are you planning to build the fort on the northern bridge? And do you have the workers headed that way already?
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Quote:Thoth, a dedlurker question. Due to the power of 4 moves, we could also surprise

In-and-Out out of the fog, but probably only one city can be burned that way. Which one would

be better? I still lean Zaxby's.

I think Zaxby's is the better target.

We can fork Zax, McDs and LJS plus threaten the Seafood/blockade. A couple of whipped galleys from them will end the party, but that's fine so long as we get the timing right. wink

Two units on the galley would be handy.
If the second one is a chariot, and we *keep* Zaxby's....we can pillage their copper the same turn. party

Timing:

I haven't checked ingame, but from the looks of the screenies we get Const eot 98?

If we can keep the galley and the GG unit out of sight, then timing the hit on Zaxby's to go in the same turn our cats move against McD's should give them some interesting decisions to make. wink

OTOH: Simply burning or occupying Zaxby's ASAP denies them a build queue (and possibly copper) plus it gives them something other than cats of their own to spend hammers on. wink

I haven't looked at workers or remaining forests for a couple of turns, but it would be very nice if we can get say, 5 chops coming in the turn after Construction. We'll want those Coloseums Cats on the board and moving East ASAP.

Post Construction we'll have 5? 6? turns until our GS plus travel time for the Academy to stockpile gold +7bpt. HBR/Currency? Then hit either Calendar (Silks, MoM) or Myst/Poly/Phood/HR/CoL/Civil Service (maybe with a side of Aesthetics/Lit for some Epics wink along the way)



Any chance of getting a Barracks into the Capital soon? Given our military plans and the hammer heavy focus we'll want from that city for the near future, I think we'll get better use from a Barracks than the Library in the near term. Lib would be nice, but units that actually start with a promo would be nicer. wink (if we didn't have cool plans for the GG already....2 promo 3t cats from the Capital would have been mighty sexy too. )


Fake edit:

k. Scratch some of that. RB took forever to respond. *sigh*

So I did look ingame.

Azza cancelled the Copper/Gold for Iron trade. so we have unhappies in VA and the Capital.

DONT PANIC.

smile

The unhappies from whipping wear off in a couple of turns then we get to work our cottage and mine again.

We'll hit Construction eot 99, so Andy/Eagle road the marble t94 then split up to the two forested grasshills (one for VA, one for the capital) on t95. t96 they both start mining. t100 swap VA and the capital to Cats and the mine/chops complete for some hammers into cats.

Hold off on the whipping in VA, the Capital and TM. Whip the shit out of the Iron and Mammoth cities once Construction is in. smile
fnord
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