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!

Its a good plan, but I think no.
We've already got a sworn enemy, no matter how BC responds/what occurs this will make a greater enemy of him.
Its also not going to be like the azza war where we got a quick decisive result for little cost - he'll spot the impis so have at least two axes (he has one plus a whip) which is already a great cost.
Moreover war with BC will deal pains to our economy - their our only close ally and our only source of trade routes.
Meanwhile this will be weakening our defences elsewhere and ruining future TR, and preventing doughnut from helping the economy with missionaries.

In short I have a strong negative opinion to this (although a fun alternative would be to get the two galleys+impis in place and then demand tech/gold - he'll be unable to know that our units aren't aboard. Still probably not worth it though).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Oh and azza trade is reasonable.
Demand gpt for PH if possible.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

(March 9th, 2013, 04:38)Qgqqqqq Wrote:
Okay micro plan for TGLH: After completing the WB with current config, on T97 it starts on lighthouse like this:
[Image: civ4screenshot0023.jpg]
T98 Conig swaps to work hamlet instead of cow:
[Image: civ4screenshot0024.jpg]
This means on T99 it can whip for 29h overflow:
[Image: civ4screenshot0027i.jpg]
On T102 we can swap back to the cows (or not, doesn't matter):
[Image: civ4screenshot0029l.jpg]
Same T103-T108 where we complete with no overflow:
[Image: civ4screenshot0031t.jpg]

Changes to the plan:
Now whip T98: working the hamlet, cow, corn.
T99 Assign tiles 2 mine, cow, corn.
On T101 (city growth) work 4 mines+ cow
Work hamlet+4mines T104-106
T107 it can pick up the cows instead of a mine (basically if we have the cap to grow we can go corn/cow)
T108 completion still, but at size 5 smug
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Okay I made a few adjustments.
I fired one scientist in Volcano to work a cottage.
Reasons? comes out same time, so the only change is a grown cottage and a more likely GP - both positives.

Put research to 100% - I realise we haven't got enough money, but we're likely to trade for it.

Set Pork chops to library - we're wanting it, and we're not going to need the wealth urgently.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

thumbsup
Reply

Also, looked through the cities using the espionage formula - no city that we can see is building anything with over ~60hammers.
i.e. no-ones going to land GLH next turn.

Also spent about half an hour salivating over AT land frown
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Yeah, I'm not insane to where I'd throw away our peaceful relations down south when we have tons of land in the north with a weak neighbor to the west. We're in this to win it after all, right? And we can't let AT and Jowy build in peace while we knock our heads in war ... I just like theorizing over the tactics.

Quote:Changes to the plan:
Now whip T98: working the hamlet, cow, corn.
T99 Assign tiles 2 mine, cow, corn.
On T101 (city growth) work 4 mines+ cow
Work hamlet+4mines T104-106
T107 it can pick up the cows instead of a mine (basically if we have the cap to grow we can go corn/cow)
T108 completion still, but at size 5

You're saying whip T98 (next turn) with the 19 hammers into the lighthouse, rather than waiting to get 29 hammers? Just want to confirm ... although now that I think about it there isn't any difference between putting hammers directly into THGL a turn earlier or indirectly through whip overflow. It would only make a difference if we were timing the hammers with researching sailing or something like that.

Also good catch on the research. I agree that we might as well start on it now, even if we have to finish it off with 2 turns of breakeven.

Quote:Also spent about half an hour salivating over AT land frown

I already have a plan for sniping and burning AT's border city that contains Colossus and Buddhist Holy City mischief ... but I swear I'm not a maniac war-mongerer. I don't go to war simply to war. With Azza, the first (easternmost) city was poor play on Azza's part which led to me declaring. It was pushing me culturally and would have been a big pain later on, and it's just too tempting leaving it empty. We also got a bit lucky on our impi v. warrior attack to raze Skeleton. The city would have fallen in any case, but might have cost us two axes suiciding from the galley if we'd left it another turn to whip. The western city was pure luck that the wandering exploring impi (named Lost lol) stumbled upon empty. I would be perfectly happy to expand peacefully northwards and westwards until we run out of room, at which point we'll probably go back and finish off Azza since he's likely to be our weakest neighbor going forward.
Reply

Heh, keep posting the crazy fun war plans, they give us something to discuss (and me something to freak out about lol) and are always cool to plan even if we can't afford to do them.
Speaking of which, did you notice AT dog on our border?
I think he can't steal the worker (double move) but we should be quick getting him out anyway.

And yes, I can confirm the whip next turn, working hamlet corn and cows after whip.
I think we should change the cap to a Monastery (it'll like the science, and the missionaries are needed like everywhere (I'm serious - with +2 happy Porcupine needs a border expansion ASAP (especially as the cap will be grwoing with the corn) we want culture on the azza border, a pop in the south, and a pop in the dye city) atm).

If AT didn't have sentries everywhere I'd want to hear that plan.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Done some C&D.
From what I can discern from the religious screen:
1-2=Judaism
5-6=Hindu
3-4=Buddha
3=Confucius
Total= 12-15 religious cities
Judaism has to be 2 (you get a free missionary right?) so between 13 and 15 cities with religion, and 2 turns after getting CoL we own 3 of them, or 20-23% biggrin
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

No free missionary with Judaism.

About AT, we technically moved simultaneously. I was last in last turn and first in this turn, but AT logged in just minutes after the turn rolled, and since I play rather slowly he'd finished before I finished. I didn't actually end turn until about 5 hours later though. He could rightly claim the first half without double moving us since we've been changing stuff all afternoon (seriously, I have at least 4 separate logins, and you have about 6!!!).

I spotted his Dog down there, which is why I loaded an axe onto the galley from Pork Chop (circumnavigation for the win jive). Better to be safe than sorry smile

I'm in agreement with monastery at Grand Slam, although our hammer count there is so low that the it doesn't make much difference whether we switch this turn or a few turns from now. It's coming by whip and we have room to grow a pop now with the event happy, whip anger wearing of soon for another pop, two for calendar, and then we can afford to take the two mines.

Right now the happy cap is the only thing keeping us from growing like a weed. We're #1 in food, and it's only gonna increase with bananas coming soon.
Reply



Forum Jump: