You whipped the lighthouse?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!
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You whipped the lighthouse?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
No, I whipped the axe in Mars overflowing to complete the half-finished impi. Well still have a few (~5) overflow to put into something. I think I'll bring the impi that scouted the dyes back home. With Azzas shock axe loose in the area well need an impi on defense in both cities once we found on wines.
We have about 4 more turnes of enforced peace. Azza appears to be building up for continuing the war (although it could be just for defense??). Would it be good/bad/illegal for me to PM Azza with a message: Quote:"in PB9 if you plan on declaring war after the enforced peace is up could I take the early split of the timer? Your most common play times (12:30-3:00 AM eastern) are usually just after I go to bed. It would be more convenient for me, and quicker on the turn pace in general, if I took the early split." Or could one of the global lurkers relay the message in a non-spoilery manner?
I meant in porcupine...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Just play the run up to the end of the enforced peace as if you were at war. If you think the first half of the timer will keep the game moving along, then play your turns (and end turn!) before azza does (and preferably before he can log in to play them) and you'll get the first half of the turn in a potential war.
(March 10th, 2013, 20:09)Krill Wrote: Just play the run up to the end of the enforced peace as if you were at war. If you think the first half of the timer will keep the game moving along, then play your turns (and end turn!) before azza does (and preferably before he can log in to play them) and you'll get the first half of the turn in a potential war. I'll try. For the most part it's been alternating between Azza and 2metra as the last-to-play (and whoever's last plays twice). 2metra usually plays around 4-6:30am (my time), and when I play in the morning Azza often logs in within half an hour of me. So splitting with me first I'll usually play by 11pm, and Azza usually by 3am allowing 2metra to play twice. Then I play as soon as I get up in the morning and Azza follows shortly afterwards (I'm not sure what timezone he's in, but I assume somewhere west of me since he's always just a bit later to the turns). The problem with Azza first is that he plays middle of the night for me and by the time I get up in the morning it's past 2metra's window. He then only gets to play 1 turn because I still haven't played until 7am which is after his window. Then Azza plays the start of the next turn shortly after I log out. I finish my turn in the evening, but we're waiting on 2metra who isn't online until 4am, which is after Azza's window. I then can't play when I wake up because I have to wait for Azza and I'm gone by the time he logs in and plays. And we just repeat that. During our war the turns usually ran about 22+ hours, while we often get in two turns a day otherwise.
OK, I dug through my screenshots, and peace was signed T94 ... Which means Azza can declare on T104. It's now T99, and will be T100 after Azza plays and the turn rolls. The nice thing about the lakes to our west is they create narrow choke point and a nice field of vision where we can spot incoming invasion 3 turns in advance. I'll get a unit on the hill 2SW of Port chop next turn which will extend our warning to 4-turns.
Keep in mind that Azza has a shock chariot wandering around our eastern borders, so DoW might come from that direction without as much warning. Azza also might have a chariot running around near our southwestern border. I spotted a chariot in that direction when I declared and razed his westernmost city, and haven't seen it since. Should we recall our scouting impi from ATland and Commoland? We have uncovered all of their cities near our border and within reach in the event of war down the road. Further map knowledge is of questionable value (and can be gained easily once we have paper). I favor recalling them so we don't have to build more to take their places.
Not sure on impi.
We should attack out at the axe east of Potos. Why? By attacking out we have a 50/50 chance of straight victory - if we win then cover with axe. Result? 1 2-3xp axe, and a break of the choke if the other attacks (its likely to die against the axe with river - if it doesn't clean up with injured axe). If it loses then the second axe cleans up - likely comes out of it almost uninjured unless we get unlucky. I won't do this unless you agree, but strongly recommend it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
remember that azza can hit us two turns after dec if he sends his stack immediately.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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