Ministry of Silly Walks 2: Walk Sillier/Harder
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(June 9th, 2013, 04:34)WarriorKnight Wrote: That was only looking at civstats and Seven's move on Shoot, before I logged in and noticed that mackoti had got some HA's in the eastern land to threaten my colonies. I did not respond well to that, however looking at it know it's sorta fun trying to figure out a strategy against one of the best players here, and it's about time I stopped sitting last in power anyway. Regardless, here's the situation this turn before I moved: CarpetInstaller will be razed next turn, and there's nothing I can do about it. I'm pretty sure HighProteinDiet will be safe though, it's a shame mackoti will be able to plant a new city almost immediately with a settler sitting in his new city, but oh well.
By the way, the forts at airline meal chef are to get a tireme into the sea to the NW of the city (and then have the forts replaced). That would give me awesome vision and with naval blockades allowed an absolutely overpowered play to blockade off everything there with a unit that can't be killed. I plan to remove the forts afterwards.
I did though realize I could have a more efficient route by forting the horse tile temporarily though. (June 12th, 2013, 21:07)Shoot the Moon Wrote: By the way, the forts at airline meal chef are to get a tireme into the sea to the NW of the city (and then have the forts replaced). That would give me awesome vision and with naval blockades allowed an absolutely overpowered play to blockade off everything there with a unit that can't be killed. I plan to remove the forts afterwards. Ah, that makes sense. The blockade itself wouldn't be of much value, as it only blocks off 2 lake tiles from a core city, and your captured city probably won't be doing much to Seven anyway. The vision would be useful though. You'll need to spend several turns building a fort on Seven's border so I'm not sure if your going to be able to pull it off, however. Bureau gives me something like an extra 30gpt to send your way, we should be able to get enough gold to go through Machinery in a short order, assuming your switching to Bureau/OR next turn. Also LAM have Feud. (June 12th, 2013, 21:53)WarriorKnight Wrote:(June 12th, 2013, 21:07)Shoot the Moon Wrote: By the way, the forts at airline meal chef are to get a tireme into the sea to the NW of the city (and then have the forts replaced). That would give me awesome vision and with naval blockades allowed an absolutely overpowered play to blockade off everything there with a unit that can't be killed. I plan to remove the forts afterwards. Blockades can jump over land I think (should test that in WB), so I believe it would blockade his clams. Still working out exactly how to get that fort up of course. Might have to be a ninja with seven workers although even that is risky obviously and costly worker turns wise to get them all there.
Yeah, blockades are not limited to the current body of water.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone. (June 12th, 2013, 22:31)NobleHelium Wrote: Yeah, blockades are not limited to the current body of water. Wow, then it could be extremely useful then. Although obviously the hard part is figuring out how to get a boat up there. If you ask me, wouldn't it be easier to get your city back then to build a fort chain up there? You have culture leading up to the city, and once we get machinery it should be easy enough to attack with maces + cats, wouldn't that be good enough? I don't think your going to get a fort chain going any sooner then that, plus we get our city back in the process.
Actually scratch the fort idea, Seven bombed your former city. I don't think your in any immediate danger of losing any more cities, but I would think twice about the cottage city your founding next turn since Seven can fork it easily.
Hey Shoot, any ideas on what to tech after Alpha/Philo? I suppose the info we get from Alpha will help figure out where everyone else is in tech, and could help us decide what to do next. I think the best options for us, in order of what I'd prefer to tech next, are Archery/HBR, Feud -> Banking, Engineering, Paper -> Lib and Nationalism.
GP born next turn too, let's hope it's our Prophet. Also once we get Alpha and have a better idea where we stand, I'll do another major update.
Judging from tech discounts, it seems that everyone else has Archery (meh) and Feudalism (gulp) while only Smack have Aesthetics and HBR. No-one has has anything else we can get.
Course, what we really need to see is who else has Machinery, which we can't right now since we have it ourselves. Still, I think it's highly likely that everyone is heading to Guilds ASAP, and I think we need either to do that ourselves (Guilds I mean) or Engineering for pikes real shortly. |
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