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Gillette Turn Discussion

Reply from Plako:

Quote:Hi,

You can discuss with me. What would you be willing to offer?

Regards,
Plako

Jemmy, Katana and Epee? This just gives them carte blanche to roll over M3 instead though so I don't know if we should even suggest it...
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(August 28th, 2013, 20:14)YossarianLives Wrote: I'm pretty sure there are a couple things in that article that no longer apply for BTS. I think I remember reading that the exploit has been removed, and I'm pretty sure I've tried to bomb cities out of revolt a couple times after reading about Sulla doing it a long time ago, but it never worked.

Yeah, in the sandbox it doesn't seem to make any difference. I think the bomb needs to go off in Jemmy in that case...
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(August 28th, 2013, 18:37)Cheater Hater Wrote: At least Trolls' dp/dt isn't increasing anymore :/
How detailed is the micro work? Assuming I don't need to actively do much (maybe move some units, handle a city growth or two, do a bit of new worker actions, and generally continue the status quo), I should be fine to handle the turn.
Are you going to be around that weekend if I have any questions? What time do you expect to be back?
You could also run extra artists during the culture bomb as well--I think we'll be out of Caste System by that point, but presumably you built Theaters in the border cities wink

What's dp/dt?

I'll have a look at it and see how much instruction I can leave. If it looks over-complicated I'll ask everyone to play slowly over the weekend. Otherwise I'll check the forum. I'll be back about 1800 GMT on Sunday (midday for you?), so there is a good chance it won't get back to us anyway...
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dp/dt is the derivative of the power--it isn't increasing at an increasing rate anymore smile (sorry, had to throw in a bit of calculus there tongue )
When are you leaving? Assuming M3 plays tonight, could you play tomorrow? If so, the turn probably wouldn't get back to us wink

I wouldn't offer anything more than the two cities we were willing to lose anyway, unless we could somehow negotiate an extension only to T210 to line up with M3. I still feel we have a chance at the long game once we develop SFL, but the problem comes if Trolls take over the rest of the mainland.

How would our plans change if we get the short-term extension? What about a long-term extension (~T240 or so)?

What if we beat Trolls to the punch? What is our NAP with M3? I'd feel really dirty about doing this after they donated us troops, but postponing the Trolls war until SFL has matured may be the best move (especially if you don't think we can survive 10 turns at war alone with Trolls).

If we do somehow postpone the war, how much more can we develop on SFL without crashing our economy? How many inland cities can we place?
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Why does derivative of the power get shortened to dp/dt? I don't get it. Well, they couldn't keep increasing their rate infinitely, but they did get scary close to a straight vertical line there.

What if we get a long-term NAP and keep building up troops to donate to m3? I agree that our future lies on SFL...
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I remember Trolls weren't that keen on M3 donating troops to us last time (though they haven't seemed to complain this go around for some reason--they probably will when they see we have rifles without Rifling though--maybe they aren't complaining because they don't want to face both of us at the same time?), so we almost assuredly would have the same restrictions in any NAP we make at this point.

dp/dt is the derivative of the power with respect to time--it's more precise than p' would be (I can get more into the math reasons if you want, though I don't think I need to here tongue )
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I'll play this morning and try to leave instructions just in case..

You're taking me back to university maths lessons, I was never very good at derivatives!

We've sort of got an understanding with m3 that we'll jointly attack Trolls on t210, so I wouldn't want to negotiate a longer nap than that. They wouldn't go for a 10 turn rolling nap would they? Mostly I was hoping that message would confirm t201 as the attack date.

We can plant cities on SFL with impunity, each one will help our tech rate... so a t240 nap would let us grow hugely, but it doesn't address the issue of Trolls mainland dominance. If they roll over m3 or team then that's gg, so I'd rather just get it over with (tbh it feels like we've strung out an obvious losing cause longer than we should already given their points and tech superiority). If we can win some decisive military victories and lose less than 4 cities before m3 join I'm very hopeful that we'll come out of the war ahead... but I don't see how letting the game run another 40 turns without hurting Trolls gives us a chance.

I'll play the turn in a few hours and hopefully do a really detailed war report.
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Turn 195

I had a bit of a chat with HAK yesterday to ask what Trolls were researching and see how many more rifles they'd be able to supply to us. He couldn't give a figure for rifles, but did send these messages:








More rifles! I love you M3!


Using the airships and HAK's notes on the Troll stacks we can see most of the Troll lands and (probably) all of their rifles and cavalry (click to enlarge). Its an interesting bug of sequential turns that if we log in before M3 end turn the fog of war stays like this and we can see how Trolls have moved their units, so we only really need one airship every two turns to keep visibility.


So the scary news is that Trolls have:
- Rifles 28
- Cavalry 24
- Cannon 6
- Great Generals 1
Once they have military science they can create a couple of commando units with their great general - I think we need to make sure we have at least three units in all our cities within six road tiles of the border. On the other hand it looks like the only frigates Trolls have built so far are around On the Rocks - this is great news, although they could yet whip some ships of the line.


We'll have five cannons next turn, then another seven the turn after. I want to get twenty in place by t201. Right now we have:
- Muskets 3
- Rifles 7
- Pikemen 16
- Zerks 14
- knights 11
- longbows 14
- catapults 6
- Frigates 1

I'm liking Nationalism better and better at the moment, I think we can draft anywhere really - we have so much spare happy that it really isn't a problem. The only trouble is if we won't have enough money to upgrade Zerks to grenadiers on t200.

I adjusted all the production and tiles in the cities after the turn rolled so if the turn comes back on Saturday can you just make sure the units are all doing something useful - I've marked the rifle staging point, all the other units should head to Epee except the archer and warrior that are heading to SFL.




Graphs










Demos


Let me know if there is any other info you need...
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That seems good--is the worker micro sheet updated/all the workers already doing their assigned things?

(of course, hopefully you'll be able to take the turn, since I doubt the turn will roll in less than 2 days smile )
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Turn has been played--I uploaded a bunch of pictures I took to the WAR! folder on Dropbox; I might get around to posting them, but I don't have time right now. Nothing major--just more troops for Trolls, Theology completed, I did some worker stuff (mainly chopping jungle), moved some troops--I'm assuming I couldn't mess things up too badly smile
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