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Gillette Turn Discussion

How are we going to beat Trolls to Combustion? Aren't they researching Railroad right now? If we're going to beat Trolls, I think we need to keep them in a protracted war, and Biology lets us keep slaving more efficiently, as well as regrowing our core cities (Occam mainly) and our new cities (the cities we eventually replace on the Trolls border, as well as the inland SFL cities).

How much does Combustion help them? It only helps them with the naval battle until they get to Assembly Line, right, or am I missing something? Where is their oil, and where is ours?

How much does the Railroad path help us? I know we have some windmills, but do we have many watermills? How much improvement is still necessary for SFL? How many mines can we railroad? How much does the extra mobility help us? I think the Railroad path is fine after Biology, but that's mainly because the rest of the paths are mostly dead-ends for now (remember Corporation requires Constitution, in addition to Economics).
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Well once they have destroyers and transports we're screwed. Airships don't help and transports can fork every city on SFL with no trouble.

We probably can't beat them to it but if we can get to combustion some time near them we can use our coastal cities to maintain the naval advantage. I just hope the war is taking it's toll for them...

I'm not sure biology helps that much. On SFL at least we have lots of food. On the mainland it would get our Globe city back into shape again and help BoG and Halberd grow quicker, but none of those are as decisive as destroyers...
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Random question--can Airships destroy improvements? I know we could see basically all of Trolls' territory with the airships before, are there any oil sources we couldn't reach? I assume they don't have enough production in any one city to build the big ships, and I don't know if their cities are big enough to whip them, much less if they could afford to take multiple whips of that size. While that just means they would have to split their troops to constantly defend oil along with their cities, and the more their troops are split up the better for all of us smile
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(October 20th, 2013, 17:00)Cheater Hater Wrote: Random question--can Airships destroy improvements?

shakehead

alright
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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Turn 211

So M3 joined the fray this turn, I'd guess their stack is on the indicated tile, they'll move to the mine next turn and take Deerslayer the turn after. When the borders disappear they can then charge all the cannons in to absorb collatoral, however the cannons are vulnerable to cavalry, so I'm worried for them... I gifted all the rest of the cannons.


Shit. I just killed an M3 caravel with a privateer. Should we try and pass it off as Troll aggression or confess? I chose to confess in-game. Another problem is that there is a stack which includes a galleon 1W of Cuba Libre. If they move SE of the city the galleon can unload on the deer tile of our island city the turn after. To try to prevent that I'm roading the deer and will move a grenadier and musket over from SFL to cover the deer and force them to attack with the amphibious penalty.


Up north this turn we'll sink an ironclad.


Two airships knock it down to 9.6, then a frigate suicides and takes it down to 3.8, allowing an SotL to get 10XP and combat III. I've crowded ships around the city to prevent a galleon escaping when we try to take the city next turn.


How much do Trolls need their last silver? As a gamble I've unloaded three muskets onto it - next turn they can pillage the sliver, then they can move to the forest with the deer. If Trolls are keen to keep the silver they'll need to move (at least) three units out of TS, at which point our galleon can take or raze the city...


On the home front I'm building some MP units for SFL, more ships, four banks, a couple of forges and about 100 gold worth of Wealth to try and speed us to combustion. Almost as if we want the game to go on forever... I only drafted twice, and I'm thinking of not bothering any more.


Finally we'll take Katana back next turn. Then we can fork WIFOM and Hillbilly Punch, but that might just be suicide, we'll see.


Power - bye bye cannons...

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Just sent this:
Quote:Hey Q and TheStick

I don't think your suggested not-ending-turn-in-your-territory deal is a good solution - it's massively rigged in Trolls favour with their stacks of cavalry. Either you need to allow ROP or not, and since it could be argued that Trolls have cheese-gifted cities they were about to lose anyway I don't think that not allowing it is fair.

I think that not allowing ROP through land that was yours prior to the city gifting could be fair. What do you guys think?

I didn't want to post this in the main thread because I don't know enough about the situation to call it cheese-gifting.

Cheers
Old Harry
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I think M3 will manage, considering we just gave them a stack of cannons tongue

Things look good on the military front--where is the settler coming out of Trident headed?
When you say you're "not bothering" drafting, do you think we don't need the power, or the muskets just aren't worth it relative to the power of rebuilding our economy?

Yeah, TEAM trying to semi-block ROP seems like it confirms they're allied with Trolls--why would they bother stirring the pot in that instance and instead just allow Trolls ROP? That seems like it would be more surprising (even though we're immediately questioning the city gifts)
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A few muskets won't be as useful as getting combustion a turn or two earlier. I think we'll need more wealth builds, and actually those banks won't be so useful if we run the slider higher.

We're settling the two northern sites on SFL in two turns.
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How is the New World development proceeding? Is SFL becoming the "home" front yet given the smoking holes in your core?
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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Heh, well the North and East coasts have some pretty good cities apart from the whip anger and war weariness. (I can't believe Statue of Zeus wasn't banned). The West is starting to get there and the South is pretty weak still. I'll try to include some pictures with the next turn report.

The struggle in Quama and Trident is balancing building enough ships to maintain naval supremacy with building Settlers to stop them growing so unhappy. We badly need a switch to Caste System. And fifty turns of peace. How to persuade Trolls to take that peace is another matter.

I saw Krill suggesting this game is over in the PB12 spoiler thread - does he think we're obvious winners then? tongue
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