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(March 27th, 2014, 12:52)Bacchus Wrote: You can only raze cities that don't have too much of your own culture, right?
I thought it was that if you settled the city you'd never be able to raze it, but Krill could be right. In any case, you'll have 100% culture in any city you lose to plako at this point so you can forget about recapturing and razing.
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(March 28th, 2014, 06:18)spacetyrantxenu Wrote: (March 27th, 2014, 12:52)Bacchus Wrote: You can only raze cities that don't have too much of your own culture, right?
I thought it was that if you settled the city you'd never be able to raze it, but Krill could be right. In any case, you'll have 100% culture in any city you lose to plako at this point so you can forget about recapturing and razing.
This as well, actually.
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(March 28th, 2014, 06:18)spacetyrantxenu Wrote: (March 27th, 2014, 12:52)Bacchus Wrote: You can only raze cities that don't have too much of your own culture, right?
I thought it was that if you settled the city you'd never be able to raze it, but Krill could be right. In any case, you'll have 100% culture in any city you lose to plako at this point so you can forget about recapturing and razing.
Yeah, that's what I thought but wanted to be sure. It would have been too much of a gift to the defender.
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Oh, Ceiliazul you did say dice would turn around! In a lucky counter-attack, non-prom Musket killed the C4 (!) Knight that captured Starship Troopers. The Knight was at just under 9 health, but still, am I glad he will never make it to Cavalry. The other city has a CG2 Musket with a 4 health Knight who is prommed into amphibious and Shock, so I'm not sure whether to attempt on them. I can upgrade a Numid into a Knight and take it quite easily, but I'm wary that I might end up expending units at a rate worse than 1 for 1 and that won't do.
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Interestingly so far Plako has just two cannons on the theatre. He'll have more of course, but how much more? If he undersupplies on siege, I have 13-soon-to-be-15 catapults waiting to smash his stack of doom.
March 29th, 2014, 18:01
(This post was last modified: March 29th, 2014, 18:10 by Bacchus.)
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Decided to spend the Great General on giving ten muskets CGII. They will be +75% in forts without stay-in-place bonus, 100% with, so will actually not be that helpless.
March 29th, 2014, 18:16
(This post was last modified: March 29th, 2014, 18:16 by Bacchus.)
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Looks like nothing will fall this turn. Cavalry might advance up to Double-Star -- that's fine, the city only really has the last musket to produce, whipping 7->4. However whipping 2->4 gets me a Cat, so the city will be stuffed with enough junk that Plako's forward cavalry can't quite take it even the turn after next.
I will have a little bash at retaking Big Time, I promoted a Numid to a Knight and brought up two Muskets. There are more Numids to clear up, if this lot isn't quite enough. I assume plako will upgrade his Knight to Cavalry, which should leave it with 7(?) strength. Something like that, not too bad.
Forts take a ton of worker power, I didn't really allocate enough, but should JUST manage whilst plako is distracted by Double Star.
Haven't started pillaging the core yet, still hoping to get Rifling out of it. In vain, I know.
March 29th, 2014, 18:57
(This post was last modified: March 29th, 2014, 18:58 by Bacchus.)
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All more or less as expected on plako's turn. Musket in Big Time upgraded to Rifle, with CGII I am not taking that back. Sad, a real fuck-up missing that Galleon, completely unnecessary loss of a city ahead of schedule, which cost me ~3 units.
On the main front, Plako is bringing plenty of Cannon as expected, no cheeky counter-attacks for me, unless he splits off his cavalry. In fact, he has done, but to flank me in the east, which I've pretty much evacuated by now.
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(March 29th, 2014, 17:33)Bacchus Wrote: Oh, Ceiliazul you did say dice would turn around!
Happy to hear it! Can we get a shot of your maginot line?
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More of a Maginot carpet. Yeah, this evening.
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