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(May 10th, 2016, 09:16)Dreylin Wrote: I'd figured he'd used the GE for Steel, but he could well have used it on the Ironworks. GE cant go for Steel I think. I thought that DZ is going for Railroad and aiming on corporation. But may be he will get another GE from Ironworks.
Quote:Since we're maxing out Goats, should we start converting tiles from Farms to Workshops, or just leave them as-is and focus Worker turns elsewhere?
In Goats possibly because it can still bring 1-2 turns for OU.
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Loading / Attack plans:
Cats (7) - if we want to bombard with 5 and attack with 2, then they all want to be in the 1-move stack
Cavalry (7) - 5 will be at 100% health or very close this turn, so we load them. remaining 2 can take an extra turn to heal in Silkmoths then join the 1-move stack in time to attack.
Grenadier (1) - only 1-move with Pinch; will walk
Rifles (9) - 6 are C1, 3 no promo. Galleons will take no-promo units +1. Remaining 5 will walk.
MG - do we bring to cover the stack, or leave in Silkmoths to guard?
Amphibious group: 5 Cav, 2 Rifle onto hill; 2 Rifle onto flatland 1 of Bush.
Walkers: 7Cats, 5 Rifles, Gren (MG?) on Hill, then add 2Cav next turn on flatland next to Nixon.
Likely we'll face 8 in Nixon and 2 in Bush. If we're lucky, Bush's borders won't pop 40% by then....
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(May 11th, 2016, 08:37)Dreylin Wrote: Loading / Attack plans:
...
Likely we'll face 8 in Nixon and 2 in Bush. If we're lucky, Bush's borders won't pop 40% by then....
All good. I doubt he can make 40% since he has no cultural buildings. He can pull some rifles back if he notices that most of Cavs have disappeared, I doubt he will really do it.
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t298 -
We're holding a small Explorers convention in the wide-open spaces between BGN and Donovan:
So REM has a Galleon in the vicinity:
Based on the Workboat I assume that it's heading to found on the Island, but better safe than sorry - I decided to leave the MG in Silkmoths just in case.
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Oh yes, and civics are back on the menu next turn, so Slavery?
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I also think it's worth looking at what a cycle out of Nationhood would do for our Happy Cap; we're in stable times in foreign relations (although I do wonder whether pindicator not playing the rolled turn means he's planning to settle up on us) and will be in Slavery again anyway. Meanwhile 5t of Bureau will certainly help out with completing Oxford.
The Core cities should be fine since they still have the Rep happiness (I don't think there's enough justification for UniSuff this round) and the first ring we can put in a large whip to get the unhappy pop under control - e.g. GP's Settler whip.
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I am not against bureau, though as I saw we could build Oxford in 5 turning several tiles into workshops.
DZ can still attack us, I worry that we have no spy around. If he attacks us indeed I'd prefer to be on Nationhood.
Some small cities without happy from Rep can become unhappy. And may be we can consider some drafts in the core before revolting. May be Lhamas? 10% of drama can do.
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(May 12th, 2016, 10:06)OT4E Wrote: Some small cities without happy from Rep can become unhappy. And may be we can consider some drafts in the core before revolting. May be Lhamas? 10% of drama can do.
Well a lot of those smaller cities don't actually have their Barracks up yet, so they may not even be receiving that happy boost. But I don't have a detailed handle on the happiness situation civ-wide so the idea may not fly anyway. I've been holding off more Drafts of the Core cities, but if we do revolt I'll make sure we do a full round (from wherever makes sense) before Revolting.
If I have time tonight I might do a civ-wide spreadsheet inventory of buildings, Happiness and Whip/Draft Anger so we can review what we need to build/rebuild.
Next Settler will come from GP, then I'd expect we'd grow Chickens up and do a large-pop whip for another, and then we murder Silkmoths' excess population as soon as it's out of revolt for a third. Llamas I think we want to keep large and on troops, and Rabbits is a slower grower, so maybe we spare both of them and just use GP & Chickens as our Settler Whip factories?
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Chickens and GP are strong as possible science drivers because of their universities. The goal schema is to put at least 3 specialists in each of 5 universities and 6 in Oxford city, this will give us ~200 science per turn even on 0%. Not great but it will keep us moving.
We must consider Donkeys, Goldfish and some new cities to build at least one settler each. We need just 2 more settlers for former Gaspar's land and both of them are not urgent ones, 3 more for our own core and 1 for island with silver finally.
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My impression of order of priority is:
1) pindicator border
2) Scooter border (North)
3) Silver
others.
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