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[Spoilers] Dreylin's short visit to a late Era

I think BGN and REM will make peace in 1-2 turns at most. If they dont it can be even better for us. So I am not sure that changing target is good idea.

Keep in the mind that those odds are acrossing the river, but still good considering airships. Though he might use double city garnisson promotion once, those units must be unable to get enough fortify to have much better odds. The main problem is still his siege.

Btw do not refrain from whipping Cats. Academy bonus stacks with Kremlin and it gives pretty nice overflow. I even though to make an academy in the city with Globe to whip it instead of drafting.

He whipped 5 cities, 2 of them were 3pop, probably the cities we are going to take next.
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(May 27th, 2016, 00:51)OT4E Wrote: I think BGN and REM will make peace in 1-2 turns at most. If they dont it can be even better for us. So I am not sure that changing target is good idea.

I do hope that we don't need a reload to fix their declaration issue! rolleye If REM can't take the second half of the timer, the best alternative seems to me to be for him to finish playing his turn as he had intended to before the declaration and then take the first half of the turn, after all he knows about the declaration now. Oh well, I guess we'll see. frown

(May 27th, 2016, 00:51)OT4E Wrote: Keep in the mind that those odds are acrossing the river, but still good considering airships.

Oooo, good point! For some reason I thought the river wouldn't affect that attack on the diagonal, but I guess that because it intersects the coast it does. I did dink that Inf with the Airships to discourage an attack out at our stack. There's no pending promo glow coming from Nettwerk, but it will be interesting to see whether he has turned on auto-promote for the new units.

(May 27th, 2016, 00:51)OT4E Wrote: The main problem is still his siege.

Maybe, but a) he doesn't know which way to move it right now, and b) until he runs a couple more rounds of whips, he doesn't really have enough hitters to back it up and do serious damage.

(May 27th, 2016, 00:51)OT4E Wrote: Btw do not refrain from whipping Cats. Academy bonus stacks with Kremlin and it gives pretty nice overflow.

Yep, whipped it this turn since it wouldn't have finished the Cav and was already working an Engineer. Catching up on tile improvements here is a priority.

I understood the reasoning for popping borders in Dolphins; actually reduced it to 4t by switching the Whales back and working them instead of a Farm. Hedgehogs whipped off its second pop anyway. Hopefully this round of Airships we'll be able to keep a few on other borders ... we should have ~20 at the start of this turn - which isn't bad for 4t after Physics completed.

Oh, and I'm pushing to finish Biology in the next 3t before our next revolt is up and we can switch out of Bureau. Should be possible with pillage gold....
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I gather that the ruling is still under appeal?

If it helps, I can withdraw my self-interest objection to replaying the turn. I mean, we're not going to win the 23% battle on the second try - spawning the GG this turn and in a convenient place - but then again maybe Donovan got some equally good rolls on his side and my fleet is on the verge of being wiped out. noidea
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(May 27th, 2016, 14:14)Dreylin Wrote: I gather that the ruling is still under appeal?

If it helps, I can withdraw my self-interest objection to replaying the turn. I mean, we're not going to win the 23% battle on the second try - spawning the GG this turn and in a convenient place - but then again maybe Donovan got some equally good rolls on his side and my fleet is on the verge of being wiped out. noidea
The ruling is ruling and I doubt it will be changed just because someone is unhappy and it is definitely wont be changed based on someone's else not directly involved opinion. I think our luck was just above average, we still lost 2 cavalries.

It is a pity that there is a delay and I cant join game to take a look, but may be it will grow anger between BGN and REM, so it can work for us.
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(May 27th, 2016, 08:33)Dreylin Wrote:
(May 27th, 2016, 00:51)OT4E Wrote: The main problem is still his siege.
Maybe, but a) he doesn't know which way to move it right now, and b) until he runs a couple more rounds of whips, he doesn't really have enough hitters to back it up and do serious damage.
He has 7 cavalries which he can gather quick in one place and 3-4 units he can produce/bring from the nearby city anywhere. So here is where 10 hitters can come from. But right now it seems that we only need him to pull siege back from the front, so we can advance. I doubt that he will just stand with them, yeap?
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Yeah, the problem that we're setting him is that we're hitting him on a relatively undefended side, and he just can't get his Siege over there fast enough. By the end of this turn we'll have three sizable forces threatening 3 different locations and he'll have choose what he wants to defend and what he's prepared to give up.

I do expect to see him moving his mobile siege stack East, but it will be interesting to see how much he has committed to defending Nettwerk and how he's gathering stuff verses planning a counter. I'm expecting that we'll have to burn Nettwerk, but we'll see.
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What if we raze Netwrk and replant where our stack is standing now or 1 tile to W? Just as an idea...
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t314 -

After last turn:


Nice of Donovan to give us the Defender's advantage on those, but only 1xp each. Pindicator takes Mining Inc., and Scooter the Pentagon - Scooter's production is through the roof, so we need to be cautious.

Just one Inf in Nettwerk and the expected 2 in AZ. First order of business was to dink them with Airships and then take the city:


Had 1Cav withdraw and lost 2Cavs to take the city & a paltry sum of gold. Decent infra though.

Then I dinked the sole Infantry in Nettwerk and found this interesting arrangement:


Not sure of the reasoning (Aesthetics?), but 2 important things here: 1) the Siege moved East as we'd thought, 2) only 2 of the Cavs are in range of the border tile at Staalplaat.

As for Nettwerk, I hummed and hahed about whether or not to keep it; spent several hours dodging in and out of game being indecisive. Finally I decided that if Donovan is willing to throw stuff at us, we'd best give him a target. Took the city with the first attack!


and kept it. (Nice infra, shitty gold again)

You see I'd worked out a way to juggle the Galleons around and get 6 additional Rifles in, bringing the total to 16 units, or double the number of hitters he has available:


I also have 6 Cavs (including our top 3) in the pair of Galleons adjacent to AZ - and in range of his Cap. Airships took the top off both Cannon and 5/8 of his Cavs at which point I ran out.

Here's the North:


Not sure we have enough here right now - probably depends whether he takes the bait at Nettwerk and what our Airships are needed for next turn.

I found the rest of his fleet in the South:


Along with a pair of Rifles in his Drydocks city.

We're pretty much at the limit of Airship capacity in the Theatre of war, so most of Gasparland has switched over to more locally-focused infra builds:


The completing Airships can stay in their locations and give visibility on pindicator & REM in the East and Scooter's South (to our North). I queued another at Hedgehogs to cover his North (our South). Geese has started building Wealth & pop for our next Settler whip and Ducks will 2-pop whip the Market next turn to fix the happiness issue.

Not sure we're going to make it to Biology next turn, so we might need to delay the revolt back from Bureau to Nationhood for a turn or two to finish.

Airship distribution:


Quantity is not bad just 4t after discovering Physics!

And 17/72 for the next GG...
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DZ played his turn in 20 mins without a single whip.
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We can research on Nationhood too. The main question is are we going to draft more right now or we can give our smaller cities to grow a bit more. Rifles become less and less effective, but they still make our borders less attracrive for invaders. I hoped we could replace it with slaving Cavalries instead, but we need barracks and stables or theocracy everywhere. Mobile group of 12-15 is very effective in the defense because it can patrol between different front lines, while standing rifles are only good when fortified.

Since pindicator got Railroad he becomes dangereous too. What do you think about selling him our resources for his corp. He has got sugar we need and we could get some gpt also. Will it work against us or bring us closer to each other? We are interested in having loyal neighbors, but he can just use hammer boost to make army and betray us.

After all I think it is reasonable to produce some wealth and try to get Bio in 1.
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