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Did a city count for comparison purposes:
14- Byz(!)
13- Egypt
12- India, Maya
11- HRE, Portugal, Mali, Babylon
10- us, Carthage, England
8- Ruff, Rome, Inca
Shocking thing is that Byz, of all people, has the most cities ATM. We're below average ATM so we need to rectify that soon.
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Quote:Mali, can you GUARANTEE communism by T162? Ruff has activated the cooldown to the nap and drafted/whipped 6 rifles last turn, so I expect we all know what that means. It would really suck to use a GA, then 3 turns after the GA ends, need to revolt again.
If you can guarantee state property by then, then I think we'll wait till T155 to trigger our GA.
Ruff is thinking about attacking Maya? In his position, I'm not sure that I could even think about going on the offensive. Even if it was Maya vs Aztec without us switching, IMO he's too far behind in food and power to think that he can win against Maya by himself.
This will sure get interesting...
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Sockboy Wrote:Speaking of siege, do we want to prebuild a cannon in Aquilonia? I think we should still keep it on cavs for the moment, but a couple of cannons stationed around is probably not a bad thing.
I think we should, we're lacking on siege ATM (especially if we're planning an offensive war) and cannons would help rectify that problem.
Sockboy Wrote:Last thought, are we still spreading Buddhism around since we're declaring on Ruff? The courthouse in Turan is almost finished and it'll have a couple of mines soon, so it can start on missionary production. Are we still doing that?
Well, Buddhism is going to be our state religion for a while now. Most of our production cities already have Buddhism though and I think with a barracks the Theo bonus is irrelevent on drafted units, so I would stop spreading it around atm.
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WarriorKnight Wrote:I think with a barracks the Theo bonus is irrelevent on drafted units, so I would stop spreading it around atm.
It's very relevant. With barracks alone a regular unit comes out at 3 XP, so a drafted unit gets half that rounded down to 1. With Theocracy, a regular unit is 5 XP and a drafted unit gets 2, enough for a promotion. (I assume you're not in Vassalage if you're talking about drafting via Nationhood.)
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T-hawk Wrote:It's very relevant. With barracks alone a regular unit comes out at 3 XP, so a drafted unit gets half that rounded down to 1. With Theocracy, a regular unit is 5 XP and a drafted unit gets 2, enough for a promotion. (I assume you're not in Vassalage if you're talking about drafting via Nationhood.)
Whoops, thanks T-Hawk.
Let's see, the cities that lack Buddhism are Nemedia, Zingara, Brythunia and Stygia. All are probably going to be drafted if they have enough happy to do so.
Considering the other build was a Hammam and we've got a long way to go before we hit either the happy or health cap, maybe missionaries would be better right now? With any chops that come in going into the Hammam.
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I guess I was more thinking originally if we wanted to increase Ruff's Shrine income by spreading the religion more than the effects of doing so (for instance it might make more sense to spread Hinduism to those cities which lack religion to get the hammer bonii from the religious buildings). Plus declaring on Ruff will end up giving us both 'Holy War' happiness penalties in our buddhist cities, so we might not want to spread it if we're declaring soon.
In any case thinking about the likely number of draftees, Brythunia has quite a high happy cap and will also have a large number of troops stationed in it, so it could probably be drafted quite a few times over the next few sets of turns. Zingara has enough happy cap to stack another draftee penalty, Stygia also will have quite a few troops stationed in it for the forseeable future. Nemedia should probably hold off on drafting until the penalty wears off. Let's prioritise Brythunia first then Stygia (Stygia still needs it's hammam so it's got a lower happy cap) Maybe let's see how long until the next missionary pop and if we can hold off drafting Brythunia too heavily before that. Of course border considerations might change that plan, but losing a promo on a couple of rifles probably won't be the end of the world for us.
September 15th, 2010, 08:30
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OK well after 3 weeks we're back in action. What we're we doing again? Oh yeah, sending CUDDLE our resignation, that'll liven up the game a bit.
And of course the first thing to do is send CUDDLE our resignation. I did make sure to move all our armies in to defend, although anything else we produce for now should stay hidden if we want to attack Ruff soon.
Oh and for prosperity, here's our demogs:
2nd in power is great. If carthage give us the army in our land, which if we get in a war seems likely, that'll definately mean we can pack a punch. Food is also good, and we don't have to worry about GNP much anymore (i already turned off research, so 10th is exaggerated a bit). Production is a little worrying, I think we might need a couple more workshops and watermills around (which with state property are UUber).
The other thing I'm not sure about is which cities to draft this turn (aside from Ophir, obvious really) wasn't it Khitai, Brythunia and Stygia?
September 15th, 2010, 11:43
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<PREACHY>It is kind of sad how the ethics of the alliance switch never entered into your debate . Do you not even recall the "super secret" inner four alliance of Ottomans/HRE/Aztecs/India?</PREACHY>.
That said from an "improve my chances to win the game standpoint" it certainly seems like the right way to go.
Darrell
September 15th, 2010, 17:35
(This post was last modified: September 15th, 2010, 20:34 by WarriorKnight.)
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darrelljs Wrote:<PREACHY>It is kind of sad how the ethics of the alliance switch never entered into your debate . Do you not even recall the "super secret" inner four alliance of Ottomans/HRE/Aztecs/India?</PREACHY>.
tbh from my point of view, the only 2 times AWTA really acted as an alliance was after we formed during the Ruff episode and when PAT broke. All other times it seemed more like a convenience to you guys. I don't know how many chats I've had with HRE over the course of the game, but it must be a ton, whereas your team has been difficult to contact at all, and Ruff is in a similar boat (although I personally do feel bad about turning on Ruff).
Also it didn't help that your team was 'too big to tech' and could expand into Sumeria and Korea at will, while HRE and us were teching for you for a large portion of the game. I know that just how things lined up for you and congrats on getting things to work out like that, but it was frustrating to play against, especially when you were in a pseudo-alliance with us which favored you guys.
September 15th, 2010, 19:03
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Oh, and Krill wants us to build a road from Koth to Bad ass in our territory for easy reinforcement. I think 2 workers just finished a farm near Koth so can we do that SB?
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