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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

Where is that amphibious knight galley going to stage on the war dec turn?
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It'll have to be on the tile NW-W of Wayne's World (SE-E of Char) in order to get into the city and unload the knight on t190.
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pindicator Wrote:It'll have to be on the tile NW-W of Wayne's World (SE-E of Char) in order to get into the city and unload the knight on t190.

Yeah. But my thinking was that Yuri might take that as a fairly suspicious act. Do we have a galley to spare that can just hang out on that tile starting soon?
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regoarrarr Wrote:Yeah. But my thinking was that Yuri might take that as a fairly suspicious act. Do we have a galley to spare that can just hang out on that tile starting soon?

Sadly no. We could do the galley moves between WW and HS in full view of him instead of moving on tiles he cannot see whenever possible. If he's seeing the galley move back and forth for 9 turns then maybe it wont trigger so much suspicion?
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pindicator Wrote:Sadly no. We could do the galley moves between WW and HS in full view of him instead of moving on tiles he cannot see whenever possible. If he's seeing the galley move back and forth for 9 turns then maybe it wont trigger so much suspicion?

That still strikes me as fairly suspicious. On the other hand, Yuri plays each turn in like 5 minutes, so I'm not sure he's really putting top-notch effort into this game any more lol

Turn has rolled - I can take a look here in a little bit.

I was thinking on the way in about the difference between Slavery and Caste System (in RB Mod) in terms of whipping up a huge number of knights.

Back of the envelope we're working like 32 workshops, so Caste is getting us 32 hpt. Slavery I think would give us more base hammers, but at the cost of a lot of food (especially in RB Mod where the whips are nerfed).

I was thinking the good comparison would be how many knights we could theoretically get in 8 turns if we were whipping everything. I'm sure it's more than 33, but then we'd be whipping our city pretty hard and also whipping off those beautiful 1/5/2 tiles yikes
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Yeah, it can go either way. I'm fine with not doing it if you think it will just tip him off. We need to make a decision on it by the end of this turn though; because if we choose to do it then the galley by WW needs to wait until the 2nd knight comes out of WW before shuttling troops. If we choose not to then the galley needs to go on t183.

In the turn now, trying to decipher my notes for movement. I hate our unit naming scheme right about now.
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pindicator Wrote:In the turn now, trying to decipher my notes for movement. I hate our unit naming scheme right about now.

lol - yes our naming scheme does lend itself to some.... disadvantages

pindicator Wrote:Yeah, it can go either way. I'm fine with not doing it if you think it will just tip him off. We need to make a decision on it by the end of this turn though; because if we choose to do it then the galley by WW needs to wait until the 2nd knight comes out of WW before shuttling troops. If we choose not to then the galley needs to go on t183.

I say we go for it, unless you feel strongly otherwise.

How'd we look otherwise? What still needs to be done on the turn?
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We should be good for this turn. I tried to get all the critical galley & military movements done. Anything thats not a galley with free movement is fair game, i just tried to move and label the essentials.

Oh, and lets go for the knight move then. So if you could move the WW galley two tiles west this turn that'd be awesome. Or i can when i get in.
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pindicator Wrote:We should be good for this turn. I tried to get all the critical galley & military movements done. Anything thats not a galley with free movement is fair game, i just tried to move and label the essentials.

Okay I will probably log in and end turn in about ~5 hours from now.

At some point soon here we're going to need to start discussing opening move (and pre-opening move) tactics and force distribution.

Do you have in your many versions of micro spreadsheets (lol) a listing of what turns and tile the different units get over to the Coneheads area? I saw that you mentioned 10 horse archers as part of this attack, but it doesn't seem to me like we actually have 10 HAs over there currently and I assume all the galley spots from now until D-Day are already full of knights, no?
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Yeah, the 10 HA number is probably not exact. To be fair that was a number from the very beginning that just was never updated. So it has changed as we changed build priorities. All the HAs that are over by Coneheads are what we're going to have available (plus the sentry guy romping around Cyneheards lands that needs to get back to the stack in the next 6 turns) since I believe every HA has been shuttled over.

I've intentionally left the opening turn tactics and setup blank, although I have assumed that we'll be able to get any knights from Coneheads to the staging tile in 1 turn in my plans. What I would recommend is roading a lot more tiles on the west island with our workers -- and not just the tiles leading directly to Yuris' territory but the ones between Coneheads, HC, and SB as well. But all the worker tasks save roading from the staging tile to Yuri's border have been completed by now, so do we use those workers to pre-chop SB? Road tiles? Or other?

Question about troop deployment on the mainland: should we keep our cat stack near MC? This way they can better respond to a naval strike by Krill (or Commodore) since they are more centrally located in our army. We'll have Engineering very soon to help mobility.

Tech question: What's our tech path after Engineering? I'm thinking it should be Paper -> Education -> Gunpowder -> CS -> Nationalism (either via Philosophy or Divine Right). DR is of course more expensive, but Spiral Minaret would be good for us (and good to deny Krill).
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