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[SPOILERS]yuris125 looking for inspiration in Pitboss 73

FFH also allows the trick via Body 1 (Haste) spell IIRC.
fnord
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Ah right, so if Scooter attached the GG back in his territory, sailed to my iron, and then used the promotion after unloading, he gets the turn to pillage. Makes sense smile

Thanks!
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Yes, that sequence of events would allow that berserker to pillage the iron that same turn.

As for the missing resource - I think you do lose the invested hammers in this case. During production processing, the game removes and zeroes all items from build queues that the city is not eligible to build. The other similar case is if you had invested hammers in a missionary, but then removed that build order and built up to your missionary limit elsewhere - you're not allowed to circumvent that limit by keeping partially-invested hammers in a build queue.

In sequential-turns, production processing happens at the end of your own turn. So if it was pillaged and then you reconnect it before ending your turn, you don't lose the hammers. If an end-of-turn elapses without the resource (which sounds like it just happened here), you do lose the hammers.

I could be wrong about any of that, but that's what I remember from my analyzer and dll-hacking days.
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You do not lose invested hammers if a resource is cut. They are still there if you regain access to the resource on a subsequent turn.
fnord
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Yep, confirm I kept the hammers




Was an interesting decision this turn whether I wanted to leave the workers on the mine unprotected or cover them by one or both phracts. I see one Scooter's galley in range (but don't know if it has units, think it was the one that brought in then GG-led zerker); there are two farther north in the fog, but they should be out of range if Scooter used all movement. Decided it was safe enough to cover workers with both; Constantinople completed a whipped phract this turn and has 4 defenders (but only 1 phract), so there's some danger if all Scooter's ships are in range, but he can have 5 units at most, so would need some luck to take the city. And I think workers are essential for defence, to be able to reconnect anything Scooter pillages

I obviously fell way too far behind in development by now, but I'm not going to die without a fight

By the way, forgot to mention, but with my great general I decided to settle it in Thessalonica for second promo on phracts built there
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Looks like the risk didn't work out, some city of mine died
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Oh I didn't expect that - I think Scooter had a city raider 2 berserker, which had 70% odds vs freshly built, unpromoted phract (would it be promoted if I had autopromotion on?)

Constantinople is razed, and I think Antioch is falling next turn
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Ooof alright

To answer your question, I think in sequential autopromote promotes at the start of your turn.

For example, when you end turn, newly built units can't be given any action, which includes taking a promotion. So no reason that autopromote would override that.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Yeah this one I'm not even counting as a mistake, knew I was taking a risk when I moved both phracts out of the city to cover the workers. It's earlier decisions that led to this point

Thanks! I know autopromote is beneficial sometimes, but didn't try it myself, so wasn't sure how it works
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I think Krill is right that autopromote happens at the start of your own turn, so it wouldn't have mattered here. The case where it does is in simul-turns when you're on the second half of a turn split, since your start-of-turn happens at the global turn roll, so then you'll have the promotions while you're getting attacked.
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