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[Spoilers] Pindicator already misses slavery, and other out-of-context quotes

I may be wrong, it seems like you`re considering razing Rome as an option. But I don`t think you`re allowed to raze an original capital in this game.
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Ooh, that is an important detail. Thank you, I'll make sure to verify this before making any decisions in that regard.
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(February 28th, 2018, 00:18)hzhp800 Wrote: I may be wrong, it seems like you`re considering razing Rome as an option. But I don`t think you`re allowed to raze an original capital in this game.

Correct. Capitals of major ciivs aren't razeable.
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How crazy would it be to offer Alhambram a friendship deal right now? Pretty much giving up Rome for the plus side of not having to worry about Mamluks. I should have thought of this a few turns ago, it would have carried more weight then.
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Actually if I propose friendship now he's probably going to think I have a way of sniping Rome in 2 turns and will just barely beat him to it. He probably would have thought the same earlier. My only chance for him to want friendship is for me to make taking Rome a risky proposition for him - to have my army poised to launch against his should he injure his troops enough in taking Rome. However, my army isn't a sizeable enough threat without muskets. So we still need to rush for musket upgrades as quickly as possible. It may also be worth faith-buying another sword (possibly 2, though i may not get enough faith for 2) right before hooking up Niter.

Another idea: send the knights north along the coast to raze Baal. (Or launch amphibiously to do the same.) That's a risky move, however, potentially dividing my forces in the face of so many Mamluks.

Third idea: research cartography to allow embarked and naval units to travel on ocean tiles, and then threaten Alhambram's core with a strike force. That's longer-term thinking, but Cartography is only 8 turns away if I go for it right after Gunpowder.
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Turn 120

Too slow, Pind. You had the right idea, but you were too slow on the uptake.




Lurker Mechanics Question: Can you attack with a unit without a great general bonus, and then move a great general onto a unit in order to then give it a movement point? Would this allow a unit that had attacked the ability to move a tile away?

I mean, it's possible that he was able to just win with 2 attacks of Mamluks, so I'm not implying he had to pull off some kind of trick like this in order to gain the city.

But I had the right idea bout moving up my knight to raze Baal! I was just too timid to move forward, and too late in thinking of it after I submitted the turn. Why am I cowering? Well, because I know Alhambram's army is strong. But even with that knowledge it is to my advantage to get units out, to get sight out in the field. So this turn I did move up a horseman. I thought about moving up a knight to pillage that mine and gain a little science, but it's not potentially losing a knight if Alhambram decides to move up and pick it off.

Catachan fell in a straightforward manner as well - also a turn quicker than I predicted, so more likely is I just don't play enough civ 6 to have a good gauge on these kinds of things! I was able to attack with both crossbows, then the knight, earned a promo on my 2nd sword, and then got the bulk of the experience on my horseman by using that unit to capture the city.

Printing Press yielded the first bits of intel:

[Image: 6E43DD0C65FFDEB32629A6D1ED7C3ED84B78F8D5]

[Image: CD1076E351E28BDB641EB9E8DCD45BDD31732EC6]

This is actually some good intel. Arabia just swapping into Monarchy and gaining a civic this turn means he just finished Divine Right and finally reached a 6-slot government. We know he's running 3 military policies. We also know that he's 4 civics behind me, and by deduction I can tell those civics are most likely Reformed Church (200), Humanism (540), Guilds (193), and Medieval Faires (193). I know he's gotten the inspiration for Reformed Church, and I'm guessing he can also get Guilds and Medieval Faires but not Humanism, which means I am almost 1000 culture ahead.

I swapped to Colonization and out of Serfdom. I really considered switching out of Conscription for Wars of Religion, trading 16gpt for 4 strength against Alhambram's units, but I think I want to wait on that until we actually get into a hot war. Perhaps I need to tech Naval Tradition to within a turn just to have an emergency policy change in my back pocket. Forgot to take screenshots, but I chopped the settler at Yazoo, turning it into a 3t build. I also redirected my builder at Jefferson to chop the forest on the coastal grassland hill - chopping the river forest may have been better - so Jefferson should still come out ahead in the settler race, especially if I choose to sit on the chop to finish the settler with the chop.

I stayed in +50% production for medieval mounted units and Acadia and Forgottonia will finish their knights. The plan is to keep those knights around the core as a mobile defense force and to escort my new settlers. Jefferson will finish it's knight too.

I swear I took a screenshot of Krill's units but it isn't there. Well, Krill has gone across the straight and landed troops on southern end of the straight, just north of where my Great Merchant is now. I need to keep an eye on those units, if they are an opportunistic force or if he is just killing barbarians for gold and xp.

5 turns until my next policy change. I need to swap into Professional Army then.
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Oh hey, I learned to scroll and found the screenshots I took.

Krill crossing the Delaware:




And before chopping at Yazoo - I don't have any recent pics down here anyway:


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Quote:Lurker Mechanics Question: Can you attack with a unit without a great general bonus, and then move a great general onto a unit in order to then give it a movement point? Would this allow a unit that had attacked the ability to move a tile away?

The short answer is "no" and "no". The bonus movement from the GG is awarded at the start of the turn to all units within range of the influence. After that the bonus movement remains on those units for the turn (and does not extend further to additional units) regardless of where the GG moves on the turn.
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I cannot settle on this Alhambram - Japper situation. Need to get a plan in place for how I'm going to proceed before any more turns go by.

First necessary detail: how long does Glorious Terra stand? It could be that Alhambram and I dance around it for a dozen turns while consolidating strength but let's pretend one of us makes a play for the city. Worst case scenario: how much time does it take him to capture the city? From the north he can bring 3 Mamluks attacking power turn. Let's assume Japper keeps his Legion at the pass and city defense stays at 41. Mamluks will need a battering ram (bought at Fenris, potentially last turn though Arabia has no gold), and can attack 2 turns after. 1 round of attacks clears the wall, a second round takes the city.  So fastest possible time would be 3 turns from now.  Without the battering ram that 15% wall factor is going to really murder his damage output. Instead of 38 to 58 per hit we're looking at 5 - 8. So 3 rounds to bring down the wall, but probably no losses because the strength difference means he's only taking 15-22 dmg and rotating out whichever unit gets bombarded.  Then 1-2 more to take the city. But that doesn't mean waiting on a battering ram, so Rome falls t125 or 126 in that scenario.  I think that is pretty likely if I do not interfere.
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Second detail: when do I upgrade to muskets?

The first gateway is my next civic completing and policy card change, which comes on t125.

The second gateway is settling and connecting the niter.

Jefferson makes 19hpt, and production happens at beginning of turns, so with Colonization we are looking at:

121 - 28.5/230 (Builder moves to forest hill)
122 - 59/230 (Builder chops forest, adding 97 * 1.5 = 145.5, settler at 204.5/230, dropping Jefferson to 18hpt)
123 - 240.5/230

The settler at Yazoo is also due to complete about then, so let's make sure that doesn't delay things. Yazoo makes 16hpt, 24 with Colonization.

120 - 16/230, then chop of forest boosting to 161.5/230
121 - 185.5/230. Builder completes mine, Yazoo up to 17hpt
122 - 211/230
123 - 236.5/230

There's probably an extra couple of cogs due to amenity happiness that I'm not factoring in.

But this looks like a race condition. Anyone know how civ 6 resolves ties? If this was 4 i'd be confident that it goes in city order.

Anyway, let's assume that we get the settler built in Jefferson on 123, whether that means stalling at Yazoo or not. I'm planning on not pretending this city is doing anything more than claiming strategic resources, so I am going to plant it right between the horse and niter. Settler will move t123 and t124, then found the city on 125.

The builder that chopped at Jefferson can follow a tile behind and mine the Niter the same turn the city is founded.

The knight out of Forgottonia will head south to cover the units, in case Alhambram brings his archer back north.

So we will settle, connect, switch policies, and upgrade all on t125.
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