Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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This is huge. I vaguely see a purpose in it - 2metra was soon to border Zanth. Similar reasoning as Nakor's strike on the Babylonians, actually. Strike your future foe while you've got a tactical opportunity, before he gains the ability to focus on you. Although - the piece I'm not sure about is whether Zanth would have actually gone for 2metra. Conquering 2 civs is enough for most people lol. Still, if you assume war, it's good timing.

2metra has a lot more Power to play with than Nakor does/did. I think it's mainly Knights - IIRC his rise started right after he researched Guilds. But his Power is so high, he's got to have a ton of numbers, and numbers matter a lot in civ. I expect he can, at the very least, force an extra round of drafting from Zanth. Three civs on one might even make inroads on Zanth. And it's also possible he creates a complete dogpile. This is probably BaII's best chance to get back in the game - he might be able to grab Zanth's core, which is pretty darn nice. Zanth's last neighbor, the Ottomans, was already toying with the idea of fighting him mischief

I probably should join in. Zanth isn't far from Infantry, which would probably stymie even a 3:1 dogpile, at least when his attackers are still Knight/cat level. I could tip the scales with a judicious coastal spree. That means I need to sit down and make an actual plan, though lol. Up til now I've been happy to drift along playing each turn as it comes.

The other bit I might benefit from doing, is to keep enough threat on Furungy to keep him from hitting 2metra while he's distracted. They're probably about to be neighbors, after all, presuming TBS can't pull off yet another miracle save.
EitB 25 - Perpentach
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And, dang it, yet again I'm surprised with my scouting units out of position. Maybe I need to hurry up and pick up Physics just for the info - ignore the bombardment and the Great Scientist and everything lol
EitB 25 - Perpentach
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So...any bloodthirsty lurkers interested in taking over one of my other games? I could do more here if I weren't distracted...

PB18:
About mid-low pack, Fin/Pro in RBMod. Main challenge/opportunity is a long contested border with Azza's Arabia. We're ahead of him, but not by a decisive margin. Been fighting him a lot, but Fin means it hasn't hurt us as badly as it might have. If he can be taken out, we'd be in excellent shape. If not, then it's going to be short-ish as our next closest neighbors are #1 and #4 in score and would surely be happy to eat both us and Azza

PBEM XXXV
Calabim with potential. Share a border with HidingKneel's leading Illians, but he doesn't have any of their best tricks in play yet while we've got #1 hammers and Moroi available. Just beat off an attack from Yell0w, so our other borders should be safe.

PBEM XXXI: Uh, no clue what the state of this one is. My last turn was almost 20 turns ago, and things change fast in FFH. Likely to be interesting, though - it's late-game FFH and apparently still in contention. Ellimist and HidingKneel are my partners in madness.

Ruff-duel: Sorry, gonna keep this one for myself. Ruff's going on vacation on Friday, so it won't interfere anyway.
EitB 25 - Perpentach
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No coal rant

Checking with Commodore, he says it or oil is required to build rails. Although still only coal works to power factories, short of deeper in the tree.

Zanth has some coal, just two cities deep on his border with me. I should hit him anyway...

Ok, helmsman, hard port! Go for Military Science and Rifling instead of Railroads!


errr, I think. May flipflop after I think on this all day. Not like Combustion is a bad tech, after all...just deeper in the tree
EitB 25 - Perpentach
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Oil works for power plants too, right?

Er, and as a map checker...mea culpa. frown
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Rifling 2400
Music 600
Nationalism 1800
Military Tradition 2000
Constitution 2000
Economics 1400
Corporation 1600
Steam Power 3200
=15000
+Democracy 2800
=17800

Astronomy 2000
Scientific Method 2400
Communism 2800
=7200
+Steam Power 3200
=10400

No Coal. Is a factory worth building without power? If we have no uranium, our only chance for power is the dam wonder. Nice. crazyeye

How many hammer cities Zanth has? hammer
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(September 4th, 2014, 06:54)Commodore Wrote: Oil works for power plants too, right?
Dunno. The civilopedia lists 'Coal Plant, Nuclear Plant, Hydro Plant, Three Gorges'. But then the 'pedia doesn't say anything about requiring coal for rails, either, so it might be wrong about this too. Any other globals out there with knowledge?

Quote:Er, and as a map checker...mea culpa. frown
I'll manage. Somehow or other. Zanth's coal is clearly in the portion of his empire that would be mine, if I can make him crumble. And long term, either oil can substitute, or uranium can, or Three Gorges, even if I can't bash Zanth to oblivion. Rather be missing coal than oil or copper or horses.

Speaking of which, I've already decided to skip Grens after all. I think Zanth will make it to Infantry by the time I'm in position. I don't have experienced enough units to want Commando or Blitz. If I do this right, the only units he'll be able to reinforce with in time are draftees, and maybe cavalry. In either case, Rifles are better than Grens. If I'm wrong and it's drafted Rifles - well, if I bring enough to handle Infantry, I'll still get the job done. Maybe suboptimally, but good enough is good enough.

After Rifling, I think I will go for Physics, then start up the Cavalry path (music, nationalism, MilTrad). Airships and Rifles are enough to kick things off with. Cavalry is only useful for a land fight, which should be the last stage of the war, not the first. Don't invade land-ward until/unless Zanth is already crippled. After that...well, wait and see. Maybe head for Railroad after all to use the coal, maybe go for Corporation, maybe a third option will present itself.

Well - maybe I should slip theology in. If I'm going to go on an army-building kick, I probably should add in those extra XP to my Rifles.

flugauto Wrote:Beaker count
It's somewhat worse than that. This is a Large or Huge map, so those base costs are multiplied by about 1.5x. So we're about 10K beakers behind, plus any techs I overlooked. This is the last turn of our GA, but I hope/expect we'll still be gaining when it ends. Many of our recent GNP boosts were permanent, after all.

Plus, well - Edirne is about to make another Great Person. Physics should still be ours, so then we just need one more to resume the Golden lifestyle.

(September 4th, 2014, 07:45)flugauto Wrote: No Coal. Is a factory worth building without power? If we have no uranium, our only chance for power is the dam wonder. Nice. crazyeye
I think no, unless you're Org. Or unless you're neck-and-neck and have nothing better to do.

We might well manage Three Gorges - we can probably make it to Plastics first, and Istanbul's riverside. Putting up a levee there now, so Steam isn't totally disappointing. And we'll know soon if the Nuclear Power route is realistic.

Quote:How many hammer cities Zanth has? hammer

Haven't counted. He's got a lot of coastal and island cities, though devil

I'm thinking this will be mostly Rifles on Galleons, with as much Airship support as I can manage (no really good bases, but I might be founding a city or two to change that). If that works out, then Rifle/cannon/cavalry to push into Zanth's near cities and grab the coal. The only way I can see a land invasion working out is if Zanth loses his current field army. Either he needs to take casualties from his current foes, or he needs to be goaded into invading me so I can cannon/cavalry/airship him to death.

City gifting does not appear to be banned, so I might give a couple of Zanth's mainland core cities to BaII. Say, the Confucian holy city wink. If that can't spark a war between them, nothing can.

For profit: well, wait and see. Mainly what we stand to gain is crippling a rival. I hope we can take and keep Zanth's islands, and maybe the NW corner of his empire and the coal as well. But I'd be happy even if all we do is burn his coast and give the Dutch and Nakor a chance to survive.

With Kremlin/Forge, a rifle is a 2-pop whip. I think that may be even better than drafting: easier to get pop back than happiness. So Nationalism is only on the menu because it's a prereq for Cavalry.

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Or, I could abort this entirely and focus on growth, regardless. Push hard for Plastics, put up Three Gorges and factories, and try again once we've doubled our MFG. If Zanth didn't have so much on his plate, I would definitely do this, but he's keeping a lot of balls in the air right now. He needs a nudge.
EitB 25 - Perpentach
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Things just keep happening.




EitB 25 - Perpentach
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You've been more Allentown so far since taking over. I'd put you at Only the Good Die Young now, working toward Goodnight Saigon if you pile onto Zanth. We Didn't Start the Fire is apt, but I think you should hang onto that one until you're actually standing IN the fire. wink
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The civstats shows TBS and 2M changing a city and it is not in a log, so it was a trade. And then they trade it back. 2M wants to secure his east to go west. smile

Any big power drops? popcorn
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