Coulf you post the combat log for the cats. I am surprised that the artillery did get that much damage especially when musket vs AT was in the 10%-20% range.
[Spoilers] luddite tries to remember how this game works
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(October 12th, 2023, 04:13)Jabah Wrote: Coulf you post the combat log for the cats. I am surprised that the artillery did get that much damage especially when musket vs AT was in the 10%-20% range. Yeah, here's the gory details. It starts off with my arty being slightly wounded from the previous turn (I promoted it to barrage after attacking). It took a hit right away, maybe unlucky to get hit at 0.1% odds (I love that arty isn't good enough already against catapults, it also gets a 50% added bonus): ![]() Then two with flawless victories: ![]() Then got hit again at the end: ![]() 2 more hits to the arty, then the first AT won flawlessly (pretty lucky there I think): ![]() Then the rest of the AT won but with some damage. I think it's just very hard to predict this sort of fight with lots of weak attackers vs 1 strong defender. In my sims, the arty sometimes died, and othertimes won with no damage at all. Just a huge range of outcomes, way outside the spread you'd see from a normal battle of equal units.
What's the plan post Cairo?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(October 13th, 2023, 06:48)Qgqqqqq Wrote: What's the plan post Cairo? i don't have much of plan. I'm so far behind in all demos other than power, it's ridiculous. And even in power I'm in third place now. Basically just settle up all of the available space as fast as possible while getting cottages to stabilize the economy. The only real hope I have for a comeback is if Scooter and Ozy fight a very long, destructive war. but so far they've been staying peaceful. IF they do get into a war, I can try to help the weaker power. But right now I don't even know who that is, they seem pretty evenly matched. I need to scout their continent and get a better idea what's going on over there. I was wondering a little- what do I do if I find one of them trying to settle on this continent? They might already be here actually, it's not like I've been scouting the western side. I could try to push them out if it's just a weakly defended city. But they could kill me easily with a naval blockade so... I don't know.
Got another turn. Pretty minor turn this turn though. I finished off his last musketeer in the south, and converted to HR, that's about all. This war will have to wait until I can get to his cities with my super slow army.
Im going broke and need to focus on commerece. But I'm nervous to switch completely into rebuilding mode when he could still come south and hurt me.
I'm still kind of stalemated up in the north, waiting for reinforcements. I don't want to risk it until I get more units up there. He does have at least 2 more musketeers in the fog:
![]() But I should get it from the sea soon, if not my incoming units. I'm blockading his city like a jerk, and will hopefully get it next turn if he can't reinforce. ![]() I'm changing the south to making lighthouses, plus a scout in the capital.
another flawless victory over an archer, this time in Chartres.
![]() I have no idea what to do with this GG. I'm hoping that I can end this war with what I've already got, so settling a GG won't really help. I don't think I need more promotions, either. A super-medic can be nice, but is a lot less helpful in multiplayer than against an AI I think. Potentially I could use a 2-move arty or 5-move galley? I might just save it in case I think of a case to use it later.
Took Chartres. It's a size one city with no buildings, but at least it's gets me dye and a useful canal.
Another musketeer appeared for him, now he's got 5. But I can reinforce now, too. Scooter started a golden age (with MoM) and switched to theocracy/slavery. That seems suspicious...
So things have been slow lately, but the game grinds on. I want to hurry up and take Mr Cairo's last two cities, but it's a balance between rushing for them and not throwing away my units.
I moved back to Rheims in the north. He now has... 3 archers and 1 catapult in the city, plus 5 musketeers. I have 2 AT, 1 arty. I *should* be able to win that, but it's close. I wonder if he'll go for it? Next turn I'll get reinforcements from my galley. I've also got units headed towards his last city in the west. 1 GG arty, 1 full strength AT, and 3 injured AT. Plus a medic axe. I wonder if I need to stop and heal..? Starting to scout Scooter in the east. Looks like he's taking an island near me. That's... slightly annoying, but there's nothing I can do to stop it. I wonder if he'll try to settle onto my continent next? And if he does... what should I do about it?
Multiple events this turn! first, Cairo attacked me, but just with his 1 catapult, and didn't scratch my arty. then, scooter declared war on oxy!
![]() And probably a real war this time, since they're both in theocracy and whipping hard. Oxy has a significant lead in both power and mfg, plus the Kremlin, so Scooter might be in trouble here unless he can pull of something with his tactical edge from berzerks and circumnav: ![]() i'd like to help if I can, but it will take me a while yet to get over there... meanwhile, cairo moved his musketeers away, so i'm back to that uncomfortable feeling of not knowing where his main army is. maybe 1SW of the copper which is also a new road? Anyway I hit tours twice plus landed my troops, so I should be able to take it next turn easily. ![]() and I finished a settler! first in a long while. I wonder where it should go... (oh and one other thing. Chartres, the city I captured in the northeast, popped borders this turn and gave me control of the dye. but I still don't have calendar tech so... I guess that doesn't give me the dye resource? I actually didn't know it worked that way) |