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[Spoilers] Old Harry's Game

Turn 147

Banking in - should I revolt to Mercantillism straight away? It'll mean I can't switch out of Caste/Pacifism until the golden age finishes, which is fine, but also that I can't switch to police state to get units out quicker. Perhaps I'll switch from Representation to Police State this turn too?


The specialist beakers I'd lose are approx:
Cities: 18+3+15+15+ Mercantilism specialists: 16*3 = 99 * 1.25 = 124 beakers
Right now I have 10 cities building military for a total of 241 hammers, all of these have a forge so the base rate is 192 hammers (I'm ignoring overflow for simplicity) and Police State gets it up to 289 hammers. So that's about 50 extra hammers per turn. Thinking about Seven's evaluation of (I think - I couldn't find the post) 3 food = 4 hammers = 5 commerce (does a commerce count as a beaker?) that seems to favour the beakers, and although I think I do need to build military I also need to get to rifling and upgrade units. Finally losing the Rep happy would give Barnet and Lancaster two unhappy each, so in fact its a fairly easy decision. Mercantillism alone it is:


Out in the world Louis Pasteur puts all but 21 beakers into Printing Press. Next turn Isambard Kingdom Brunel will bulb 2/3 of Replacable parts and I'll finish the rest, then on t149 I hope to 1-turn rifling with overflow...


Hydra didn't kill my grenadier or horse archer, so they return in triumph. I'm assuming I'll get control of the tile d'oh when I end turn.


The newly non-rebellious Redditch will starve to size six this turn, but have the pigs to eat next turn.


The other major decision this turn is how to spread out my troops. I think Hydra is more likely to attack my southern border, he could already have 15 rifles on the two tiles tagged at the bottom of the screen. I have
  • 9 cats
  • 2 grenadiers
  • 9 maces & 4 axes
  • 1 crossbow
  • 4 pikes & 1 spear
So I'm a bit vulnerable to 2-movers (especially in Darlington). I don't know what Hydra has been building, but cavalry is probably a good guess.


Up north for Kettering I have
  • 3 cats
  • 1 grenadier
  • 4 maces & 1 axe
  • 4 pikes & 1 spear
For Halifax and Lancaster I have
  • 3 grenadiers
  • 3 maces & 2 axes
  • 3 pikes & 2 spears


Finally in the middle (on the 2-move stage tile) I have
  • 11 cats
  • 3 grenadiers
  • 4 knights
  • 11 horse archers
I'll finish four pikes and five grenadiers this turn, I'll try and get a few more next turn before starting building units that upgrade to rifles.

Gaining...


I'll see if I can figure out what units Hydra is building from the demos next turn.

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I finally figured out your naming scheme. lol
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Go on...
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(I've recently started playing Football Manager.)
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thumbsup
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looking good.. I guess there's no chance hydra will accept a peace treaty? hehe
Please don't go. The drones need you. They look up to you.
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I knew I forgot something...
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ah.. worth trying... at this pace you might have infantry in 10 turns lol
Please don't go. The drones need you. They look up to you.
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Turn 148

No sign of Hydra's stack of rifles and cavalry... Azza re-settled a couple of cites here recently. There are seven turns until he can attack de_inferno. But right now I can't see many units to be worried about.


Isamard Kingdom Brunel bulbed 2/3 of replacable parts, so I'm pretty sure I can get rifling next turn.

This turn Hydra's soldiers went up from 1,196,000 to 1,356,000 - so 160,000 points! That's the equivalent of 10.6 cavalry or 11.4 rifles. There could be some tech or pop in there too, but only about half a cavalrys-worth... I think I'll need Nationalism, the draft and a lot of catapults to cope! For reference my grenadiers and pikes got me 80,000 soldier points this turn.


Watch for the spike next turn!


Offered this in the spirit of taking the piss...

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lol, how generous, you raze two cities and offer him 11 gold.


how long until assembly line?
Please don't go. The drones need you. They look up to you.
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