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(March 27th, 2015, 07:55)flugauto Wrote: 20K between the most powerful and you the 4th in power. 
Yeah, and who's between #1 and #2?
If you look at the mini maps in any of the recent shots, you see that CH can go... well, I guess he could go 3 ways. Me, Rome, or the Zulu. I'm kind of bloated and he knows the bulk of my army is in the east, but Rome does look like easier pickings. However, I'm not sure if taking Roman territory makes sense geographically.
Elum.... I don't know what he's gonna do. With Mack involved, probably whatever ends up being best. I feel that I'll have a hard time holding the territory I've taken so far. Elum could go for me, the Vikings, and maybe Rome, but I don't see that third option as really viable geographically. I doubt I'm in immediate danger as he'll probably want to take time to consolidate current gains.
I think CH is the most immediate danger, but Elum will loom over me. I think that getting Caravels in the nearish future is going to be important, because with Grimace out of the picture, I need to maintain naval dominance over Elum now. I have a sizable ancient fleet that will probably get upgraded in the future, but I need Caravels and then Galleons and etc.
First thing first, though. Probably heal my units up a couple of turns, and then try to get Bismarck before Elum does.
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Well, here's news:
Not a big surprise, but he's probably got the game in the bag now. Maybe. He already built Taj, so he took something besides Nationalism with Lib. Hm.
There's my soon to be Level 6 unit! What should I promote him to? I'm thinking March. I like the promotion, though I really don't know if it's usually worth it. I'd like to log back in before the turn ends to promote. Also, if a level 6 unit dies, am I still eligible for West Point?
I'm using this turn to heal. About half my units will be back to full strength next turn, and I'll move out. Should be enough to clean things up here. Hopefully. Also, will have Guilds by the end of the GA, woo! Hopefully that does us good enough. Not eager to see what the economy is going to look like. I feel like I'd need to be in a permanent GA just to stay even with the top 2 dogs.
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*If* you promote him, unlock stays all game.
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You highlight the "if," but I am rather paranoid and would just like to confirm the unlock in case the unit meets an unexpected and untimely end....
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Yeah I think his point is you *should* promote it.
March is useful on a stack, not sure how useful it is on a single unit though.
I have to run.
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Yeah, that is the reason I didn't already promote it. Once I have Guilds, I was thinking of making a small stack's worth of March Knights out of Soos because I think in number, it would be useful. On the offense, it's a stack that can keep traveling with the conquest group. On Defense, well, could attack incoming units and... heal. I'm assuming that's how you mean the promotion is usually used? I might just Promote Combat IV because pbbbbth.
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I was checking city maintenance, and every city showed # of City cost at 6 gold exactly. I'm assuming that means I have reached the # of city maintenance cap?
Also, I don't gain the benefits of the GLH until Yamato (will renamed Mermando) comes out of revolt, right? Because I am pretty sure I saw my cities with 3 trade routes. But I should only have 2, right...?
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You gained that benefit immediately.
March 28th, 2015, 10:13
(This post was last modified: March 28th, 2015, 10:15 by novice.)
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(March 28th, 2015, 09:56)Whosit Wrote: I was checking city maintenance, and every city showed # of City cost at 6 gold exactly. I'm assuming that means I have reached the # of city maintenance cap?
Yes, it depends on city size, though. So you will have reached the maintenance cap for cities larger than a given size. Once you have enough cities even size 1 cities cost 6 gold in #of cities maintenance. At that point your marginal cost for new cities has stabilized.
EDIT: On some map settings the cap isn't 6 gold (in which case it's typically 7). In this game it appears to be 6.
I have to run.
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Well, well. Looks like Elum took Economics, considering the Merchant he just got, and he revolted to Free Market(!) and Free Religion, and.... something else. Don't remember, whoops. Moved out the slow troops towards Bismarck. Next turn I'll move out with the Keshiks to fork Bismarck and Lexington (which will have to burn, unfortunately).
Looks like I might not be quite at the cap yet. Oh well, I'm close? I hope.
I also think the GLH is already in effect as you can see in these two screenshots. So that's good. I didn't do it this turn, but next I'll probably go and count up what I'm actually pulling in from those extra trade routes.
I really hope Wendy can build a Harbor, but I'm not sure.... The city cannot build boats.
As you can see here, these two cities will have to burn. No way I could hold them against the Persian culture here. However, I think I can plant a city N on the hill between the copper and iron. It could share food with Yamato (need to rename it to Mermando), and I can probably get control of some of the surrounding tiles. Maybe I'll just put windmills on the hills? I dunno! It could still be a decent city, though.
Now this... is all the land that Elum took. Arizona is effectively his, too, unless, I guess, I go and burn it. I'd love to have a native source of silver, but I don't think I could ever really hold that city, nor would it have any food supplies. Maybe I can make nice with Persia, hmmm....
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