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[SPOILERS] Will the Sun(rise) Ever Set on Washington, Mongolia?

Yeahhhh checked the tech screen. Both Elum and CH are able to research Rifling, and I thiiiink Elum already has Military Tradition. So all Elum really has to do is build/upgrade a force of Cavalry and pick off another one or two neighbors. The world isn't as big as it was in PB 13, either, so I'm not sure if there are any small/significant bit players here. Also, the top contenders currently can't threaten each other, so there's not that dynamic like there was between Macktruck and Pindicooter. That is, neither is in danger of being attacked by their rival if they go off and stomp on someone weaker.

I might just have to take what I have in a few turns and try to do... something to CH. Rifles are going to shut knights down completely and I'm a long, LONG way from anything that can stop Rifles. Will just be finishing up banking EoT. Figure I'd... get some banks.
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I think it might be that the reload actually caused me to miss my turn, that I had previously done, because the builds that popped for the new turn were the same ones that had done last time, but if if I missed a turn, oh well. It also means that this time around I didn't do some whips that needed doing, but it probably won't matter in the long run.
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I reloaded to the most recent save, so it shouldn't have affected your turn as the save didn't come from anything that happened during your turn. Though if you have screenshots or anything that can prove wonkyness, we could probably do a reload to the beginning of your last turn and just do replays.
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I didn't take screenshots at the time because I wasn't sure if I was remembering things correctly or not. I probably should have, but I don't think those screenshots alone would have proven anything.
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Oh. CH teched Rifling and has upgraded units to Rifles. Elum is about to tech Rifling (I can see their research now).

I guess my role in the game now is to sit around and wait to die. I might be able to get muskets out in a few turns, I guess.
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I feel like I'm in a really weird position. Sitting around will lead to my slow demise for sure. I can't effectively improve my position from where I am, but I don't want to sit. Basically, I can lash out and try to burn as many cities as I can on Turn 1 of any war, and then wait to get killed. The target I could hit most effectively is CH because Elum now benefits from the geographical advantages Grimace had. And my boats are too slow to get to any of Elum's islands before he can reinforce.

I don't feel good about any option. Burning some of CH's cities won't improve my position, may or may not hurt his, and from a meta perspective, it would be seen as an attempt to throw the game to Elum, I imagine. Elum's already in a game-winning position as far as I can see. CH has the tech, but I don't know what the delay on conquering has been. Waiting for Cav to be completely unopposed? I'm not sure. I just hope that the next game I play in (greens again for sure), I won't have CH as a neighbor, and maybe also I hope I will make better opening strategic moves.

In all honesty, I have a lot going on my life right now that's a higher priority than Civ, so the drive to even just gather all my knights and go on a burning spree isn't there. 50/50 that I make the attempt. Also I apparently forgot that nothing upgrades to Musketmen? Sad.
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Yeah, musketmen are weird like that -- no upgrade path to them. I guess theoretically longbows could upgrade to them, though I'm not sure it's a significant enough improvement, but there's no point in having maces or pikes upgrade to them.

EDIT: Well, maybe pikes too.
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I know Muskets don't get the defense bonuses that Longbows do, but I figured the increase in strength was better. Well, Soos is gonna be building Muskets for a while (probably slightly better than Knights in my current position) and I'll probably be whipping them elsewhere, maybe. Probably not. I'm sure I don't whip enough, but it doesn't feel right to whip mature cities for Musketmen if I'm not under immediate threat.
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A couple turns ago I got a fish for fish deal from Elum, so I decided, screw it, let's try to attack CH. Last turn I sent Johns a Horse + Iron trade (and 5 gold from him) in a clumsy attempt to say that I'm going to attack in 5 turns and hope he helps. How many Knights does it take to get through a fortified Rifleman with cultural defense? I should WB test a few of these attacks. In any case, no city has more than a single rifle defending it, though most in range have several additional units. I'm going to hit as many as I can and then try to weather the counter attack. I have a spy roaming in HRE territory looking for a major stack, but no sign so far. Spying is hard when they are blind.
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Johns replied with an offer of 4 gold. I accepted but am not sure if I should have. Maybe that was an agreement? I don't know why I try at this coded diplomacy because I honestly don't understand a lick of it.

CH has, of course, reinforced his border cities with an extra rifle each. Not the end of the world, but it does mean that I can't split my forces. I think that I will just send everything at the weakest spot and hope his response forces are out of positions. My spy has revealed that his backline cities are very poorly defended. If only I had commando units. Though speaking of that, after I tech Printing Press (need more commerce!) I should probably try to get Military Tradition. Not sure how fast I can get there, but might be the best bet against Rifles, though by the time I have Grens they will have Infantry (if I'm not dead).
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