The brutality just won't stop. I don't imagine that losing that pair of gem mines will do anything to speed his way to Astro...
It may have looked easy, but that is because it was done correctly - Brian Moore
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[Spoiler] 77 Commodorian Threads Later...
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The brutality just won't stop. I don't imagine that losing that pair of gem mines will do anything to speed his way to Astro...
It may have looked easy, but that is because it was done correctly - Brian Moore
(November 10th, 2017, 02:49)shallow_thought Wrote: The brutality just won't stop. I don't imagine that losing that pair of gem mines will do anything to speed his way to Astro...Yeah. It's pretty murderous at this point; those mines aren't stopping him from showing Astronomy 1t this turn, but he's hurting for happy this way. Unopposed romp ends in two turns, but that's been enough to kill a hell of a lot of Chinese. This is why I hit Ipecac, even though he was the highest power of my three potential targets; galleons vs. !galleons is wickedly nasty even before you factor in Charismatic's ability to hack in circumnavigation speed. The other reason, of course, is psychological...Yuri and Alhazard are both more prone to sit and tech to the Next Big Thing compared to the hungrier Ipecac, who very well might have hit me on the flank while I ate one of the others. The price, of course, if that now I'm responsible for turning a profit out of all this before I'm left in the dust by Yuri and Al. The good news, of course, is that I've got a long away to go before I'm behind on this map: Combustion or bust.
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I have to admit, you've managed to convince me that Krill is on to something with his proposed changes to RtR naval units
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Dodo Tier Player (November 10th, 2017, 23:37)pindicator Wrote: I have to admit, you've managed to convince me that Krill is on to something with his proposed changes to RtR naval units Frankly, I'd be most curious to just see what would happen making galleons 3-move.
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All that does is force travel time to take up more of any window of opportunity for conquest which also means that the counter play of rushing to Astro as the defender has more turns to get the defense into place. Caravels as 3 move to counter attack or first strike, well, they stay exactly the same as the hammer sink. Maybe on some maps it means you may have an opportunity to attack galleons before they can drop off units? But it doesn't change the strategy.
It would slow down a heck of a lot of things, actually. A bit part of changing them to 3-move would be in early warnings, allowing Optics-owning defenders to see approaching invaders. I know I'm about to seriously hate Ipecac's galleons.
That being said. This is the turn I turned on tech towards Chemistry and frigates. So this is the turn I decided to start showing profit and keep the cities. War weariness is getting nasty, like beyond belief nasty. Crippling 5-6 angry faces in some of my biggest cities, which is just ridiculous. I don't know how to solve the problem without just ending the guy. Yuri and Adrien's very low-intensity war baffles me, frankly. When you're at war, be at war. Which leads me to another- COMMODORE RULE: END A WAR AT HIGHER POWER THAN YOU BEGIN IT The carnage of this war means I've not slowed production of units at all, but even if losses were lighter, it's still wisest to keep pumping out troops when engaged in any conflict. If you need them because you're losing 30-50% of every army you use to conquer an island, well, obviously, you need them, but if things hit the inflection point and everything starts to come up roses with the Civ4 math meaning economy of scale crushes everything else...then you're also very obviously involved in a successful war, and your other rivals are extremely aware of that fact. So basically, always make units if at war.
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War; it gets expensive. Basically, I expect to lose as many attackers as there are defenders, each time. Muskets are a nice addition, but still.
For all that, I've uh...taken a lot. Poor Ipecac is down to just seven cities; all of them are pumping galleons now, for whatever that's worth. ...which isn't a ton. I've had Chemistry for two turns now. The result: Say goodbye to all those defenses. 5-or-6 move frigates just don't give a crap. Now it's less a matter of "can I kill him" and much more "how do I do this cleanly". The answer is of course more overkill. Grenadiers is the next target.
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. (November 18th, 2017, 08:06)Commodore Wrote: The answer is of course more overkill. Why can't we all just get along? Or more, to the point, what you going to do about all this nasty, slightly different purple on the map making it hard for the lurkers to follow your global screenshots ?
It may have looked easy, but that is because it was done correctly - Brian Moore
(November 18th, 2017, 15:31)shallow_thought Wrote:Man, I wish. Dude is running away with tech right now, think he's going to be unpleasantly high on the rifles/cavs/ironclads against my frigates/grens.(November 18th, 2017, 08:06)Commodore Wrote: The answer is of course more overkill. I'm getting some kingly infra hauls, though, which decidedly help:
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Well, we're in the "abandon cities" phase of the defense. It's smart, this is how Ipecac bleeds me better. Single-tile-island-onna-hill; the classic screw you position.
I've played enough Colonization to recognize the danger. He's just building up Liberty Bells hoping for the French Expeditionary Force. City Raider II or Combat II grenadiers will get odds, not much else. Welp, let's make that painful jump.
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. |