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[spoilers] themusicman: coherent of beat

two games on the go now this could get confusing

anyway quick update

getting a bit bored if im honest so thinking of throwing my lot in and helping azza by attacking sians northernmost city with my war chariots. but will this action allow slowcheetah and brick just pull further away. anyway moving all chariots to carroll.

forgot to change my tech rate back to 100% as i was busy looking at the sian/azza border and hit enter without thinking haha. anyway i looked at owen and suddenly had an idea. if i stay on 0% until the great scientist is out i may be able to bulb education and tech liberalism. not going to get the bonus tech [i hate you brick] but was thinking of free religion anyway. there is a gamble involved. i could get a great merchant which might give me currency which i completely forgot about. see the pic for the odds:

[Image: turn110owen0000.jpg]

if im unlucky and get a great engineer what would that give?
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overcome my slight brain freeze after updating pbem41 thread haha

slightly changed plan by working an extra cheeky science specialist in owen to speed up the great person. the odds are now 53%gs/45%gm/2%ge so fingers crossed and 1 turn to go! moving chariots to bellamy now and building galley in case i can try to take that marble island too. slowcheetahs got a scout lurking but i doubt hell say anything.
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ok not sure if the gambles paid off. got a great scientist which is giving 1216/1802 towards education. already have 458 invested so that 1674/1802 if i bulb him next turn. didnt check whta i get at 100% but i think it means just 1 turn to finish the tech. might have enough gold banked to tech liberalism in one go haha
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fuck that turn came round quick!

so i bulbed the great scientist. at 100% i get 447 beakers so education finishes with a 319 overflow into liberalism which is now a 2 turn tech haha

so thats 1 gamble over now for another. someone try and stop me going to war with sian. im bored and have naps with slow and brick haha
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no? no response? noone wants to stop me?

heres an update in pics.

demos:

[Image: turn114demos0000.jpg]

empire north:

[Image: turn114empiren0000.jpg]

empire south:

[Image: turn114empires0000.jpg]

at least that galley of sians looks empty. is he getting jumpy? id better build a trireme at some point before i attack haha
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another turn and liberalism completes at the end of it. have queued up alphabet currency drama [all 1-turn-techs] and civil service. will have to go on 0% for a couple of turns before that last one.

cheeky sian has parked up his galley in the isle of xisco. just noticed its undefended haha. will get a crossbow across with my own galley that finishes at the end of this turn. also sending a war chariot to have a sneaky peek at sians city of sort sol. once it can get a look and if theres sod-all there and if azzas still at war in i go haha!

dammit! rechecked techs and saw i didnt queue up civil service after all. oh wel wil do next turn and its showing as a 1-turn-tech too so probbaly only need 1 turn at 0% haha

tempted to build the forbidden palace in bramble after the courthouse completes. it might help down south haha

[Image: turn115empires0000.jpg]
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as liberalism is in i decided to free the people! adopted both free speech and free religion. also remembered to add civil service to the tech queue.

now look at them demos:

[Image: turn116demos0000.jpg]
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guess as im updating the pbem41 thread regularly my wrists are getting used to tyoping for a reasonable length so im updating here more too. but im getting no response! seriously where are my lurkers? im probabbly going to make a huge blunder but noones talking me out of it.

for example this is so tempting:

[Image: turn117flash0000.jpg]

i could easily take out that axe to the north of this stack but what chance to take those workers?!?

could so easily declared war and risked it but ive chosen to provoke him by moving onto the same spot and bringing my other 2 chariots out into the jungle. annoyingly theyre a turn too far behind but might be of use. both have promotions to spend. is it worth taking 10% strength or taking 10% withdrawal chance? oh and sians only got an archer in the target city haha!
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I am not sure which promotion would work best in this specific scenario, but I normally only take flanking over combat in two scenarios:

1) I am setting up a unit with a very high withdrawal chance (like 85 or 90%), which I almost never do in BTS because this normally requires a great general and I prefer to do other things with them (its easier to get high withdrawal chances in FFH2).

2) I have enough units to take advantage of a retreat, aka, to get better odds against a hopefully wounded opponent, and the 10% strength boost doesn't push me over a threshold (because of the way the combat math works, sometimes +10% is incredibly helpful, sometimes only slightly). Normally, I would want about twice as many units as my opponent, 3 times as much if my odds are very bad, to choose flanking over combat.

I am not the best at tatical warfare, however.


Also, if you don't know about this already, Sareln (spelling?) created a very useful excel spreadsheet that will calculate, in detail, your battle odds. The link is here: http://dl.dropbox.com/u/4995277/CombatCalculator.xlsm
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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yeah the unpromotable chariot is now sitting on top of his stack and will get pushed out of his culture if either he or i declare war. i could wait it out until the promotable ones move forward next turn and then would be available to attack together taking out the axe [with their bonus] and have 2 shots to take the longbowman with the 10% strength bonus. i think an attack at low odds could be successful but the damage taken wouldve left the chariot vulnerable to the axe. i wait to see what sian has done haha

oh and is there a works version of that calculator?
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