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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

Where was the GG born?
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NobleHelium Wrote:Where was the GG born?

Right there in that city cry
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The only tech notes are that Commodore researched Aesthetics (perhaps on the way to unlocking the Heroic Epic finally?) and Krill was traded Gunpowder (by Commodore, late last turn).

F4 does show several resource gifts that Commodore is getting from Krill now, but no gpt (which I thought showed up in F4). So apparently when Krill did not get what he wanted from us, he found a willing partner in Commodore.

It's somewhat frustrating that Commodore got Gunpowder right before us, and seems to be selling it SP-style, for pennies on the dollar. It will be interesting to see what he got for it and what his rationale was
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Actually, one thought I just had is that in 2t, assuming Commodore hasn't whored it around before then lol, we might be able to flip Gunpowder and Banking to Nakor for Education.

Education is still a few hundred beakers higher than GP + banking (4508 vs. 4025) but it's at least closer.

But Education isn't really THAT great of a tech for us. It's nice because we don't have to research it, but we don't really have many cities that need universities (and our breakeven beaker % is pretty low) and b) for a potential trade chit, or maybe to open up Economics for Free Market which would be pretty slick for us, likely ~60 raw commerce per turn.

On the other hand, Econ is also 4508b, though we'd get a slight boost with Scooter knowing it already
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Just realized that one downside of the RB mod changes to barrackses is that they now produce culture so they are always destroyed when a city is captured.
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never in my Civ experience captured a city with barack.With dridoc yes, but barack never.
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Building survival on capture is defined in the XML, separately from whether a building produces culture. The probability is defined per building. There are a very few culture-producing buildings that can survive with a probability greater than 0. An academy is one. Another case is if a building gets converted to a culture-producing UB equivalent, like granary -> terrace.

I think barracks have always been defined for 0% capture survival though, so it's moot in the mod.

In Civ 3, the rule was culture means a building couldn't be captured, but it was broken out to separate definitions in Civ 4 (and presumably 5).
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Well nothing like a misconception (read: I don't know what I'm talking about) to generate lurker posts lol
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After Pindicator took off, I tried to redistribute our knights to maximize our chances of taking Auir and Mar Sara next turn. Auir currently has an archer and a CG2 longbow, and Mar Sara has 2 axes. But, both cities were whipped, so I am expecting new CG2 longbows in both. Actually Mar Sara doesn't have a barracks as far as I can tell, so it will just be a CG1 there, though we do have to worry about him using his GG to either free upgrade one of the axes or make an uber-longbow.

So at Auir, I think that 6 knights should be able to do the trick. 2 to die to the longbows, and then 3 to kill the 2 LBs + 1 archer, and 1 more to sacrifice to the RNG.

[Image: Civ4ScreenShot0399.JPG]

I put 8 knights in range, though 2 of them are wounded. They're spread out over 3 tiles but I think that's fine. I left 2 knights in Sprockets (1 wounded). Hopefully he doesn't have anything out in the fog. I am sitting on the roads out of Auir and he has no workers in range, so hopefully we should be okay.

I would estimate 7-8 knights to be sure of taking Mar Sara. 2 to kill the longbow, 3 to kill the 2 axes, and 2-3 to be sure of dealing with the GG (whether he makes an uber longbow or turns the axe into a mace + the 20xp. Good news on that one is that we don't HAVE to take it this turn, since Commodore's army is a) out of position on the northEAST side of Monlyth and b) fairly small (actually with only 7 knights and 2 impis vs. 4 longbows + 4 ancient units behind walls, it's not going to fall this turn)

[Image: Civ4ScreenShot0398.JPG]

Unfortunately we only have 6 that can move to hit it next turn. So it may be another turn. We'll see what we're looking at after Yuri plays T197. I've also positioned a few knights in Matt Foley that can move to the staging tile next turn in case we need reinforcements.

I do think that we can consider keeping it, maybe depending on what infra it comes with? The one thing is that we definitely need some more ports on the western ocean, so we can try to nab that 1 tile island as well as the other islands to the west. The other thing is that if we find Ash Arak *2* West (yellow circle - on the coast), then I think that its 100 culture would grab the tile W-SW of the cows, which would allow us to sail a galley to the "islands west" signed coast tile. There may or may not be anything worth settling there but worth taking a shot.

A few housekeeping notes - we're really feeling some WW crunch - we have 4 unhappies in the capital. I'm stacking it with HR happiness, but also fired a few merchants to get the market a turn earlier - that's worth 2 happies from silk and ivory. Plus we'll get gems, dyes and incense over the next few turns, plus whatever we can trade our extras for.

I have not moved all our galleys - we want to start collecting units to head towards Inferno Island and Pindicator's Folly but we need to take out Auir, Mar Sara and Korhal first.

I also haven't moved all of our workers - I'm shuttling 2 over to the new world. I am also sending the GG over there. I had to take the knight out of one of the boats to serve as MP for Church Lady.
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Well done, pardner. I never thought this war would be so successful, especially with our RNG. We must have really hit Yuri at the right time psychologically, that's the only thing I can think of.

Also, agree with your plan for Ash'Arak replacement - western ports are going to be valuable - but a bit of a double edged sword. Keep in mind that we have Viking Scooter to our west. So those cities are going to want several Oromos each for a garrison.

Another thing: we need a city to start pumping Christian missionaries to go along with our settlers out of Coneheads. Maybe we can fit one in out of Schweddy Balls after it's next Oromo?

Also - I was thinking we would want to send the knights overseas to the southern islands before Inferno Island. The seafood resources in the south make it more lucrative than Inferno, IMO - and isn't there also silver down there?
Suffer Game Sicko
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