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[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine

#1) we still are going to need units, and quite honestly if we're going to invade india its gonna be from whipping every current city to tge ground. I want McD so we can whip it; we're only at 4 cities now. When the elephants arrive we'll lose McD but not sooner
#2) Do not trade India for maps!!!! Trade Azza and Serdoa all you like but we need ZERO contact with India. Do not scout them with a galley either. The first contact India should have with us is when 4-5 galleys full of troops land on their shores. We can't be but a distant thought of theirs.
#3) I'll put up a plan for 10 turns. We need to get the most out of our whips
#4) A goal will make this game playable again!
#5) Consider shutting off research after Construction. We may need the coin for unit expenses.
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(January 25th, 2013, 18:23)Cyneheard Wrote:
(January 25th, 2013, 18:19)Krill Wrote: No, remember sunrise managed to get the first kill.

We're really behind economically/food-hammer wise, though.

Yeah this battle with Commodore is not close. He's PRO, so he's got granaries everywhere... So his whips are 2x as effective and he's got twice as much pop to whip away, not to mention he's significantly better developed than us.
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(January 25th, 2013, 18:25)pindicator Wrote: #1) we still are going to need units, and quite honestly if we're going to invade india its gonna be from whipping every current city to tge ground. I want McD so we can whip it; we're only at 4 cities now. When the elephants arrive we'll lose McD but not sooner

I didn't show a picture of this, but Commodore has more units incoming, including a GG shock morale axe (other half of the galley thing I'd assume). He's going to move in on McDonalds very soon I think. The only reason he'd ever give us 10T of peace would be if he could get McDonalds (and the gold) under his control without losing his army. Also, if we want ours to be in tact, this is the only way. I'd say let's whip it once more (down to sz1) and then offer the trade.

(January 25th, 2013, 18:25)pindicator Wrote: #2) Do not trade India for maps!!!! Trade Azza and Serdoa all you like but we need ZERO contact with India. Do not scout them with a galley either. The first contact India should have with us is when 4-5 galleys full of troops land on their shores. We can't be but a distant thought of theirs.

Fair enough. Let me think about this. The one thing I don't want to run into is we can't locate his core cities before Commodore cleans out our homeland. And we really need to hit his core cities first - like his GLH city. If we pick off two obviously new cities first (like those two sz2 cities we see), that gives them plenty of time to whip units out of their cities with actual pop.

(January 25th, 2013, 18:25)pindicator Wrote: #3) I'll put up a plan for 10 turns. We need to get the most out of our whips
#4) A goal will make this game playable again!

Cool and totally agreed on #4.

(January 25th, 2013, 18:25)pindicator Wrote: #5) Consider shutting off research after Construction. We may need the coin for unit expenses.

Agreed.
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I'm not familiar with PBEM4, can someone explain the reference?

Anyway, i'm going to say we have the team go-ahead so we have 3 big goals:

1) Tech Construction then turn off tech. Or is HBR possible?

2) Figure out how to get as many troops (esp cats) created and transported to India
Then how to strike with the most effective manner

3) Slow Commodore's advance with minimal troops to buy time. This part may very well include a 10t-peace for a city type of deal
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Ok, here's what I mean about the situation at McDonalds. We'll need to make the call on this tonight really.

[Image: kn1ufSo.jpg]

So he's got 6 axes in range of our stack next turn, 2 of them shock. He may take the shot next turn, hard to say. So I'd suggest whipping McDonalds:

[Image: 6emAbfI.jpg]

Then at the end of the turn, offer the McDonalds for peace deal. We may have to purposely play last so that we ensure the axe that's whipped here belongs to us.

One mechanics thing - what happens to all those units in McDonalds borders if he takes the deal? The units up north by the sheep/stone may get trapped, for instance.

Anyways, that would mean the treaty gets signed on T100, giving us until T110 when he'll inevitably assault LJS. Realistically that means White Castle is the last to fall... So we would need to have Indian cities in our possession no later than, I dunno, T115.

We could always try to stall another turn or two, but we're playing with fire, and I really want that stack on the gold to survive or else this assault on India will not work.


As for PBEM4 - I'm pretty familiar with the game and I'm still not sure what the parallel is. Not a super interesting game.
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Also, after thinking it through, yeah you're right, let's not meet India prior to the invasion. If Serdoa doesn't have their maps, they're probably just not giving them away. We'll want to keep offering map trades over the next dozen or so turns anyways just in case we get lucky.
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Scooter-
Just to be sure, please hold off on playing the turn tonight. I'm going to get a plan up tonight for getting an army transported to India. .
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(January 25th, 2013, 19:08)pindicator Wrote: Scooter-
Just to be sure, please hold off on playing the turn tonight. I'm going to get a plan up tonight for getting an army transported to India. .

Oh right of course, I'm not going to play until we know for sure what we're doing. I'm about to step away for a couple hours, but I'll be back in a bit.
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The new plan sounds exciting! Best of luck to you!
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All right Scooter, I looked at In N Out, and we can get 4 galleys whipped out of there in the next 10 turns (we even get to finish the axe in queue).

I think we can still get 4 galleys even if we lose the gold, but we really should try to hold that gold as long as we can - that gold is the equivalent of another whip in all our cities.

So our plans need to count on 5 galleys - I'm going to shoot for 2 waves of 10 units. Right now we have 14 units total, so that may be just about right.

I also swapped McD to a chariot. The thinking is this:

This turn: 7/30
T100: Whip Chariot: 41/30
T101: Axe: 35/35 (20 + 11 overflow + 4 production)
After T101 if we still hold McD I will swap to a clam and then grow & whip the city every time it hits size 2.

After 101 I imagine we'll have lost or given away McDonald's. I'm going to plan on not having the gold past t101 for the other 2 cities.

Did not end turn, so if you check tomorrow and don't like something let me knwo and I'll change it.

Will plan out LJS and White Castle next.
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