Palace jumps to the highest population city, but i don't know if revolt influences that or not.
[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine
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My hypothesis is that the palace jumps to next highest city under the top 5 cities algorithm.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
Since we might run into this same time trouble tomorrow (Team Nakor playing around 8am EST) i can get up a little earlier and play the turn. Would you be on gchat scooter or would i have to do the attack solo?
Alright, turn played. I took these pictures after hitting enter, so these are at the start of T120 (moved nothing of course, waiting for India):
Well, unless he's got one heck of a stack in the fog, I'm pretty sure this city is falling this turn. We're looking at 1 axe, 1 spear, 3 archers (assuming he moves that 1 in), 2 warriors, and 1 scout. That's pretty easy to kill. Effectively, that's 5 real defenders and then mop-up. Assuming that's the garrison, I think the attack should go like this: 1) Promote both catapults to City Raider and send them in. This is preferable to Barrage IMO, as we're more interesting in damaging the top units than we are inflicting extra collateral on a scout. 2) Hit them with the 1-moving axes. I can't remember if they both have promos available or not, but city raider is also the promotion of choice there. 3) From there we're ideally looking at 1 or 2 low-odds shots to soften, and then it should all be high-odds. The trailing chariot should definitely take the first shot of the 2-movers. The thinking here is that upon capturing this city, the bulk of the 2-movers can move onto the grass hill 1SE of FoF. That puts them in range to hit the Hindu holy city the following turn. Fingers crossed. Do note the galley he's got there. Funny question. Let's say he moves 1W of our galleys. That's an ocean tile, but it's in his culture so it's legal. Let's say he moves it there, and then we capture FoF, removing his culture. Does the galley sink? Oh, and IW coming out of revolt made our finances noticeably better. This, by the way, is why GLH is still uber on an island despite RBMod nerfing it down to 1 route: Every route from this island is automatically IC, so we're looking at a $4 route right here. So just one of those extra in every city is pretty fantastic. This is why I wanted to capture India . I couldn't believe how much value I got from the nerfed GLH in PB5, and I'm looking forward to using it here. Here's the galleys up north: Sigh, I forgot to whip White Castle on T119. (February 11th, 2013, 17:12)pindicator Wrote: Since we might run into this same time trouble tomorrow (Team Nakor playing around 8am EST) i can get up a little earlier and play the turn. Would you be on gchat scooter or would i have to do the attack solo? I would probably be around, yeah. I may have a meeting roughly around that time, though, so we'll see. Ideally they finish before the night is over and we play late tonight, but that has not been the pattern so far.
Oh, and let's try to use the GG axe in the attack. It's 2XP away from a promo, which would be really nice. We need to use it in a situation where the odds > 90%, but the strength ratio is not better than 2:1 - that way we still get 2xp. (I think this should be achievable?)
(February 11th, 2013, 18:03)scooter Wrote: Oh, and let's try to use the GG axe in the attack. It's 2XP away from a promo, which would be really nice. We need to use it in a situation where the odds > 90%, but the strength ratio is not better than 2:1 - that way we still get 2xp. (I think this should be achievable?) 100HP vs. 100HP works for 2XP up to 99% odds. Obviously, we're expecting our targets to be damaged, which should actually help, as odds increase faster than strength decreases.
Hmmm... i think we should definitely sac 1 catapult. Two is rough... if we don't expect to need one at Crabs then there's no harm in using it earlier.
No big deal in not whipping the cat. We're at 30/50 there now, so a 1-pop whip would put us at 73/50 and let us finish another metal unit the next turn (provided we give up the lake). It means we are only bringing 7 units in the 2nd wave - or that we wait a turn to bring the cat as well. And only one impi instead of two. I'll work some kind of plan tonight for moving galleys and getting our second wave. I think we should pass GA by and land at CC
I don't expect us to need a cat at Crabs. He's obviously ferrying units in from Crabs as evidenced by that archer and those warriors that magically appeared, so Crabs might very well be empty right now (or only defended by whatever it just produced). I would bet the garrison at Crabs will be 3 units at most.
One note - we should pick up the archer from the island and stick him in IW. It's empty right now, which is actually sort of dangerous.
One funny thing here - if India had gotten their way and insisted that we double-move them, we'd only be facing 2 archers right now.
This is sort of why I was rolling my eyes at CFCJester acting like we were trying to screw him in the turn order. We did him a favor, really. We picked the second half primarily to keep the game running smoothly. |