February 11th, 2013, 18:30
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Yeah, that order of attack makes sense if we think Crabs is empty. Use up the 1-movers and sprint south to take Crabs.
Also after the second wave is away we need to send a galley or two around the north coast to prevent complications (India ships getting to our supply lines).
Is it too early to think we might take the whole island???
February 11th, 2013, 18:34
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(February 11th, 2013, 18:30)pindicator Wrote: Yeah, that order of attack makes sense if we think Crabs is empty. Use up the 1-movers and sprint south to take Crabs.
Also after the second wave is away we need to send a galley or two around the north coast to prevent complications (India ships getting to our supply lines).
I think the north wave might be best served going along the northern coast anyways.
(February 11th, 2013, 18:30)pindicator Wrote: Is it too early to think we might take the whole island???
I'm trying not to get that optimistic yet. The reality is that they can spam archers, and we don't have much opportunity to produce new units for quite awhile. And even then, we will soon be completely lacking in horse or metal. Also, they have had a lot of time to burn through gold while we've been moving forward - probably enough time to get awfully close to Construction. That could be nasty to deal with. However, by FAR the best two cities are the ones we might just be able to take soon, so things are looking up. Their main problem is they are lacking in big, whippable cities if/when these two big ones go down.
Sprinting for the horse site is probably going to have to happen. I want us to be able to build more chariots at the very least.
February 11th, 2013, 18:50
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Did you note any city growth by India at end of turn?
They gained 12pts on the new turn. I'm hoping there were pop growths included in that, otherwise it's a classical tech.
February 11th, 2013, 18:54
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(February 11th, 2013, 18:50)pindicator Wrote: Did you note any city growth by India at end of turn?
They gained 12pts on the new turn. I'm hoping there were pop growths included in that, otherwise it's a classical tech.
FG grew from size 3 -> 4. Crabs grew from size 6 -> 7. Does that account for all 12 points?
February 11th, 2013, 19:02
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(February 11th, 2013, 18:54)scooter Wrote: (February 11th, 2013, 18:50)pindicator Wrote: Did you note any city growth by India at end of turn?
They gained 12pts on the new turn. I'm hoping there were pop growths included in that, otherwise it's a classical tech.
FG grew from size 3 -> 4. Crabs grew from size 6 -> 7. Does that account for all 12 points?
Wheh.
Pop growths appear to be 2-3pts apiece. The rest could by land. But they definitely didn't finish a classical tech: classic techs are 12pts exactly.
February 11th, 2013, 19:09
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(February 11th, 2013, 19:02)pindicator Wrote: (February 11th, 2013, 18:54)scooter Wrote: (February 11th, 2013, 18:50)pindicator Wrote: Did you note any city growth by India at end of turn?
They gained 12pts on the new turn. I'm hoping there were pop growths included in that, otherwise it's a classical tech.
FG grew from size 3 -> 4. Crabs grew from size 6 -> 7. Does that account for all 12 points?
Wheh.
Pop growths appear to be 2-3pts apiece. The rest could by land. But they definitely didn't finish a classical tech: classic techs are 12pts exactly.
I thought pop points scale based on what size you're talking about. Growth from 1->2 is not the same as growth from 7->8. Right?
Also, I think they have another city we don't know out there (not in-game to confirm, but I think this is the case). So that could be a factor too.
February 11th, 2013, 19:25
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(February 11th, 2013, 19:09)scooter Wrote: I thought pop points scale based on what size you're talking about. Growth from 1->2 is not the same as growth from 7->8. Right?
Also, I think they have another city we don't know out there (not in-game to confirm, but I think this is the case). So that could be a factor too.
The demographics screen's population value scales with city size (exponential and messy).
Your game score's population value does NOT scale with city size: it's a straight SUM(POP)*ValuePerPop.
February 11th, 2013, 19:48
(This post was last modified: February 11th, 2013, 19:49 by NobleHelium.)
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Not sure if anyone has answered this yet since I haven't read all the posts, but his galley would remain on the ocean tile indefinitely until moved. He would only be able to move onto coast tiles of course.
February 11th, 2013, 19:57
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I believe pop points are worth 3 points for every other point (so every time a city reaches an even #). Ancient techs would be worth 6 points...
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February 11th, 2013, 20:03
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Guessing the rest is probably just land points. CC for instance would be a logical guess to have popped its borders roughly 20 turns ago.
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