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plako is clearly going to draft and knock down cheetah for us.
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(May 17th, 2013, 00:01)NobleHelium Wrote: plako is clearly going to draft and knock down cheetah for us.
Who wants to be on what happens first: slowcheetah techs Chemistry for Frigates, or Plako techs Astronomy for Galleons?
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Well I don't know. And I don't even know what the plako-cheetah border looks like. Does he really need galleons?
May 17th, 2013, 00:20
(This post was last modified: July 8th, 2020, 21:11 by pindicator.)
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(May 17th, 2013, 00:12)NobleHelium Wrote: Well I don't know. And I don't even know what the plako-cheetah border looks like. Does he really need galleons?
If he wants to get farther than a sneak-attack, yeah:
He won't be able to go do much invading if he can't control the seas. That's kind of why we've been whipping galleons and not catapults.
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May 17th, 2013, 00:23
(This post was last modified: May 17th, 2013, 00:23 by NobleHelium.)
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I didn't realize that they aren't on the same continent. cheetah's capital is quite vulnerable though...
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In a depressing note, all of Bigger, Commodore, & Plako have rejected our begging attempts. I feel like this guy right now:
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(May 16th, 2013, 23:53)pindicator Wrote: So if you notice, I'm advocating that we take all our current units to burn Slowcheetah cities; we take away our ability to turn food into production via the whip; and finally we spend what native production we do have on Building Wealth.
Perfect, this is exactly what I was kicking around in my head last night when thinking through our dilemma. I'm pretty much on board with the whole plan.
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Oh, I put a sign on the Orleans spy to not move him.
That's because if we do land and attack Orleans next turn then we'll have the option of doing the spy mission that removes culture defense from a city.
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In before scooter chooses the wrong spy mission ("I've never used spies before!")...
May 17th, 2013, 20:07
(This post was last modified: July 8th, 2020, 21:12 by pindicator.)
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Slowcheetah didn't move his forces any, so I decided to put us ALL IN:
Scooter, you need to get online so I can bounce ideas off how we promote this force.
He has a musketeer in Tours that can hit this stack, along with the 2 knights & 1 musketeer inside Orleans. Of the 4 galleons in the south, 3 were inside Orleans last turn, and as such they are likely empty (because the musketeer & 2 knights are new arrivals this turn). I think that there are at most 3 units in that fleet.
So what I'm thinking is...
Upgrade 1 mace to Combat 2, leave the rest unpromoted
Upgrade 2 crossbows to Guerilla 2, give the rest Combat promotions. These xbows & the mace should be our top defenders against any musketeers.
Upgrade all the pikes along the combat line.
Leave the maces and catapults unpromoted
Also, I'm thinking about whipping Qdoba and not much else, then revolting to Caste. Once in caste we hire all merchants and 1 engineer (GE will bulb down the chemistry line) in Sid's; we'll be able to get our next great person in 5 turns, and another before the 2nd GA ends.
(In case it isn't obvious, I haven't ended turn)
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