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[Spoilers] Old Harry's Game

(June 24th, 2013, 11:08)Bigger Wrote: well maybe over steel. airships are a lot more versatile than cannons. although they can't collateral, so you'd still need cannons.

the free great scientist wouldnt hurt either.
This is kind of smoke

Physics to win the free GS might be worth it in a peace lull, actually probably is, but airships are nowhere near cannon for usefulness.
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yeah thats true, I was thinking its cheaper and the scientist is a bonus, but you're probably right. in any case I think you need nationalism first, especially as a spiritual civ.
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(June 24th, 2013, 05:20)Qgqqqqq Wrote: suicide scouts

Such an awesome concept. lol
I have to run.
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I can't be the first person to use suicide scouts can I?

Whilst I'm waiting for the save to get back around to me I thought I'd check out the tech situation (yeah, I haven't been paying enough attention to this game bang )

Right now Hydra is only up:
- Constitution, Music, Nationhood, Military Tradition, Economics, corporation and Steel.
While I'm ahead on:
- Military tradition.

I think he'll be coming back in ten turns (hopefully a few more) with infantry and cannons yikes. I guess the counter to that is cavalry and lots of cannons. So I need to get steel first to start building cannons, then Nationalism->music->Mil Trad for the cavalry. I'll part build cats and knights everywhere to upgrade once those techs come in. So my next civic-switch should probably be representation/caste/pacifism, try to get those techs quick and then back to police state to build the units. It remains to be seen how much the pacifism unit costs will be (a lot less this time I'd guess) but I'm less impressed with my economy than I was a few turns back. frown

I'm not going to get the chance to bulb Physics, so should I just put an academy in my second best city, or do I hold out for another golden age? (the other two required great people are at least 20 turns away...)
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I could be wrong, commodore will tell you if I am, but I think its too late in the game for an academy to be worth it. save it for a GA or just save it for a bulb, you'll use it eventually.
Please don't go. The drones need you. They look up to you.
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Normally I'd agree, but right now the next 10 turns of tech are vital - a boost of 50 beakers per turn might get me cavalry a turn earlier... But you're probably right, I'll check the numbers and probably keep him for the physics bulb.
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Turn 156

My empire is in such a state. frown I can only hope that Hydra's is even worse...

Anyway I'm building five universities which will all be ready eot158, at which point I'll turn tech back on. Tech path now is steel -> Nationalism -> Music -> Mil Trad

The rest of the cities are building knights and trebuchets to upgrade to cavs and cannon.

Hydra pillaged some roads in neutral territory so I can't re-settle Lancaster this turn. I just have to hope he hasn't got the same idea and I can re-settle next turn.
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Turn 157

Resettled Lancaster 1 north. It occured to me that I'd have liked to settle it on one of the hills, but I couldn't get the workers there in order to settle this turn and I wanted to settle it before Hydra had the chance.


Four universities finish this turn, Grimsby built it's Uni last turn, I'll switch research on next turn to get Steel in three (perhaps two) turns. And keep building trebuchets everywhere to queue-upgrade to cannons.


I'll stick with police state this turn, I might switch to rep next turn, but probably not - I don't know if I'll run enough specialists to make it worth while, and the extra hammers into cannons and cavalry are important... I'll get Nationalism in about four or five turns and revolt to draft some rifles.


Hydra is Steam Power and Industrialization away from building Infantry and is saving cash right now, so perhaps he won't be coming back with Infantry and Cannons straight away when enforced peace elapses in eight turns?

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(June 26th, 2013, 16:36)Old Harry Wrote: I can't be the first person to use suicide scouts can I?

I only remember Scooter in PBEM34s. Its a(nother) benefit of India really, only three move (land, non-GG) unit this side of Gunships.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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It has also occured in PB6 iirc
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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