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(July 26th, 2013, 09:53)Cornflakes Wrote: What is the advantage of pinch muskets over pinch knights?
defensive bonus, I presume - but none if you are talking about attacking out.
but its not worth it - we will have plenty of muskets anyway from drafting, knights will be harder to come by and are much better than muskets.
Please don't go. The drones need you. They look up to you.
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I could see perhaps an indirect advantage of muskets in that our knights would target Pikes and WE rather than the Rifles.
Oh, wait. Rifles get bonus versus mounted
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Horse Feathers can probably also go cat-cat-musket instead of cat-cat-cat-knight. We can also get 2-promo knights out of Brick by Brick.
Furthermore, I consider that forum views should be fluid in width
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Pinch muskets are better for one task: killing Rifles. But that's far from the only thing we've got to do this war. We've got to stop CivPlayers' medieval stack, perhaps counterattack somewhere to make them drop out of the war or at least go defensive, divide our forces between at least two fronts, kill any catapults brought along, make both teams stay stacked with one-movers so they can't blitz us, and react to any surprises. I think well promoted knights are better at everything on that list but being hitters post-catapult.
Also, although we probably won't make it to Rifling by T170, we won't be fighting all that long without it. Especially if they delay for any reason at all. Once we can draft Rifles, pinch muskets will be well and truly obsolete, but Knights will still have a niche.
I'd rather lose a few more drafted Muskets and Maces as hitters than go without a strong mobile stack.
EitB 25 - Perpentach
Occasional mapmaker
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I agree that they're terribly narrow-purpose, and so I wouldn't want more than a handful, but their terribly narrow purpose happens to perfectly align to the largest threat we currently face, allowing us to divert less effective resources to the other 2 fronts. We're going to be sacrificing a huge pile of stuff here. I don't see much point in fretting over things becoming obsolete. If half the crap we're currently building lives to become obsolete, then we will have handily won the war, and probably the game.
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Also, we are talking only about a couple of 2-promo units before T170 that can be either muskets or knights. The other thing that would be nice to have are guerilla 2 muskets that may be useful given all the hills next to BbB.
Kalin
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I'm fine with a couple of highly promoted muskets out of horse feathers. Why not? It increases our options.
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City comments:
Drafting:
Starfall
The Covenant, since drafting now will make it regrow a turn earlier and also we're out of good tiles here.
French Riviera
That's all I would draft for now. There's a few good candidates to draft over the next few turns though.
Whipping:
I'd whip ditchdigger's forge and Frozen Jungle's courthouse.
We could 1-pop whip for the courthouse at Let it Snow. It saves 6.5 gpt. However, what I think we should do instead is to work the furs instead of the new cottage and hand-build the courthouse over 6 turns. This is because working the furs get us 5 commerce (almost as much as the courthouse saves) and doesn't delay growth.
I suppose at SplendidIsolate we should wait until the food box is half full before whipping the granary?
We should swap a plains cottage at Gourmet Menu for a grass cottage at Seven Tribes. This is because the extra hammer at ST speeds up the market here by 1 turn and doesn't affect growth.
July 27th, 2013, 07:51
(This post was last modified: July 27th, 2013, 07:55 by Ruff_Hi.)
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Updated Geo-political map ...
Edit: I keep on forgetting to include our island cities. Next time for sure.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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