Posts: 13,214
Threads: 25
Joined: Oct 2010
Yeah I was going to post something, but I'm pretty busy right now and also pretty tired. And yes, the clock has been extended.
Posts: 4,443
Threads: 45
Joined: Nov 2009
Well, I appreciate your hard work. Maybe you should upload the screenshots to make them available for the people who are doing planning for the war. (units and borders)
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
August 11th, 2013, 19:42
(This post was last modified: August 11th, 2013, 19:44 by sunrise089.)
Posts: 6,471
Threads: 63
Joined: Sep 2006
Poly has 1,000+ gold. Civplayers has MilTrad. Would not be shocked to see neither with any gold at the end of this turn.
Updated my unit spreadsheet. As always this is deployable units (so it doesn't include say walking a MP archer up to the front lines ), but I've added a not entirely arbitrary split for the units we have flexibility with and those tied down in cities to try and counter the civplayers mounted attack. We currently have other units (in fact most of the others) near the civplayers border, but if an opportunity presented itself they could move elsewhere. The 'garrison' units are more or less tied down until we get peace with civplayers or their army can no longer threaten us.
Looking at the units and our positioning, we should have sufficient cats for the pre-CFC confrontations with what we have on hand, what we're slaving this turn, and the cats that will complete over the few after that. Especially if we're going to use up some knights razing the civplayers border city another handful of them is probably our biggest need, for flanking and simply for their ability to get to the front quicker.
Posts: 5,455
Threads: 18
Joined: Jul 2011
How many knights will 1000g upgrade to cuirs?
Posts: 4,443
Threads: 45
Joined: Nov 2009
I think it is quite a bit. I think this puts any preemptive attack out of the question.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
August 11th, 2013, 21:41
(This post was last modified: August 11th, 2013, 21:41 by MWIN.)
Posts: 614
Threads: 2
Joined: Oct 2005
I thought civplayers still need gunpowder for upgrade...
Mwin
August 11th, 2013, 21:54
(This post was last modified: August 11th, 2013, 21:54 by antisocialmunky.)
Posts: 4,443
Threads: 45
Joined: Nov 2009
I thought they had Gunpowder. Seems silly to get MTrad before guns.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Posts: 17,440
Threads: 78
Joined: Nov 2005
They probably plan on having it when they attack.
Suffer Game Sicko
Dodo Tier Player
Posts: 261
Threads: 0
Joined: May 2012
Do they have the EP to steal gunpowder? Really really looks like they want to steal it next turn and it would be really really good to run a CE mission on them before that happens, but I don't know if we have any spies left in the area.
Posts: 10,045
Threads: 82
Joined: May 2012
I think cuirs are 50g, so 20.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
|