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[NO PLAYERS] The Kibitzer Klub: PB13 Map & Lurkers

They aren't infinite movement; units can't move at the end of it.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I'm confused about how a boat chain works then in Civ IV. Is it like, you load a unit onto one boat, have that boat move to a tile occupied by another boat, unload and then load the unit, and then repeat until you reach your destination (but then wait until next turn to unload on shore)? If so, that sounds awfully familiar to my hazy recollection of the Civ 3 naval chain exploit.
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can't unload at the end of it.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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you can unload into a city/fort at the end tho, allowing battle ready troops the turn after they are born on the mainland. it is powerful if done right, but its something I've seen done enough it doesn't feel cheesy to me. not banned, or looked down upon that I know of.
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(December 16th, 2013, 15:30)Bobchillingworth Wrote: I'm confused about how a boat chain works then in Civ IV. Is it like, you load a unit onto one boat, have that boat move to a tile occupied by another boat, unload and then load the unit, and then repeat until you reach your destination (but then wait until next turn to unload on shore)?

That's pretty much how it works yeah. It's worked that way since Civ 1 and has been a known feature all along.

I see nothing wrong with it.
fnord
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Disappointing watching Nakor just lay down and die. Wish he would look at this as an opportunity to make himself an unappetizing target in his next game.
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(December 16th, 2013, 20:07)wetbandit Wrote: I did see that WLP has 3LBs in his front city, which is disappointing to say the least. It's nothing that extra cats can't chew through until engineering, which I hope he isn't prioritizing.

Am I missing something here? What's so powerful about engineering, to make Wetbandit and Ichabod think that'll make/break their war? As I understand it, it unlocks pikes (which would be useful but not vital against a 2-mover stack) and 3-move roads - but 2 move roads are still enough for defender's advantage. Is there a third unlock, or am I misunderstanding the power of those pieces, or what?
EitB 25 - Perpentach
Occasional mapmaker

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(December 17th, 2013, 12:33)Mardoc Wrote:
(December 16th, 2013, 20:07)wetbandit Wrote: I did see that WLP has 3LBs in his front city, which is disappointing to say the least. It's nothing that extra cats can't chew through until engineering, which I hope he isn't prioritizing.

Am I missing something here? What's so powerful about engineering, to make Wetbandit and Ichabod think that'll make/break their war? As I understand it, it unlocks pikes (which would be useful but not vital against a 2-mover stack) and 3-move roads - but 2 move roads are still enough for defender's advantage. Is there a third unlock, or am I misunderstanding the power of those pieces, or what?

Maybe castles?
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(December 16th, 2013, 01:44)Nakor Wrote: I don't feel like playing a full on defense... I can't win this war and this game... so let it be over fast.
I'll keep doing the "right" thing, but no more then that....alright

(December 17th, 2013, 01:33)Nakor Wrote: T143:

Really cannot be bothered to invest any more time in this game.
No losses last turn. This turn I'll loose Rhuidean, Colrada Holds and Mayene.
There is no defense against Knights for me...

So... the front runners are screaming fits in their threads. ScooPin are getting MASSIVE gains for nearly free, and Nakor is NOT doing the right thing. Nakor should be drywhipping every turn, even spears would slow down the invasion. And not just because it's the right thing to do. There's really two reasons to be whipping spears like mad now:

1) It makes the game more fair, increasing the cost of the land ScooPin will win. Also, decreasing the size of the captured cities.
2) Proving you will whip to nothing makes it less likely you get attacked in the first place. Both Noble and Scooter has spelled out clearly that they don't expect Nakor to whip or try any counter-attacks.

So in PB11, I told Halvgud what I think Nakor should be doing now:

(October 22nd, 2013, 19:25)Ceiliazul Wrote: Keep whipping! Dry whip something every turn until dead.

But I was a dedlurker there. I can't say anything to Nakor: He has been down this road before, and he knows exactly where he's going. Saying anything would change the course of the game, and that's not what lurkers should be doing, IMO.

Makes me sad tho.
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Yep, none of the early exits from the game (counting Nakor who is at least mentally checked-out) have put up more than a relative token resistance. One might have thought that each of them could have done at least as well to make a prickly mouthful of themselves as retep/sutree have. Hopefully we will see a bit more spirit from some of the other folks on the trailing edge.
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