[Spoilers] Dtay's first PB: When you play a game of CIV, you win or you die
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(February 12th, 2014, 20:56)Ceiliazul Wrote:(February 12th, 2014, 20:30)dtay Wrote: Ander after all that I think it's chemistry for frigates and opening up steel for my Unique unit (I MIGHT GET TO MY UNIQUE UNIT) the kanone. I think its decent. I mean, well, its bad because its so late in the game, but taking "getting there while being relevant" as a given, its pretty good. If there was a modifier I'd want for a cannon, it'd be exactly what this is: make it cheaper so I can build more. UB I'm less impressed with. Assembly line is still super important b/c infantry + coal plants, so its not like getting the plant early lets you put off a tech by much. You can start getting the infrastructure up earlier I suppose, but its definately still towards the bottom of UB's. Basic opinion: germany is still pretty bad in RBMod. Definately improved, but mostly just because hunting isn't a bad starting tech anymore. Not because of the UU/UB, which are only slightly better than the prior setup. Still so late...
Fear cuts deeper than swords.
yeah now that I check that isn't on the mod change list, but its definitely true in game. Assembly plant is a factory available a tech early.
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Fear cuts deeper than swords.
interesting... and it *lost* the +50% build speed with coal? yeah, I'd say that's a wash. Unless you were a dude who wants to skip Constitution/Corporation for a while, maybe.
Well, enjoy your cheap fireworks at least! ![]() (February 12th, 2014, 23:13)Ceiliazul Wrote: interesting... and it *lost* the +50% build speed with coal? yeah, I'd say that's a wash. Unless you were a dude who wants to skip Constitution/Corporation for a while, maybe. I'm pretty sure factories don't normally get +50% build speed with coal.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Captured Fortunato.
Riole churning out the great people: ![]() Setting up the strike on Popinjay ![]() Don't really have more grand strategic thoughts for the turn. Open for questions if there are any? (Not sure what interesting there is to ask atm though).
Fear cuts deeper than swords.
Yes to both.
I think they were the best military option available. I couldnt shoot much further up the tech tree because I wasn't actually teching faster than TBS right before I declared war, I just had a built up beaker advantage. The drafted musket hordes were pretty effective, very cheap, very numerous, and with the right promos can beat TBS main combat unit (knights). Cuirs I'm glad I did, but actually had not-that-much to do with the breaking of TBS (the jetboy assault). They did take out 2 knights and occupied 3 more during the TBS-retake, which was actually close to the margin of victory, though obviously in the non-cuir counterfactual I could have had more muskets. But this is mostly because I couldn't build enough in time. They've made this cleanup way way way faster and easier though. I wish I had cuirs from the beginning, but as I've mentioned before TBS preempted me. My main objection to how I did this war was the tactics. Don't think the jetboy assault was the right move. The goal for me was (or should have been, this was the most important) to force an all out showdown where we both had all our units in one place and I got to attack with my catapults. I got this at jetboy only because TBS left 24 units in Jetboy so I could open up the roads by eliminating his culture for a turn. I should have just marched around the edges taking cities, so I could constantly be reinforcing my stack with the new muskets until TBS was forced to come fight me. Now the strategy I did do worked out better than any alternate strategy could have, it just only worked out b/c of opponent mistakes.
Fear cuts deeper than swords.
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Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |