February 19th, 2014, 12:05
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Interesting.
Given that Don G's a fortress with LBs he might not get any further. I'd suggest a settler to resettle La Boheme once the immediate crisis is passed. Keeping him out of those cultural tiles is a big deal.
February 19th, 2014, 12:32
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Don G doesn't have as many LBs as it should, defenses are a little thin with the Bacchus front to worry about though more are on the way over.
I think he can take the city if he does the usual thing and marches in, takes the turn to bombard, then goes in with suicide siege. But he has to worry about whether we can strike on the turn he moves in, or the turn after he takes the city (when he'll have a lot of wounded stuff).
February 19th, 2014, 14:44
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(February 19th, 2014, 12:32)WilliamLP Wrote: Don G doesn't have as many LBs as it should, defenses are a little thin with the Bacchus front to worry about though more are on the way over.
I think he can take the city if he does the usual thing and marches in, takes the turn to bombard, then goes in with suicide siege. But he has to worry about whether we can strike on the turn he moves in, or the turn after he takes the city (when he'll have a lot of wounded stuff).
Right, so a lot will depend on whether he tries to keep the city or not. If he tries to keep the city his stack will effectively be split in two at that point. Victorious, but wounded Knights and cats in one stack. Whatever it takes to hold the city in the other stack. Will we be able to do anything with that?
Flanking away any surviving cats could be achieved if his top defenders and attacking cats are already wounded. Hopefully he doesn't rectify his lack of pike defenders.
If he doesn't keep the city, then he's gained little from this second exchange and I'd guess that we'd have time to mount sufficient defense of WT. Honestly, if you hold him at razing two cities then, given our new city plants we'll likely still be relatively closer to him 20T down the road. Just re-plant the cities and retake cultural control.
Looks like he's going to give us a chance to whip Don G into the ground? Don't forget about eyes to the east.
Not as bad as it looks at first glance. You may yet live to effectively punish him for this. If we get a chance those Cheetah cities of his should be razed to the ground.
February 19th, 2014, 14:52
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I don't know about any of that. I'm playing one turn at a time, reacting to what he does.
Slavery will have to wait a bit, I'm not going to give up the second Golden Age and we need Caste a few more turns for that. Even in the short-medium run it isn't more efficient for production than tiles with pops at this size anyway. It would be nice to whip down Don G to 1 but it's not a priority.
He has vision of basically everything. EP ratio is about 600 to 160 for him, and we make 4 per turn. He may have "inspect city" ability on the key sites.
February 19th, 2014, 17:38
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Quote:But yeah, no reloads for 'I miscounted tiles/culture and left my stack in range of your stack where I thought it was safe', seems equivalent to no reloads for 'I meant to click the other button and I forgot'. There's such a spectrum of possible mistakes. But...I'm not the dictator of this game either.
If we got reloads for this, then I'd have won PB1
February 19th, 2014, 17:48
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(February 19th, 2014, 17:38)regoarrarr Wrote: Quote:But yeah, no reloads for 'I miscounted tiles/culture and left my stack in range of your stack where I thought it was safe', seems equivalent to no reloads for 'I meant to click the other button and I forgot'. There's such a spectrum of possible mistakes. But...I'm not the dictator of this game either.
If we got reloads for this, then I'd have won PB1 
You have to settle for having a zillion galleys named after you in this game instead!
February 19th, 2014, 18:29
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1. Name all cities 'Pindicator'
2. Name all boats 'Regoarrarr'
3. RULE THE WORLD!
February 19th, 2014, 20:03
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After gunpowder how many turns until rifles?
February 19th, 2014, 23:33
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(February 19th, 2014, 20:03)Hashoosh Wrote: After gunpowder how many turns until rifles?
Tons! Rifles are so far that I think there's no point to going there when this far behind and under immediate threat. We'd need Banking, Printing Press, Replaceable Parts, Rifling, and the last of those three are very expensive in RBMod.
I think the Chemistry -> Military Science path makes more sense than that because it's closer, grens can attack and beat rifles, and Chem also leads to Steel and cannons.
February 19th, 2014, 23:35
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Ah! Well, astro for frigates after mil sci?
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