(July 6th, 2014, 21:22)Commodore Wrote: Never been impressed with drafting...but muskets are good. And collateral-immune muskets are terrifying.
I feel like it really depends on the constraints you have. If you are happy constrained or close to it, drafting is pretty painful and hard to do in large quantities. But the food -> hammer conversion is just so good, you don't have to actually have that much food in your empire to do it effectively (obviously more food is better, just saying I think the food constraint is much lighter than the happy constraint).
The other issue I see is the mp effectiveness of the units you can draft is unideal since they aren't two movers. I think the war against TBS I had in PB13 is actually a good example of this (the spoilers can't possibly matter now), I didn't really make strong headway until I had at least medium number of cuirs to overpower knights and reinforce quickly.
And also I needed a blunder from TBS, he guarded Jetboy with the precisely same number of defenders as I had units that could kill, when he easily could have had 1 (or 10) more defenders there. That let me take Jetboy when he wasn't expecting it by sacrificing an excessive number of cats (I had too many cats compared to hitters in retrospect), and then use former TBS roads to to get something like 10 more muskets into the fray than otherwise would have possible. Without that critical turning point the lack of mobility of the muskets really would have been my downfall, and the war probably would have turned into a quagmire. But then without the early draft I wouldn't have been able to do anything at all in the first place, I just don't see how I could have built enough military to keep up with empire-wide defensive slaving.
I do anticipate Oromos being sweet though, they're one of the few cases I see the drill line as being worthwhile, since you can actually get to Drill IV and the net... -60% collateral damage you have by then? And 4-7 first strikes (including the natural Oromo one)?
Commodore Wrote:what are your thoughts on each of your nearby neighbors?
Whosit: Doing what I think is best in his situation, realizing he is critically behind on expansion and deciding to convert what he has now into military in hopes of taking someone else's stuff. I think it was his only real card left to play. The hole he dug himself into initially indicates his early starting micro is probably pretty subpar (his land seems decent enough), but he did have a rough geopolitical starting position as the only player to neighbor everyone else on the continent.
I don't really think his war will really work though, i would bet CH, given the larger initial empire (and now I believe same-size empire) should be able to use the whip to avoid an empire collapse. That means CH/Whosit should hopefully get dragged down together, to ultimately probably die to more advanced troops wielded by Krovice or I. This paragraph is all with many grains of salt though, since I can't see the tactical situation at all, just the level of resources each SHOULD be able to put into the conflict.
CH:
Kind of covered above. No real strong opinion on his opening before this war, didn't seem to be lagging too much, didn't seem to at the very top. Don't know if he did something to provoke Whosit, if he did that was stupid, since I think it should be obvious someone in Whosit's position is going to end up feeling like hes caught in a corner and need to burst out SOMEWHERE. My scout saw some unit dancing back when it passed by that area, and the geography seemed ripe for settling conflict, so I'd bet that that is what started this.
It's a tough balance though, since he obviously shouldn't just concede a ton of stuff to Whosit just to appease him. The ideal settling is something that is as aggressive as possible while still leaving either Krovice or me as the best target (or most enraged-against-target) for Whosit. Anyway, this is going down a rabbit hole since I don't really know how the war started at all. Not surprised it happened though.
Krovice:
Obviously these are both top tier players. They pulled off a ballsy land grab that is going to serve them well in the long term. They managed their border with me very well during it, the creative buffer + settling extra tiles back on hills made any attempt to call them really expensive-seeming for me, which paid off for them. They've made a demo recovery over the last 10 turns and are now breathing down my neck.
I don;t think I'm a target for them right now given my empire's large pop and production and larger standing army. Their settling patterns corroborate this. I think our first real conflict is going to come around the time of knights, when either I want to attack them (I'll probably get there first b/c of the oracle head start) or one of us wants to eat Whosit and the other doesn't want to let it happen.
Plako:
Doing well from what I can tell on the scoreboard, city count, and wonder-falls. I don't have any insight into his empire's internal affairs. Obviously also a top tier player, these are some scary neighbors. I have open borders with him right now, IC trade routes are nice.
Hashoosh/replacement-i-forget-the-name-of
No real comments. I have the option to "liberate" Browner on the diplo screen, so I imagine that island is pretty close to his capital. Doing ok demo wise, no real comments besides that.
Pindicator:
Very good player. Seems to be murdering Barry, so he'll have a lot of land. I'm going to try to swipe some of the eastern coast of his continent off of him, but defending it is going to be tricky in the long run.
Ruff:
I got nothing. He got to an island I was hoping to settle, but he might have started a lot closer.
MYKI:
Very little to say. Had a unit running around the Pind/Barry continent, despite some culture in the NW of my vision indicating he's from a 3rd continent or the Pind/Barry continent is weirdly shaped.
Barry:
Dying.
Fear cuts deeper than swords.