January 30th, 2015, 23:17
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(January 30th, 2015, 19:59)ReallyEvilMuffin Wrote: Base BTS all wonders except the taj effect every civ in play - so a GLH effects all team civs. Although I am not 100% sure exactly what you are asking here tbf.
I would try to make sure we have an elder council in each kurio City and then change to ind, but that is just me : I'm
Good to know.
Elder Councils are small fry, really. I mean, I will try to fit them in, but consider that the tailor that we finish next turn will give us 12 more commerce already (and that applies before the effect of Godking, or any modifiers), and you'll get what I mean. Besides, EC's are only 40h, even without PHI.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 31st, 2015, 00:12
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Could someone analyse the power graphs for how many horsemen the enemy have now?
Thanks.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 1st, 2015, 07:00
(This post was last modified: February 1st, 2015, 07:01 by GermanJoey.)
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(January 30th, 2015, 20:02)ReallyEvilMuffin Wrote: I am pretty much expert on base bts teamers. Before I joined here (before they killed GS) it was pretty much exclusively what I used to play.
Have you switched over to steamworks these days?
February 2nd, 2015, 12:26
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(February 1st, 2015, 07:00)GermanJojo Wrote: (January 30th, 2015, 20:02)ReallyEvilMuffin Wrote: I am pretty much expert on base bts teamers. Before I joined here (before they killed GS) it was pretty much exclusively what I used to play.
Have you switched over to steamworks these days?
Tried steamworks for a bit, but there is no inherent lobby function which is awkward. But more prohibitive is it is so laggy with 4 plus players. Don't know exactly why but pretty unplayable.
We have moved over to direct ip matches set up over Skype. Or we use evolve to create a LAN for people to join and host that way. However I have a lot less time for these things now and each change takes less people with it, so it is harder and harder to find games sadly.
The ee2 community is still pretty active though. I've played a few interesting games there.
February 2nd, 2015, 12:27
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I would also point out my ability to play at the speed needed is much reduced since I have started to think about each turn rather than smashing through worker actions!
February 7th, 2015, 00:27
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Please, no-one play:
They've ten hitters. My plan is to move the hill warriors NW, the forest warriors into the city, and then retreat so we have only just enough to survive their invasion no matter what (including Warcry) - 12 units, by my count - and then put the rest behind the city. That way, if they charge against it , they get killed.
The negative is it leaves the tile NNE of the city, and the two tiles NE past the river less defended than they have been in the past.
(Too expand on why playing without discussion is a bad idea: the move Kredom made last turn, which has isolated 5 of our warriors and essentially makes them useless for the next turn/two turns was one that REM and I had discussed and discarded. As is, that makes our trap significantly harder to sell, as they know we can hit them with 5 more units than they would otherwise know about; and damages our ability to defend against them circumventing our army by bypassing to the north.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 7th, 2015, 08:00
(This post was last modified: February 7th, 2015, 08:10 by Kredom.)
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(February 7th, 2015, 00:27)Qgqqqqq Wrote: Please, no-one play:
They've ten hitters. My plan is to move the hill warriors NW, the forest warriors into the city, and then retreat so we have only just enough to survive their invasion no matter what (including Warcry) - 12 units, by my count - and then put the rest behind the city. That way, if they charge against it , they get killed.
The negative is it leaves the tile NNE of the city, and the two tiles NE past the river less defended than they have been in the past.
(Too expand on why playing without discussion is a bad idea: the move Kredom made last turn, which has isolated 5 of our warriors and essentially makes them useless for the next turn/two turns was one that REM and I had discussed and discarded. As is, that makes our trap significantly harder to sell, as they know we can hit them with 5 more units than they would otherwise know about; and damages our ability to defend against them circumventing our army by bypassing to the north.)
are u suggestiong retreating the southern stack, and leave an open window for them to pass by this front line city and break havoc and even conquer some of the western cities?
i mean, we are on a difficult possition till we get some centaurs, but if they just pass by this city and head straight to the rear cities, they have 3 movers, against ours 1 (2 with road) movers... and perhaps a couple of units we can produce on the rear cities... we cant risk letting them pass, i though we discarded the trap when it failed, and i think we should reinforce the hill stack
February 7th, 2015, 08:08
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what i mean... if we move 1nw...
then this can happen, and how do we stop him after that move?
February 7th, 2015, 14:41
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I analysed that yonks ago. Long story short, they cant pass by to the south without coming into range of units in our city.
Besides which, what do you think those 5 could do against 4 centaurs hitting the tile you showed? They couldn't kill them off, so they'd be slaughtered to a man on the offense. Are you proposing we move more up, further sapping our force there and exposing us more to incursions in the north or against the city itself?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 12th, 2015, 06:42
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Looked in. It's looking rather good; they hit the stack outside the city and retreated. Whilst they will have promos they also are all quite injured. No attacks getting through any time soon. I only opened the jonas save, so unsure how many they won but we killed at least 1.
There is one centaur flanking South but all in all I can't see them breaking through now. We will get 2 wolves every 2 turns now and with the centaurs should be able to pick off any other units.
We are owning their Eco so I fail to see what they can do to us. I guess we sit tight? I can't suggest any other strong plays atm.
Sailing after education? Let's get those islands going, and might be nice to harrass their fishing ops.
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