February 21st, 2015, 19:24
Posts: 13,563
Threads: 49
Joined: Oct 2009
Apologies for what I mangled with my partial turnplay. Some of the units in dtay's land received hold orders, so you can still move them if you're so inclined.
I have to run.
February 22nd, 2015, 07:42
Posts: 23,380
Threads: 132
Joined: Jun 2009
novice, tl;dr: there are 10 muskets left adjacent to Marblehead, on the spit of land jutting out. If BGN wants to attack those muskets then he has to take Marblehead first. They will all be lifted off next turn if BGN doesn't attack. Starting dumping units next to Xenu, to reinforce wetbandit and limit BGn's northern expansion. The galleons are going to head north around that continent and apply sone further pressure. Frigates will stick around the 1 tile straits to limit BGNs ability to send boats at us.
I intend to save gold until OU comes online in 11 turns. We should have a minimum of 16000 gold saved, enough for, I expect, 18 turns of research.
At that point we would make 2200bpt minimum. I believe we go for SM and check for oil then it's a straight forward: Physics, Artillery, Steam Power, Railroad, Combustion. Theoretically we could ignore RR>Combustion>Art and go Electricity>Fission>Assembly Line>Industrialism. Takes longer but depending on KTB it may be just as quick. We'd be down Arty, TR and I believe anti-tank, but could build Marines and Inf, and BB are the best units fo hold the choke points on the map.
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
February 22nd, 2015, 10:22
Posts: 4,831
Threads: 12
Joined: Jul 2010
So destroyers need arty but battleships do not?
February 22nd, 2015, 10:32
Posts: 23,380
Threads: 132
Joined: Jun 2009
Nope, BB just have the increased tech issues to deal with.
In all honesty, that probably needs to change. And given the opportunity to change tech costs due to introducing tech cost scaling it's prob ably going to get done in the next version of RtR. I think just need to make sure that the beaker costs don't favour oil or uranium as the required resource.
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
February 22nd, 2015, 11:39
Posts: 23,380
Threads: 132
Joined: Jun 2009
I hope Ruff plays his turn tonight when BGN finishes. Then I'll be able to play the turn tonight as well then things should get a bit easier as I only have 4 nights to go before I get annual leave.
Regarding tech path, I think that there are a few cities that we could get library and observatory in some of the higher commerce cities. The cost would be something like 1.5 rifles per city that built them. We wouldn't have to build them for while either. I think this would be OK because we are going to have a backlog of units to transport anyway, and I don't really want to build too many more galleons, more important to stack up on frigates right now to keep BGNs attention and get him fighting in land he doesn't have cultural control over to stack up his WW.
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
February 22nd, 2015, 13:54
(This post was last modified: February 22nd, 2015, 13:54 by Krill.)
Posts: 23,380
Threads: 132
Joined: Jun 2009
I'm bored, ill, and waiting for pizza to be delivered on a rainy Sunday evening.
Any questions? RtR or PB18 related.
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
February 22nd, 2015, 14:12
Posts: 1,718
Threads: 4
Joined: Apr 2012
How do you feel about the RtR Creative?
February 22nd, 2015, 14:34
Posts: 4,831
Threads: 12
Joined: Jul 2010
(February 22nd, 2015, 10:32)Krill Wrote: I think just need to make sure that the beaker costs don't favour oil or uranium as the required resource.
Are you saying that the uranium path should be just as fast/practical as the oil path? Im not sure i agree with that, and im sure that history doesnt agree...
February 22nd, 2015, 14:36
Posts: 23,380
Threads: 132
Joined: Jun 2009
Need buffing but in RtR cheap libs are too much.
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
February 22nd, 2015, 14:46
Posts: 23,380
Threads: 132
Joined: Jun 2009
(February 22nd, 2015, 14:34)Ceiliazul Wrote: (February 22nd, 2015, 10:32)Krill Wrote: I think just need to make sure that the beaker costs don't favour oil or uranium as the required resource.
Are you saying that the uranium path should be just as fast/practical as the oil path? Im not sure i agree with that, and im sure that history doesnt agree...
From a given point. eg now we lack SP and SM: if we went SM and found we had no oil then the cost of Electricity and Fission would match the cost of SP, RR and Combustion. All other techs are necessary to unlock DD and TR. So as fast in a very general sense, but practicality is always different, right?
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
|