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The holiday was good! The tour I was on for the Battle of Waterloo was excellent, and the reenactment was impressive. My boss offered to let me take my uniform, so I was walking around in my own redcoat that whole day. I even ran into a large contingent of fellow Canadians who were taking part in the battle.
London was good - I'm sorry I didn't get your message till after the day in question, OH. I saw most of the 'go-to' sites and a couple of the larger museums. There's still much more I want to see in the rest of England, so that just means I'll have to go back again sometime! Oh, and I avoided buying anything from the Tesco, since you told me it was evil, OH.
As for the game, I almost hope I'm dogpiled, and can successfully fight it off, as that might hasten the conclusion of the game. I'd gotten rather used to not playing Civ turns in the evening again ...
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(July 4th, 2015, 07:57)TheHumanHydra Wrote: As for the game, I almost hope I'm dogpiled, and can successfully fight it off, as that might hasten the conclusion of the game. I'd gotten rather used to not playing Civ turns in the evening again ... Hold down Alt, click three times, bingo, you got it!
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Heh.
Please see my message in the tech thread; I may or may not be able to pass on the turns again for a little while.
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Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
July 8th, 2015, 22:34
(This post was last modified: July 8th, 2015, 22:36 by TheHumanHydra.)
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It looks as though Alhazard has moved into attack position on Mardoc:
I have 50 knights, and cho-ko-nus on both borders. Do you think I should attack Alhazard, attack Mardoc, sit tight, or something else? Alhazard stands to gain three cities, bringing him to 16, to my 22. His economy is competitive with mine, and we both have room to grow upward through multiplier buildings. Also, I can't tell where that Artist/settler pair might be headed; can you?
Further, do you guys think cavalry should be my next stop, or should I move deeper, for Universal Suffrage/The Kremlin or Assembly Line? Or Astronomy to attack Miguelito (this tempts me)?
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Not sure about the various options since more info is needed (eg current strength of Miguelito.) But in any case I think you can leave some knights and workers ready to hit and raze Carter once Alhazard takes it.
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It probably doesn't matter what you do, you're in a dominant position... But letting them trade units for a few turns before you sweep through and clear up would be a quick way to end the game.
How long until cavalry?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Miguelito has up to 18 grenadiers loaded onto six galleons at anchor just below his capital, capable of hitting either Red Star or The Other Side, or Emerald (four only) with a Great General sprinkling XP onto the ships. He has that many units again divided between musketmen, pikemen, and catapults on shore, with garrisons of individual grenadiers, sometimes paired with warriors, in his cities. My garrisons in the threatened cities seem to have dissuaded him so far.
I decided to take your advice, ipecac, and began moving my knights across my empire to attack Mardoc's western cities (to my east). They should have enough warning to return if Alhazard switches directions and stages against me instead. Old Harry, unfortunately, I think Mardoc is so weak that I don't think much unit trading will take place. Alhazard shouldn't even need to bring up collateral, which he isn't.
I teched Meditation this turn with overflow while saving gold. I think toward cavalry probably is the best direction, because that path also leads to Representation (I plan to switch to Mercantilism since no one will trade with me), Corporation, and Assembly Line. I neglected to check how long it would be this turn, so I'll have to update you on that next turn.
The lurkers should get some blood this turn!
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Got a save today!
That 3 workers next to The Other Side is an obvious aggresive move. Most likely there are making a fort to move his galleons and unload units to avoid the amphbious penalty. If they retake the city they probably got culture back and you can't retake/raze the next turn.
Astronomy sounds good to defend against Miguelito and to take Mardoc Island(Mardoc is the weakest by far).
Also what about the GA? Any plans?
July 11th, 2015, 18:03
(This post was last modified: July 11th, 2015, 18:06 by TheHumanHydra.)
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Argh! That's totally what those workers are doing! I couldn't for the life of me figure out what they were there for! Let's see, according to my screenshots they landed t140, so they should have put six worker-turns into the fort by the time the turn rolls around to me again - I believe it's seven for a fort on Quick speed. Hopefully there wasn't a turn into a fort on that tile from beforehand, and hopefully my calculations are correct - if so, retep, you're a lifesaver! If the opportunity remains to me, I will secure those workers with despatch next turn - if not, The Other Side will likely have fallen.
And now I have a vote for Astronomy - hmm ...
GA - I have no idea when to pop it. I'm kind of waiting for the next Great Person in five turns to see what it's a duplicate of (I have a GA, a GM, and a GS right now, and I only need two for the Golden Age). ???
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