Thanks for the support chaps. I really can't help it currently, it isn't like I'm only playing this game at the end of the turn. For the record I fully expect xenu to launch into me at the end of the enforced treaty anyway. I was gonna probably try and have a declare and peace offer again. With the upcoming golden age I was gonna try and bunker up my coastal cities with him a little more (now that free movement point is gonna be an absolute pain)
I think it really got to me today as I specifically stayed up and waited for xenu to finish (after being blocked) as I knew if I didn't then Scooter would get miffed as it would be a further 24hrs before I could play, and I was an absolute zombie in work today. Really struggled.
But I don't really want the aggravation currently is the main focus here.
(August 3rd, 2016, 13:35)Fenn Wrote: QotM notwithstanding, I don't you should have to abandon a (very complex) game because of factors outside of your control.
(August 3rd, 2016, 08:56)Rowain Wrote: I think you should simply ignore those that whine. Play on whenever you have time and win this game.
you play when you have time and real live permits.
If some can't grasp the fact that managing a big civ while at war with 3 others at once does need time they should go and f** themselves. It would be a shame if you throw away a game on which you have spent so much time to reach the position you are in now.
It is so complex. I'm generally running about 6-8 recon missions and then counting movements and then seeing where I can move things. It's a huge investment of time currently. Generally that's why I stay in for a bit then leave, think what would be best then finish.
Right. I think it's go time. Different plan of attack but I think it will still work. I'll pull all available tanks and go head on into his city next to mine. He has 18 units in there, I have 15 tanks and about 15 Cav. The tanks pre air bombardment and upgrades (all have 2, some 3) have 25% odds. I should be able to decimate the city for little loss, and be able to keep my units in the navy.
Then raze the RR on the razed city tile and I cannot see a way for my damaged stack to be hit.
Then will push all my naval power into the fort, and be ready to cause havoc the turn after. I will be able to hit 4 cities from 6 moves on from the fort city, he won't be able to airship due to the carrier and fighters, and the battleships should give me coverage.
He has withdrawn from the fort tile so little I can do about it this turn, going there commits me if Dreylin makes a move. However I just realised an important point. Whilst a paratrooper cannot attack after dropping, he can raze. I'll move one into drop range for next turn and clear+cut it.
I think that will be the final plan. When I can get back in I will double check, but killing 18 units without ability to payback is too good to miss IMO.
I'll probably have to golden and PS after that move though with all the WW I will accumulate.
Fuck me... Wow. No units lost to take the city. Serious RNG heaven. 13 tanks all with 85%+ wins, but 3 25% cav wins in a row too. That will destroy Scooters morale...
Battle log, also killed 2 galleons. That's just about over 2000 hammers of stuff killed
Front status now
So plan now is to press on Scooter. I have quite a few loaded transports, and a GG to give me a possible 8 mover transport. If I move the full 6 tiles I threaten 4 cities, 5 with an 8 mover. He has 18 destroyers in range, I have 4 battleships 13 destroyers escorting. It will be tight. I hope I can remove any part his old outdated navy can play in spinning jenny with a paradrop raze. He doesn't have the available workers to rebuild in a turn. I am weak depending on if any battleships are built this turn, but we shall see.
My damaged tanks are covered by my culture, and can't be easily hit. I can press on with some next turn should I wish. Main worry currently is Dreylin, he has a lot of soliders to do damage with. I can cover an attack with these and the units in the transports should I need to, before more or less committing next turn. Secondary worry is Xenu in 4 turns when the treaty expires. He has had more units than Scooter for a while now. Pind is stacking galleons to try and try it on it seems. Scooter will need to divert all to defence now IMO. If he pulls enough out of aspirin I can RR DZs land to hit it, it appears out of range to him currently.
Dreylin is probably best placed to cause issues here, being in slavery with the kremlin. Xenu with the high MP boats could also cause serious issues if he puts enough time into it.
Realistically, the combined GA and stomp of Scooter may be enough here.
So why do I think what happened happened? The opening, who knows who got it exactly right, but I played to IMPs strengths, grabbed a largish chunk of land including the 2 tasty freshwater fish slots and eventually all of the southern island which allowed smaller garrisons. This caused much less border issues that it should have as Dreylin went to town on both those neighbours. I then had an Org eco saving about as much gold as Dreylin was making per turn at the end, and was allowed to slow build the SoL with my city lead early (I wonder if anyone else tried for this?) I also invested early in courthouses, as the 3gpt saving is quite a lot for the low hammer cost IMO, and was much more pre SP.
Scooter got worried about Dreylin it seemed, and wanted to dogpile, which was much better for me than him. I got 3 good clear cities, and place to plant a 4th. Actually though now I think about it, none of these cities built any units, which shows even with the lower costs how long it takes to turn around a conquest, build a factory/power plant and pop some borders. Scooter only got 2 cities from this and a replant I believe, and his were more culture pressed and awkward to defend.
Then there is the fact that I saved 2 unhealth everywhere without the coal hookup, and got the 10% hammer bonus, where when every tile has workshops is huge quite frankly.
Mistakes? Going a bit too eco. Electricity early was nice, although I probably could have made use of other more offensive techs more. Not entirely sure attempting to take down Pind was the 100% right call, but as I could not count on him to remain neutral, I think it probably was on balance best. I think I was lucky to be so big with the SoL and not get called on leaving assembly line late too IMO.
Things that helped? I think Scooter had poor GP prod. Unless I am wrong, I think he only managed 1 GA? Certainly if he had been able to pop a GA recently then I don't think there would have been that opening. I also think in hindsight sitting in a city with no cultural defence on the flat, which I can hit with tanks from in my city, and bombard heavily from air was not the best plan. Regardless of the amount of CG promos. Tanks are just evil on the attack.
Dreylin? Definitely overstretched. If he had held at taking Gaspar, or maybe settled for sniping a couple of DZ islands perhaps I think this would have gone on much longer. If there was no imperative to dogpile or oppertunity then who knows what would have developed. I think with SoL I could have edged out tech, but it would have been close run.