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[SPOILERS] How do you make this thing work: Krill randomly mashes some buttons

So I said I did something that I'd been advised not to.

I swapped out of God King and stalled progression towards Open Sky.




I also, just to top it off, swapped out of Agoge.

Now bear with me, because I have reasons. How good they are I'll leave up to you.





Note the quest. Note the strength of the spearman. Note the fact that if it attacks in either direction I can take the camp from the other side and spread the load of attacks so I shouldn't lose anything. The warrior can move either way around the lake to finish off the spear when it decides to suicide if it allows me to take the camp.

The worst thing to happen would be if a new barb spawned during the turn rollover, that be really fucking annoying.

But if I take the camp, I get the Inspiration, I get the Envoy and I don't need GK for the Pantheon. Then killing the spear just gives culture (12) to sped up the card swap, which would be best to occur on T36. That's when the Builder completes in VV.





OK, so CS grows eot, bumps up the stats to 6.2spt/2.8cpt/6gpt. I'll be swapping CS to max hammers (Sheep/stone/forest/citrus) for 12hpt, 15.6hpt with the modifier. Which will get out the first builder and then most of, if not all, the second builder (78 hammers total, need 108 hammers for the two builders).

I don't know the best tile for the encampment. 79 or 76 of VV. What is the best way to defend against an attack from Jester? 79 and make it difficult to approach without forcing multiple turns of taking attacks from walls? BW expected eot 33.
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
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What you did sounds reasonable to me -- well thought out. Pantheons are always a gamble in terms of timing.

For the Encampment isn't "76" equivalent to "9"? That would make it ineligible for placement as an Encampment cannot be adjacent to a city center (or, at least, it's own city center). "79" is the hill tile 6 of the northern grapes - that'd work well as it gets the terrain defense bonus from the hill (IIRC).
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Ah mistake in notation. 79 and 96.
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
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Got it. 96 is a more forward deployment and might force a Jester to take a wider arc around the city if he wants to avoid the Encampment. That might be the better spot than 79.
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Or does he just focus on the Encampment first, clean that out, heal and then push on to the city?

How long does it take to repair an Encampment that is damaged?
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
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Also, end of this turn, builder is at 25-26 so should complete builders eot32 and eot36...but because I need the builder to finish in VV on T36, I will likely (having revolted out of Iikum on that turn) just ice the builder for a turn and instead build something else. So CS builder eot32, VV builder eot36, CS builder2 eot37.
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
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District repairs take a few turns to complete, IIRC but can only occur once they are pillaged. The production cost is based upon the cost of the district when it was built (I think). If the Encampment's walls are destroyed I believe there's a Repair Outer Defenses project to do that.
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Yea your choices seem solid to me.

Yea he can just siege the encampment then move on.

Have you considered if there will be a city to the east. (6666) or (6663) from VV?

Might consider the encampment (63) or (33) that way the east is covered and he will most likely attack from the north.
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(79) kinda leaves the encampment open to just being siege down.
(96) is a pretty good spot.
(63) he would have to cross the river to attack it or go for the city directly
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I would say a northern approach is more likely - there's a city's 3rd ring located 9 of the sheep. An Encampment at 63 will not do much for defense, IMHO, unless/until he settles something east (6666 as you describe). 96 is probably the best bet since it can cover both directions.
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