Fallout does not emerge on strategic resources. Otherwise it still does.
[PB66] Tarkeel and civac explore the untamed wilds
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Why does MJ have all his destroyers spread out like that?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(June 15th, 2023, 14:31)civac2 Wrote: Fallout does not emerge on strategic resources. Otherwise it still does. See, that's how little experience I have with nukes in this game. (June 15th, 2023, 16:34)Qgqqqqq Wrote: Why does MJ have all his destroyers spread out like that? I'd also think battleship collateral factors in, but mainly nukes yes.
the one-tile-nuke seems to create more tactical headache, nice
is that change only for tac-nukes or also icbm? (which are more expensive in cth, iirc?)
Only tac nukes, ICBM still hit a 9 tile area. Tac nuke cost was tripled to 750 hammers and ICBM cost was tripled to 1500 hammers.
interesting that the big one still has the area of effect for "just" double cost, but ok... not exactly cheap.
Given that they cost 750 and 1500, they are pretty prohibitive to slow-build. A bigger factor is the range though, ICBMs have unlimited while tactical "only" has 4 tiles.
Turn 250 (1700 AD) State of the World War
I was going to do a theatre overview as promised, but there were some major changes this turn that needs reporting first: Plemo sent a volley of nukes flying this turn, first razing Mjmd's cities to the west of Unrest (after burning Holiday what seems like ages ago). Yankee Brown seems to have been razed by a commando GG Paratrooper, while the ruins of John Kanaka hold a morale GG chariot. I assume this is related to what Plemo mentioned in the tech-thread, and it's supposed to take commando to raze the now undefended capital. Somewhere in there Plemo also declared war on Gavagai, which we don't know how real is. All of this was made possible because Plemo could use Unrest as a port to unload in, like when he razed Blow Boys the first time. Mjmd really should have some troops in that city to defend against landings. Which brings us to... The Home Bay The bay between ours and MagicScience is only really accessible to us and Plemo, and up until recently both parties have kept the area pretty demilitarized. We've had the largest fleet here, politely defending the access to Kaladim, while Plemo's main fleet crossed through the danger-canal this turn to escape Mjmd's main fleet. We really would have liked to pry sadpig island from Magic before his demise, but that wasn't meant to be. The Eastern Straight The straight between us and GKC spans the whole map making land traversal impossible. Like the home bay, this area has been pretty quiet for most of the game. We lost Ocean of Tears to a well-played but frustrating culture ploy; we'd really like to control that area for strategic depth. As it is we have two small fleets protecting Erudin and TheHole, and we keep constrant track of the danger-straight. The Roman Heartlands The waters between Alhazard and Plemo has been mainly quiet. We have a small defensive fleet at Warslik, while Plemo is loitering around Arpinium. We'd love to control Alhazard's former island-refuge of Athribis, but in what's becoming a recurring theme, we lost out there as well. Our old Nav-2 galleons are stashed behind the canal at FieldOfBone, and we've just started filling them with marines. The Southern Straight Roman Wasteland This area has contained the brunt of the fighting so far, with Mjmd burning all roman cities on the western subcontinent. That area was one of the least balanced parts of this map (and that's saying something) as it was a mostly safe backline for Rome to expand into: Alhazard and Superdeath managed to stake small claims because Rome was busy digesting MagicScience. This area is more or less under Mjmd's control now, and he's been trying to sneak some ships into the southern straight that bisects this part of the map. Plemo has just managed to ferry his stranded army across the bay into Sutrium, but it will be very interesting to see if Mjmd manages to push into the former Magic cities. The Roman Oversea Holdings Former Amica-land contains one of the prime roman missile producers: Springer Mountains. It will be interesting to see what happens in this area if the war with Gavagai turns hot. Superland Superdeaths former holdings are very quiet after Mjmd burned Plemos stake. We're actually the area superpower since our 50 knights are still lounging in Thurgadin/Uppsala. The Zulu Wilds Once upon a time this area was held by Jack, but has long since been a part of the Zulu core. We had hoped to stake a claim on TheGreatLakes and SailIntoHistory, but lost out by a turn or two. Note that Mjmd is being a bully again with the placement of Bulawayo, we might have to raze that to keep defensive depth. We don't have enough vision and knowledge to comment on Gav's holdings or the westmost part of the zulu empire. Lastly, the graphs should tell you why I'm having Gav as a slight favorite here: Any questions?
Thank you.
1) Why do you thing of 50 knights as relevant ? I think everyone has infs and MG ? And I don't expect knights (alone) to trade good with both 2) Can we get a tech status ? 3) Do see a victory chance besides hope that the other three nukes themselves back to the stone age ? 3.1) If you attack someone, who would it be ? |