gmaharriet
Ancient Crone
you may want to post the save venerable mentor
Good idea, AK!!!
Bede, I know Aabraxan will need it, and I'm itching for a look too.
you may want to post the save venerable mentor
As a finer point for those who haven't done "spy missions"... if you get a spy planted successfully you will be able to see the overall composition of the enemy's forces in the F3 screen. If you want to see a city's garrison you have to conduct the "investigate city" mission, or you can "steal plans", which will allow you to see the location of all soldiers for a turn. The latter two carry the risk of losing the spy... but the last one is pretty nifty to watch the first few times you pull it off....trade for Espionage, build the CIA and plant a spy in France. That will allow you to view city garrisons even when at war. It is useful to have on the ground knowledge of what opposition you will face.
I'd say somebody's been payin' attention to the Monk's schoolin'.Aabraxan said:...don't want to trade luxes, because I don't want Joanie putting her clowns back to work.
This may sound like picking a nit... okay, I am being nit-picky... but one of the reasons I was able to do as much damage as I did on my set was because I wandered around the empire waking stuff up. There were a lot of onesie-twosie artillery pieces in the empire that were assembled into stacks that were... more dangerous.Fortify a stack of 6 arty E of Entremont. This will the the home defense stack, useful for pinging boats.
I have mixed thoughts on this move. I think running a few spy missions has tremendous training value in the context of this game... but the only time espionage is really game-changing is when you're behind in tech and need to steal your way to parity. Armies are so very useful in a game that will look like AWE as you reach endgame...Swap the army in Entremont for the Intelligence Agency. Due in 2.
That's something you've got to watch for... those barbs will also use the rails, and pop up in some tactically annoying spots.How do you like this? A Bulgar attacks an infantry!
Not a bad idea at all, IMHO. IIRC, we're way below the domination limit. A few carefully placed towns on the French continent will limit Joanie's maneuvering room. A few along the English frontier can consolidate your lines, and... "keep 'em in front of you".Switch Memphis (+4 fpt) from Wealth to settler. (I always like having a couple of combat settlers around).
This relates to something that Harriet (justifiably) got onto me about in a PM... not sharing enough specifics on how I fought my last round.Shell and bomb an English Cav (9-1)
If you can learn to "pull the strings", you can use this AI behaviour to whittle down a superior enemy. Sirian did a magnificent job of this in the Sid Vicious game that Bede hosted.I slip up and English troops get perilously close to an undefended Manchester.
Sounds like it's high time to get Joanies troops busy!I've tried to create redundant routes for attack and defense, but it's getting pretty crowded and Joanie's troops are getting fidgety.
Probably true. I guess I was just nervous about separating armies from arty and single units, and armies were the only things that could reach English cities from neutral territory.Three cities in five turns - pretty good going but I bet you could have had five.
Yeah, I should have moved more over.Any newly trained troops should ship to the other continent to be there when the time comes.
Thank you and . . . danged fog.All in all it seems a cleanly played round, though losing that mace
I did try to play at least a little attention.I'd say somebody's been payin' attention to the Monk's schoolin'.
This may sound like picking a nit... okay, I am being nit-picky... but one of the reasons I was able to do as much damage as I did on my set was because I wandered around the empire waking stuff up. There were a lot of onesie-twosie artillery pieces in the empire that were assembled into stacks that were... more dangerous.
I have mixed thoughts on this move. I think running a few spy missions has tremendous training value in the context of this game... but the only time espionage is really game-changing is when you're behind in tech and need to steal your way to parity. Armies are so very useful in a game that will look like AWE as you reach endgame...
If you can learn to "pull the strings", you can use this AI behaviour to whittle down a superior enemy.. . . . All in all, that looks like a well played set.
I've only built the IA and planted spies once or twice, so take this FWIW . . . Yeah, I think it might tempt a little, but I don't think we've got a lot to fear from that. That largish island of Lizzie's is no match for our 2-turn infantry and cavs, especially once we wipe our continent of other civs. At that point, it becomes a matter of taking control of the seas to prevent invasions, and shipping troops over. The question is: how far in advance of the French War do we want or need intel on her troop strength?Question... I've never built the Intelligence Agency or planted a spy, though I think I stole a tech once after someone else had planted one. Anyway, if we should try to plant a spy and get caught, might that tempt Joanie to declare before we're ready to take her on? We still have a largish English island to conquer before we're done with Liz. Would it be better to wait until we're just about to attack France?
I wouldn't sweat that... IIRC, it usually takes a few repeated unsuccessful attempts at espionage before they'll declare on you. For some reason I recall the number "3" as the right number of turns to wait after a failed espionage mission. Just note it in the log in bold if you have a failed espionage mission, that way the next player will know how long to wait....if we should try to plant a spy and get caught, might that tempt Joanie to declare before we're ready to take her on? ...
There's a bank being built at Burdigala. Given that we're running 100% science, I have to wonder why.
Anyway, if we should try to plant a spy and get caught, might that tempt Joanie to declare before we're ready to take her on?
Should the mission fail you need to wait three turns before trying again. Before that interval ends the probablility of failure is 100%.
There are three possible outcomes when planting a spy
1) successful
2) fail and you make them angry
3) fail and they declare war
Should the mission fail you need to wait three turns before trying again. Before that interval ends the probablility of failure is 100%.
The third outcome is less likely the stronger your military versus theirs.
Oynstein the spymeister said:The flag is just a mark in the save file saying that a spymission resently failed (Your assumation is correct, 1 flag for each civ). You can still try planting spies, but you will fail. Ever tried to plant a spy 100 times in one turn? You will fail each time because of the flag. If you wait 1 turn there is 33.3% chance for the flag to disapear, so 16.7% chance of success for a regular spy. If you wait 2 turns the flag has a chance of (2/3)^2 of still beeing there, giving a total chance of 27.8% planting a spy.