ThERat
Deity
now that we are at war with Byz (we gifted them into their GA and now we fight them, not really a bright move IMHO), we better watch out for their deadly dromons
Also in my opinion it is better to go also for Magnetism because of the same reasons mentioned by socralynnek.socralynnek said:What to research after Navigation? Stop altogether?
When you are starting a war at this time and you don't destroy the Cities of your victim, then you have to eliminate the Civilization completely.socralynnek said:Destroying Byz??
Then we have a real problem. But this should not happen. I got Level 3 War Weariness in my last turn. But you should not destroy or capture too many cities.socralynnek said:What do I do if WW IV kicks in before we have Navigation?
When I started my session all Civilizations had Gunpowder. So also the Barbarians had it. And they had ten turns to upgrade some Pikemen to Musketeers. But they didn't. There is only one explanation: Until now they have no Saltpeter connected. But this can change.socralynnek said:I think, as soon as we see a barb musket we could send an army to pillage Salpeter (if we know where it is) or we try to destroy that town.
It is definetely sure that we don't need Marines. It is impossible that the Barbarian Stronghold lies on an island. If this would be, we could never cross the lake, because we couldn't build a City - and without a City we wouldn't be able to build ships - at the coast of the lake (Mountains everywhere).socralynnek said:I don't think we need Marines to capture the Stronghold, but let's wait and see.
It is right that we have only to kill one Barbarian Guard to get the possibility to go through. But there is another problem: The Mountain. Before the troops can attack the Barbarian Stronghold they stop on the Mountain and get a bombardement of at least six other Barbarian Guards. And we don't know what is expecting us in the Stronghold. I am sure there are additional Barbarian Guards placed in the Stronghold. The only question is: How many they are?socralynnek said:We hopefully only need to destroy one Guard to get thorugh. But maybe the whole area inside is filled with guards.
There is no stack bombard so only the top units (armies) will be affected by the bombardment when we stack them and move them together. They will only be shot at when they move by the guards on either side of them. And on the interturn when the barbs have a free pot shot at them.Obormot said:The bad thing is all our units will be down to 1HP as they approach the barb guards, armies will have more left, but would still be badly damaged.
Pretty simple to overcome (see picture), but you are right that I think barricades even in our territory will stop us, maybe someone can shed some light on it. But by using a combat settler we can put them in our territory and move the empty army under the stack. Or even one tile away from our cultural borders, like you said, not even needing the second settler. It would be nice to have that within our borders however, for what its worth.barricades will stop us, they are mountains in enemy territory anyway and I don't see how we would get this to neutral territory,
I am still not convinced of this. The pirate ships are not so scary and doing physics +Magnetism is a lot of cash we can use to destroy all their coastal cities before the pirates become a problem.Also in my opinion it is better to go also for Magnetism because of the same reasons mentioned by socralynnek.