I used the city revolt tecnique only once (but many times in a game), but IIRC it lasted for more than 1 turn. Not sure but at least 2, probably 3.
We need a WB test, but it's not so easy to set up, mainly for the EPpoints.
But if i'm right, they can't whip NOTHING in that city! And we find it without cultural defences next turn.
I think we must load anything we can in the 2 just unloaded ships (Enterprise and the other one). Even the archer, who can be upgraded to Xbow if needed.
What about my non-war-related suggestions? (libraries, MM and so on)
What do we wait to settle near that incense?
I'm also wondering what an hell of an army our "friends" Amazon have in that city, to manage to demolish 2 giant stacks. Badly assorted, badly promoted, but still a lot of units.
I don't think city revolt lenght is influenced by speed. But i used it long time ago, in a GotM, i think with Portugal. I'm not sure, so i don't insist.
Sorry Trys, it was very late here, so i went to bed just after my last post. But i've seen AS took care of the turn.
City revolt is (2 + number of pop) turns, it is not important, they 've siege wepons (cats) and can demolish anything we 've in Injinya, then come with mace at other units, we can't hold the city after capture. So we must go and destroy it
Plan
spy makes revolt, if this fails, our units goes at ships.
cat and treb (whichons first we must test, I can do it tomorrow) attack, then I think the maces with or without CR has a good chance to win against their units.
After destroy Mav has to go in HR (civic). Lost their war- bonus in production and war wariness.
I see no other püossible plan.
there are in Gold 2 mace, rider, cat, warrior; in Iron mace, Ele, 2 cross + mace build this turn
How about we use our Siege against their units, how is that for an idea?
I know.Blub
we 've a treaty with Ama not building cultural in Anjen. It's crazy, I think, but it's our best ally.
I've not seen if we have libraries already, we have only the one in Sirius.We can build Observatory in Rigel and Archnar
East indiamen are good even against Frigates, go figure a couple galleys or triremes. Reload our troops in them, blockade and Mavs will keep the galleys in port! We can use the EI to sink their poor boats if they put out their nose from the port.Yes I rather reload our uints then raze the Pyramid city. We do have two more EI boats coming. We need to get that Caraval in front of the city that is holding the two galleys. I'm going to have to do some WB experiements myself when I get home. See if we can hold the hill.
The worst case scenario can be we're forced to declare on them.I meant Obsevatory only in the Anjen two cities. To lessen culture conflict over there. We do need more libraries unfortunatly we've gotten ourselves into a war. My plan was to get the Pyramids so we could get US and buy libraries and other things for our cities and quickly develop them.
Your right we should wait to overwhelm that island, I'm just afraid of what Quat is doing with their own forces.
The first time i hear this!Blub
What are you doing? And why?
We must not login, after the time. We get a penalty for this.
Rules are better than you think:Blub
If one of the other team make this, I think the Admins would make the turn "click". We play with rules. Everybody knows now, we 've break the rules. Without, there is no play. If this is the first PB, then you must understand, the rule is very important.
Every DG-member has read or knows the rules.
The aqdmins have posted here.
I think It's a wrong decision. Make what you want.
Good night.
What i saidFrom the rulset:
The following actions are restricted to your half of the turn:
Moving any unit,
Promoting any unit,
Upgrading any unit,
Gifting a unit,
Drafting any unit.
You can do anything else at any time.
It was just an example, but happy if i give you an "inspiration".Well if we can whip I would move to whip the market in Rigel, it's 1 turn away from pop, it has 14vs 9
and it's currently at 10 turns for Market.
I think We will be moving our units off the Island next turn, were going to need more pikemen it seems.
I forgot to mention that the whip will cost 3 pop which will bring us down to 5, though for only one turn.