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The T120 Imperio NAP Expiry Crisis

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  • Errr, mabye. Anyway there is only one Imp HA iirc.

    mh

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    • If we think a revolt is a live risk then we need to shred Imperio's stack once it reaches Cape Town.

      Finally, in amongst everything else that's going on, let's try not to forget that we get Feudalism on T131.

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      • I'm not the least bit worried about dropping cultural defense. If they hit us unwounded with 8 cats cultural defense on a flat tile isn't going to matter.

        My concern was that a spy revolt might damage our units. I know a normal city revolt does.

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        • No, a spy revolt doesn't damage units IIRC.

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          • Test 1 - M_H's best-guess unit and promo numbers from the last page:

            *RB losses - 2 elephant, 4 cats
            *Imperio losses - 1 mace, 1 elephant, 1 longbow

            Test 2 - Imperio's units unpromoted:

            *RB losses - 1 horse archer, 1 chariot, 2 cats
            *Imperio losses - 2 elephants, 1 horse archer, 5 longbows, 1 holkan, 2 cats.

            Test 3 - With two more RB cats

            *RB losses - 1 mace, 1 horse archer, 1 chariot, 1 spear, 3 cats
            *Imperio losses - 3 elephants, 2 maces, 3 longbows, 2 cats

            Test 4 - With one more RB mace

            *RB losses - 3 elephants, 1 mace, 1 spear, 4 cats
            *Imperio losses - 1 elephant, 1 mace, 5 longbows, 1 holkan, 1 chariot

            Test 5 - With two more RB maces due to one upgrade

            *RB losses - 1 mace, 3 cats
            *Imperio losses - 1 elephant, 1 mace, 4 longbows, 1 holkan.

            Test 6 - With one more RB mace due to an upgrade and two more cats

            *RB losses - 2 elephants, 2 maces, 2 horse archers, 6 cats
            *Imperio losses - 1 mace, 3 longbows

            Test 1 wasn't good, and hopefully we can avoid it by producing more units. Test 2, Test 3, and Test 4 left the Imperio stack critically wounded, where we could eliminate it the following turn without further casualties. Test 5 left the Imperio stack unable to threaten us, but also too strong to immediately destroy (we could still kill several units). Test 6 saw the RNG go terribly against us. Test 6 SHOULD have been the most dominant, but was actually second worst.

            I re-ran Test 6 and got the following results:

            *RB losses - 3 maces, 1 chariot, 1 spear, 3 archers, 5 cats
            *Imperio losses - 2 elephants, 2 maces, 4 longbows, 1 holkan, 2 cats

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            • A few further tests comparing 2 more cats versus 1 more mace -

              Two cats results in a range of 2-5 Imperio strong units (strength 6 or better) surviving.

              One more mace results in a range of 3-5 Imperio strong units surviving.

              After running 10 more simulations it looks like 2 more cats is slightly better than one mace, so I'm changing my build vote to that.

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              • Fine, as commander of the theatre, feel free to change Cape Town's productions as needed.
                We should keep in mind that Imperio has a cat and another mace 1 turn behind their main army.

                mh

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