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Cort Haus
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London
Apr 2002 time: 05:33
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With part one of the GoW tech deal safely seen through to conclusion, we have a platform to consider shared industrial research - something Aggie urged us to consider and plan for.
Getting GoW to research Medicine while we did Steam-Electricity was never a likely option. What do GoW want Medicine for unless they want to help us to the ToE?
Industrialisation has to be the tech.
1. GoW would want it.
2. It doesn't immediately telegraph our plans.
3. We might want to get in a factory or two sooner rather than later.
4. Possible Uni Suff prebuild for Hoover.
There are a number of storylines that spring to mind. but in essence we research Steam, give it to GoW, and they do Industrialisation while we do Electricity then Medicine.
If we hit the IA in 7 turns (maybe six), GoW will have Mil Trad and either we let them research ToG while we do Steam, or we trade ToG for cash, which they could save waiting for Steam.
Beyond that, we might not want to go unless we're very snug with GoW. Never having researched Amphibious Warfare, or built a Marine, I was alarmed both by the 12 attack-rating, and the lack of techs needed from the lower branches.
So if GoW did Corporation and traded that to us for Electricity, they'd only need Replaceable Parts, Refining, Steel, Combustion, Mass Production and Amphibious Warfare. Six techs, maybe five if someone researched Steel for them.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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sounds interesting.
I'm wondering when GoW will betray us and break our NDA's, its only a matter of time as the game is winding down.
What are our research goals, assuming we get ToE and take through electronics? Then RP for the rubber locations. What then? Maybe we should consider getting sanitation to boost city size and defense (Does the city size defense come into play against marines?)
I think once we know someone has the tech before marines, we should possibly come up with a diplomatic paper stating in effect that we would destroy any ship that sailed within a certain distance of our coastline. I think we could use a screenshot and either divide the sea in half from GS to Bob, or push our sea border out to where trans couldnt' hit from. Obviously the weakpoint is RP and whatever city they renamed from Wittlich city.
The good thing is IMHO, that lego is the only one with nav, and we can spread a deeper defensive frigate/ironclad net east.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Cort Haus
We need a badass navy to back this up. |
yes we will
but how else we will possibly defend against marines? I think we can only hope to survive by catching them on the open seas. Regardless of our current relations with GoW, I have no doubt that if they can attack us, they will.
I honestly can't remember the PTW ship upgrade path. Do frigates upgrade to anything? We could start by having a couple dedicated sea power cities now (if bank and uni is finished) building frigates (who if nothing else can take up a sea lane or bombard a target)
How do you see this all CH? What I see is if someone wants to make a dedicated attack on one of our cities with marines, it will fall. The good thing is, we can move all the eastern units to the western threatened cities, using a line of ocean pickets to guard against lego. I would expect a series of transports along the coast, all but one set empty, to force us to divide our defenders equally.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by vmxa1
I am not so sure about Privateers. They are rater weak and will not fool anyone. I don't see any reason why we can't have a few ships out in ocean tiles in plain sight. We could even alert Lego to their coming to avoid any misunderstandings. |
they are weak but....
I expect that there is no sea travel now to pick on anyway.
and if everyone (nearly) could build privateers we could deny they were ours. Granted, we are really the only ones besides lego that can afford to spend production on such things.
mainly use them for scouting missions, give us updated info on lego's coast and sea wall.
If we tell lego that we are sending galleons over now, they might say the same thing in 30 turns (aka marines). I dont think we should set that precedent.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Cort Haus
I think we should have at least 60-70 turns before Marines. We don't need to defend every city every turn as long as we have a good system of pickets - probably 2 deep, maybe 3 deep in places - which could be frigate (galleon rather for us - no SP), then ironclad, then destroyer. None of these upgrade to each other. The only ship upgrade we could do is maybe our 5 galleys to Galleons.
idea :
We could upgrade the two galleys heading south and put some knights in - or maybe build a settler. If we find a little blob of land out there, it could have a strategic resource on it. |
have we accounted for all the saltpeter in the world? there should be 6 deposits. Assuming lego has all of their hooked up...might be some lurking around someplace.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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i wonder if anyone is going for smith's anytime soon
we could always go for econ immediately after steam.
There might be some benefit to detouring slightly, if only to slow the advent of marines. Ideally we would stay at least one turn ahead of the nearest competitor and manage to time our wonder builds accordingly.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:33
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I am writing this extemporaneously, so it may be full of holes.
I agree with Arrian that we need not lose sleep about revealing our plans. It makes sense to be cautious and not give them away, but they are smart enough to see what our options are.
So we do not have any plans to get MT anytime soon do we? I mean we do not have saltpetter.
Last edited by vmxa1 on 09-02-2004 at 23:42
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Sleepy, I assume the "Sistine" in Legopolis is actually a Smith prebuild. They have exclusive rights to the Sistine, and they have Bach + 7 luxuries right now. In other words, no rush on completing the Sistine. They won't really get much use out of it until they have hospitals.
Ok, I looked at the other thread and...
Tempest is currently either 38 or 18 turns away from finishing at ToE prebuild. The first is a tad too long (and will likely drop by a turn or two if we have coal and can boost production via rails), and the second is too short. The first, however, allows completion of Newton.
Newton is nothing compared to ToE. Therefore, unless we have another city that can do a ToE prebuild in ~25 turns, we should forget Newton's in Tempest and start reducing Tempests' shield count, as Cort suggested.
-Arrian
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Cort Haus
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London
Apr 2002 time: 05:33
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re: Arashi, turn 174
quote: Originally posted by Arrian
19spt, 5 turns until Bank. How many shields does it have built up now (76?)?
If it starts after the Bank, it needs 37 turns to get to 600 shields (most likely a couple less, due to RRing). Call it 35. Too many, if we expect Sci Method in 26-32 turns.
So we would probably want to switch it right now. If I'm right and it does have 76 shields built up now, then it would need 28 turns to get past 600, again likely less due to RRing.
-Arrian |
The Uni finished in Arashi on T170, so yes, 76s in the can.
So with no tech trades, and no Industrialisation, Arashi is currently on the right trajectory to build ToE.
er, we need this on the other thread
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OPD
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Birmingham UK
Jun 2002 time: 05:33
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In terms of the IA things are likely to get very interesting with new game issues coming into play.
Things can also take an even more dirty twist, yes I think it is possible for the game to be played in a way that is even more dirty than it has been played so far. .
- First off there's mobilization, which is pretty much a production GA. Also it is of course possible to set non-mill builds then mobilize to build them before getting peace when the builds have to be changed. I suppose we have our on/off switch.... Perhaps we should get some sort of discourse going with the other teams concerning mobilizing and exploits of.
Also it's likely that one or more teams, probably GoW, could mobilize then just stay mobilized for the rest of the game, giving them a big production advantage, infact GoW may be getting all their domestic builds done now while they can before going all out for Armageddon. If we saw everyone else mobilizing with amphibious warfare approaching I doubt we could afford not to do the same.
- There is also the issue of espionage, a spy seeing some elses millitary forces is extremely valuable, someone will probably steal the Lego map at some point also. I don't understand espionage too well myself, is it easier to plant a spy if you're the only one with espionage? GoW would likely be the ones to benefit most from having an intel agency first, so perhaps that's what they're building in Imperial.
- Stealing tech, like espionage but doesn't require a spy, unless you're at war, in the IA it becomes cheaper to steal a tech rather than research it (at least I'm pretty sure it does ) then when you consider the possibility of selling it to the other nations aswell doing any research at all may not be worth it. I can remember reading a report from one game where 2 players were in a space race, one of them made a ToE/hoover beeline while the other went for espionage and horded money. The turn the first guy build ToE the other one stole all the techs off him, which was not only cheaper than the reseach but also left him enough gold to sabotage his hoover pre-build and build it himself.
- Infinite attack range on land using railroads. Even if you attack someone who hasn't got RR set up, it is possible to build them as you go. Taking all but a few of someones cities in one turn becomes very realistic.
All in all things will at least be interesting.
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