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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Start
- ND sends an accepted offer for 100 gold and silks. Accepted
- Cyclone builds worker, starts worker.
- SS builds worker, starts worker.
- Send Steam accepted to RP
- 830 gold, 80%, 653 bpt, -62 gpt
- 45 workers
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- 1 worker added to WoC. eta IW -1
- 1 worker added to Blizzard. eta factory -1
- mine on SA 78.
I am hesitating to add more workers to SA and Blizzard, or to mine more tiles so they don't grow at all. At a 20-turn pace, it is not gaining us much. SA can either harbor 2 more citizens, or produce 2 more spt by mining a tile. Don't know yet...
Blizzard can produce +1 spt (as I think waste will eat one shield). No change on eta factory, so I'm not doing it now. Can still add 2 workers to the city for +5cpt (maybe 4cpt).
- RR on Arahi 74(hill), 3 (mountain). Arashi 1 shield short for eta factory -1 (but that one shield can easily come from Tempest).
- the rest of the workers start on flat land of RP. We can improve hills, but the most we can get out of it is 1 turn on eta factory of OG (which is not one of our big producers), RP will be a lot more helped by this.
- RR on Monterey 22, 2, 1, 4, 7, 8, 87.
- Galley2 moves 9666. All of Antarctica spotted, returns home.
- our Southern most galley Moves 888, returning home.
- our Western most galleon moves 7777. Will return towards Stormia via the North. more pickets spotted of both Lego as GoW.
- Northern most galley moves 666
- last Galleon (West of Inchon) moves 9998. ND has an Ansar on Iqualuit 99.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- SS set back to ideal pattern
- Inchoff moves from mined grass to coast
- WoC takes grass instead of coast.
- Hurricane uses mountain instead of coast (eta factory -1, + 3spt -1fpt -3 bpt)
- Typhoon takes mined non bonus grass from Sufa
- Sufa takes sea. It is better to end one factory earlier, instead of having 2 time out precisely right. Will need to give back the shields after completion of the factory.
- SA gives mined grass to D-ville, uses coast instead
- D-ville uses grass instead of coast. Next turn needs a RR on one of its mountains, for Factory in 4 instead of in 5 (no way to otherwise recuperate the shields).
Current Builds
all builds changed to factory. Eli changed to harbor
Eli : harbor in 11
Inchon : Harbor in 4
WoC : Iron Works in 9
Inchoff : market in 18
Diss : factory in 5
Santa Ana : factory in 17
Blizzard : factory in 8
Monsoon : factory in 20
Arashi : factory in 8
WW : factory in 15
Tempest : factory in 4
SS: worker in 2
Hurricane : factory in 5
OG : factory in 18
EotS : Hoover Dam in 8
BB : factory in 7
Cyclone: worker in 1
Tornado : factory in 6 (one more shield for eta of 5)
Typhoon : factory in 10
Sufa : factory in 24
Other
- Lego doesn't have Sanitation yet. Vox neither. Further all techs have been distributed
- F11: we're second in production, second in GNP. Will look into the specific production of all teams later to night, after dinner
- turn will be sent in 5 minutes.
- with shuffling, we're at 652 bpt and -60 gpt (80%).
Next Turn
- RR of mountain near D-ville
- Elec to RP
- RR of flat land near RP
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Analysis of F11:
we're at #2 GNP (878 now, can reach 910 at 100% tech, still #2), #2 Mfg Goods (277)
Lego, #1, is uncatchable
GNP:
#3 (GoW?) is at 688
#4 (ND?) is at 639 or 640
#5 (Vox) is at 208 or 209
Mfg Goods:
#3 (GoW) is at 272
#4 (ND) is at 155
#5 (Vox) is at 64
So, production is close to GoW, still nearly double of ND. GNP some 100 more then GoW, 150 more then ND. That's nearly solely due to our science wonders.
As we're building factories everywhere, there won't be a lot of possibility to do something about our GNP, most likely everything we're going to build the next 40-50 turns has everything to do with war, not culture.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:35
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quote: Originally posted by DeepO
Analysis of F11:
we're at #2 GNP (878 now, can reach 910 at 100% tech, still #2), #2 Mfg Goods (277)
Lego, #1, is uncatchable
GNP:
#3 (GoW?) is at 688
#4 (ND?) is at 639 or 640
#5 (Vox) is at 208 or 209
Mfg Goods:
#3 (GoW) is at 272
#4 (ND) is at 155
#5 (Vox) is at 64
So, production is close to GoW, still nearly double of ND. GNP some 100 more then GoW, 150 more then ND. That's nearly solely due to our science wonders.
As we're building factories everywhere, there won't be a lot of possibility to do something about our GNP, most likely everything we're going to build the next 40-50 turns has everything to do with war, not culture.
DeepO |
Is lego still in their GA?
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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No, Lego ended their GA last turn. They have passed us both in GNP and in Mfg Goods.
I wonder if they have been prebuilding factories, as they knew they were getting for Indus theirselves, they could have prebuilded much more closely then us. I calculated evertyhing for Indus in 4 turns (first factory comes in 4), they could have calculated stuff to come sooner. If so, they're going to rise in Mfg Goods even more, especially as they had their GA to build prebuilds.
However, their rise in culture and power doesn't seem to suggest that, it could very well be that they're only starting on factories after finishing Indus. If that's the case, we should be able to beat their production in a few turns, as our biggest cities build factories.
DeepO
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