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Trip
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Hunt Valley
Apr 2002 time: 00:35
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Okay, the simulation is done.
You can find it here.
How to use this sim:
The sim starts with a larger number of units than would be the case in the game. This is to represent the different combinations of units that each side may have for the battle.
We (Apolyton) have the capability of landing up to 32 units in ~15 turns. I am setting a minimum of 21 units. Ideally we should test a variety of numbers to see what is optimal. Getting 32 units there means we basically drop everything we're doing in most of our big producers to get things done. This may or may not be optimal depending on the resistance we face.
Included in the hypothetical stack is 1 Settler (highly advisable to create a fort city for healing, shuttling in possible reinforcements, stealing a road between the coast and Ruhrpott and as an evac point), 5 Muskets (possible, but probably not so many as are included) and 32 Knights, 3 of them elite. The 3 elites are Knights that we already have now and should not be disbanded or moved since they will definitely be going into the fray. The ideal testing numbers would be 20 Knights and 1 Settler, or 25 Knights and 1 Settler, or 23 Knights, 2 Muskets, 1 Settler... you get the idea.
The GWT forces include 15 units of each type that they may have in the area to throw into battle. 10 of each of these are veterans, with the other 5 being regulars (except in the case of their Ansar, where a greater % are vets). Obviously, them having this many units in this area is impossible. However, they may have a fair amount of Muskets or Ansar due to upgrades and home defense in the area.
To be frank, I have no idea how many units GWT may have in the area, which is why I've included such a wide variety in such large numbers. Ideally a GWT counterattack (including Ansar and/or MIs and/or Horsemen) should be tested, along with a defense scheme (with Muskets and Pikes and/or Catapults). Hopefully we will catch them with their pants down and with most of their army still fighting with CGN. I've also included 5 GWT Galleys, on the off chance they have some in the area to attack and possibly sink some of our ships.
Keep in mind that the Apolyton units while defending should NOT be fortified (so skip their turns when going to the GWT turn) and that the GWT units may or may not be fortified. In order to get the fortification bonus for GWT, you'll have to go through Apolyton's turn, move the GWT units into the city and fort them, go through another Apolyton turn, skip through GWT's turn (activating the fortification) and then finally attack on Apolyton's turn. Any units that aren't being used on defense can be moved away (and then fortified, in the case of GWT). This is especially important for when Apolyton is defending, because if you leave all of the units there then wounded units will go behind healed ones... additionally, there will be more Muskets there than there ought to be.
Hopefully many people testing will allow us to get some idea as to how many units we'll need and how much success we can expect from them. 
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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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I had asked Trip to make this SIm. He was, at first, reluctant to do so, but I had Insisted.
Now, What I would like to see, is some figures, from as many of you, for as my times that you can run this. THis is Important, because it can give us a better idea as to what we can possibly expect. Especially with the possible expence that we will have to undertake to even try to make this happen.
So, please run it and post about your results.
E_T
p.s. If someone can change a GWT unit or 2 to Cats, so that we can see what that might do, please do that, too.
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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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First off, let's start having CGN gifting cities that are close to being overrun to both CFC and Us. This might make them Pause long enough to give CGN a little bit more time.
Plus, If they do attack us, it will give them more WW
We just have to try to do it in an area that is away from GCA forces....
quote:
E_T says that we will get stronger as well, and that us getting Leo's was a long shot anyway... well that's true. But GWT's capabilities will be far beyond our own, even a long ways into the future.
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Now, as to this
First off, part of that plan requires us to grow as rapidly as possible. And the cities that have the Granaries: Chiquita, Dominus, Big Bend and soon, Arcadia; they will also need the happiness factors from things like Markets (currently under construction in Chiq, BB & Dom).
Now, yes, we will have higher trade, But, we will also be in a position to lose some of our prebuilds and won't be fully ready in 15 turns.
For one thing, if we go and cut our Iron now (and I'm still not set up to fully do that yet), we will plainly announce our intentions.
Now, for some facts: GA on turn 219 with Magellan’s in HoD (emergency start on 212 with Lighthouse)
Cities with Barracks:
Mingapulco - just got to size 7. Next turn, it will have 29 shields in box and CURRENTLY produces 15 SPT. We can also shortrush 11 shields (44 gold) and get the Knight in 2 turns. After that, it COULD do 2 turn horses. One Problem with this is that Ming is our best bet of getting a 600 shield wonder in the shortest amount of time (turn 211 - could have GA start then with Smiths).
Bananatopia - Growing rapidly with Full use of the Game tile and will be at size 10 close after HG is built. Next turn, it will have 58 shields in box and CURRENTLY produces 12 SPT (6 turn Knight). The Night would be built on the next turn and we could do 10 per turn (3 turn Horse), BUT would increase our Growth rate by a significant amount, too much, actually, for it;s later good. Banana is the second best bet (after Ming) of getting a 600 shield Wonder, by turn 215. As this was also coinciding with other cities growths that would take them over the happiness range, without using Lux/Specialist, I was looking at JSB for this build.
Tripoli - Currently working on Aquaduct. Next turn, It will have 50 shields in the box and is CURRENTLY set (read WF settings) at 8 SPT and is timed to grow to size 7 shortly after the Aquaduct is built. As it has a Marketplace, it can have a worker added to get to size 8. Between the size increase and the worker being added, It gets 14 SPT (5 turn knight) and a trade increase of 5TPT (before Market Bonuses). Adding another Worker when HG is built, will have it go up to 16 SPT and 1 more TPT. I could get a 600 shield wonder right at the time of the GA. Or it can do 2 turn Horses, which I was leaning towards in my plans.
Incensity - Currently, working on a Galley. Afterwards, it was scheduled to do an Aquaduct, so that it can get to size 7. With it’s Corruption amounts, it only has 7 SPT, but will get 8 SPT (5 turn Caravels) with size 7. The increase to size 7 also gives us 3 more TPT that is both Market and Library enhanced. This increases by 2 for every pop increase above that. It can build Vet Frigates in 8 turns or 5 turns in GA. Vet Ironclads in 10 turns or 8 turns in GA (very possible).
BigFurryCity - Currently building an Aquaduct. Next turn, it would have 66 Shields in the Box. It Currently is at 7 SPT and will go up to 10 SPT (3 turn Horse/Num Merc) at size 7. I won’t be able to grow more until we get RR’s. It has 10 TPT now with 13 at size 7 (before Market/Lib enhancement). It will also get 16 SPT in GA (2 turn Horse OR 10 turn Bank OR both).
Hispanica - Galley built next turn. Can do 7 SPT. Was scheduled to next do Aquaduct and then (possibly) a Harbor. Can do 8/9 SPT at size 7, so it could do boats AND/OR Horses. Trade also increases by 4 (before Lib) and it would grow after HG and not need the Harbor so soon. 15 SPT in GA.
And that’s it for the Barracks cities. As it’s late, I’ll post more tomorrow.
MoI E_T
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Adrian Hon
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Living in Perplex City
Nov 2001 time: 05:35
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If we do hit and destroy their FP, what kind of hit will this have on their production capacity? I'm not asking for hard numbers, but proportions - will they lose 30% of their mfg and gnp? 40% And for how long? How fast could they realistically rebuild their FP and their production capacity? Finally, what's to stop them from doing this to us - how close are they to Navigation?
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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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I did someplaying with Trip's Sim. First off, the figure that he had given was with 10% lux, they are currently running at 30%. That would leave them with 80 GPT from everything else.
Now, I would like to see us also attempt to do one thing. I would like to see us try to get a few units up to Parth and take out thier Pyramids and Collosus. IF that is also take out, they will not have ANY granaries ANYWHERE and would have to rebuild them. Also, that added loss of trade/production would leave them with ZERO GPT At 30% lux, based on Trip's Sim Figures. So, they won't be able to quickly rebuild cities (and more importantly, build new ones for GCA), but they will also NOT have the resources to further exploit Leo's.
Now, I would also like to see about adding one more little kink to this plan. Get CFC physically Involed. Have them scrounge up as many gallies/Caravels as is possible and send as much as they can to work on the area around Leo;s. But this might not be feasable, seeing that they are sending us as much money as is possible.
Anyways, I'll support this, if we can try to find a way to send a few units up to Parth, and have them land a turn or 2 after we hit the FP. IMHO, this would really hit them with the crippling blow. They can rebuild the FP, with a GL, they can quickly rebuild the city, with Pryamid driven growth, but they can't fully recover IF they lose FP, Pyramids AND Colossus. We can kiss them good by, because they will have to take a very long time to recover from that.
MoI E_T
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