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vulture
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Leeds, UK
Jun 2001 time: 05:35
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Of the techs that Arnelos lists, medicine is out of NDA (as of turn 202). Electricity can be given turn 216, Music Theory, Free Artistry and Military Tradition we don't have AFAIK (and have no plans to get), Industrialisation we can give on turn 217, Replaceable Parts turn 224, and Communism, I don't think we have.
Of the techs GoW want to trade to RP (Sanitation, Medicine, Replaceable Parts, Military Tradition), MT is probably useless, Medicine we should give for free, Sanitation - I don't know where we got that from, so I don't know about an NDA. RP is the only one worth trading for unless they want to wait 19 more turns for it from us - but what price can they get for it.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:35
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Yeah, if they are out of things to build temporarily, build some rifles or soemthing, marines are just around the corner...
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Start
- Cyclone builds worker, starts worker.
- Bolderberg builds factory. Starts hospital (deviation from plan). Should finish in 5 turns, 4 if aided with 3(2?) forest chops. eta shows differently as Hoover will kick in next turn.
- Arashi builds factory. Starts rifle. Needs some shuffling with Tempest, and mining to be perfect. As long as Tempest can build 1-turn rifles, no need to build workers from Arashi to get its size down
- Blizzard builds factory, starts market
- 1315 gold, 60%, 492 bpt, 36 gpt
- 50(!) workers
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- mine on WW 2. forest-deforest foreseen in the next 3 turns on WW 63. will be irr again later on.
- mine on Hurricane 21.
- RR on Hurricane 78
- RP has been asking for RRs (see chat log once I post it), and we don't really have lots to do with our workers, so let's help them out first.
- RR on SB 8,9
- RR on SD 2
- RR on EP 77, 78
- mine on EP 78. All of RP done, except one hill I can't access (occupied by RP cat)
- RR on WW 3
- foresting / deforesting Inchoff 11.
- RR on Inchoff 1. no effect on eta Factory I thought it was going to an extra shield, but it turned to waste. damn.
- Galley2 moves 6666.
- our Southern most galley Moves 222, bothering Lego's pickets a bit, they maybe get used to seeing galleys sailing past.
- our Northern most galleon moves 4114. Will return towards Stormia via the North.
- Northern most galley moves 333. Destination: Elipolis
- last Galleon (near RP) moves 3222.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- Tempest swaps hill with Arashi's mountain.
- Arashi moves off A77. set to taxman instead. 0gpt, need to determine when worker will be built, but should see after-Hoover situation first to see what needs to be done.
- Monsoon takes that tile, instead of sea. eta factory -1.
- EotS takes the freshly mined grass instead of a river fur. Hurricane does the opposite.
- Hurricane further uses a mountain instead of the coast. Should get Hospital 1-turn sooner, maybe even 2 with chops. Next turn Hoover will decide...
- WoC uses coast instead of iron mountain (no effect eta IW). Inchoff takes this for 2 turns. build changed to factory.
- WoC uses coast instead of grass on 1. (no change eta). grass goes to Inchon instead of other grass near Eli.
- Inchon gives hill to Eli for 2 turns, taking coast instead.
Eli uses both grass and hill instead of 2 coast. eta harbor -1.
- D-ville takes coast instead of bonus mined grass.
- D-ville takes normal grass instead of mountain. +2 fpt
- SA uses bonus mined grass instead of desert, and mountain instead of normal grass. eta factory - 1.
- Blizzard takes desert instead of coast. Not sure what the effect will be once Hoover is here.
I was too fast with workers, I think: SA could have been added one, D-ville taking one more coast instead of grass. Next Turn, Hoover will create a surplus on the cathedral of some 3 shields... those 3 could have gotten to SA instead.
Current Builds
long term plans for our cities
Finally remembered to sell the granary in EotS. result is 7 gold, and +1 gpt.
Eli : harbor in 2
Inchon : aqua in 28(will be better in 2 turns)
WoC : Iron Works in 2
Inchoff : factory in 17
Diss : cathedral in 1
Santa Ana : factory in 5
Blizzard : market in 5
Monsoon : factory in 9
Arashi : rifle in 2
WW : factory in 5 (loss of WLTKD messed up perfect use of forest chop. Can still do it, need irr of desert again to later on)
Tempest : hospital in 1 (needs to get workers added so that in mob, it should lead to 100 spt city)
SS: worker in 1
Hurricane : hospital in 3(chop for -1 after Hoover?)
OG : factory in 10
EotS : Hoover Dam in 1
BB : hospital in 7
Cyclone: worker in 1
Tornado : galleon in 2 (With Hoover, it has surplus in shields, but can't give any extras to Sufa)
Typhoon : factory in 3
Sufa : factory in 15
Other
- sent WM to RP
- Lego doesn't have Sanitation yet. Vox neither.
- everybody has corp now, except RP.
- in F11, we're #3 in production at 378 Megatons. I'm curious if Hoover next turn will get us to 1.
- turn will be sent in 5 minute.
Next Turn
- with Hoover, a lot will change. Will definately have to do all the math again for most cities. But I'm not complaining 
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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quote: Originally posted by Krill
Just wondering, but how long have you been waiting to type that? About a year? And were your calculations perfect, correct to the turn? |
Quite a while, three or four months, I think. And as far as I can tell, calculations were perfect: In case we lost the Sistine prebuild to Lego, we still had a chance of changing our prebuild to GLib at every turn before ToE, and we sped along to the completion of Hoover at fastest possible pace. We couldn't have done it faster in any other city without risking the ToE build, and we couldn't have done it faster in our capital. If anybody sees a possibility, even in hindsight, I would be very interested to hear of it.
And as the 2 shields extra (not 3 as reported last turn): that too has been given to Hurricane perfectly: Hoover will end first, so that those 2 shields on the tile will not give Hurricane 3 shields, but 4 shields. Doing this in any other turn would have costed us a shield (or more). I only wish that when first mining RRed tiles for Hurricane, I took the grass instead of a plain, as it would have saved me 2 worker turns. But we've got workers enough that that is not hampering us at all.
So, for me, this was a perfect run, and something I will remember for a long time. I've been a member from GS since the start (I missed the first week or so), but getting Hoover is my pride, like the early granary-pump growth is Nathan's. Now If I can still hold on, and give our generals a force to invade someone with, I will be totally happy 
DeepO
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:35
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Mate, when this game is over (one way or another) we need to have an award ceremony, invite back all the others, and compare the highlights of the game. You, DeepO, will most definately be given the Best MM award for doing this.
quote: Quite a while, three or four months, I think. And as far as I can tell, calculations were perfect: In case we lost the Sistine prebuild to Lego, we still had a chance of changing our prebuild to GLib at every turn before ToE, and we sped along to the completion of Hoover at fastest possible pace. We couldn't have done it faster in any other city without risking the ToE build, and we couldn't have done it faster in our capital. |
Do you mind if I put that as my sig when this turn is finished?
If you/we win, then these forums need to be opened to the public, to show juat how good you all are, and to teach them.
I think of you lot, DeepO especially, in the highest. You are all amazing.
If you need a hand, doing anything, I'll do it for you.
Except your tax returns 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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We don't really know the state of Lego's RR net, as most of its core is still covered. However, right from when we first got a hold of a bit of their map, it became obvious they were working unimproved tiles. I think they underestimated the effect pyramids can have, and thus had too few workers.
Adding those to cities for your GA is not a bad tactic, if you have the capacity to quickly churn them out again. But once factories are here, it's easy to get distracted, and build factories instead of workers, assuming that factories bring you more spt. In the long run, that's not true, of course, with more workers, you will get those factories sooner, and they will produce their maximum output faster.
The beauty of it is that if we keep the current timeline, they can either build more units, or build powerplants in their cities. Hoover, together with the tech advantage we have, gives us the window we need. If we wait too long, it will close, but not before giving us a great chance.
As to visualising our production capacity: When I was calculating the plan for our cities in the following 40 turns, I was impressed by what we can do. Don't forget mobilization will increase our production by about a third as well. At full speed, we're looking at some 900 spt for our empire, not counting any rushing or upgrading. If that doesn't get us to first place in F11, I don't what will.
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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Didn't the story go that ND had landed a scout in lego territory, land that would still be unknown to us? Maybe we could get their map in a trade or something, but I fear that would be too obvious. Maybe from GoW via ND.
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