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Arnelos
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of the Free World
Sep 2002 time: 00:36
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There are two issues covered in the following chatlogs.
1) Should we attempt to cut our iron and use lots of workers to rebuild the roads and mines on the same turn so that GWT does not see that our iron has been cut? Such a thing would require a lot of workers. As it turns out (from the discussion), more workers than we have available within the current planning period. E_T wants to do it anyway with the some workers and hope that GWT does not notice.
Arnelos, Trip, and Master Zen all agree that this would not only be pointless because we believe GWT would notice, but could be more damaging to us when GWT notices our attempts to hide it than simply cutting the iron without any attempt to hide the fact. The reasoning is that when GWT notices that we're attempting to HIDE that we're cutting iron, it's going to fuel speculation over there about why a hell of a lot more than simply cutting it will.
As I stated, if we actually COULD be sure that we could hide it, it would be worth it. Unfortunately, we can't. It's not worth trying to hide it and being caught. The decision of the Consuls right now is therefore that we will NOT be attempting to hide the cutting of our iron. Our workers will do other, more productive, things with their time.
2) E_T has a plan that you can find HERE for sending a small force of knights to attack Partemunde. The force would launch off a point near Remembrance 3 turns before Navigation and hope to find available sea tiles to keep them safe while making the ocean transit for 3 turns until we get Navigation. They will then proceed to their LZ. The timing of the strikes is such that on D-Turn, our Ruhrpott force will land, on D+1, CFC will land, on D+2, the Partemunde strike will land. The idea E_T has is that the timing fo the Ruhrpott and CFC landings will distract whatever GWT forces are available to head toward those locations and perhaps leave Partemunde undefended. We will then land ~6 knights knights right next to Partemunde in a gambit to destroy the city and then IMMEDIATELY pull the units out and run back to ocean (and take the units home).
Trip is strongly against this plan. Arnelos and Master Zen do not believe that sending our ships out into the ocean for 3 turns on the HOPE that we can find sea tiles they can traverse for three turns until we get Navigation is wise. Arnelos wonders whether such a strike is still feasible if it were delayed the 3 turns until we got Navigation. If so, where would GWT's forces from the south be and could we still take out Partemunde without GWT southern forces interfering (I imagine not). If not, Arnelos believes that the attack is not worth making and we should keep these knights with the main force moving on Ruhrpott.
As for Trip, he has acknowledged that while his initial plan was to only hit Ruhrpott itself, he is willing to consider taking out other cities in the area and staying around, depending on the situation by the time we make our landing. Much will depend on where GWT's main Ansar stack is burried in CGN's territory (if it still is) on the turn of our landing and thus how long it would take to reach us. If the GWT Ansar stack is far enough away, that gives us more time to raze and pillage before we have to evacuate our force.
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As for the actual discussion, it is broken into three parts. The first is the log of the chat in #apolytonisdg between Arnelos, Trip, Master Zen, and E_T, along with Kloreep at one point.
The second part is the chat started between the Consuls, thus only including Arnelos, Trip, and Master Zen.
the third part is a chat started by E_T with only Arnelos and Master Zen.
I'm disclosing these because I think it would be productive for the members of the team to know that these issues are being discussed and to give the team time to comment on them in the short period before the next save is played. If there is enough discussion of especially Issue #2 I cited above (the possibility of a seperate Partemunde gambit), we may wish to re-poll that issue as I raised in chat.
I would encourage members of the team to please read and comment on these issues. Additional heads thinking about and providing their expertise on this would be greatly appreciated... hell, that's the whole reason this is the Apolyton TEAM, afterall.
Thanks, guys.
Logs to follow...
Last edited by Arnelos on 09-05-2004 at 11:12
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Arnelos
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of the Free World
Sep 2002 time: 00:36
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Discussion in #apolytonisdg (while it lasted):
PART 1 of 2
quote:
E_T_working_on_orders> as a matter of fact, i've looked at it and we WILL be able to do it stealth fashion
Arnelos> oh?
Trip> :P
Arnelos> I'm very interested in that
Trip> you see the problem about that...
Trip> is that we have 6 irons
Trip> a number of them will have improvements on them but no Roads
Trip> IS THAT NOT SUSPICIOUS ENOUGH? :P
Arnelos> who would have ever thought that would actually be something that haunted us? :chuckle:
Trip> if GWT is attentive enough to even be checking that sort of thing something as supicious as that will CERTAINLY grab their attention
E_T_working_on_orders> yes, when I was setting up the worker orders, after doing some of the figuring as WHEN we would need the Iron cut and then looked at what I could pull off other taskes to make it work
Arnelosg> 4Trip - unless they literally go checking on tiles to see if what they see is accurate, GWT will not be receiving up-to-date maps of our territory... as long as they see that they cannot offer us iron in the diplo window, will they even notice?
* Kloreep has joined #apolytonisdg
* ChanServ sets mode: +o Kloreep
Trip> if GWT and GCA are trading maps every turn (very likely, Bongo knows how this works), then they will automatically get updated info
Arnelos> ah
Arnelos> that blows
E_T_working_on_orders> AND, with the stealth Iron trick, the only indication is 1 turn lack of a Mine at that spot
Trip> what I'm THINKING E_T is talking about is cutting iron every turn and then rebuilding it every turn
Trip> so that there there appears to be a road there every turn
Trip> using up 6 Workers
Trip> at least, that's what he was talking about earlier
E_T_working_on_orders> Not every turn, doesn;t need to be every turn, just atleast everyother
Arnelos> that's insane
Trip> there is no mine at that tile, but a road always appears
Trip> BUT
Trip> all the other irons have no roads
Trip> but DO have mines
Trip> and if GWT sees that
Trip> they'll know something is up anyways
Trip> so what's the point?
E_T_working_on_orders> Trip, the less that GWT had to worry about us, the better that this plan will work, right?
Arnelos> I think we worry too much about what GWT thinks
Arnelos> they're going to have to suspect we're paranoid
Arnelos> we see CGN going down... hard
E_T_working_on_orders> they just got Leo's....
Trip> E_T, the fact is that something like that won't even MATTER... they'll see the other mines with no roads and eventually assume what we're doing
Arnelos> the largest problem we will have is not iron, it's the friggin' 4POWERGRAPH!
Trip> it's not as though just because they see a single road they're going to assume that, when all of our other irons are so explicitly cut
Trip> hehe
E_T_working_on_orders> and that's all we need, is just a few turns to keep them comfortable
Trip> we are greater than GWT in power now 
Arnelos> yes, I know
Arnelos> and they will see it continue to rise
Arnelos> no amount of doing screwy things with our iron will erase that
E_T_working_on_orders> and we only upgrade units that we need to upgrade, depending on the logistical situation
Trip> E_T: but is it worth typing up 6 Workers for so long? That's a LOT of jungle that could be cut just to POSSIBLY deter GWT's thinking
Arnelos> Trip - likely not
Trip> that's the thing
Trip> 6 Workers are constantly tied up
Trip> building a road every turn after a unit cuts it
E_T_working_on_orders> well, as it takes 2 workers, 6 turns to clear 1 tile, plus 1 turn to move and 1 turn to road, and we jump off in 11 turns?
Arnelos> they're going to have to notice that we haven't bothered to mine the tiles
Arnelos> I'm really not finding this project to be realistic
Trip> especially as it has to be either the Dominus iron or the Tripoli iron
Trip> both core cities that could really use a production bonus
Arnelos> yes, they're going to HAVE to notice that they haven't been mined
Trip> no hill but a road REEKS of cutting iron
Trip> we saw that with GWT numerous times, even if they were trying to hide it
Trip> plus...
Trip> they can see the hill now
Trip> WITH A MINE
Trip> what happens when they see it later
Trip> WITHOUT A MINE?
E_T_working_on_orders> If they even see it
E_T_working_on_orders> If they are even looking
* Arnelos slaps MasterZen around with Emperor Nero's fiddle!
* Arnelos slaps MasterZen around with Emperor Nero's fiddle!
* Arnelos slaps MasterZen around with Emperor Nero's fiddle!
E_T_working_on_orders> If my aunt had balls, she would be my uncle
Trip> if they're NOT LOOKING then why would we BOTHER? :P
E_T_working_on_orders> Because, Not having Iron WOULD show up in diplo screen
Kloreep> Unless they have their iron cut too
Trip> which they do, at the moment
E_T_working_on_orders> IF they even have their Iron connected that thun
Kloreep> We can't count on it staying that way, of course
Trip> if they're going to bother checking something like that then chances are they'll check the map...
Kloreep> But for now, they couldn't tell
E_T_working_on_orders> No, not for 11 turns
Trip> one is not more difficult than the other
Trip> it's not as though checking the map is any harder than checking the diplo screen
E_T_working_on_orders> one is easy, other isn't
E_T_working_on_orders> EVEN if they have a current map
Trip> :\
Arnelos> I don't think we can rely on them not checking the map
Trip> even if you assume GWT doesn't know what they're doing
Arnelos> if we really want to mask our iron being cut, we have to rebuild that damn mine each turn
E_T_working_on_orders> how many times have we and CFC forgotten to send each other maps?
Trip> Bongo, an Apolyton member familiar with these tactics
Trip> is on their team
Arnelos> or at least each turn it would be necessary
E_T_working_on_orders> Arnie, even THAT would take too many workers
Arnelos> 4Arnelos_mapmaking> I don't think we can rely on them not checking the map, if we really want to mask our iron being cut, we have to rebuild that damn mine each turn, or at least each turn it would be necessary
Trip> the biggest problem I have with this is really not the wasted Worker turns, though that is a concern
Trip> my biggest problem is that in order for it to work we have to assume GWT is already TOO STUPID to notice something else
E_T_working_on_orders> Well, trip, then way are we even doing all of this?
Trip> doing all of what?
Trip> we're assuming they care enough to check the diplo screen but don't care enough to check the map
Trip> which is a flaw, IMO
E_T_working_on_orders> if their that Freaking smart, then we don't have a frigging chance in hell of pulling this off
Arnelos> E_T - yes we do
* Beta has joined #ApolytonISDG
MasterZen> lol
* E_T_working_on_orders sets mode: +o Beta
Arnelos> I happen to think they're smart enough to be checking our map every turn
MasterZen> I happen to think we should always plan for the worst
Arnelos> however, I don't think that necessarily means they're going to defend their core with 40 Ansar Warriors while fighting a war in the south
Trip> no matter how smart they are they only have limited resources, and putting them in reserve to protect Ruhrpott is not feasible for them
MasterZen> i.e. assume that your opponent shows a certain level of knowledge based on past experience
E_T_working_on_orders> well, people are human, and they do make mistakes and they do let things get by
E_T_working_on_orders> I'm counting on that
MasterZen> obviously checking the map is highly consitent with GWT's skills
MasterZen> E_T you can't base a plan on someone making a mistake
Arnelos> MZ - agreed
Trip> or Bongo at the very least
E_T_working_on_orders> Hey, if anything, the rumors of a cold war with CFC would work good with that, too
MasterZen> because if they DON'T make a mistake, we're screwed
Arnelos> I doubt such rumors would be believable
MasterZen> yeah
Arnelos> more likely to raise suspicions
Trip> at the moment all three consuls agree on this issue, so I wouldn't plan on coungting on it E_T
Arnelos> Trip - well, MZ and I are willing to be convinced 
Trip> I'm glad you're able to speak for MZ
Trip> and for me as well, it seems
Arnelos> that said, I'm currently against it. I simply don't see it being worth it 
E_T_working_on_orders> well, then, we either go and cut Iron openly, and announce to everyone who has it, that we are on a major buildup, or we try to keep it as quite as possible
Arnelos> E_T - we don't need to ANNOUNCE it
Arnelos> they'll notice on their own. We just keep our damn mouths shut
E_T_working_on_orders> and basically for only 6 turns
Arnelos> point is, the less hay we make over this, the better
E_T_working_on_orders> what would that tell you?
Arnelos> E_T - if we *say* that the purpose is to fight CFC, they're going to suspect that it is *not*
Arnelos> if we say *nothing*, that idea will at least exist
_T_working_on_orders> well, then we don't say anything
MasterZen> that's the point, why do we have to say anything?
Trip> the information is already there for them to find, the best we're doing is draping a sheet over our big artillery piece
MasterZen> yey, we cut our iron... whoopedy doo
Arnelos> precisely
Arnelos> cutting our iron may not necessarily mean all that much
MasterZen> F3 screen will likely remain unchanged so big deal
MasterZen> it's not like suddenly we'll have 40 knights and end up "average" to them
E_T_working_on_orders> well, maybe that sheet is camo colored and they won't notice it, with all of the jungle...
* conmcb25 is now known as conmcb25_away
E_T_working_on_orders> and we have been growing on the powergraph as it is
MasterZen> yes... CITIES
MasterZen> again, they know civ quite well to understand that, I for one KNOW that ND knows about this
Trip> our powergraph isn't going to go up that much until we upgrade all of our Knights, Muskets and Caravels
E_T_working_on_orders> and pop, so that is also hiding that build up
Arnelos> MZ - a very good point
E_T_working_on_orders> so, the only thing to try to keep it hidden, is the stealth Iron Gambit
* Beta has quit IRC (Quit: )
Arnelos> E_T - which would require rebuilding the mine as well as the road
Trip> but it's still not hidden!
Trip> they can find out anyways!
E_T_working_on_orders> Hey, Arnie, I HAVE to have that Iron, for building purposes for this
Arnelos> look, if we're really looking at rebuilding all tiles to look EXACTLY THE SAME every single turn, then this plan has merit
E_T_working_on_orders> need 2 to 3 turn horses from Tripoli
Trip> so we keep building Horses until we're ready to upgrade all of them
Trip> we cut it, rebuild the mine and move on
E_T_working_on_orders> some will be upgrade before had, but only ones that will be at sea when we get Nav
E_T_working_on_orders> so, until that timing is all worked out, it;s better to have that Iron available, every turn, for upgrades and movements
E_T_working_on_orders> and we ONLY need that Iron cut to set the build to a Horse, after than, it can be reconnected
E_T_working_on_orders> as long as we don;t get a tech during that time, we are o.k.
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Arnelos
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of the Free World
Sep 2002 time: 00:36
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chat in #apolytonisdg:
PART 2 of 2
quote:
Trip> we only need to reconnect iron on turn 10
Trip> to be able to get everything ready to launch as soon as we get Nav
E_T_working_on_orders> not entirely, but that's another kettle of fish
Trip> and even if we only need to reconnect every couple/few turns the Workers are STILL required to stay there the entire time
Arnelos> you know... part of the issue here is that I don't want to create the impression with GWT that we think we have something to hide. That's why only partially masking our iron cut and them noticing the partial masking would be so much more damning than just straight-out cutting the iron. Straight-out cutting means we don't think it matters. Trying to hide it means we have a reason to try to hide it.
MasterZen> agreed completely
Arnelos> I'm willing to entertain, however, the idea of COMPLETELY masking the iron cut... if that's possible, I'm interested
Arnelos> yes, it would take an obscene number of workers... but that would actually totally obscure it
MasterZen> agreed again
Trip> they say not to underestimate your opponent
Trip> I think that's what you're doing E_T
Trip> you're assuming they're NOT going to check the map
Trip> that's the entire crux of the plan
Trip> if they DO then all that effort is wasted instantly
Trip> that's a VERY big if
Arnelos> how many workers and how much time would it take to obscure the iron cut and remining/reroading COMPLETELY? That's what I want to know... if it can be done, we should seriously consider it, as much as I cringe at spending that many worker turns on it
E_T_working_on_orders> 6
E_T_working_on_orders> no, 9
Arnelos> keep in mind... we don't need to necessarily cut iron every turn... we can use prebuilds to engineer it to only cut every other turn or so
E_T_working_on_orders> 3 for one turn road, 6 for 1 turn mine
E_T_working_on_orders> I'm doing with 6
Arnelos> right, 9 total
E_T_working_on_orders> one turn road and 2 turn mine, which is effectively 1 turn
Arnelos> how many of those tiles are CURRENTLY mined?
E_T_working_on_orders> all
Arnelos> E_T 2 turn mine is effectively 1 turn mine but it doesn't show up until the next turn, right? When does that change take place?
E_T_working_on_orders> and 2 with road, Tripoli and Cominus
E_T_working_on_orders> *Dominus
E_T_working_on_orders> begining of our turn, right after Diplo and trade calculations
Arnelos> so GWT and GCA would notice
Arnelos> because the mine would not be *complete* until our turn
Arnelos> we'd need 9 workers for them not to notice
E_T_working_on_orders> SO, if someone IS looking, the Mine would be there one turn, gone the next, rinse/repeat
Arnelos> right
Arnelos> we'd need 9 workers for them not to notice at all
Arnelos> that's 9 workers each in two locations
E_T_working_on_orders> and I can't get 9 workers over to do that
Arnelos> which location is a problem?
Arnelos> Tripoli?
E_T_working_on_orders> yess
Arnelos> hmm...
Arnelos> cut is in 4 turns? how many workers CAN make it?
E_T_working_on_orders> I can have the Iron unroaded at Dom, and still get trade from it
E_T_working_on_orders> can't with Tripoli
Arnelos> how many workers CAN reach Tripoli by the time of the cut?
E_T_working_on_orders> 7
Arnelos> so we need 2 more... could we build them?
E_T_working_on_orders> one is being built
E_T_working_on_orders> Lux
Arnelos> is there any way to delay the first cut and use prebuilds without delaying the attack?
Arnelos> or perhaps have BigBend and even Banana do workers as well... other sacrifices?
E_T_working_on_orders> Plus, I DO need those other 3 workers at other places
E_T_working_on_orders> nope and nope
Arnelos> other needs become secondary if we do this... I'm trying to assess the cost here
Arnelos> so what you're telling me is that to have 9 workers at Tripoli, we'd need to delay the attack
Trip> again
Arnelos> ok, how many turns?
Trip> what about all the other iron sources
Trip> ?
Trip> the ones with mines but no roads?
Arnelos> Trip - those are ALREADY cut
Arnelos> Trip - I'm thinking to just minimize the changes... they'll notice, think it's odd, but who knows what they'll think as long as nothing CHANGES from here on out
Arnelos> if more things change, they're bound to take more interest
Trip> the Dominus iron still needs to be cut
Trip> that's another change
E_T_working_on_orders> No, what I'm telling you, is that, I need to have the Iron cut in 4 turns, and the only workers I can get there AND be able to do anything, is 7
E_T_working_on_orders> brb, have to go do something
Arnelos> E_T - what would be the price of waiting more than 4 turns?
Trip> we wouldn't be able to start doing Horsemen yet
Trip> cutting down the number of Knights we'll have
Arnelos> or delaying the attack, as I said
MasterZen> being blunt:
MasterZen> either it works with the timeline alloted, or it doesn't
MasterZen> I don't speak for the other 2, but I will NOT support a delay in the attack
Arnelos> if we can't get a complete NON-CHANGE within the timeline alloted, I can't support it
Arnelos> then again, if it were only a 1-turn delay?
MasterZen> 1 turn, that's different
MasterZen> definitely negotiable
Arnelos> how many turns could you stomach?
MasterZen> 2... maybe possibly
MasterZen> 3... no way jose
Trip> the timing depends on how the war is going
Arnelos> yes
Trip> but we won't know how much time we have until later
Trip> so wasting time now may be our undoing
Arnelos> every turn of delay gives more time for GWT to send their Ansar home
Trip> cause there's no way to get it back later
MasterZen> and 1 turn = 9 tiles of movement
Trip> sooner = better
MasterZen> 3 turns = 27
Trip> yes
Trip> 27 tiles is from Sudspitze to Ruhrpott
Arnelos> well, this is one of the reasons why I *like* E-T's idea of a CFC landing to cut the road
Arnelos> that might give us an extra turn or 2
Trip> and GWT an extra Leader or two :P
Arnelos> true, true
Trip> a straight-up fight with their main army full of elites against exposed CFC forces...
Trip> it's clear there's not many strategists in here 
Arnelos> the other thing I agree with E_T on is the desirability of taking out Partemunde
Arnelos> the problem is numbers
Trip> well
Arnelos> can we afford to split our stacks like that?
Trip> the poll is conclusive and it's closed
Arnelos> would we still WIN?
Arnelos> Trip - that's an issue we could re-visit in my opinion... a lot of people have been arguiing the contrary case since that poll was conducted
Trip> 16% of voters support going after Parthemuende
Trip> 84% are against it
Arnelos> again, i'd like to see a straight up-down vote on going after Partemunde after an actual PLAN has been submitted for doing so
Trip> it's lunacy
Trip> splitting our forces
Trip> that's the key to defeat
Trip> win on one front or lose on two, take your pick
Arnelos> The majority of people may agree with your reasoning there. The point is, the plan deserves an up-down vote.
Arnelos> You will have every opportunity to denounce it as lunacy 
Trip> people had a chance to vote FOR or AGAINST it :P
Arnelos> I think you may be right.
Arnelos> I don't think that poll was all that representative of the opinions I now see being expressed as the debate has matured
Trip> we were already talking about the risks of a single landing
Trip> why complicate the situation?
Arnelos> you and I both know how new arguments can sway polls
Trip> Arne: again,t he decisions have to be made NOW
Trip> boats have to be sent en route this turn, or else we delay 1, 2 or more turns
Arnelos> Trip - if an actual PLAN can be forwarded for taking on Partemunde, we should consider it
Arnelos> let the people decide
Arnelos> you can argue against
Arnelos> others will argue in favor
Arnelos> people like me will get to decide 
Trip> and hold the turn for another 3 or 4 days?
Arnelos> If the issue is this important, perhaps so
Arnelos> We're talking about making or breaking the game here
Arnelos> the team has a right to decide that issue
Arnelos> in full knowledge of the competing plans
MasterZen> well, the person who advocated such a plan should've put in detail
Arnelos> I, as with you, am skeptical of splitting our forces... 16 knights in each stack... could it win?
Trip> Arne, I fail to see where these so-called comments in favor of a Parthemuende strike are located after people having voted already
MasterZen> you can't just give away an idea and then complain it wasn't agreed on if it wasn't fully supported or debated
Arnelos> read the comments by BigFree, the comments by E_T, comments by others... part of what I've heard has been in chat as well
Trip> I see no people complaining
Trip> I see people who have talked about it and VOTED for it
Trip> I don't see people reconsidering their views
Trip> what I see is people debating about whether or not to destroy more of GWT's west
Trip> which is something I'm willing to look at
MasterZen> that said, if a plan to take on Parthemunde is made, then I don't see no reason in NOT re-voting
Arnelos> MZ - exactly
Arnelos> Trip - don't we owe it to ourselves to consider every possibility?
Arnelos> if we determine it to be folly, then fine
Trip> E_T has advocated since the beginning
Trip> BF wants to burn everything
Arnelos> but it should at least be considered fully
Trip> how long are we going to wait for such plans to be made?
Trip> at what point do we end this
Trip> do we wait for 3 days to have a plan made and another 3 for a vote?
Trip> another week?
Trip> week and a half?
Arnelos> It seems to me that things are falling into three categories...
Trip> planning began 5 days ago
Trip> where are the plans for attacking Parthemuende
Arnelos_mapmaking> 1) ~30 knights at Ruhrpott... attack and pillage, then leave.
Trip> where are the polls, the discussions?
Arnelos> 2) ~30 knights at Ruhrpott... attack and keep attacking to burn the entire area... THEN leave
Arnelos> 3) ~15 knights at Ruhrpott to take Ruhrpott and leave. ~15 Knights at Partemunde to attack that and then leave.
Arnelos> We should have a straight vote on which is preferred
MasterZen> i'm leaning towards a combination of 1-2
Trip> the differentiation between 1 and 2 cannot be determined until we land and know what we're up against
MasterZen> see how well defended the area is, judge where GWT's army is, and trash the **** out of everything we can before their army arrives, then get the hell out
Trip> we'll be voting blind
Trip> what if there's 1 GWT Pike?
Trip> different situation from if we see 25 GWT Ansar just out of range
Arnelos> Trip - this is a valid criticism
Trip> we can't make an educated decision until we're there
Arnelos> however... the issue of whether to land ~30 Knights at one or ~15 knights at each can and must be made now
* conmcb25_away has quit IRC (Quit: )
Trip> this is why I don't want to make a decision yet
Trip> I'm not against either option
Trip> but it's too early to decide
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Arnelos
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of the Free World
Sep 2002 time: 00:36
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Between Trip, Arnelos, and Master Zen (heavily edited) - this was during part of the above:
quote:
Trip> seriously
Trip> this is a waste of resources
Trip> if GWT has a single brain cell they'll notice strange things
Trip> as you said Arne, they can already see us with mines but no roads
Trip> what do they ALREADY think about that?
Arnelos> true
Trip> just because nothing changes doesn't 'mean they're not already suspicious
Arnelos> it's mighty suspicious
Arnelos> point is... as long as nothing else changes, it does minimize the changes... if not, I see no point
Trip> and like I said, the Dominus iron still needs to be cut and re-mined
Trip> another future change
Trip> Trip> and like I said, the Dominus iron still needs to be cut and re-mined
Arnelos> yes, but if it is re-roaded and re-mined all in the same turn, no change will be apparent
Trip> we'll need 12 Workers to do that
Trip> Dominus iron != Tripoli iron :P
Trip> actually, we'd need 18 Workers to fully mask things
Trip> and make sure they don't notice anything different from here on out
Trip> E_T underestimates GWT
Trip> he assumes they will notice some things but not others
Trip> arbitrarily
Trip> he assumes they already won't notice anything and that they won't in the future
Trip> but that they WILL see something on the diplo screen
Trip> completely arbitrary
Trip> Bongo is on their team
Trip> he knows what to look for
Trip> he knows what these things mean
Arnelos> From my persective, we're faced with a simple choice: Either we delay the attack for X number of turns it would take to do this *right* or we don't do it because it's pointless.
MasterZen> no delay
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Arnelos
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of the Free World
Sep 2002 time: 00:36
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Between E_T, Arnelos, and Master Zen (edited) - primarily AFTER the above chats were over:
quote:
E_T_working_on_orders> I think that Parth is very doable, WITHOUT spliting forces away from the main attack
Arnelos> how so?
E_T_working_on_orders> because, if I can get more boats and land units, then we can do it for sure
MasterZen> one thing to consider is that we're pretty much putting our cards on the table with this attack. It's win or lose the game
E_T_working_on_orders> I agree
MasterZen> i.e., sacrificing the building right now is quite acceptable in my eyes. We already have a lead on GWT in that regard
E_T_working_on_orders> and just going for the FP is only a stopgap, IMHO
Arnelos> if we only go for their FP, we need to ensure they don't get a GL... that means disbanding and razing or retreating *ALL* CGN and CFC forces from their continent once the FP goes down... complete denial of any chance of repair
E_T_working_on_orders> but a coordinated set of strikes will definately do it
Arnelos> please explain in detail
Arnelos> Partemunde is a long ways from Ruhrpott
E_T_working_on_orders> the last several days, I've been wracking my brain, to even see IF it was even possible
E_T_working_on_orders> first off, go and look at the maps that I had posted
Arnelos> I saw that
E_T_working_on_orders> you need to see them as I talk you through it
Arnelos> ok, going now
Arnelos> ok, I'm there
E_T_working_on_orders> first off, the logisitics
E_T_working_on_orders> getting the assets to where we need them, when we need them
E_T_working_on_orders> because things are coming from all areas, I had to look at where I needed things to be at, so that I know when they HAVE to be built
E_T_working_on_orders> Now, then there is still the area of what is up north
E_T_working_on_orders> IS there a passage, I can't tell
E_T_working_on_orders> BUT, if something goes up there, how far can they go before they have to turn back and still be a part of the strike
E_T_working_on_orders> we have 3 turns to Astro and only a few things ready to go up there
E_T_working_on_orders> at this point in time
E_T_working_on_orders> Now, then there is the CFC strike, If we do want them to do something
E_T_working_on_orders> where is the best place that they can be to do the most good, with limited assets
Arnelos> ****, it's already past midnight
E_T_working_on_orders> the road from the south and GWT's Wines
Arnelos> I *have* to be up and out by 8 a.m. tomorrow... make this quick 
E_T_working_on_orders> Working on it
E_T_working_on_orders> they go in, cut as much road and take that one city
Arnelos> more like raze the city
E_T_working_on_orders> limits GWT's Naval movemetns and slows down any reinforcements to the south and they have to pull workers back to reroad
E_T_working_on_orders> raze, take, all the same
Arnelos> btw... something to consider.... what happens if GWT has set up a ferry from Firaxis lands to CGN lands?
E_T_working_on_orders> that is only good for so many units, still doesn;t take on the issue of the Wines
E_T_working_on_orders> and a possible CFC threat to Leo's
Arnelos> why not just dive straight for the Leo's?
E_T_working_on_orders> thing is, this whole thing is keyed on Limited objectives, hit & run
Arnelos> true
Arnelos> get in, make trouble, GET OUT
MasterZen> destroying Leo's will be dificult as hell unless CFC manages to land and cut all those roads
E_T_working_on_orders> and now, the Parth strike, I can get atleast 1 galley and 1 Caravel up there in the time frame
E_T_working_on_orders> we want it to be as close to the other strikes as is possible, but after they all start
Arnelos> I saw that from the map
MasterZen> if CFC cuts the roads, we can actually land a force at the leo city 3-3-3-6-6
MasterZen> but it would have to attack a city on a hill :S
Arnelos> one problem with your proposed route on the map... those ships would be *suiciding* out into ocean for 3 turns before we got Navigation unless you're right about there being land... that's a huge risk
E_T_working_on_orders> because, we will have drawn their forces away, it should be easy for only a few knights
MasterZen> I say, Leo's is out of the picture
E_T_working_on_orders> well, evein if it;s a small island, we only have to be at that one spot to be on time
Arnelos> E_T - it's not realistic
Arnelos> we'll lose the ships to sinking
Arnelos> why not just run along our shores and then launch off when we get Nav?
E_T_working_on_orders> and again, anything we do send up there, can do a quick check and still be back before the other units head that way
MasterZen> yeah, and those are wasted units :P
E_T_working_on_orders> too far away
E_T_working_on_orders> and we WILL have astro in 3 turns, so as long as we have sea, we can travel
Arnelos> E_T - any units that spend THREE TURNS in ocean withotu Navigation have an 87.5% chance of being lost!
E_T_working_on_orders> and IF there isn;t, up that one one point that is labled, NAV researched, then we can still turn back and be a part of the FP strike
E_T_working_on_orders> Arnie, I'n NOT talking about going and risking anything sinking
E_T_working_on_orders> ****, I'm not that much of a risk taker...
Arnelos> you are if you're assuming they'll be an island fresh ready and there to prevent us from sinking
E_T_working_on_orders> thing is, until we do know, i.e. follow that sea channel, then we won;t know, will we
MasterZen> once again, a plan based on speculation... :shrug:
Arnelos> if the point of this secondary strike is to hit Partemunde AFTER we hit Ruhrpott... how harmful would it be if it arrives 3-4 turns later rather only 1 turn later?
Arnelos> Why not just wait for Nav?
E_T_working_on_orders> AND at this stage, we can plan for there being someting up there and if there isn't then we don;t go
E_T_working_on_orders> Well, If we don;t want to linger.......
E_T_working_on_orders> AND also the surprise factor
Arnelos> E_T - as far as GWT will know, our entire army will be near Ruhrpott
E_T_working_on_orders> IF there is something there, it;s closer, travel time, than anything else we can work from
E_T_working_on_orders> count the tiles
Arnelos> why not simply hit Partemunde several turns later?
Arnelos> E_T - we CANNOT count on their being an island - period
E_T_working_on_orders> because, they would expect us to be able to get up there by that time, but not sooner
Arnelos> I'm not convinced this is workable
Arnelos> if we have to rely on their being an island in the middle of the ocean, it's not reliable enough to send even 6 knights off to that would be helping with the Ruhrpott strike
Arnelos> *there
E_T_working_on_orders> well, the thing is, we won't have the assets sooner, atleast from my first cut
E_T_working_on_orders> or if so, not in the position to work right
MasterZen> then WAIT
Arnelos> look... I'm willing to send 6 knights toward Partemunde on the offchance they leave it comletely undefended... if we lose 'em on that, we lose 'em... but I'm not willing to have them out in the middle of the ocean for 3 turns without navigation
E_T_working_on_orders> not in the ocean, no way
Arnelos> anyhow, I *have* to go to bed
MasterZen> agreed with arne
E_T_working_on_orders> Hey, there could be land up there and it might be in the way, too much, to get there in the time we also want
Arnelos> I'll try to be around tomorrow to discuss this... but it's Mother's day and I'll be busy
MasterZen> :sigh:
MasterZen> E_T, we can't work on a whim!
MasterZen> we're either 100% sure, or we aren't
MasterZen> if we want to send it off, let's do it, but at least guaranteeing their security
Arnelos> I am not prepared to send part of our forces out into the ocean on the HOPE that they will find sea tiles
E_T_working_on_orders> Well, It;s more than a whim for me, It's the same thing that gave me to know that Lux had contact with Vox before everyone else did
Arnelos> no, it's not
Arnelos> there were REAL CLUES for that
Arnelos> you'r just wildass guessing here
MasterZen> lol
Arnelos> we have absolutely no guarantee that if there is an island, we'll find it in the first 3 turns of ocean transit
E_T_working_on_orders> and there have been real cluse to this, even trip admits that
Arnelos> what???
Arnelos> plese tell me what real clues there are for an island being in that EXACT location
E_T_working_on_orders> Mongoose, for starters
E_T_working_on_orders> someting about an island with cows on it
Arnelos> how do we know that it's to the NorthWEST and not NorthEAST even if it exists?
Arnelos> or even to the north at all?
MasterZen> 4jesus christ E_T, you have ZERO evidence of this and you know it, why do you keep insisting?????
Arnelos> that there may be an island, sure... we CANNOT guarantee it being to the Northwest of Remembrance
Arnelos> nevermind within 3 turns movement
Arnelos> there's a HUGE ocean
MasterZen> and most of it unexplored
E_T_working_on_orders> and we DON"T know what is up that sea channel, which is safe with Astro
Arnelos> the sea channel also leads in OPPOSITE DIRECTIOn
Arnelos> for all we know
Arnelos> *could
E_T_working_on_orders> the sea channel leads towards the largest blank area
Arnelos> I'm not sending 6 knights on a wild goose chase
E_T_working_on_orders> and it could have island that go the other way
E_T_working_on_orders> thing is, it;s about the same distance to Parth the other way, too
Arnelos> for every turn, we'd need to send our 6 knights out into the middle of the ocean on the HOPE that they found a sea tile within range at the end of the turn... it's just idiotic
Arnelos> if they don't find a seatile, we're stuck waiting for Nav
E_T_working_on_orders> Well, I'm NOT advocating moving onto ocean tiles and I'm not suisideing
Arnelos> what are we going to do if there's nothing but ocean WITHIN VIEW
E_T_working_on_orders> then we return
Arnelos> 6 knights wasted
Arnelos> which is the most likely possibility
E_T_working_on_orders> No, as I said, we can send a quick scout up there, with 2 knights (galley) and IF they find something, then they wait for the followup
E_T_working_on_orders> and if not, they can come back and still be part of the main party
E_T_working_on_orders> well, I'll let you sleep on it, have a good Mothers Day tomorrow
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Trip
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Hunt Valley
Apr 2002 time: 00:36
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Good summary Arne. 
For those too lazy to read the chat logs...
- I don't want to waste Workers hooking up iron every turn so that GWT *MIGHT* not notice we don't have iron. They're already going to see that all of our other iron sources are mined but not roaded (very odd situation with all of the rest of our land roaded), and they're going to see the Tripoli iron roaded but NOT mined, even more suspicious.
Arne thought that if nothing changed and we were able to keep things looking the same for GWT it might work, but we still have to pillage the Dominus iron and then re-mine it, and then we have to pillage the Tripoli iron, getting rid of the mine. There's no way GWT won't notice this. Going through all this effort hoping on an off-chance that GWT won't see is a waste of resources.
- I am against a Parthemuende strike because anyone who knows anything about military matters knows that the key to defeat is splitting one's forces. This operation started off as a saving grace last chance at dealing GWT a blow so that we had time to build up our economy and launch a final invasion. Now we're trying to raze Parthemuende? And Leo's? We're not strong enough!
GWT isn't just going to keel over and die as soon as we land, they're going to fight and they're going to fight hard. And if they have enough to fight with our Ruhrpott force may even be defeated! GWT's army has been strong to us for ages, we have no way of knowing how many units they have or where they are. As I said above (and Arne pointed out) I am not against trying to raze more cities in the west around Ruhrpott, but that depends on what GWT has over there. This is designed to be a limited operation. As much as it would be great to raze Ruhrpott, 4 or 5 cities in the west, Parthemuende and Flammburg, we don't have the resources. We will get burned. GWT's army is far stronger than ours. We should not stretch our limits or we'll find we do have them...
We don't need to bend our backs completely over for this. We shouldn't risk everything in an all-or-nothing gamble.
We have a shot at destroying their FP and ~40% of their economic capability. Let's do that, and use our GA to put them out of their misery.
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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I have stated, THAT:
1) we can send a small force, via galley, when we get Astro, to scout that sea channel
a) if they don't find anything, then they can come back
b) they would be back and fully loaded, ready for the FP party
2) If they DO find something, then the follow up group(s) can head up there.
a) they ONLY need to be at a certain position WHEN we get Navigation AND would get to that point the TURN before we get Navigation
b) after then, who cares about Ocean..
[EDIT] AT NO TIME WOULD THEY ENTER OCEAN TILES, UNLESS THERE IS SEA TILES BEYOND. They would never end a turn in Ocean tile, before we get Navigation [/edit]
E_T
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Togas
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California
Jun 2002 time: 21:36
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I agree that trying to obfuscate our iron cutting is going to be more trouble than it's worth, and may well be a pointless effort. If we cut it, let's just live with it being clearly cut.
I like the secondary attack plan a lot. It's a gamble, sure, but the payoff is so grand that it eclipeses the cost of the gamble.
First, as this is not an attempt on our part to WIN A WAR against GWT and conquer them, general military thought about dividing your forces does not apply. If we throw more units at Ruhrpott they will just waste space in our boats. Destroying Ruhrpott may take only 5 Cavalary, or it may take 30, but it most certainly does not need more than that. We're not trying to capture or hold territory, we're merely trying to destroy a single target and hopefully a few other targets of opportunity. If we have extra resources ... knights and galleys, why not take a stab at an even better target: Partemunde.
Traditional S.O.D. planning is too narrow minded here. GWT cannot muster enough forces to keep our first landing group from taking our Ruhrpott, so any additional available units should be put to use in this new mission.
And why not? There is not additional risk to us, this second mission will not hinder the first. This second mission is AIDED by the first and is even more likely to succeed due to the first.
I love this plan. I'm glad to be a part of it. Let's do it. 
--Togas
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CiverDan
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I do not like the idea of splitting our forces. We have to assume that they will know we are going for their FP when we land. There are multiple cities in 1 turn (4, in fact) reinforcement range of Ruhrpott. There are also 10 cities within Ansar attack range of our landing location. If we can get two forces of equal size and be confidident they can both succeed, then go ahead. Other launch everything toward Ruhrpott and burn other cities in the area if we have sufficient forcese left.
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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O.k., after finally looking at the possibilites and the monies involved, I've finally come up with some hard figures. These are Maximums.
11 boats, all Caravels, 5 Muskets, 27 knights and 1 settler - 1664 gold
12 boats, all Caravels, 5 Muskets, 30 knights and 1 settler - 2004 gold
13 boats, all Caravels, 6 Muskets, 32 knights and 1 settler - 2292 gold
and that's it..... no more because of monies and in ALL Cases, there is NO NEED to waste 1 single shield.
Trip was talking about having 1800 gold for this, and last night in chat, he also stated that
quote:
[Trip> 2000g is basically our maximum possible threshold
[Trip> maybe 2200
[Trip> but that'd seriously hamper CGN
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[EDIT] details to follow [/edit]
MoI E_T
Last edited by E_T on 10-05-2004 at 02:26
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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600AD: 3 turns to Astro
- Ming - shortrushes 11 shields for 44 gold and changes build to Knight (2 turns left).
- Banana - changes build to Knight (1 turn left).
- Tripoli - changes build to Knight (2 turns left).
- BFC - contines with Aquaduct build (4 turns left).
- Inc - continues with Galley build (2 turns left).
- Hisp - Galley finished, starts another Galley, which will be autoupgraded in 3 turns (5 turns sched).
- HoD - shortrushes 3 shields for 12 gold and changes build to Harbor (2 turns left).
- Lum Ban - changes builds to Galley, which will AutoUpgrade in 3 turns. (7 turns sched).
- Protuberance - changes builds to Galley, which will AutoUpgrade in 3 turns. (8 turns sched).
-Sub Total spent this turn (see specific plans for total) = 56 gold.
610AD: 2 turns to Astro
- Ming - building Knight (1 turn left).
- Banana - Knight built, start building Knight (will be horse) (3 turns Sched).
- Tripoli - building Knight (1 turns left).
- BFC - building Aquaduct (3 turns left).
- Inc - building Galley (1 turns left).
- Hisp - building Galley, which will be autoupgraded in 2 turns (4 turns left).
- HoD - building Harbor (1 turns left).
- Lum Ban - building Galley, which will be autoupgraded in 2 turns (6 turns left).
- Protuberance - building Galley, which will be autoupgraded in 2 turns (7 turns left).
-Sub Total spent this turn (see specific plans for total) = 0 gold.
620AD: 1 turn to Astro
- Ming - Knight built, start building Knight (will be horse) (2 turns Sched).
- Banana - building Knight (will be horse) (2 turns left).
- Tripoli - Knight built, start building Knight (will be horse) (3 turns Sched).
- BFC - building Aquaduct (2 turns left).
- Inc - Galley built, start building Knight (will be horse) (4 turns Sched).
- Hisp - building Galley, which will be autoupgraded in 1 turn (3 turns left). Shortrush 6 shields for 24 gold.
- HoD - Harbor built, start building Galley, which will be autoupgraded in 1 turn (3 turns sched).
- Lum Ban - building Galley, which will be autoupgraded in 1 turns (5 turns left). Shortrush 14 shields for 56 gold.
- Protuberance - building Galley, which will be autoupgraded in 1 turn (6 turns left).
-Sub Total spent this turn (see specific plans for total) = 80 gold.
630AD: IRON CUT THIS TURN, change Knight builds to Horses Astronomy finished and all galley builds are autoupgraded to Caravels. 8 turns to Navigation.
- Ming - building Horse (1 turns left).
- Banana - building Horse (1 turns left).
- Tripoli - building Horse (2 turns left).
- BFC - building Aquaduct (1 turns left).
- Inc - building Horse (3 turns left). Shortrush 3 shields for 12 gold.
- Hisp - building Caravel (2 turns left).
- HoD - building Caravel (2 turns left).
- Lum Ban - building Caravel (4 turns left).
- Protuberance - building Caravel (5 turns left). Shortrush 17 shields for 68 gold.
-Sub Total spent this turn (see specific plans for total) = 80 gold.
640AD: 7 turns to Navigation.
- Ming - Horse built, Start building Horse (2 turns sched).
- Banana - Horse built, Start building Horse (3 turns sched).
- Tripoli - building Horse (1 turn left).
- BFC - Aqueduct built, ADD WORKER, Start building Horse (3 turns sched).
- Inc - building Horse (2 turns left).
- Hisp - building Caravel (1 turns left).
- HoD - building Caravel (1 turns left). Shortrush 8 shields for 32 gold.
- Lum Ban - building Caravel (3 turns left).
- Protuberance - building Caravel (4 turns left).
-Sub Total spent this turn (see specific plans for total) = 32 gold.
650AD: 6 turns to Navigation.
- Ming - building Horse (1 turns left).
- Banana - building Horse (2 turns left).
- Tripoli - Horse built, Start building Horse (3 turns sched).
- BFC - building Horse (2 turns left).
- Inc - building Horse (1 turns left).
- Hisp - Caravel built, back to regular production.
- HoD - Caravel built, start building Caravel (3 turns sched).
- Lum Ban - building Caravel (2 turns left).
- Protuberance - building Caravel (3 turns left).
-Sub Total spent this turn (see specific plans for total) = 0 gold.
660AD: 5 turns to Navigation.
- Ming - Horse built, Start building Horse (2 turns sched).
- Banana - building Horse (1 turns left).
- Tripoli - building Horse (2 turns left).
- BFC - building Horse (1 turns left).
- Inc - Horse built, start building Caravel (5 turns sched).
- HoD - building Caravel (2 turns left).
- Lum Ban - building Caravel (1 turns left).
- Protuberance - building Caravel (2 turns left).
-Sub Total spent this turn (see specific plans for total) = 0 gold.
670AD: 4 turns to Navigation.
- Ming - building Horse (1 turns left).
- Banana - Horse built, Start building Horse (3 turns sched).
- Tripoli - building Horse (1 turns left).
- BFC - Horse built, Start building Horse (3 turns sched).
- Inc - building Caravel (4 turns left). Shortrush 3 shields for 12 gold.
- HoD - building Caravel (1 turns left). Shortrush 8 shields for 32 gold.
- Lum Ban - Caravel built, back to regular production.
- Protuberance - building Caravel (1 turns left).
-Sub Total spent this turn (see specific plans for total) = 44 gold.
680AD: 3 turns to Navigation.
- Ming - Horse built, Start building Horse (2 turns sched).
- Banana - building Horse (2 turns left).
- Tripoli - Horse built, Back to regular Production
- BFC - building Horse (2 turns left).
- Inc - building Caravel (3 turns left). Shortrush 3 shields for 12 gold.
- HoD - Caravel built, back to regular production.
- Protuberance - Caravel built, back to regular production.
-Sub Total spent this turn (see specific plans for total) = 12 gold.
690AD: 2 turns to Navigation.
- Ming - building Horse (1 turns left).
- Banana - building Horse (1 turns left).
- BFC - building Horse (1 turns left).
- Inc - building Caravel (2 turns left).
-Sub Total spent this turn (see specific plans for total) = 0 gold.
700AD: 1 turn to Navigation.
- Ming - Horse built, back to Regular production.
- Banana - Horse built, back to Regular production.
- BFC - Horse built, back to Regular production.
- Inc - building Caravel (1 turns left).
-Sub Total spent this turn (see specific plans for total) = 0 gold
710AD: Navigation Finished - start of Movements.
- Inc - Caravel built, back to regular Production.
-Sub Total spent this turn (see specific plans for total) = 0 gold
MoI E_T
Last edited by E_T on 10-05-2004 at 02:36
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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This is the same as the All Plans amount, so the shortrush subtotals are:
600AD: 3 turns to Astro
- Ming - shortrushes 11 shields for 44 gold
- HoD - shortrushes 3 shields for 12 gold
-Total spent this turn = 56 gold.
610AD: 2 turns to Astro
-Total spent this turn = 0 gold.
620AD: 1 turn to Astro
- Hisp - Shortrush 6 shields for 24 gold.
- Lum Ban - Shortrush 14 shields for 56 gold.
- Total spent this turn = 80 gold.
630AD: IRON CUT THIS TURN, change Knight builds to Horses Astronomy finished and all galley builds are autoupgraded to Caravels. 8 turns to Navigation.
- Inc - Shortrush 3 shields for 12 gold.
- Protuberance - Shortrush 17 shields for 68 gold.
- Total spent this turn = 80 gold.
640AD: 7 turns to Navigation.
- HoD - Shortrush 8 shields for 32 gold.
- Total spent this turn = 32 gold.
650AD: 6 turns to Navigation.
- Total spent this turn = 0 gold.
660AD: 5 turns to Navigation.
- Total spent this turn = 0 gold.
670AD: 4 turns to Navigation.
- Inc - Shortrush 3 shields for 12 gold.
- HoD - Shortrush 8 shields for 32 gold.
- Total spent this turn = 44 gold.
680AD: 3 turns to Navigation.
- Inc - Shortrush 3 shields for 12 gold.
- Total spent this turn = 12 gold.
690AD: 2 turns to Navigation.
- Total spent this turn = 0 gold.
700AD: 1 turn to Navigation.
- Total spent this turn = 0 gold.
710AD: Navigation Finished - start of Movements.
- Total spent this turn = 0 gold.
Totals:
Shortrushes - 304
5 Muskets upgrades - 300
12 Knight upgrades - 960
5 Caravel Upgrades - 100
Grand total - 1664 Gold
MoI E_T
Last edited by E_T on 10-05-2004 at 02:37
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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This is the same as the All Plans/Plan #1 except for what is listed. The Shortrush amounts have the All Plan plus this specific amounts.
600AD: 3 turns to Astro
- Dominus - shortrushes 3 shields for 12 gold. Changes build to Barracks (3 turns left to build).
- Mongoose - changes build to Galley, which will AutoUpgrade in 3 turns. (7 turns sched).
- Total spent this turn = 56 gold (All plan) + 12 (Plan #2) = 68 gold.
610AD: 2 turns to Astro
- Dominus - building Barracks (2 turns left).
- Mongoose - building Galley, which will AutoUpgrade in 3 turns. (6 turns left).
-Total spent this turn = 0 gold (All plan) + 0 (Plan #2) = 0 gold.
620AD: 1 turn to Astro
- Dominus - building Barracks (1 turns left).
- Mongoose - building Galley, which will AutoUpgrade in 3 turns. (5 turns left). Shortrush 17 shields for 68 gold.
- Total spent this turn = 80 gold (All plan) + 68 (Plan #2) = 148 gold.
630AD: IRON CUT THIS TURN, change Knight builds to Horses Astronomy finished and all galley builds are autoupgraded to Caravels. 8 turns to Navigation.
- Dominus - Barracks built, start building Horse (3 turns sched).
- Mongoose - building Caravel (4 turns left).
- Total spent this turn = 80 gold (All plan) + 0 (Plan #2) = 80 gold.
640AD: 7 turns to Navigation.
- Dominus - building Horse (2 turns left). Shortrush 2 shields for 8 gold.
- Mongoose - building Caravel (3 turns left).
- Total spent this turn = 32 gold (All plan) + 8 (Plan #2) = 40 gold.
650AD: 6 turns to Navigation.
- Dominus - building Horse (1 turns left).
- Mongoose - building Caravel (2 turns left).
- Hisp - Caravel built. start building Horse (4 turns sched).
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) = 0 gold.
660AD: 5 turns to Navigation.
- Dominus - building Horse (1 turns left).
- Mongoose - building Caravel (2 turns left).
- Hisp - Horse (3 turns left). Shortrush 3 shields for 12 gold.
- Total spent this turn = 0 gold (All plan) + 12 (Plan #2) = 12 gold.
670AD: 4 turns to Navigation.
- Dominus - Horse built, start building Horse (3 turns sched).
- Mongoose - building Caravel (1 turns left).
- Hisp - Horse (2 turns left).
- Total spent this turn = 44 gold (All plan) + 0 (Plan #2) = 44 gold.
680AD: 3 turns to Navigation.
- Dominus - building Horse (2 turns left).
- Mongoose - Caravel built, Back to Regular Production.
- Hisp - Horse (1 turns left).
- Total spent this turn = 12 gold (All plan) + 0 (Plan #2) = 12 gold.
690AD: 2 turns to Navigation.
- Dominus - building Horse (1 turn left).
- Hisp - Horse built, Back to Regular Production.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) = 0 gold.
700AD: 1 turn to Navigation.
- Dominus - Horse built, Back to Regular Production.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) = 0 gold.
710AD: Navigation Finished - start of Movements.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) = 0 gold.
Totals:
Shortrushes - 404
5 Muskets upgrades - 300
15 Knight upgrades - 1200
5 Caravel Upgrades - 100
Grand total - 2004 Gold
MoI E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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This is the same as the All Plans/Plan #1 AND #2, except for what is listed. The Shortrush amounts have the All the other Plans plus this specific amounts for this plan.
600AD: 3 turns to Astro
- Chiquita - changes build to Barracks (1 turn left to build).
- Hero's - Shortrushes 17 shields for 68 gold. Change build to Longbowman (shield storage), will change in 3 turns. (5 turns sched).
- Total spent this turn = 56 gold (All plan) + 12 (Plan #2) + 68 (Plan #3) = 136 gold.
610AD: 2 turns to Astro
- Chiquita - Barracks built start building Knight (will be horse) (3 turns sched).
- Hero's - building Longbowman (shield storage), will change in 2 turns. (4 turns left).
-Total spent this turn = 0 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 0 gold.
620AD: 1 turn to Astro
- Chiquita - building Knight (will be horse) (2 turns left).
- Hero's - building Longbowman (shield storage), will change in 1 turns. (3 turns left).
- Total spent this turn = 80 gold (All plan) + 68 (Plan #2) + 0 (Plan #3) = 148 gold.
630AD: IRON CUT THIS TURN, change Knight builds to Horses Astronomy finished and all galley builds are autoupgraded to Caravels. 8 turns to Navigation.
- Chiquita - building Horse (1 turns left).
- Hero's - building Longbowman (shield storage), change to Caravel. (2 turns left).
- Total spent this turn = 80 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 80 gold.
640AD: 7 turns to Navigation.
- Chiquita - Horse built, start building Horse (3 turns sched).
- Hero's - building Caravel. (1 turns left).
- Total spent this turn = 32 gold (All plan) + 8 (Plan #2) + 0 (Plan #3) = 40 gold.
650AD: 6 turns to Navigation.
- Chiquita - building Horse (2 turns left).
- Hero's - Caravel built, back to regular production.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 0 gold.
660AD: 5 turns to Navigation.
- Chiquita - building Horse (1 turns left).
- Total spent this turn = 0 gold (All plan) + 12 (Plan #2) + 0 (Plan #3) = 12 gold.
670AD: 4 turns to Navigation.
- Chiquita - Horse built, back to regular production.
- Total spent this turn = 44 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 44 gold.
680AD: 3 turns to Navigation.
- Total spent this turn = 12 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 12 gold.
690AD: 2 turns to Navigation.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 0 gold.
700AD: 1 turn to Navigation.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 0 gold.
710AD: Navigation Finished - start of Movements.
- Total spent this turn = 0 gold (All plan) + 0 (Plan #2) + 0 (Plan #3) = 0 gold.
Totals:
Shortrushes - 472
6 Muskets upgrades - 360
17 Knight upgrades - 1360
5 Caravel Upgrades - 100
Grand total - 2292 Gold
MoI E_T
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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