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asleepathewheel is offline asleepathewheel
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Mar 2002
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  Old Post 26-05-2004 06:18
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what about outside Hurricane. Pretty symbolic, our crown jewel, and the place from which our armada sails to its destiny. Plus its then a straight shot east to lego

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 26-05-2004 14:02
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We'll need pickets to alert against enemy ships seeing the build-up.

DeepO is offline DeepO

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  Old Post 26-05-2004 14:47
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good point, CH

DeepO

Theseus is offline Theseus

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  Old Post 01-06-2004 04:07
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So, going back to the fundamental naval plan...

[BTW, on somebody's recommendation (nye?), I switched to Firefox a while back, and love it. It also has a great extension for zooming in and out on web images, which is very useful in perusing sleepy's map.]

First off, excellent first draft sleepy.

A quick review and a number of discussion points:

Transports in a first picket line. Did we ever resolve the forting trick? That will determine the spread. Do the Transports stand alone? I wouldn't mind some Destroyers for cover, and as a deterrent, and for mutual picket support (more on Destroyers below). Also, Carriers with say, 1xFighter and 3xBombers (hereafter referred to as 1+3 Carriers), could very well coordinate with the Marine attack, and retreat to picket strongholds.

Subs in various spots for second level coverage. Fine... are we all OK with having them 'uncovered'? Also, I am thinking about their primary and secondary missions... that is, support the first picket line, or attack enemy ships on the way in? What does that mean for placement? Does that also perhaps indicate two or more Subs on certain tiles?

Regarding 'Fleets' as sleepy indicated, those are the defense force, yes? We definitely need one more to cover Elipolis and WoC. I think it pretty critical that these fleets stand off the coast by two tiles, so that Destroyers can reach Magellan-enhanced enemy Transports at their staging area. Further, each fleet should include, if possible, one Battleship and one 1+3 Carrier. Thus, fleet positioning should also include consideration of interlocking ranges.

Regarding timing of getting all this stuff into place, the most critical bit is the first line, and the warning it sends to Lego. We need to telegraph a defensive posture, perhaps at the Sub line, sending out and returning investigatory Transports, until ready for our attack.

More thought needed on this, definitely. I also need to catch up on offensive naval planning, and prolly need some push-back on what we are capable of economically.

I have a further suggestion: If Arrian is still around, that we split up offensive and defensive responsibilities. Given, uh, ahem, our relative offensive track records ( ), I'll take defense, and thus primarily naval issues. To go one step further, we can Red Team / Blue Team things, so I will critique and try to find the flaws in the attack plan, and vice versa.

DeepO is offline DeepO

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  Old Post 01-06-2004 21:57
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Theseus, if you could give an estimate of what's needed, please do so. Currently we're building galleons (got 9 or so of them already, currently at +2/turn) until we can build something else.

Main problem I've got when thinking on defensive navy is that we don't want to alert Lego by building dozens of ships at once (they have to remain weak, so we can get a decent part of their picket line in a first blow), but we can't risk anything either: Lego is going to have marines soon, and we do not want to be attacked first!

DeepO

asleepathewheel is offline asleepathewheel
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  Old Post 01-06-2004 22:32
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I was thinking that the eastern subs could also scout and locate the lego pickets, and then eliminate all of them on turn one of the war. I would hate for us to move blindly. That's hoping that they don't move their defenders every turn (I doubt they do that much micro)

Too bad privateers have such crappy move rates, we could take out the first line with them and force lego to declare war on us

DeepO is offline DeepO

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  Old Post 01-06-2004 22:47
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privateers where part of the first plan, but they aren't really practical. Plus, I strongly doubt that Lego is going to keep only transport - pickets when marines are present. They are going to have destroyers as well.

Correction to earlier post: we're making 1.5 galleon / turn

DeepO

Theseus is offline Theseus

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  Old Post 02-06-2004 04:01
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I'll be working on my initial naval thoughts on paper, and then I'll prolly scan whatever I come up with and post the image.

Have there been any discussion of land defenses that I should catch up on?

Theseus is offline Theseus

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  Old Post 02-06-2004 04:06
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How do Galleons / Transports show up in miilitary strength?

DeepO is offline DeepO

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  Old Post 02-06-2004 04:08
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Not really. Except the very obvious thing that Elipolis is our main weak point, if we have enough pickets posted. It's the only point GoW can attack without us spotting them first (by going through RP).

Other then that, we plan on garrison all hills and mountains in forts, but exactly how many defenders are needed for each fort / city is not known. And estimates would be handy to have!

DeepO

Theseus is offline Theseus

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  Old Post 02-06-2004 04:29
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OK, I'll work on land defenses too.

Anybody know where vulture's basic calcs on Marine : Infantry ratios are (or just what the are)?

I am particularly interested in several things:

* Success rates for 4 and 8 Marines against fortified Infantry, in stacks of 1, 2, 3, 4, 5, and 8, in towns and cities, and also on hills and mountains. A second run incorporating defensive Arty at a ratio of 1 for every 2-3 Infantry (might not be necessary... this is embarassing, but I honestly don't know whether Arty zero-bombard against Marines. Embarassing for Firaxis and the SP AI, that is! ).

* If it can be done, what about repeating each of the above runs with 2 fortified Tanks added to each city?

* Anybody remember if forts, walls, and / or coastal fortresses make a difference against Marines?

* Which cities already have walls? Do we have any coastal fortresses?

DeepO is offline DeepO

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  Old Post 02-06-2004 04:40
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quote:
Originally posted by Theseus
OK, I'll work on land defenses too.

Great!

quote:
Anybody know where vulture's basic calcs on Marine : Infantry ratios are (or just what the are)?
I assume we need vulture for that

quote:
* Anybody remember if forts, walls, and / or coastal fortresses make a difference against Marines?

I saw different reports, but the last I read was info from Catt on marines, in vanilla Civ. Can't help you there

quote:
* Which cities already have walls? Do we have any coastal fortresses?

I think Eli has walls, and Arashi has walls (they both have grown to city size, so they're gone). I don't know if we had them destroyed once we build the Great wall, though. None of the other cities were protected.
There are no coastal fotresses either. Do these work against marines? If so, how much do they cost, and where do you want them?

DeepO

Theseus is offline Theseus

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  Old Post 02-06-2004 05:22
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The Storm gathers.

Hold onto your hats.

asleepathewheel is offline asleepathewheel
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  Old Post 02-06-2004 05:38
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vulture is offline vulture
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  Old Post 02-06-2004 22:14
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Okay, lots of tables to shortly follow this post. Each table has no. of marines and no. of infantry as its axes. Each entry has 4 values, arranged in a square. These are the % chance the marines take the tile when defended by:

Just Infantry - - - - - - - - Infantry plus artillery

Infantry plus tanks - - - Infantry, artillery and tanks

No. of tanks is always 2. No. of artillery is 1 (1-3 inf), 2 (4,5 inf) or 4 (8 inf).

Hope that's clear... All defenders are fortified.

Work out the terrain bonus for the situation you want to know about, and find the appropriate table.

IIRC bonuses are:
flat terrain: +10%
hills: +50%
mountains: +100%
towns (1-6): +0%
cities (7-12): +50%
metropolises (13+): +100%

Max bonus is +150%, for metropolis in hills. I got carried away and did +200% anyway...

Last edited by vulture on 02-06-2004 at 22:22

vulture is offline vulture
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  Old Post 02-06-2004 22:16
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Table 1:

+10% terrain bonus

code:
M \ I 1 2 3 4 5 8 4 92.0 90.2 | 46.2 42.2 | 07.6 06.3 | 00.3 00.2 | 00.0 00.0 | 00.0 00.0 13.6 11.2 | 00.7 00.5 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 8 100. 100. | 95.8 95.2 | 70.9 68.2 | 32.3 27.3 | 08.1 06.0 | 00.0 00.0 83.6 81.4 | 44.4 41.2 | 12.6 11.0 | 01.7 01.2 | 00.1 00.1 | 00.0 00.0 12 100. 100. | 99.9 99.9 | 97.8 97.5 | 84.2 81.0 | 54.8 50.2 | 01.3 00.7 99.4 99.3 | 91.6 90.6 | 66.7 63.9 | 33.1 28.4 | 10.6 08.3 | 00.0 00.0 16 100. 100. | 100. 100. | 99.9 99.9 | 98.8 98.4 | 91.3 89.6 | 19.1 13.8 100. 100. | 99.6 99.6 | 95.6 95.0 | 80.3 76.9 | 52.7 48.3 | 02.2 01.3 20 100. 100. | 100. 100. | 100. 100. | 100. 99.9 | 99.3 99.1 | 59.8 52.1 100. 100. | 100. 100. | 99.8 99.8 | 97.7 97.1 | 88.7 86.4 | 20.3 15.0 24 100. 100. | 100. 100. | 100. 100. | 100. 100. | 100. 100. | 89.6 85.9 100. 100. | 100. 100. | 100. 100. | 99.9 99.8 | 98.7 98.4 | 58.3 51.0

vulture is offline vulture
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  Old Post 02-06-2004 22:17
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Table 2:

+50% terrain bonus

code:
M \ I 1 2 3 4 5 8 4 80.8 77.6 | 25.7 22.7 | 0.23 0.18 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 09.6 07.5 | 00.2 00.2 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 8 99.6 99.5 | 83.9 82.1 | 41.8 39.2 | 10.9 08.4 | 01.5 01.0 | 00.0 00.0 73.8 71.1 | 27.1 24.8 | 04.6 04.0 | 00.4 00.2 | 00.1 00.1 | 00.0 00.0 12 100. 100. | 99.1 99.0 | 86.7 85.2 | 53.7 48.7 | 21.0 17.7 | 00.1 00.0 98.2 98.0 | 79.2 77.4 | 41.1 38.6 | 12.7 10.3 | 02.4 01.8 | 00.0 00.0 16 100. 100. | 100. 100. | 98.9 98.7 | 88.8 86.8 | 62.6 58.7 | 02.7 01.6 100. 100. | 97.9 97.6 | 83.3 81.8 | 51.8 47.5 | 22.0 18.9 | 00.2 00.1 20 100. 100. | 100. 100. | 99.9 99.9 | 98.8 98.4 | 90.7 89.0 | 17.6 13.4 100. 100. | 99.9 99.9 | 97.8 97.6 | 86.2 84.0 | 60.3 56.7 | 03.3 02.1 24 100. 100. | 100. 100. | 100. 100. | 99.9 99.9 | 98.8 98.5 | 48.8 42.3 100. 100. | 100. 100. | 99.8 99.8 | 97.9 97.6 | 88.5 86.9 | 18.2 13.9

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Table 3:

+100% terrain bonus

code:
M \ I 1 2 3 4 5 8 4 64.3 60.8 | 11.7 10.0 | 00.6 00.4 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 01.3 01.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 8 97.6 97.3 | 62.0 59.3 | 18.0 16.3 | 02.5 01.8 | 00.2 00.1 | 00.0 00.0 30.2 27.8 | 04.9 04.3 | 00.4 00.3 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 12 99.9 99.9 | 93.9 93.3 | 60.8 58.6 | 22.3 19.0 | 04.9 03.8 | 00.0 00.0 77.1 75.4 | 34.1 31.9 | 08.3 07.5 | 01.2 00.9 | 00.1 00.1 | 00.0 00.0 16 100. 100. | 99.6 99.5 | 90.8 89.9 | 60.1 56.3 | 25.6 22.6 | 00.2 00.1 96.8 96.5 | 74.2 72.6 | 36.7 34.6 | 11.3 09.5 | 02.3 01.9 | 00.0 00.0 20 100. 100. | 100. 100. | 98.8 98.7 | 88.0 86.4 | 59.8 56.5 | 02.1 01.5 99.8 99.8 | 94.7 94.2 | 72.3 70.8 | 38.7 35.3 | 14.0 12.2 | 00.1 00.1 24 100. 100. | 100. 100. | 99.9 99.9 | 97.9 97.6 | 86.0 84.1 | 11.2 08.7 100. 100. | 99.4 99.3 | 92.7 92.2 | 71.1 68.2 | 40.2 37.0 | 01.1 00.7

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  Old Post 02-06-2004 22:18
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Table 4:

+150% terrain bonus

code:
M \ I 1 2 3 4 5 8 4 49.2 46.2 | 05.5 04.6 | 00.1 00.1 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 00.4 00.2 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 8 93.2 92.5 | 41.2 38.8 | 07.1 06.3 | 00.6 00.5 | 00.0 00.0 | 00.0 00.0 14.1 12.6 | 01.3 01.1 | 00.1 00.1 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 12 99.6 99.5 | 82.2 81.0 | 35.7 33.8 | 07.8 06.4 | 01.0 00.8 | 00.0 00.0 53.2 51.3 | 14.1 13.2 | 02.0 01.8 | 00.2 00.1 | 00.0 00.0 | 00.0 00.0 16 100. 100. | 97.3 97.0 | 72.6 71.0 | 31.4 28.5 | 08.0 06.9 | 00.0 00.0 86.6 85.5 | 46.1 44.4 | 13.6 12.7 | 02.5 02.0 | 00.3 00.2 | 00.0 00.0 20 100. 100. | 99.7 99.7 | 93.0 92.5 | 64.6 61.6 | 28.3 25.8 | 00.2 00.1 97.9 97.6 | 78.3 77.2 | 40.6 39.0 | 13.1 11.3 | 02.7 02.3 | 00.0 00.0 24 100. 100. | 100. 100. | 98.8 98.7 | 87.7 86.2 | 57.8 55.1 | 01.7 01.2 99.8 99.8 | 94.6 94.2 | 71.1 69.9 | 36.5 33.8 | 12.3 10.9 | 00.1 00.0

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  Old Post 02-06-2004 22:19
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Table 5:

+200% terrain bonus

code:
M \ I 1 2 3 4 5 8 4 37.4 34.2 | 02.7 02.2 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 00.1 00.1 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 8 86.8 85.5 | 26.0 24.0 | 02.7 02.5 | 00.2 00.1 | 00.0 00.0 | 00.0 00.0 06.2 05.6 | 00.4 00.3 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 12 98.6 98.4 | 66.7 65.0 | 19.0 17.5 | 02.7 02.2 | 00.2 00.2 | 00.0 00.0 32.8 31.1 | 05.5 04.9 | 00.5 00.4 | 00.0 00.0 | 00.0 00.0 | 00.0 00.0 16 99.9 99.9 | 91.5 91.0 | 51.1 49.5 | 14.3 12.4 | 02.3 01.9 | 00.0 00.0 69.6 68.0 | 24.4 23.0 | 04.4 04.1 | 00.5 00.4 | 00.0 00.0 | 00.0 00.0 20 100. 100. | 98.5 98.5 | 80.1 79.1 | 39.3 36.5 | 11.0 09.6 | 00.0 00.0 91.7 91.2 | 55.3 53.9 | 18.6 17.4 | 03.7 03.1 | 00.5 00.4 | 00.0 00.0 24 100. 100. | 99.8 99.8 | 94.5 94.1 | 68.1 65.7 | 30.6 28.3 | 00.2 00.2 98.5 98.4 | 81.6 80.6 | 43.6 42.4 | 14.2 12.7 | 03.0 02.6 | 00.0 00.0

Theseus is offline Theseus

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  Old Post 03-06-2004 05:03
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You da man... thanks!

Theseus is offline Theseus

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  Old Post 03-06-2004 05:54
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Um, clarification: The fortify unit on ship thing provides how many tiles of view?

Theseus is offline Theseus

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  Old Post 03-06-2004 06:05
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Shoot, also, what is the recon range of a Fighter in PTW?

Octavian X is offline Octavian X
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  Old Post 03-06-2004 09:29 Visit Octavian X's homepage!
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A fortified ship gives a three tile view radius. IIRC, fighters have a recon range of four tiles.

EDIT: Corrected fighter range.

Last edited by Octavian X on 03-06-2004 at 09:43

asleepathewheel is offline asleepathewheel
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  Old Post 03-06-2004 09:57
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I don't think we are planning on doing the fort unit trick, however...

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  Old Post 03-06-2004 14:41
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No, we don't need to either. We can just fort ships, without having units on board. We are doing it now, and Lego is also doing it... see the last screenies, where a couple of ships are forted, and some more will be forted next turn

DeepO

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  Old Post 03-06-2004 20:34
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Ah, some of my questions answered...

So our non-Magellan's transports will have 5 moves. DeepO believes Lego's pickets are forted, giving them +1 sight (so 2 tiles in the case of a caravel, which is currently in position outside Hurricane).

Hrm. Given that, I believe Invoice merits serious consideration. There are 11 tiles between Inchoff and Invoice. If we load the invasion fleet in the coastal tile outside of Inchoff (as I imagine we would), this cuts the #tiles to traverse down to 10, or 2 turns of movement for our invasion fleet. Lego would therefore get 1 turn of warning before our boys hit the beaches.

By comparison, there are 14 tiles between Sandonorica and Hurricane. We would have to manage to get 4 tiles out from Hurricane unseen to be able to manage giving Lego only one turn of warning. More likely, they would have 2 turns warning. That might be fatal.

-Arrian

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  Old Post 03-06-2004 21:21
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Arrian, in the first estimate of a plan, I was considering 2-turn warning... it doesn't matter too much, if this means we can strike at a larger area without them knowing where. If we go for the shortest route, they know for certain which city they have to defend. I was even thinking of devising a decoy operation: Fill two fleets with tanks and infs, but only one with marines. both steam to the Lego coast, ready to hit them at the same turn. Only one attacks, the other one is meant as reinforcements a couple of turns later.

This way, they can scout the area (we have to foresee fighters, or subs by that time), they could even bomb one of our fleets, but they can't know which fleet has the marines in them. So, their defenses will be thin for their cities.

In case they know which city is going to be attacked, they only need to put 20 infs in it, and it's totally safe. (barring unforeseen luck from our side).

DeepO

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Surprise isn't the crucial factor, as long as they don't have 10 turns worth of notice, IMHO. As DeepO says, giving one turn warning when there is only one city we can hit means that they can put every unit they have in that city, and we have no chance to take it. It is better, surely, to find a position from which we can threaten several cities (including empty decoy transports to threaten other cities possibly), and give 2 or 3 turns warning - they'll have to spread their forces out over all the threatened cities, giving us a much greater chance of success.

Assuming they have railroads connecting all their cities by now. If they don't by the time we attack, they're terribly remiss.

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They have RRs connecting all their cities already, vulture. by the time we attack, they should have their total territory RRed, or they don't deserve to be in this game.

DeepO

 
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