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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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DeepO
I'm not sure if you knew this or not, but forting units increases points on the f3 scale, fractionally, but it adds up. Not sure if our wall is forted or not. So if we see that upgrading turns us average, we can unfort everything and drop down a bit.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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I don't think sentry registers as fortified in the f3 valuation, but not sure. Perhaps some investigation is in order, I will see what I can dig up...
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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quote: Originally posted by Theseus
OK, I have caught up. DeepO, sorry again for disappearing just when you needed this plan.  |
No problem, T. I hope all is well.
quote: Do you anticipate shield output, as indicated on the last posted F1 screenshot (my compliments on that as well ), to change appreciably in any city? |
Not really. WoC will get to 80 spt, but that's about it. However, for land units, the moment we discover tanks, I'm considering to mobilize... that will give some 33% increase in shield output. It should get all our 40 and 30 spt cities able to make 50 spt, and our 3 80-spt cities to 100spt.
One thing, though: keep some reserves. The past few turns, we've been hit with pollution, which makes precise planning difficult. we've lost a couple of units, even if I try to compensate as best as I can.
Thanks for picking it up, Theseus. I'm looking forward to the plan, and don't forget Lego will be able to send marines in 6 more turns...
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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okay, seeing as nobody else does it, I'll start. Please, someone, take over, I do not have the time to accurately plan our defenses!
I'm looking at turn 225, which is the last turn we will be safe from invasion, as it is the first turn Lego can have access to Marines. (but they're behind us in turn order). Primary goal is to get ourselves organized at T225. After that, our defenses will only tighten...
Currently (end of T220), we've got the following situation:
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 34 rifle (+2.5/turn)
- 12 galleon
- 4 destroyer (+1.83/turn)
- 7 transports (+1/turn)
we've got some 7000 gold to spend on upgrades (ND&RP will sponsor our deficit spending for the moment)
8 spears cost 120g to rifle, 160 to inf
27 pikes cost 100g to rifle, 140 to inf
34 rifle cost 40g to inf
8 cat cost 120g to art
12 MI cost 100g to guerilla
I propose to upgrade our spears, pikes to rifle and cat to art asap. Further, we leave enough money in our treasury to upgrade at least part of those rifles to infs. MI to guerilla has lowest priority (and we can use some obsolete units as well, see further on).
So 8*120 + 27*100 +8*120 = 4620g.
69*40 = 2760g
in total, to get everything to infs, we need 7380g.
this more or less works out. we'll build an additional 10 rifles before 225, so in total we'll have 79 rifles tp upgrade, or a total of 7780g... if we sell techs to ND (and the moment Lego has them, there is no point not to sell them to ND), we'll get there easily.
so, our force situtation in 225, freshly upgraded our rifles to infs, will be:
- 79 infs
- 8 arts
- 12 MI
- (knights I assume are being used to rush stuff in the mean time)
- 12 galleon
- 11 transports
- ~12 destroyers
- maybe 2 battleships, or 2 carriers.
pic is coming with our land situation, will have to upload it first.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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The following colours are used:
- Red: 14 coastal cities
- yellow: 6 non-coastal cities
- Blue: 10 mountains on Lego's side, considered to be highest risk
- Magenta: 9 mountains and hills on GoW/ND side. considered to be a bit less of a risk
- Green: 5 mountain / hill in RP which we're protecting
- Cyan: 5 coastal resources we want to protect. Not necessarily by our best troops, but protect them from bombardement. When bombers on carriers and BS are also a danger, these cyan regions would have to be extended to incvlude 2 more tiles
The red tiles are obviously our main concern. Elipolis is a bit of a special case, and Hurricane is also more at risk then the others. I would ideally put 5 defenders in those two cities, and 3 in the rest.
2*5+12*3 = 46
Yellow cities can have a token defense. 1 defender each for the moment
1*6 = 6
Blue mountains are necessary to protect, preferrably with 2 defenders each (1 inf and 1 MI as don't have enough units)
2*10 = 10 (+ 10)
Magenta and green are lower risk, but still need a defender each
1*14 = 14
and cyan is simply to be protected with some units, nothing too fancy.
1*5 = 5 obsoletes
So, in total, I've got 46+6+10(+10)+14+(5) = 76+15 obsoletes.
this works out relatively well with our available troops.
the 3 extra infs should go to blue 8,9,10.
The moment we spot incoming ships, we can shift this, of course, so that the threatened cities get more defense. But in no case would I give up the 2 defenders in unthreatened cities, nor the token defender in non-coastal cities.
Arts should go to the cities on the Lego side, and to Elipolis.
And all tanks we build should be evenly placed in our cities, until we've got 2 in each of them. Then, it's time to start filling our blue, green and cyan defenses as well.
Oh, and this still assumes a good scouting grid, which we don't really have right now...
Comments please. I hope this framework will make it easier to add to our plan!
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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Update on our defense pic. The black blocks denote radar towers. As it is now, there is minimal overlap, while covering all tiles (a radar tower has a range of 2, right? That also includes diagonals, so 77 of the tower is also protected, right?).
I'm half considering to make it so that all cities at least, and all blue and magenta points are covered by 2 towers, instead of one.
Can radar towers be destroyed by bombardment? I know they can be pillaged by entering the square, so apart from one (Inchon9), all of them are non-coastal...
I'm counting 11 radar towers, which we can build in turn 230 (possibly 231). We've got plenty of workers left, also enough to build towers in RP territory, or to gift our workers to RP to build them in their territory
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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best to upgrade all to rifles and arties now, I think.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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workers - towers: I want to have the defense added to the cities when under marine attack as well... and we currently have a surplus of workers. I'm half considering to stop Cyclone as a worker pump, and start building explorers there instead.
As to the approach I took: It's not ideal, but it'll have to do. It doesn't say much about whether we've got enough forces. Also, this is the curernt situation, with too few attackers (only defenders), but this will better soon. However, the moment we invade, our defense will weaken, as our infs will join the war on Lego. Let's hope everything works out, and we've got Mechs by that time.
Oh, but this still leaves us wanting a naval defense plan. One of the big questions I've got is whether, and how much subs we need, as I want to start building them next turn, or the one thereafter.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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towers will have to wait for radio, though. But that will still leave some 20 extra workers right now. I agree, and should have thought about it earlier, that we better build explorers or something similar in Cyclone.
If I don't play the turn (maybe it can wait until Sunday), just leave Cyclone on workers one turn longer. Some things have to be changed with the improvements, to give a few more shields to Tornado as well.
BTW, going into mob will be a small nightmare economically, where a couple cities will have to grow, and a couple will have to shrink. We might need workers for that transition as well.
As to subs: I see some use for them, but personally wouldn't build 4. for me, most use comes from detecting incoming Lego invasions when we're on their land, not from defending while we haven't invaded yet. As a feeling, 3 subs would probably be enough for that, and maybe even 2 would do... I like destroyers as well as they're allround.
DeepO
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