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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 22-07-2004 23:14
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#181 Report this post to a moderator
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Don't laugh, but I've been playing with the idea of disbanding workers... those 2 shields would in many cases be perfect

subs: Their primary use, IMHO is detection. But as usual, when we've got them, we'll use them as well. It's also part of the cold war: If Lego has subs, we want to know before they detect us. Scouting fighters don't detect subs, right?

Oh, and my main concern right now is shields: we've got nothing extra, if at all possible I would use the 500 shields to move our invasion forwards by one turn.

As to resignation: I'll start a thread about that... it doesn't really belong here

DeepO

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:36
  Old Post 22-07-2004 23:27
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#182 Report this post to a moderator
Lose 30 kilos (of popups)

ok, I understand the shields thing, and I do agree, but as time passes it may be prudent to do it (IE several turns before the GoW backstab, if we can get a carrier northwest of Yonder isle (if that is the corect name, the island with Zenophobia), and if RP can build a few fighters and recon from there land and send us screenshots, like in The Great Bobian War.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 22-07-2004 23:29
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Lose 30 kilos (of popups)

If we ever get to the GoW backstab, I completely agree... but by that time, we'll have a different problem on our hands. Before we get there, we have to make sure we've got enough forces to literally role over their defenses... I'm thinking of a minimum of 100 MA to even start thinking of attacking them. Why? Nukes... in the first turn, we have to take them down, or we will get nuked to oblivion.

But that's far away

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 22-07-2004 23:36
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#184 Report this post to a moderator
Tired of ads?

Some answers (albeit contradictory) to the radar towers questions here.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 23-07-2004 00:53
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Mobilisation News Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I checked on Conquests (don't have an old PTW save to check) and found the following units do not benefit from the extra shields of mobilisation:

Worker
Settler
Explorer
Artillery
Bomber
Transport

Other military units, including Fighters and Destroyers, Carriers etc all get the bonus.

I guess this has an impact on things ...

Also, the Intelligence Agency, as well as Battlefield Medicine, Pentagon, and Military Academy can all be built under Mobilisation, but without the shield bonus.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 23-07-2004 00:53
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Mobilisation News Avatar Enlargement: We've got the solution

(doublepost removed)

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 01:24
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Re: Mobilisation News Got spare money?

quote:
Originally posted by Cort Haus
I guess this has an impact on things ...

Yes indeed... I should have built explorers, instead of destroyers. Or, we need to mobilize right now!

All our current builds would benefit from mob, we're not waiting to start new ones, and while tanks would be good to have for our 2 80-spt cities (which will both get over 100 spt), we shouldn't wait.

Damn, that's a mistake on my part, to just assume no naval units could be built under mobilization.

Does anyone have anything against mobilization next turn? Oh, and there is a slight chance I can take an hour or two off from my friends on Saturday to play the turn (provided it doesn't arrive here tonight), maybe best to keep this transition for me...

DeepO

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 23-07-2004 01:44
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#188 Report this post to a moderator
Inflate your Upload Space

I am not sure how many workers we can spare, but in addition to getting 2 shields, we save 1gpt on maint. Not a lot, but 5 gpt over 20 turns could be useful at times.

Just so long as we do not disband any we will need soon after. Much later we could crank out a few if needed.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 23-07-2004 01:44
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Oh, as to Mob, as long as it will not be a tip off to Lego, then why not?

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 23-07-2004 01:46
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#190 Report this post to a moderator
Avatar Enlargement: We've got the solution

Wow

Well, we weren't exactly going for a cultural victory, but unless we want to build a shed-load of Artillery first, pressing the turbo button now would give us more navy than we expected, right?

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 01:58
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#191 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by vmxa1
Oh, as to Mob, as long as it will not be a tip off to Lego, then why not?

That's currently the only problem. If Lego is watching, it will notice it, as our cultural increase is halved.

There used to float around a thread detailing all the specifics on Mob, I'll see if I can find it.

Oh, and workers: we can always 'park' them with RP for the time being... I need to keep 20 (I think) to be able to forest 2 tiles, and have 1 mountain pollution crew standby. Other then that, there is little use of them before we get radio. Once we're invading, we want to have many of them over to Legoland soon, though... if only to build RRs, RTs, and forts. I wouldn't disband them yet.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 02:00
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Oh, Re: artillery: how much are we going to need? I want to change all destroyer builds to arts when mobilizing...

We currently have 8 arts, how many will be needed for both our defense, and invasion? Keep in mind we'll have bombers by then...

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 02:10
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got it.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 02:16
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CH, are you sure about the arts? As they are mentioned by Catt as benefitting... his thread is from Vanilla Civ, though, maybe it has changed in the mean time.

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 23-07-2004 05:11
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#195 Report this post to a moderator
Put an end to popups!

I double-checked in C3C, and the Artillery didn't get the bonus. However, without a PTW save to try I can't yet say what the effects are there. Maybe one could be dug up out of an old AU forum to test.

Can we test the effects on the GS save? Seeing as the Civilopaedia isn't precise, we should be entitled to test - though the effects might properly kick in on the following turn.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 23-07-2004 13:31
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Remove this text

It is changed somewhere, as bombers were also mentioned to get a bonus in catt's case. If you take last save of GS, I don't really mind to test it on that one... otherwise I could send you one (or test it myself), but I'm not home anymore... I don't have access to the game.

Does it matter, actually? I'd mobilize anyway...

DeepO

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 23-07-2004 13:38
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Well, I tested it on the GS save - and ALL units (including workers, settlers, arty and bombers) seemed to indicate the bonus. That doesn't seem right.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 24-07-2004 00:44
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#198 Report this post to a moderator
Put an end to popups!

If GoW are gearing as they say they are, then we probably do not have to be too concerned with any increase in strength showing up, as in relation to them with will not be increasing that much.

I would imagine Lego is also majing a fair number of units at this point as well. So going to Mob shold not be a big deal.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:36
  Old Post 24-07-2004 01:41
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Lose 30 kilos (of popups)

I hunted on the AU forum, but couldn't find a PTW save to test Mobilisation, so I can't confirm which units are unnafected. I doubt we'll know until after 1 turn of it.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:36
  Old Post 06-08-2004 02:58
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I think our defense starts with a fleet at Hurricane 6. This makes a Marine assault on Hurricane much more difficult, and cuts off the ability for Lego to place their fleet to split Blizzard, Hurricane, Tornado, and Sufu. The main body of our Bombers should be in Hurricane until Lego becomes a lesser threat and MI are available. Then mainly in Tempest/Arashi.

I think we have to accept that everything can't be covered, and identify expendibles ahead of time.

Elipolis, Inchon, Inchoff, and Santa Ana. It would hurt to lose these cities, but it extends us too much to make defense there a priority. Anti-Cavalry defense (2-3 Inf per city), early warning sea pickets, but nothing more. (specific threats could be responded to if nothing else was at risk of course)

WoC would be the focus in any northern split. Possibly to the point of disbanding other cities (Inchoff/Inchon so that Tanks couldn't be brought to bear on WoC) or pillaging our own roads (Inchoff 7,4,1 and Inchon 3,6).

Whirlwind. This is taking an OCN from WoC. It's size 6 and starving? It's the weak link on the West coast, giving too many cities to split defenders between and putting both Arashi and Tempest at risk against Tanks. I think we should sell off everything here, build/rush Settlers/Workers till it disbands. Just too little to gain from it for the defensive liability it brings to the table.

Dissidentville and Blizzard (and the Spinebreaker). The "north wall". If the north expendibles ever fall, this is where we make a stand. Stronger garrisons in Blizzard.

Blizzard 6 is a good placement for a fleet, as a split on Blizzard, Hurricane, and Tornado could be foiled in Hurricane (fleet), Blizzard (fleet... if Lego is placed right), and Tornado (most of our spare ground forces) to be no split at all. As mentioned before, the fleet at H6 doesn't allow Sufu to fall into the split.

If we have a 3rd fleet, I think it needs to be near Sufu. Gives us the ability to swing around to the W, or come up and hit the boats trying for a Sufu, Hurricane, Tornado split.

Counter-response force of Tanks and Artillery in Tempest and Arashi. Their defense will be best there, and we can respond to any area within the southern circle.

Mountains generally left open or just with a unit. Next to cities, or at split sites with an Infantry or two. A Marine capture of a city is far more threatening than a bloodless landing on a Mountain (until MI are available).

Tornado and Sufu will be partially defended by the fleet, but have strong garrisons.

All other cities get anti-Cavalry defenses. 2-3 Infantry.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:36
  Old Post 06-08-2004 03:06
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Sandstorm should stay on Workers for the rest of the Game I think. Radar Towers everywhere. It takes up an attack to move into a tile with a Radar Tower, and the defense is of course nice to have.

We should consider having a large force of Workers around to Forest tiles between cities (to hamper Cavalry, and later MA), and/or then have bombers/artillery to cut the roads, in the face of a threat splitting our cities. Sufa shouldn't need to threaten Cyclone, which then means Sufa doesn't threaten EoTS through Cyclone. Same thing with Typhoon and Bolderberg.

The general response to a massive split threat would be to identify less valuable holdings, disallow movement from those sites to interior cities, and pile in on the more important sites. How many targets to defend, and how many to abandon, would be determined by the threat faced.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:36
  Old Post 06-08-2004 03:21
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#202 Report this post to a moderator
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Wow.. there's a lot to think about here, Aeson, thanks for a refreshing view!

It's too late, and I'm too tired to comment in full, but I will certainly do so tomorrow. Just one quick thing: Whirlwind was only starving for one turn (but probably the one you've got pictures from), to time the market we needed there. Currently, it's a size 12 city, doing good, and normally on 4-turn tank duty (currently 3 because we could juggle a few tiles).

Cyclone on workers: I've been thinking, reading your comment in the GAUL thread, to shift it to settlers instead. It was taken of workers, as it's a drag to hit space over 20 times when all tiles have been forested already (to get the chop bonus), waiting for radio.

Would you build more radio towers then strictly necessary, e.g. trying to cover all tiles with 2 towers? In that case, we definately need more workers (we've got 35, if memory serves me well)

Oh, and the problem with fleet is that we do not have too many ships. Any estimate on what is needed would be welcome, however every destroyer costs us 1.5 tank or so. Currently, I'm aiming for some 20 destroyers, but this could be increased, if we would be willing to build less offensive units.

But Hurricane 6 can be taken by at least a few ships next turn. It puts us in view of Lego, IIRC, so I would prefer to keep at least a few of our ships hidden in cities, to avoid ticking them off.

Oh, and lastly: Elipolis is in itself of no importance, nor the few cities surrounding it (apart from WoC, of course), but the weakness is RP. They have been playing erradically, and in case GoW would invade Stormia, they would fall in less then a turn. That leaves Elipolis very vunerable, and as we can't spot invaders from that side, I reinforced the city. Other spots have at least 1-turn warning (except of the ND coast, where we don't have enough pickets to scout incoming transports)

Next turn, I'll be posting some better screenshots for you, but if you want to have the save in the mean time: just ask.

DeepO

 
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