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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:37
  Old Post 16-07-2004 18:48
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#31 Report this post to a moderator
Tired of ads?

In case Vondrack would be so kind to send the save within the next hour, I can still play it before going out. Otherwise it will happen tomorrow...

Could I take this time to remind our generals and everyone else involved to please develop a defense plan! Next turn, we are 5 turns from marine possibility of Lego, if I want to move ships into place, I need to know this next turn! Otherwise they won't reach their locations

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:37
  Old Post 16-07-2004 22:06
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#32 Report this post to a moderator
Remove this text

replay report:
we solved the bug. By cancelling the silks deal last turn, ND was able to send it like supposed to be.

This is good to know: Next time we'll do it like that. Trip, please take notice for cases where others run into the same thing

This means we didn't need to spend the gold in the last turn, however I propose we go on, and don't ask for another replay

- As Darekill mentioned in his message, we receive twice silk, and twice 570 gold. I accept, and send 570 gold back.

- GoW still didn't accept the 300 gold gift... sigh. Never mind, we'll receive it next turn

- RP didn't send their WM, nor gold.

- EotS builds rifle. I enter city view, and cycle through the cities (all cities have their silks updated). Typhoon taxman set back to coast, as it was not necessary. By updating Tempest, that city also gets into WLTKD, which might recuperate 1 or 2 beakers (no effect on shields, whether we make 80 or 81 spt, rifles complete in 1 turn (without pollution). Hurricane also gets into WLTKD

- the rest of the turn happens like originally, only deviations are mentioned.

- somebody changed something in their turn order: Tempest is not hit by pollution, but Elipolis is.
- Tempest builds rifle, starts rifle

- OG builds transport, starts destroyer

- WM, sanitation and refining send to RP

- slider set back to 80% tech, no lux.

- no shortrushes necessary

forces: compared with the original build, we've got 2 more rifles (33), and an extra destroyer. That's 3 units because of the solved bug (and of the pollution which happened on another place)

Oh, apart from our much-needed defense plan, could I have a decision on the knights, please? In case we're not going to use them in the invasion (which I would welcome), that's 8 gpt upkeep waste, and shields that would be very welcome to rush stuff, especially destroyers before our mobilization. Mob is only 5~6 turns away!!

workforce shuffling
- Cyclone back to ideal pattern

- WoC takes all available tiles from Inchon / Inchoff. it gets to 81 spt before waste, perfect! The two others take what's left over

- D-ville moves off mountain, onto coast.
- SA takes mountain instead of desert (eta BM -1)
- blizzard takes that desert instead of another one
- SS takes the desert instead of the mountain. eta settler unchanged, but now it will grow at the same turn, instead of 1 turn later...

moves
- workers was the same as in the original, except that now I did the Hurrican 3 foresting. By ending in mine instead of in irrigation, I should be able to get to a 2-turn transport without shortrushing. running a -1 fpt right now. In case it is not enough, will mine another tile next turn (I'm not sure, as we'll lose the WLTKD we currently have going.

- new transport in OG automoves to Sufa
- transport in Hurricane forts. I am inclined to send it towards Lego's border, as we still have the Nelson in an awkward position.

DeepO

 
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