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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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This mobilization, and counting is strange, it certainly does not update it's information correctly. Maybe next turn... anyway, you can actually count the shields, but once you add a worker to a city, it stays like it was beforehand? buggy code, take these results with a grain of salt.
Eli : cathedral in 3
no mob before cath finishes. 28 spt. Somehow, I can't spot how much it becomes with mob, but an educated guess is 38 spt. no possibility to get it to 40 spt, so it will strand at 33 spt for 3-turn tanks.
Inchon : aqua in 27
gets some shields from Eli, most likely.
WoC : Carrier in 1
111 spt in mob (80 without). by giving a mountain to Inchoff, and chaning terrain, it can get to 102 spt (105 also possible), ideal for tanks(1 turn), BS (2 turns), etc.
Inchoff : market in 2. (explorers next?)
very difficult to spot, as it needs the market first. Will get to 25 spt for sure, probably 30 spt.
D-ville : art in 2
in mob 56 spt. can give a couple of shields to SA, which don't need it. Can't take shields (perhaps it can, will have to check this once SA finishes the BM), but 60 spt is not that useful, it takes 5 turns for ships to go to Inchoff, and some 8 or so to get to Hurricane. It's role as a shipwarf is over.
Santa Ana : Battlefield Medicine in 3. (Tanks next)
52 spt without mob, somewhere around 70 with (can't check exactly). either needs some knight spending to 1-turn tanks, or it gives a bunch of tiles to neighbours to get to 50 spt.
Blizzard : destroyer in 2.
30 spt without, 44 spt with. Can use some tiles from SA to get to 50 spt, or builds 3-turn destroyers.
Monsoon : art in 1
58 spt in mob. It could give a tile to Arashi if necessary. taking one is not so ideal, as it's on the wrong side of the continent to work as a shipwharf
Arashi : art in 2
50 spt in mob. Ideal for tanks
WW : art in 1
28 spt in mob. Not ideal for much 4-turn tanks can work, but at the loss of 3 spt. it could take a tile from Tempest to get to 30 spt, but that will be at the cost of 9bpt in Tempest, while making it more prone for pollution.
Tempest : art in 1
104 spt in mob. Could build a worker, help out WW, and be at a perfect 100 spt
SS: settler in 5
8spt without mob, and as we'll build a couple more settlers here, it will stay that way
Hurricane : transport in 1.
46spt without mob. guessing at 63 spt with... relatively okay for destroyers.
OG : art in 1
30 spt in. first a couple of destroyers, perhaps, after that tanks with rushing?
EotS : art in 1
106 spt in mob. by building one worker, could get to 100 spt
Bolderberg :art in 1
60 spt in mob. destroyers, tanks later? alternatively, it could give a tile to OG, making that one at least 33 spt, and still remaining above 50 spt. Maybe once we've got enough ships this will be best.
Cyclone: worker in 1
needs one worker added, and an extra tile to get to 1-turn explorers. Alternatively, it could build a lib there first, as with the extra tiles it works, and the loss in Tempest and EotS we migth want to compensate our situation a little. nah... 
Tornado : destroyer in 3.
40 spt... perfect for destroyers or arts
Typhoon : destroyer in 1 (destroyer next, eta 226)
56 spt. tanks... could also give a tile to Cyclone for precisely 50 spt.... maybe that's better then EotS, as it won't lose bpt.
Sufa : market in 90
somewhere around the end of this game, it could possible go to 2 spt in mob 
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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taking all this together, and I can build 7.66 tanks per turn, and .83 destroyer. Alternatively, building 6.66 tanks per turn (tpt?) means an extra half BS...
in 17 turns, we can thus build an additional 14 destroyers, and 130 tanks and marines. each bomber, art or inf costs us a tank. each sub costs us a DD. each carrier costs us 2 DDs, and each BS costs us 2 tanks.
Generals, you've got your numbers!
(oh, and take some losses into account from pollution)
(and something else: at least a few of those tanks are either deliverd through chaining, or part of our reinforcements.)
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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some more calcs: we can have computers in turn 238, 237 in case we somehow find 80 beakers over the course of 7 turns (I doubt it). We will need chaining to deliver our MI to Legoland, but considering the gains, it will be worth it to spend some additional destroyers to protect our chain.
238 for computers, makes at least another 15 turns to get to MA, or 253. In 254, we can have MA, although I doubt we can have both the finance and the beaker output needed for this feat. By that time, we're going to suffer seriously from WW, maybe even up to half our budget will be going that way. And, GoW can, as it is not going to mobilize, prebuild on the SETI program. I'm hoping they will be tempted to go for the Internet, as it will keep them from getting nukes. I doubt it though.
Besides, I vaguely remember there was a catch with MA, don't we need rocketry for the alu?
DeepO
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:35
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DeepO, If we fail to land, then we have lost this game. We will have to rebuild that part of our force.
And personally, I would like 2 stacks of 30 marines + 35 tanks, and we can hit Lego in 2 positions, from forkmouth to Abilene, but try to get the overlap so that both can hit QM. While we can't achieve a breakthrough as easily, Lego will have no chance if we do land.
If we hit QM and FM, we could pincer Sandonorico and try to cut off their oil. While I would prefer to take their rubber, it could be anywhere.
Last edited by Krill on 28-07-2004 at 04:22
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Oh, I agree... there is no way we can afford to fail our invasion. We need a beach head, without any possible failure. However, look at our defenses: we currently have, in the best of cities, 5 rifles (which will get infs soon enough). Assuming both us and GoW can threaten 8 cities simultanously, I wonder if 10 infs is a realistic number.
And even then: we're going to bombard the city first, our DDs are partly built for that. Add at least a couple of bombers from a carrier, and the city will be weaken. I wonder if it wasn't a better idea to include one more carrier, and weaken them further... maybe not at the expense of marines, but at the expense of tanks.
A double attack on Lego... I don't know. By concentrating on one spot, we can make sure they're not able to counterattack next turn, by a combination of pillaging and bombardment. I doubt that with our limited forces we can guarantee that if we go for two beaches. Also, there is the problem of troop conservation: marines fall pretty quickly, and once used are hardly reuseable. Tanks retreat, and can be healed
DeepO
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