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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Defense Plan, first iteration. Comments please!
Aeson's comments, mostly implemented now
Start
- GoW sends 500 gold. Accept. Still are 1K short of their payment. CH, the best time to receive flight would be in 2 turns, on T231. Which means MZ should send it on T230, so next turn (not this one, which they will receive tomorrow).
- Sending Mot transp to GoW
- RP sends 100g + WM. Sending Steel+WM in return, can't send horses. Next turn the rest of the tree towards Lego already is.
- EotS builds tank, start tank.
- Bolderberg builds DD, starts DD.
- Tempest builds Tank. starts Tank
- Typhoon builds Tank. starts Tank
- Arashi builds tank. Starts tank (should be changed to palace next turn, during demob.)
- Monsoon builds tank. Starts tank.
- WoC builds Tank. Starts Tank.
- SA builds tank. Starts tank.
- 1255 gold, 50%, 508bpt, -327 gpt. (radio in 1 of 6) /4800 beakers collected.
Modern Era Tech Cost
- slider set to 40% happiness. If I got it right, this won't be necessary, but in case something goes wrong, and ND doesn't send us any lux next turn, we will retain WLTKD in all, but 2 cities (I think): Elipolis and Inchoff. (possibly SA if I can't get it shuffled right) 30% is no option, as it will also get cities like WoC out of WLTKD, which is too costly.
scenario for the bug solving next turn:
- ND declares war by bombing a unit on our coast.
- They immediately offer peace and a lux to us, accepted.
- We get the turn. First of all, diplomacy. We receive peace, and the lux.
- We end diplo, and discover radio.
- Enter F1, set Arashi to palace, tweak slider(should be possible to go to 20% if the lux arrives), mobilize again.
- Close F1
- Builds occur normally in all cities, without mob bugs, and with the updated lux situation (hopefully, otherwise I should cycle through all cities to update it).
- after initial phaze, offer a lux for lux deal with ND. As they will be offering their lux in return, which we'll accept before production next turn, no need for the slider any more: set to 0%.
shortrushes
- disband knight and MI in SA. 27 shields, which means the tank will end at 103 shields next turn. The remaining knights are to be kept for this city, otherwise the short rush is less efficient by using 3 MI, or by shortrushing to settler.
forces
(- 3 knights, 12 MI, 2 galley)
- 14 art
- 35 workers (+0/turn)
- 3 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 34 tanks (+ 7.25/turn)
- 12 galleon
- 15 destroyer (+1.08/turn)
- 10 transports (+0/turn)
- 2 carrier
- 3 sub (+0/turn)
- 1 explorer (+.05/turn)
- Strong in strength to GoW, to ND, and to Lego.
Moves
- mine EotS 6, 63, 41
- mine Monsoon 6
- irr Monsoon 3
- irr SA 3
- Tornado 21 forest is of no use, sadly enough: there is no wonder available to prevent the chop going to Sufa. Will have to wait until CIA becomes available, or the end of mob
- 3 forest remains, 1 near Tornado, one near SA / D-ville, one near Inchoff / WoC. I'm saving those, as currently there is no good use for them right now.
- 7 new tanks to 7 East coast cities.
- Southern Sub moves 222
- Northern sub moves 632. Vox has that part of its coast completely covered with infs and arts. Cities are empty. The sub ends its move in Voxian waters, but who cares... he won't be spotted 
- Other sub moves 668
- DD from Bolderberg automoves to replace Galleon near Hurricane
- Galleon pestering Lego near their coast auto-moves to Sufa.
- all the rest fort, extra workers on the coast included.
workforce shuffles
- EotS takes back river fur from Hurricane, gives river plain instead.
- Arashi moves off 2 grasses closest to Monsoon, takes floodplain and tax man instead.
- Monsoon takes grasses instead of sea
Monsoon has enough reserve to give the hill to WW again next turn.
- Blizzard gives grass to SA, takes coast instead. While taking another coast instead of desert would make 1bpt, I'm not doing it now... insurrance against pollution, as the 1 bpt would go to waste anyway
- SA takes mountain instead of sea. Together with all the improvements, it makes 76 spt
Current Builds
long term plans for our cities
Eli : tank in 1
Inchon : aqua in 1 (explorer next)(add workers in 2 turns?)
WoC : tank in 1
Inchoff : transport in 1(tanks next, when solving the bug it should get to 25 spt)
D-ville : tank in 1
Santa Ana : tank in 1.
Blizzard : destroyer in 1.
Monsoon : tank in 2
Arashi : tank in 1
WW : tank in 1
Tempest : tank in 1
SS: settler in 1 (shows 2)
Hurricane : tank in 1
OG : DD in 2
EotS : tank in 1
Bolderberg : DD in 2
Cyclone: settler in 2
Tornado : tank in 1
Typhoon : tank in 2
Sufa : Explorer in 1. MI rush next towards another one?
Diplo
- our incense for gems (GoW) deal expires next turn. As I understand it, I can't offer them incense as I already gifted them MT. Which means they will need to offer gems to us next turn, we add incense to the deal, accept, and send it back to them. We will be without gems for one turn, nothing to be done about that. CH, could you please tell this to MZ, that they make sure they offer us gems unaccepted this turn, and nothing else? Flight the turn after...
I'm uncertain if I need to set the slider to 50%... maybe best, if my understanding is not off, I've got the chance to correct it anyway.
Other
- ND has its frigate close to OG again, so it can bombard one of our units.
- in F11, we're #3 in production at 937(last turn 900). productivity 1738, #3 (last turn 1876).
- Lego is starting to learn how to be more efficient in building stuff: Jackson is in the red, either compensating for pollution, or to tweak the spt more precisely (I think the first one). So, Jackson, one their major cities, is currently at most at 60 spt for DD builds.
Next Turn
- see above for plan on ending the war
- set Inchoff to tank, irr and mine a tile, and see if we get to 25 spt (otherwise it will be 24spt).
- build radar towers... if nobody comes up with a better plan, the one pictured in the defense thread will be used. We don't really have the luxury to build more towers, but these can always be added afterwards.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:35
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holy crap that's a huge army for our tiny landmass.
impressive
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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higher number of marines: It's something I was thinking on too. The 40 marines is based on the simulations Vulture made, in that they have a 90% chance to defeat 10 infs, forted, in a metropolis non-hill city (IIRC) without art support. But seeing our military buildup, I'm not so sure that we're not underestimating Lego's defences. They could very well have more then 10 infs in the threatened cities, seeing as we have such a number already in Hurricane, WoC and Elipolis. (Tornado and Sufa coming close).
Fighters: maybe we don't need a full squadron, but a few scouts would really be welcome. Perhaps not on D-Day, but surely later on, to protect our reinforcement transports. These wouldn't need an airport. However, main issue right now is that we've built 2 carriers already, these exist. Not using them would be a bit of a waste.
However, they could also join our fleets, as empty decoys... or e.g. with 1 fighter each to do some scouting.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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56 marines... to get the same 90% chance, that would mean roughly 14 infs to beat.
Take into account that, in case we build fighters or bombers, the number of tanks goes down. But it should be roughly 50 tanks (without air units).. probably a bit lower (we also need to build the CIA, costing 4 tanks).
Pollution shouldn't have a big effect, though... this projection is for 10 turns, I more expect us to have 12 turns, even more (can't be a lot more, though)... every turn is close to 8.5 tanks in total.
What do you guys think about the naval forces?
- The transports, 23 of them, should be enough to carry 184 units in total. That's more than enough, so we've got a few empties as decoys and to set up a chain quickly. But more could be built if neccessary.
- carriers and subs: I take it we've got enough of them. Subs are only intended to be scouts, 3 should just barely cover the Lego coast. Carriers: we'll use air forces from captured or freshly built cities, so no more need for them.
- but 25 destroyers... is that enough, too much, too few? From the start, I've got to say that 2 of those DDs can't be expected to join the invasion force, as they will be built too far from Lego (takes 2 turns to catch up, ideal for reinforcement). So 23 DDs, to deal with let's say some 10 picket ships (ironclads, transports, DDs), and to protect 23 transports... how does that sound?
Last question: we've got 77 MI if all our defenders are upgraded. That's not terribly much, considering that we need to defend our home, and our invasion troops... how many should enter an invasion force, and do we need more for our own protection?
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:35
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Aeson:
http://apolyton.net/forums/showthre...589#post3035589
This are not the exact simulations, I mean, somewhere in this forum other things are burried, specifically for 10 infs defending. But I can't find it.... maybe vulture still knows where he posted it.
As to gold for MI upgrades as opposed to spying: I've been counting what we'll need for upgrades.
- Galleons to transports are 80(?) each, 960 total
- infs to MI are 20 gold, 1140 gold
- rifles to MI are 80 gold, 1600 gold
In total, this gives us a maximum of 3700 gold for upgrades, as we won't upgrade knights or med infs. Largest part of that comes from rifles left behind, which are lowest priority to upgrade.
Much depends on whether we want to research ahead towards MA or nukes, but if we stop research after computers, we'll be making some 500g per turn (espially if RP helps). It's difficult to estimate, but I think we can have some 5K in our treasury at D-day, ready for upgrades and spying. I'm more inclined to at least upgrade all our invading MI. Extra defenders can be found in marines
As to spying: I have no clue how it works in PBEM, and only notions how it works in SP. One thing I heared is that we can't implant a spy while at war, as we needed an active embassy... but I'm not even sure on that information.
An extra decoy fleet won't be bad, especially if we could make sure Lego does not have our military plans. Could we dig for spies before invading, and be sure they can't insert new ones? Also, that fleet does not necessarily be empty, it could carry some (non-critical) reinforcements. I was thinking on some settlers and workers, which could be chained into port on the next turn. If not attacked, the other way could also work, in that they enlarge the reach of any left over marines.
vmxa1: I agree it would be unwise of Lego to try to attack us, however, this may very well be a last ditch attempt. If we don't destroy them in the first turns before D-day, they will have plenty of transports (or caravels). If they see they can't make it, I wouldn't be surprised if they ship al units over to us, only drafting defenders in their core. At least they could find some honor, by invading us. And, as we're smallest, we would make the easier target, especially if we land a large force on their continent. Also, don't forget Vox.
DeepO
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vulture
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Leeds, UK
Jun 2001 time: 05:35
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I've found it! It's cunningly hidden in the Spartan Academy thread...
Link to relevant post
As previously mentioned, there is a minor bug. The problem was that although units got promoted from elite to elite* correctly (i.e. with no extra hps) I forgot to add in something to stop elite* units being promoted, which lead to them getting an extra load of hitpoint taken from somewhere more or less random in the computers memory. If this was a nice large number, they could become effectively immortal, having a few billion hps or something. Which is why for 40 marines vs 1 infantry, the marines don't win 100% of the time. The problem is worst with 1 defender, and is only 0.7% there, and is much smaller for any relatively evenly matched scenario, so for pretty much any purpose the numbers are good enough, and certainly are in the right ball park (which is generally all we need).
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