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Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 11-09-2004 01:57
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The Reign of Panzer II Support Apolyton, pre-order Civilization IV

From a long noble line, once the winning faction in the early civil wars and now settled down in Isolationia comes a new power. Panzer II, the grandson 26 generations removed of the great Panzer I, leader of the Glory of War up until the golden age and the southern wars, has stood up in the absence of the great Emperor Zen to once again hold power in the greatest empire the world has seen.

And its about to get greater...

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 11-09-2004 02:22
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playing 1180 AD. Accepted stuff from ND, and sent them wines to play with.

MZ I don't know how you figure those <100 shield cities are going to churn out a tank per turn.

Hot_Enamel is offline Hot_Enamel
Emperor
Melbourne, Australia
Aug 2002
time: 14:23
  Old Post 11-09-2004 10:54
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Does this help

quote:
Originally posted by Master Zen
*** BUILDER STUFF ***



Disbandings and Shortrushes

GoW is capable of producing eight 100-shield units per turn in eight cities. Three of them already have a production of 100spt so no problem here. The others range from 76spt to 96spt so disbandings/rushes are necessary. These are as follows:


Imperial City - 96spt - must disband an Explorer (+5s) OR disband two workers (+4s)

The Hill - 104spt - no rushes necessary

Yellowknife - 100spt - no rushes necessary

Irongard - 100spt - no rushes necessary

Trafalgar - 96spt - must disband an Explorer (+5s) OR disband two workers (+4s)

Skulgaria - 90spt - must disband TWO Explorers (+10s) OR shortrush a worker (+5s cost 80g).

Killdaria - 80spt - must disband a Cavalry (+20s)

Macao - 76spt - must disband an Explorer (+5s) AND a Cavalry (+20s)


Explorers are being built in 4 cities. 3 of them are built in 1 turn (Zayrut, Alert and Resolute). MacKenzie builds it in 2 turns. In Skulgaria's case, shortrushing should only be done if there aren't two extra Explorers available for it.




I havent opened a save for quite some time .. so I havent checked the above

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:23
  Old Post 11-09-2004 11:12 Visit Trip's homepage!
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So much for paying attention. Poor MZ.

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 11-09-2004 18:29
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what? didn't even see that thread :/

I was doing what it said in the war plans thread... why didn't MZ put all the stuff in the one thread...? Anyways we won't have quite as many tanks now

Master Zen is offline Master Zen
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Jan 2003
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  Old Post 11-09-2004 18:46 Visit Master Zen's homepage!
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my perfectly timed builds... gone forever...

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 12-09-2004 21:24
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you did the same thing to me & my worker schedule... we're even

Master Zen is offline Master Zen
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Jan 2003
time: 23:23
  Old Post 13-09-2004 12:34 Visit Master Zen's homepage!
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Lose 30 kilos (of popups)

but we're going to war now

btw, have you contacted ND or GS as of late?

Master Zen is offline Master Zen
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  Old Post 15-09-2004 16:26 Visit Master Zen's homepage!
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from GS:

quote:

Dear Master Zen,

This is coming from me rather than Cort Haus simply because I happen to be around at the moment. Feel free to send responses to whoever you prefer.

First, to clear up the timing. Be aware that turns change from 10 years to 5 years in 1250 AD. As we understand it, the proposed timeline (with 1 turn delay for 5 more tanks) is therefore:
Turn Year Event
233 1180 Current turn (as of time of writing)
234 1190
235 1200 Celebrate start of 13th century
236 1210
237 1220
238 1230 GS southern task force loads up and moves out from T-5 to T-4
239 1240 GS South moved from T-4 to T-3
240 1250 GS Northern group sets sail, GS South moves (T-3->T-2) GoW group sets sail
241 1255 GS North and South move (T-2->T-1)
242 1260 All groups at T positions, hoping not to get to slaughtered by Lego
243 1265 D-Day. Amphibious invasions by GS and GoW

Does this match up with your plans, or do we have a mis-communication somewhere? We are fine with the extra turn delay. Five more tanks in the initial turn's invasion force is probably worth more than what Lego can produce in the extra turn.

Second issue: strategy.

Our plan is to do the amphibious assault, move transports into the city, unload, and go on the offensive on the same turn. Tanks only have 2 moves, which isn't enough to take more than one or two cities normally, so we're taking along several settlers to allow us to reach further. If the interior cities are lightly defended, that allows us to get a whole load of them in one turn (with the aim of razing their FP city).

From your plans, it looks like you're planning to take a coastal city, and then sit in it to ride out the Lego counter-attack. With no settlers you won't be able to hit any new cities on the first turn. You need two to get from Jackson or Dye Fields to Legopolis. And your rally point for the final assault is (we think) one tile too far from Dye Fields - the transports will only be able to move next to it, so all units will have to move into the city, and therefore can't do anything else (or fortify).

While it is obviously up to you what strategy you go for, it would probably be good to know what to expect from each other. Currently we are planning to take and raze as many cities as possible in the first turn, whilst also holding a heavily defended coastal city to channel reinforcements through. What is your overall strategy?

Regards

vulture



Actually the settler bit I had completely forgotten about when I rushed to make the spreadsheet. The three camps should be able to build 3 settlers, and we can delay 1 turn to get 5 extra tanks + 3 settlers in an extra transport built in DDDungeon.

Also, check the dates and we can launch from one tile south so we can hit Dye Fields and put in our transports directly into the city (I made a mistake on that map)

Master Zen is offline Master Zen
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Jan 2003
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  Old Post 15-09-2004 19:59 Visit Master Zen's homepage!
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quote:

Hi MZ,

Sorry, forgot to mention the troop numbers. The plan is for:

50 marines
50 tanks
30 infantry
20 destroyers
6 settlers

More or less. Exact numbers subject to slight changes and interference from pollution. Also, RP are contributing some conquistadors (not sure how many, probably one or two boatloads) for pillaging purposes.

Regards

vulture


Wrote back to vulture and got this. Man, I'd hate to have to defend against this combo....

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 17-09-2004 18:35
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hey, what am I supposed to research next?

Master Zen is offline Master Zen
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  Old Post 17-09-2004 21:02 Visit Master Zen's homepage!
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I believe Radio is the only remaining requisite tech. Also, don't forget to send Amph. to ND and GS once we get it (this turn IIRC)

Two more things:

1) Get ND to help out with Radio.

2) Talk to ND about espionage with Lego. They should build their Intelligence Agency soon. We will need a map of Lego, and then spying on their cities too (Dye Fields and Jackson on D-Day).

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 18-09-2004 02:47
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okay, playing the next turn.

500 gold sent to GS for whatever it was we owed them. Also amphib sent to ND and GS. Going for radio in 6 turns, -125 deficit. Builds somewhat sorted out, 5 smaller cities building settlers.

MZ, you're taking this operation back over once you've got a steady internet connection right?

Master Zen is offline Master Zen
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  Old Post 20-09-2004 19:56 Visit Master Zen's homepage!
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Yes. Which will be not earlier than Oct 1.

Questions. Why 5 settlers? Are we going to have enough ship space for them? We will be needing a 19th transport which I'm not sure if it was in the plans or not. The 3 camps should be able to build 3 settlers in 4 turns.

Remember that the most important thing is to get those 8 units in the 8 cities. It is CRUCIAL. One turn delay is not a problem if it can add us some tanks, thus compensating the lost builds. We should be launching in 1250 AD with no less than 40 tanks (the more the merrier).

Also, get ND TO HELP WITH RADIO!

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 21-09-2004 02:07
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quote:
Originally posted by Master Zen
Yes. Which will be not earlier than Oct 1.

Questions. Why 5 settlers? Are we going to have enough ship space for them? We will be needing a 19th transport which I'm not sure if it was in the plans or not. The 3 camps should be able to build 3 settlers in 4 turns.


the 3 camps are doing settlers so thats okay there, the other 2 cities doing settlers are junk cities in the south. Might as well have a couple extra lying about if we need them.

quote:
Remember that the most important thing is to get those 8 units in the 8 cities. It is CRUCIAL. One turn delay is not a problem if it can add us some tanks, thus compensating the lost builds. We should be launching in 1250 AD with no less than 40 tanks (the more the merrier).

Yes, I've got the system down now.

quote:
Also, get ND TO HELP WITH RADIO!

done 150 gpt for a 6 turn research.

Master Zen is offline Master Zen
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Jan 2003
time: 23:23
  Old Post 21-09-2004 18:47 Visit Master Zen's homepage!
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Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 24-09-2004 10:53
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Lose 30 kilos (of popups)

1200 AD played:

crucial points:

-ND is giving us 150gpt for radio
-We have more than 40 tanks, all tank cities switching to marines (one extra turn spent on tanks to get above the 40 mark).
-I'm not naming any of the ships I'm building... Thats no problem is it?

Master Zen is offline Master Zen
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Jan 2003
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  Old Post 24-09-2004 18:12 Visit Master Zen's homepage!
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No, no problem. Name them if you want to, or I will later. The "rule" I've been following for naming ships is basically,

Carriers (CV-# Name of GoW emperor)
Destroyers (DD-# Royal Navy-sounding name)
Transports (LST-# Deadly fish)

at least name the new carrier CV-3 Aggie

Master Zen is offline Master Zen
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Jan 2003
time: 23:23
  Old Post 24-09-2004 18:13 Visit Master Zen's homepage!
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oh, one more thing... we still weak to GS?

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 28-09-2004 23:55
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1210AD

-We are still weak compared to GS.

-marines in Killdaria and Yellowknife delayed a turn because pollution popped up We are losing quite a few marines because I also went a turn too long with the tank builds... sorry. I changed a few explorer producing cities to make some marines to make up for this. Hopefully we'll have 32 or a few more marines when we leave.


Force Totals:

Explorers: 7 (producing and disbanding them currently - we may want more of these)

Marines: 6 (Need as many as possible. We should have 8 produced in each of 1220, 1230, 1240, and 1250 (before we move out). About 38 units, minus some from pollution cutting production. )

Cavalry: 24 (Mostly used for disbanding now but may be useful in landing with the 3-moves)

Infantry: 40 (we have 58 but some need to stay home)

Transport: 16 (Will have a few more, current capacity = 128)

Carriers: 3 (No more planned for now)

Destroyers: 18 (No need for more in plan)

Bombers: 9 (Need 3 more to fill carriers)

Riders: 4 (Where did theese come from?)

EDIT: 44 tanks.


Total current land carrying capacity = 128
Total projected land forces = 157

Therefore priority goes to land forces over more transports from now on.

oops. Forgot the tanks.

Last edited by Panzer32 on 29-09-2004 at 20:28

Master Zen is offline Master Zen
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  Old Post 29-09-2004 16:49 Visit Master Zen's homepage!
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our excess carrying capacity is just 15. We need 34 more marines plus the 3 (at least) settlers. That means we still need. That's 37 more spaces which means a deficit of 19.... that's 3 more transports we need.

Btw, do those totals include Cavs?

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 29-09-2004 20:24
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quote:
Originally posted by Master Zen
our excess carrying capacity is just 15. We need 34 more marines plus the 3 (at least) settlers. That means we still need. That's 37 more spaces which means a deficit of 19.... that's 3 more transports we need.

Btw, do those totals include Cavs?


I included the not-yet built marines. In fact I included all military except 18 infantry which are guarding the homeland. I didn't count the settlers but we are still in the positives.

EDIT: Crap, for some reason I didn't include our 44 tanks... so we do need excess capacity.

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 08-10-2004 23:57
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1230 AD

NOT a good turn for building stuff. Since I got the ND's artillery last turn and had to make peace, mobilization got turned off and the one-turn cities didn't do it in one turn

Panzer32 is offline Panzer32
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Queens University, Kingston, Ontario
Oct 2002
time: 00:23
  Old Post 20-10-2004 19:37
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1240 AD

We move out next turn. I think. I'm sending a message from Cort Haus to confirm this.

All ground unit builds need to be done next turn to be included in invasion forces. Most cities build something next turn, sould have 11 marines done next turn for a total of 35.

Most ships are now in the starting off square. We get radio next turn.

Master Zen is offline Master Zen
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Jan 2003
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  Old Post 21-10-2004 18:13 Visit Master Zen's homepage!
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damn we should´ve just stayed two more turns at war with them, oh well. Looks like we're set to go. Now that I solved the "technical" problems, I can play from now on.

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