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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Standing Info
2 forest remains, D-ville 99 and WoC 23.
Defense Plan
Aeson's comments
GoW war plans
Invasion plan
Start
- ND sends espionage and 864 g. Accept.
- RP sends WM. Sending WM, iron and furs in return.
- EotS builds Marine, start Marine.
- entering build queue.
- Hurricane changed to transport (2 turns, I remembered it wrong)
- Tornado changed to transport (1 turn)
- Arashi changed to CIA (lost 44 shields, but that's a result of the mob bug who gave us too much spt)
- Blizzard changed to transport (1 turn)
- Bolderberg builds Marine, starts Marine
- D-ville builds Marine, starts Marine
- Tempest builds Marine, starts Marine.
- Tornado builds transport, starts Marine.
- Typhoon builds marine, starts marine.
- Arashi builds CIA, starts Marine.
- Monsoon builds Marine, starts Marine.
- Blizzard builds transport, starts tank
- WoC builds Marine, starts Marine.
- SA builds Marine. Starts Marine.
- Planting a spy in Legoland costs 135 g. Doing so now.
- 1487 gold, 70%, 704bpt, -217 gpt. (computers in 2 of 9) 4927/6240 beakers collected.
Modern Era Tech Cost
shortrushes
- disband MI in SA.
- shortrush to settler (20 shields, 80 gold)
forces
- Galleon upgraded to Transport for 80 g
(- 1 MI, 2 galley)
- 14 art
- 24 workers (+.1/turn)
- 9 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 36 Marines (+8.24/turn)
- 70 tanks (+.25/turn_
- 25 destroyer
- 24 transports
- 2 carrier
- 3 sub
- 4 explorer (+ .14/turn)
- 1 fighter (+0/turn)
- Strong in strength to GoW, to ND, and to Lego.
Legoland forces:
- 2 settler
- 15 worker
- 8 horsemen
- 51 Cavalry
- 85 infantry
- 61 artillery
- 16 ironclad
- 15 transport
- 6 subs
- 8 DD
- 9 BB
- 1 bomber
CH, could you give this to GoW? They might be interested
- Lego navy in Mare Nostrum
- 3 subs
- 6 ironclad (expecting one more up North)
- 4 DD (expecting 2 more up North, at most)
- 7 BS (looks like their defense force)
realistically, we can destroy 6 ironclad, 2 subs, and 2 DD the first turn.
Moves
- Tornado transports move to Sufa.
- 3 empty transports and 1 DD from Sufa, move 33332 (these are our Deep South diversionary forces)
- Carrier from Sufa moves 66.
- Most South Eastern DD moves 6 (DD 8 in plan)
- DD near Sufa moves 336
- transport from Blizzard moves to Hurricane
- all the rest fort, extra workers on the coast included.
workforce shuffles
- Blizzard takes grass instead of coast. In case we want to change that to a DD build, we will get there in time. We could also shortrush next turn, to knight, and get a Marine / transport in 2 turns.
Current Builds
Eli : fighter in 1
Inchon : Explorer in 2
WoC : Marine in 1
Inchoff : Marine in 32
D-ville : Marine in 2
Santa Ana : Marine in 1
Blizzard : Tank in 3 (losing shields, can't be helped)
Monsoon : Marine in 2
Arashi : Marine in 2
WW : Tank in 3
Tempest : Marine in 1
SS: settler in 3 (shows 5)
Hurricane : Transport in 1
OG : Marine in 2 (shows 3, needs knight rush next turn)
EotS : Marine in 1
Bolderberg : Marine in 2
Cyclone: settler in 2
Tornado : Marine in 2
2Typhoon : Marine in 2
Sufa : Worker in 2
Diplo
- Lego got Electronics last turn. Mot Transport (and tanks) to be expected in turn 242. Marines at the earliest in 246, which gives us 5 turns to demolish their empire, before they think of invading us.
- sending oil to RP. We're too late (and this is stupid, my apologies for not seeing this sooner, when we still could have done something about it). They will be 2-3 turns behind us, the distance is too big for them.
Other
- lots of questions, but no time... things like: do we want to expose Lego's spy? (as we can assume they have one, they've got espionage)
- we see an extra BS, moving towards the BS stack. The rest of their ships seem to have stayed where they were (or have moved, and gone back to the same positions
- I also don't like it that most of Lego's navy seems to be on our side of their continent. Either they don't think they can attack GoW's invasion force, or they know GoW is going to invade us, instead of them.
Diplo Bug with GoW. - slightly concerned about lux expiry.
Next Turn
- shortrush to knight in OG
- Declare war on Lego, and start sailing to them.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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CH, I really meant to send GoW Lego's complete forces, so all we got from our spy, not only what we could spot.
Further, looking at the numbers of what they got, what can we say about their tactics?
1. Ending ships within reach of their arts is suicide. Good thing these don't have lethal bombardment, but 61 arts can attack any armada and reduce it to 1 hp ships. They can do that for both our and GoW's ships at the same time if they want to.
2. I suspect that most of that artillery will be found inland, and not on the coast. It will be spread out over their empire. Maybe they will have every art covered with an inf. Otherwise, they could for instance have stacks of them in their FP and Palace, assuming that those two cities are relatively safe on the first turn.
3. Bombers: none yet. What would they currently be building, then? We should closely monitor if this increases drastically.
4. 3 subs we know of, 3 subs are out in the deep blue. We can assume at least a couple of them near GoW, but we can't rule out some of them shadowing our coast. Leaving transports without defender is dangerous for this reason, even if we can rule out any other ship attacking them. I'm pretty sure Lego will try to disrupt chains, with concentrated attacks of subs. Maybe we should build some more of our own, to hunt them down.
5. 9 BB, of which we can spot 7. Others might be en route... granted, they are close to their panama, and can sail to GoW in 3 turns or so, but still I think it's suspicious. They could have spotted our 4 DD defending Hurricane, and decided to do the same (they will of course spot our ships can attack most of their pickets, while GoW only covers the crossing to Little Bob). I think these will move to intercept our Northern fleet. Without bombing possibility (as they only have one bomber), they will fail if we put more than 10 defenders on our fleet (accounting for 3 subs), as in that case they can't get to our transports. We currently have that. Instead, the moment they spot us, they will bombard us, and follow us in order to attack us next turn.
If I got it right, though, they will end their first turn in reach of our guns... we don't attack them head on, but only bombard, until we've got a clean shot at taking a BB out. (with luck, this happens in the first turn of encountering them, otherwise we wait a turn, and hope they follow us to bombard us)
6. they've got 2 settlers, but those aren't worht much on the defensive, especially if they've got cavs as attackers, and can use RR everywhere.
7. Lego tactic obviously will boil down to bombard a certain point to 1 hp, taking it out with cavs (plenty of cavs, too, and add a couple of tanks as these are approaching rapidly). Our defense can be:
a. large stacks of defenders
b. good defenders (MI)
c. pillaging surrounding terrain so arts can't directly bombard cities
d. bring enough workers, and construct radar towers at spots inaccessible by cavs and / or arts. (or put a couple of MI on them, out of reach of arts. That will do the trick)
Other things we might look for?
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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15 transports are indeed scary. Luckily, they don't have marines, and will only get tanks in 3 turns... it really is now or never.
without art, it took 4 marines per inf, in a non-hill metropolis to get to 90% success rate. Luckily, they won't have 85 art, 'just' 61 of them. I'm not sure, but my guess is that our bombardment, and their artillery kind of cancel out, maybe with a small advantage to us (art hitting a marine is not so bad as a DD hitting citizens to get a metro to city, or to hit an inf).
We've got a few other problems, though. The spies... Lego has espionage. I see no reason why they wouldn't have planted spies with us, GoW and ND. They will see our marines, and they will see GoW's marines. 40 for GoW, and ~50 for us... they will defend our landing spots better.
They won't leave their interior cities undefended, and on top of that will man (most of) their fortresses which we can spot as well. E.g. the hills near Legopolis are heavily fortified, it makes perfect sense to try to stop a GoW attack on those hills, or at least put lots of cav there (free firing when tanks try to pass). However, they will also put whatever other forces they have in the threatened cities, which add to our problems. Each cav requires at least one marine...
As to what they will build in those 3 turns: I think they will prebuild tanks in many cities, and I hope they won't draft too many defenders. That should mean at most some 20 more defenders, and some 20 tanks we face in the first turn.
BTW, what are the thoughts on e.g. exposing spies? Does anyone know if planting spies when at war is more expensive, or has less chance of succeeding? I thought the 130 gold for a spy ridiculously low, but that might be something related to the difficulty setting (Chieftain). Stealing military plans was, for us at least, not an option, as it costed in excess of 5000 gold.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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I thought 300 or 350... didn't I write this down somewhere? Can't remember 
exposing spies: only to avoid them seeing our force, yes.
I'm totally inexperienced when it comes to spies, in SP I never was in such an underdog position I had to use them. The cases where I did, I just checked how much tanks or so the AI could launch at me, and that's it. Sometimes investigating a city, but the AI is so predictable that you don't really need it... so all of this is new to me.
Aeson, I don't know when Lego got espionage, but seeing that Vox had nothing else to research the last 10 turns or so, my guess is even before that time. ND got there on 40-turn research. Vox gave us Communism in 214. Vox might be investigating marines right now, and could have taken one of the techs towards tanks, but that's it... espionage could be theirs for the past 20 turns.
BTW, do we want to plant spies in GoW and ND?
DeepO
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