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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:21
  Old Post 12-10-2004 11:23
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Turn 239: 1240 AD Support Apolyton, buy GURPS/ Alpha Centauri

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

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:21
  Old Post 12-10-2004 13:45
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OK, Lego Navy numbers sent to GoW.

So do we sail next turn, T240 for attack on T243?

alva is offline alva
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Republic of Flanders
Sep 2001
time: 06:21
  Old Post 12-10-2004 15:24
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Lose 30 kilos (of popups)

quote:
- Declare war on Lego, and start sailing to them.


Ok, that's it, I'm reinstalling Civ!

Could you send the last save?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 12-10-2004 21:23 Visit Trip's homepage!
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Re: Turn 239: 1240 AD Avatar Enlargement: We've got the solution

quote:
Originally posted by DeepO
- Declare war on Lego, and start sailing to them.

Fireworks at last!

DeepO is offline DeepO

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  Old Post 12-10-2004 21:41
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quote:
Originally posted by Cort Haus
So do we sail next turn, T240 for attack on T243?

well, we attack next turn, to get rid of part of their navy. D-day is 243, when we (hopefully) land and take their FP if at all possible

DeepO

DeepO is offline DeepO

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  Old Post 12-10-2004 21:43
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quote:
Originally posted by alva
Could you send the last save?

Done.

DeepO

DeepO is offline DeepO

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  Old Post 12-10-2004 21:45
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quote:
Originally posted by Trip

Fireworks at last!




Yes indeed. How long has it been, since I first launched that 'hypothetical plan to invade Lego' thread? 6 months? more?

BTW Trip, are you still keeping track of what happens, ready to publish your history?

DeepO

DeepO is offline DeepO

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  Old Post 12-10-2004 22:06
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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

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:21
  Old Post 12-10-2004 23:37
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quote:
- Declare war on Lego, and start sailing to them.


DeepO, what are you going to say in the public forum?


quote:
Yes indeed. How long has it been, since I first launched that 'hypothetical plan to invade Lego' thread? 6 months? more?


You posted it shortly after I joined GS. On March 21st, 7 months ago. Here it is...

Trip is offline Trip
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  Old Post 12-10-2004 23:37 Visit Trip's homepage!
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quote:
Originally posted by DeepO


Yes indeed. How long has it been, since I first launched that 'hypothetical plan to invade Lego' thread? 6 months? more?

BTW Trip, are you still keeping track of what happens, ready to publish your history?

While I am keeping track, the history isn't doing so well I must admit. I'm quite busy lately, especially on an project whose name will remain unmentioned. Between a job, classes, homework and all the stuff I'm obligated to do online I really don't have much time to do the other things I'd like to.

DeepO is offline DeepO

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Jan 2002
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  Old Post 12-10-2004 23:44
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Thanks Krill And I was thinking on starting a thread to see what we disclose publicly.

Trip: I can imagine... but I hope we can get some insight in what happened before you lost time. Even in a rough version, it would be very nice to read what the others were up to!

Some more threads are coming, there is a lot more to talk about. But I might try to find something to eat first

DeepO

Last edited by DeepO on 13-10-2004 at 00:18

Krill is offline Krill
Emperor
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Dec 2003
time: 05:21
  Old Post 12-10-2004 23:53
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Trip: ouch, that has to hurt...atleast i am not heavily involved in the demogames, especially with the ISDG stopped as it is.

Deepo: you do that. i'll be waitingfor more threads to post my opinion in...

Trip is offline Trip
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  Old Post 12-10-2004 23:56 Visit Trip's homepage!
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quote:
Originally posted by DeepO
Trip: I can imagine... but I hope we can get some insight in what happened before you lost time. Even in a rough version, it would be very nice to read what the others were up to!

I have something written up to the end of the major war, though it may not be as detailed as some people might like.

Arrian is offline Arrian
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Jul 2001
time: 00:21
  Old Post 13-10-2004 01:45
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quote:
especially on an project whose name will remain unmentioned


Consider yourself lucky that you can without having to buy a new computer. 'Nuff said.

-Arrian

Trip is offline Trip
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  Old Post 13-10-2004 01:47 Visit Trip's homepage!
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Tired of ads?

Just barely, and even so, no MP for me...

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:21
  Old Post 13-10-2004 02:49
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What are the Lego unit numbers (Cav/Art... other land units)? EDIT: N/M... I'm blind.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:21
  Old Post 13-10-2004 02:57
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15 Transports is the scariest thing.

85 Inf / 7 means we will face ~12 Inf in each target (likely higher in the two cities GoW will have to hit, as their "guesses" there are most likely to pay off... or so we should hope ). They won't empty their interior, but they will have 3 turns of production dedicated to defenders most likely. Their Inf are backed up by Artillery. Anyone want to crunch the numbers on how many Marines are necessary to take out 12 Inf/12 Artillery?

DeepO is offline DeepO

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  Old Post 13-10-2004 03:14
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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

vmxa1 is offline vmxa1
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Nov 2001
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  Old Post 13-10-2004 03:35
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Their spies cannot afford to steal plans either, so I am not to sure if it is worth the effort to expose them.

DeepO is offline DeepO

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  Old Post 13-10-2004 03:38
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No, they can only investigate. They're very welcome to steal our plans right now, if they're willing to spend 5k in gold on that

Do you know if any spy action (e.g. planting, investigating) becomes more expensive when at war?

DeepO

vmxa1 is offline vmxa1
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  Old Post 13-10-2004 05:03
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I can't recall it costing more.

Aeson is offline Aeson
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Nov 2001
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  Old Post 13-10-2004 08:47
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How much does exposing a spy cost? I think we should do it. Planting a spy doesn't always work right? If they fail, don't they have to wait a couple turns to retry?

When did Lego get Espionage anyways?

vmxa1 is offline vmxa1
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  Old Post 13-10-2004 09:00
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I am not ure if PTW has the effect of a failed attempt preventing and any successful one for a few turns or not.

I think it did come in with a patch and is in PTW. I would think the cost is in the 300-500 range, but it is just a guess.

What is it that we are concerned about them using a spy to do? It will cost a bunch to steal tech and will have low chances. Even more to steal plans or sabatoge research (not worth it for them).

vulture is offline vulture
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Jun 2001
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  Old Post 13-10-2004 13:43
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A spy would tell them how many marines we have though, which might be useful information. Not sure it would be useful enough to spend 300 gold to stop them though (when they can in theory plant another spy next turn anyway).

DeepO is offline DeepO

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  Old Post 13-10-2004 14:00
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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

Cort Haus is offline Cort Haus
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  Old Post 13-10-2004 15:41
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quote:

CH, I really meant to send GoW Lego's complete forces, so all we got from our spy, not only what we could spot.


doh! Sent.

vmxa1 is offline vmxa1
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Oviedo, Fl
Nov 2001
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  Old Post 13-10-2004 20:24
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I don't know how it works in MP, but if we try to plant a spy on GoW and they find out, that could be bad.

All it will do for us is let us know how many of what they have. We more or less know that already.

If Lego has a spy now, they know what are troop counts are and it will do us no good to stop that after the fact.

The real value of a spy in my mind, is to locate any nukes so we can destroy them. That is not useful right now. In any event, you can guess where they are for humans. The AI will build them in any city, even if it take 100 turns.

Humans will stay with the most productive cities that can built them in a reasonable time frame.

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 13-10-2004 20:34
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The other things that a spy will allow are removing our spy and allowing them to investigate our cities. We want to keep Lego blind in possible. If they are attacking with only the top defender available to guess what is in a city, it is a huge advantage to us.

The other thing we would accomplish is perhas Lego wasting gold on espionage (planting more spies) that they can't use for research to Marines/MI or rushing units. For usthe cash isn't as imperative. We (will) already have Marines/MI. We need cash for upgrading still, but otherwise we have what we need for dealing with Lego already (whether we can deal with Lego or not, we only have so much we can take on out Transports).

vmxa1 is offline vmxa1
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Oviedo, Fl
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  Old Post 13-10-2004 22:07
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That is true and I cannot say how thy will handle things. I would submit that with at least two civs attacking, they will be hard pressed to spend on spies.

How many cities would they need to investigte? I can see that it would be nice for them to know what was in what cities, but as soon as we see the fleet coming, we can move units around, so the info will be dated at best and useless at worst.

So if we have money to burn, go for stopping the spies, otherwise......

vmxa1 is offline vmxa1
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  Old Post 13-10-2004 22:12
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Avatar Enlargement: We've got the solution

I should add that if I were them, I would not send units way over to GS, when GoW is closer.

If they have spies, they will know that bombers are available to attack them enroute.

I think I would make a serious attempt to get ND to attack GoW and join that attack. This would make it harder for the alliamce to succeed in the attack and I could ofer ND all of the GoW land with maybe just a lux deal for me.

If they could swing that, they would have a chance to stay intack and still win. ND could not over take themwith the GoW land, it would take too long to build up as I would raze all cities I could.

 
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