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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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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
- RP sends WM + 100g. Sending WM in return.
- EotS builds Marine, start Marine.
- Hurricane builds TR. Starts MI.
- Cyclone builds worker. Starts worker
- Tempest builds Marine, starts Marine.
- Typhoon builds M. Starts MI (Might need to change to T later on)
- WW builds M, starts MI
- Inchon builds E. Starts E
- WoC hit by pollution! Damn... that's costing us a M that should have been in our fleet.
- SA builds Marine. Starts MI.
- 454 gold, 0%, 0bpt, +330 gpt. (minituarisation scheduled) 0/? beakers collected.
Modern Era Tech Cost
shortrushes
no money for shortrushes.
forces
(- 2 galley)
- 14 art
- 25 workers (+.5/turn) (+1 built)
- 10 settlers (+.20/turn)
- 20 rifle
- 42 inf (15 upgraded last turn)
- 55 Marines (+8.24/turn) (+5 built)
- 70 tanks (+.13/turn)
- 16 MI (+1.16/turn)
- 20 DD (-2 lost in combat)
- 27 transports (+1 built)
- 2 carrier
- 0 sub (-2 lost in combat)
- 4 explorer (+ .14/turn) (+1 built)
- 2 fighter (+0/turn)
- Strong in strength to GoW, to ND, and to Lego.
Legoland forces:
- 2 settler
- 17 worker (+2)
- 4 horsemen (-4)
- 25 Cavalry (-16)
- 89 infantry
- 62 artillery
- 16 Tanks (+16)
- 7 ironclad
- 15 transport
- 11 subs (+1 built)
- 7 DD (+2 built)
- 9 BB
- 1 carrier (+1)
- 2 bomber
we can expect another 16 tanks next turn, maybe even more.
other observations
- GoW bombed the coal near Jackson, it is unroaded. However, they do not have an airfield (that I can see) on the tip of Little Bob, bombardment has had to come from a carrier.
- I see a stack of 5 RP TR on its way towards Lego. RP has cleaned all its cities for this: there are no defenders anymore! They are taking serious risks...
I'll work on a screenshot, to see where we should be going with our fleet. I can't spot any Lego ships right now...
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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okay, I needed a few more colours this time.
- In dark red, the killing zones.
- transparant red: where the killers could have gone to
- magenta: the 2 subs we spotted last turn, but couldn't sink
- transparant white: T-1 tiles, where we want to end our turn with the 3 fleet
- white arrows: where our ships go to.
a bit depends on the result of what we'll see. The 3/4 DD can without doubt be spotted. Hopefully, it could also be attacked without us compremising the protection of our S fleet. If at all possible, I'd like to keep the fighters in the carriers at air superiority next turn, which means they can't be used to bombard (bombarding a DD only has a 25% of succeeding anyway, as a fighter has 2 bombard value). The N carrier is a bit unprotected, but the reason is that it can serve as a decoy, while at the same time be in range of our N fleet for air superiority. I'm still not sure if we'd want a DD on top of that one, or not (1 DD doesn't really help, and spending 2 is costly)
DeepO
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alva
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Republic of Flanders
Sep 2001 time: 06:19
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Not sure if this is usefull.
| LegoForces | | Units | turn241 | turn242 | | Setler | 2 | 2 | | Worker | 15 | 17 (+2) | | Horsemen | 8 | 4 (-4) | | Cavalry | 41 (-10) | 25 (-16) | | Infantry | 89 (+4 B) | 89 | | Artillery | 62 (+1 B) | 62 | | Tanks | / | 16 (+16) | | Ironclad | 7 (-9 LiB) | 7 | | Transport | 15 | 15 | | Sub | 10 (+3 B, -1 LiB) | 11 (+1 B) | | DD | 5 (+1 B, -4 LiB) | 7 (+2 B) | | BB | 9 | 9 | | Carrier | / | 1 | | Bomber | 2 | 2 |
| Gathering Storm Forces | | Units | turn241 | turn242 | | Setler | 10 (+.20/turn)(+1 B) | 10 (+.20/turn) | | Worker | 24 (+.5/turn) (+1 B, but one used already) | 25 (+.5/turn) (+1 B) | | Rifle | 20 | 20 | | Infantry | 57 | 42 (15 upgraded last turn) | | Marines | 40 (+8.24/turn) (+10 B) | 55 (+8.24/turn) (+5 built) | | Artillery | 14 | 14 | | Tanks | 70 (+.13/turn) | 70 (+.13/turn) | | MI | 1 (+1.16/turn) (+1 B) | 16 (+1.16/turn) | | Galley | 2 | 2 | | Transport | 15 | 27 (+1 B) | | Sub | 2 (-1 LiB) | 0 (-2 LiB) | | DD | 22 (+1 B) (-3 LiB) | 20 (-2 LiB) | | BB | 9 | 9 | | Carrier | 26 (+.5/turn) | 27 (+1 B) | | Explorer | 3 (+ .14/turn) | 4 (+ .14/turn) (+1 B) | | Fighter | 2 (+0/turn) | 2 (+0/turn) |
* LiB = Lost in Batle
* B = Built
Last edited by alva on 06-11-2004 at 21:07
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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loading, and chaining TRs to N fleet
5 M, 3 MI chained to N fleet.
N fleet now consists of:
- 55 M
- 4 MI
- 34 T
- 1 E
- 6 S
- 4 I
for a total of 13 TR, or 104 places on board.
Next turn, 6M will complete, which will be our backup forces. We could build 8 (I think), in which case I've got to change that during build phase. But right now, I favour MI more than M, seeing as our rubber is going to deplete next turn.
Our N fleet is protected by 7 4/4 DD, and 1 2/4 DD.
S fleet:
- 36 T
- 2 E
- 4 S
- 18 I
- 4 W
(8 TR, or 64 places)
S escort: 3 4/4 DD, 2 3/4 DD (and carrier)
Deep S fleet: 3 empty TR, with 1 3/4 DD.
Moves
- Clean pollution
- irr Cyclone 1
- I'm taking a few precautions with our workers: 3 fort on the iron near Hurricane. 1 on the oil. In case we get bombed, we can instantly repair the road... The rest of the workers fort, so that from Hurricane to Eli, no open coastal tile is found. The rest fills the environment near Elipolis.
- DD moved from Hurricane 99 towards chain hub 1.
- DD near Blizzard moved to Hurricane 69.
- forted DD on hub 1 moved to hub 2.
- N fleet (escort and TR) moved to T-1 spot. BBs sighted
- Deep South DD moved 22. Spots 3/4 Lego DD.
- S Carrier moves 3.
- figher bombards 3/4 DD. Misses.
- S carrier moves 699 to T-1 spot.
- DD moves from carrier escort duty, to T-1 spot.
- next DD moves as well, encounters sub!
- DD wins, 3/4. moves towards T-1
- DD which spotted 3/4 DD attacks (I thought about it, we can't miss another escort on our S fleet with the BB within bombardment reach. There are only 3 4/4 DDs, and 2 3/4 DDs as escort, we can't miss another one.)
DD wins, 3/4. Moves towards T-1 of Deep South.
- transports from South and Deep South fleet go to their T-1 positions
- 2 3/4 DD down S move towards Legoland

Final movement (can be given to GoW)
- MI forted everywhere.
- 2 I upgraded to MI, in Hurricane. 80 gold. I want to upgrade more, but we can't risk it in case ND wouldn't pay us next turn (they should).
workforce shuffles
- WoC gives all tiles to Inchon / Inchoff without running a food deficit. Inchon and off take those instead of sea (or coast).
- Huricane takes coast instead of river grass.
- EotS takes river grass instead of normal grass
- Tornado takes that grass instead of one near Cyclone.
- Typhoon takes last grass instead of sea.
- Cyclone set to ideal situation.
Current Builds
Eli : tank in 1. (maybe possible to set to M if more M are needed. bomber also an option.)
Inchon : Explorer in 7
WoC : MI in 1
Inchoff : Tank in 3
D-ville : Marine in 1
Santa Ana : MI in 2
Blizzard : MI in 2
Monsoon : Marine in 1
Arashi : Marine in 1
WW : MI in 5
Tempest : Marine in 1
SS: settler in 1
Hurricane : MI in 2
OG : MI in 3
EotS : Marine in 1
Bolderberg : MI in 1
Cyclone: worker in 1
Tornado : Marine in 1
Typhoon : MI in 3
Sufa : Explorer in 19
Battlereport
- fighter bombards 3/4 DD at Abilene 44111 (sorry, forgot to record its name). Misses.
- DD attacks 3/5 sub U-Q1(?). DD 3/4.
- DD attacks 3/4 DD at Abilene 44111. DD 3/4.
Total: 1 bombardment, 2 attacks. Lego lost a Sub and a DD.
Diplo
- Sending Mot Transport to ND accepted.
- Sending Mot Transport to RP accepted.
- Sending computers to GoW unaccepted.
Other
- neither GoW, Vox nor ND have a CIA. At least, that we can see... do we need a spy to see if they have a CIA, perhaps?
- Lego is in mobilization for sure, as their culture graph is stagnating.
- cost of removing the Lego spy (does anybody even consider them not having planted a spy with us?) = 310 gold (safely).
- cost of investigating Sando = 114 gold.
- cost of investigating Quanto = 219 gold.
(we currently have 374 gold in treasury)
Diplo Bug with GoW. - rubber to become a problem next turn.
DeepO
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