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Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:18
  Old Post 17-11-2004 10:53
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Gentlemen, you can't have a food fight here; this is the War Table!

Okay, to the point: We need a general plan of attack. What should strike from where? Are we going to land with galleys? Where will our combat settlers be needed?

Currently, our Rider force is only 21 strong (after upgrades). I can't give exact numbers on what our forces will be like just yet as our FP completes next turn. Once that's done I'll look at our cities and compile A) A list of what our forces will be like on the turn Leonardo's completes, and B) How many horses we can expect to produce each turn under our GA. Suffice to say it will be impressive with our GA; we'll have Egg Roll producing 1 horse a turn, and a fair number of cities producing a horse every other turn.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 17-11-2004 11:05
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BTW, one other possibility I want to throw out: What happens if we instead devote gold to making a dash for Cavalry? Chemistry->Metallurgy->Military Tradition.

They'd be able to build up more, and we're at about the right place for attacking with most of our cities having a complete Temple-Market-Barracks setup when Leo's completes. Still, there are places like Kung Pao, General Tso's, and Hot and Sour that could be built up while we wait, and Cav have 6 attack.

I'm not convinced this is what we should go for, but I think we should consider it before charging in.

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 24-11-2004 19:41
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Any estimate how much time the dash to Cavalry would take?

If, say, under 50 turns or so, it may be worth it.

Do we know what their tech level is, either?

If they are close to gunpowder, it's worth consideration.

I'll try to look at the save this weekend, I should have time Friday night.

Kloreep is offline Kloreep

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Jun 2002
time: 00:18
  Old Post 27-11-2004 00:09
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quote:
Originally posted by UnOrthOdOx
Any estimate how much time the dash to Cavalry would take?

If, say, under 50 turns or so, it may be worth it.


Looking at our commerce produciton, I believe 25 turns would be possible thanks to the GA. Definitely 30. We could be throwing up Libraries during our GA to speed research along. (Though I'd bet CoD + Python is working on Chemistry at the moment, so I think we'd be buying that.)

quote:
Originally posted by UnOrthOdOx
Do we know what their tech level is, either?

If they are close to gunpowder, it's worth consideration.


They have Mono on the upper end and Invention on the lower end. So they only need GP to build Muskets.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 27-11-2004 00:10
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Here's our horses per turn output under the GA if we proceed to war with Riders.

Pot Sticker: 15 spt (3/6 horses a turn)
Moo-Shu: 10 spt (2/6 horses a turn)
Wonton: 15 spt (3/6 horses a turn)
Egg Roll: 30 spt!!! (6/6 horses a turn)
Fried Rice 8 spt (1/4 horses a turn) at first, but should just reach 10 spt (2/6 horses a turn) once it grows to size 5
Chop Suey: Should reach 15 spt (3/6 horses a turn)
Buffet: Stays at 15 spt (3/6 horses per turn)
Dim Sum: 15 spt (3/6 horses a turn)
Char Shu: 15 spt (3/6 horses a turn)
Sweet & Sour: Should just reach 15 spt (3/6 horses a turn)
Moo-Gu-Gai-Pan: Currently building market, and will need a barracks after that. It'll probably miss the start of the GA. But, once it's done with that stuff, it should easily do 15 spt
Kung Pao: Also doing improvements, like MGGP. Should be able to do 15 spt once it's done, though. (3/6 horses)
General Tso's Chicken: Should be able to do 8 spt once it grows. 1.5/6 horses

That's 32.5/6 horses per turn (38.5/6 per turn once MGGP and Kung Pao start production). IOW, 5.4 horses per turn without MGGP, and 6.4 horses per turn with MGGP and Kung Pao.

That's 216 GPT and 256 GPT required, respectively. Currently we get around 190 GPT, but that should definitely rise in the GA to meet the 256 requirement.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 27-11-2004 00:19
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BTW, this would be a turn to cut iron for Sweet & Sour. However, we can change S&S to a Rider and spend one more turn without cut iron while we think about whether to attack now. S&S is the only horse that would complete this turn; it's next turn that we have a bunch coming in and needing the iron cut.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 28-11-2004 02:58
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So... we really need to pass the save on.

Anyone here beyond me and UnO?

ZargonX is offline ZargonX
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Sep 2002
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  Old Post 28-11-2004 21:50
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Sorry, I've been out of town for T-Giving Cut that iron, let the horses be built! I wil have war plans soon

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 29-11-2004 19:41
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Sorry, got all tied up all weekend.

Work is gonna suck till Xmas too.

Kloreep is offline Kloreep

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Jun 2002
time: 00:18
  Old Post 03-12-2004 03:20
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Bu bu bu bu bu bump.

GodKing is offline GodKing
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Detroit
Feb 2002
time: 00:18
  Old Post 03-12-2004 06:13
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Back. So, post some maps and I will advise you to victory.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 03-12-2004 08:52
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Our empire + LL is a rather large area. Will a save work instead for now?

Last edited by Kloreep on 22-12-2004 at 11:53

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 04-12-2004 21:38
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Kloreep is offline Kloreep

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Jun 2002
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  Old Post 04-12-2004 21:39
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310 AD save

Last edited by Kloreep on 22-12-2004 at 11:52

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 09-12-2004 23:52
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Hrm.

I'm thinking we should hold out for Cavalry just so we can get our **** together everything in order.

I'm going to try to come up with a Tabemono-Sunshine-CoD-Python trade deal that will satisfy all of us, and perhaps see what our options for getting to Cav with CoD & Python are, once I'm done with two exams. (One today, then another on-line one due on Friday, then that's it. )

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 22-12-2004 11:54
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Okay, if we're going in with Riders, we need a plan, even if it may not survive contact with the enemy.

Last edited by Kloreep on 03-01-2005 at 01:11

Kloreep is offline Kloreep

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Jun 2002
time: 00:18
  Old Post 03-01-2005 01:03
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Bump Bump Bump Bump

Attachment: to_tabemono_0350ad.sav
This has been downloaded 0 time(s).

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 03-01-2005 10:12
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I've obviously been bungling elsewhere...

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 04-01-2005 19:26
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Alright.

I took a brief look at the save before my home computer froze this morning, and sat watching the fish and thinking on it. We all ready?

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
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  Old Post 04-01-2005 19:35
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Current Situation:

Mobile forces: 18 horse, 3 riders IIRC
Naval: 6 boats, but essentially 5 since we move 1 and it tips our hand.
Slow forces: Didn't look...
Defensive forces: Didn't look
Artillery: 8 cats.

Theories on Warfare

There are essentially 2 methods of fighting humans:

1: Striking unexpectedly. Either backstab, or in undefended positions. (see GoW campaign in RP, going AROUND defenses to strike underbelly. This seriously ticked off ND, though, as it was slow to develope, but that's a whole story in itself.)

As with RP, Jungle makes this difficult at best.

2: Overwhelming force. Numbers pure and simple, even if that means allies. (See invasion of Lego)

20 riders is not what I call overwhelming.

Our Options

1: The straight forward approach:

Land 10 riders on LL, rest move to strike on the front.

Advantages: Time, will be able to strike soonest. I can present landing zones when I get home again.


Disadvantages: Predictable.
2: The insanely UnOrthOdOx approach:

Were this a PBEM I would be doing this...

Cash rush some 10 more galleys (should be able in 4 turns) send 10 empty galleys to ocean, chain those that survive to land Riders undetected 1 turn from LL capitol.

I would think if LL is competent in the slightest and expects this these 10 riders won't be capable of much damage. Goal should be disruption over capture.

Advantages: Surprise. I highly doubt anyone else is even considering this. Which means LL probably doesn't have all that many forces within a turn of their capitol.

Disadvantages: Risk. We are targetting one specific tile. It could be guarded by a worker. Galleys will be lost.

3: The improved conventional approach:

(my more favored approach considering my teammates here.)

Rush up 4-5 more galleys. Cash if needed, but if this turn hasn't been played, IIRC we can get 4 next turn while losing minimal shields/gold. This will give us the ability to land 14-16 riders, and 4 muskets! Ideally on one of the two tiles that threaten 3 cities at once!

Goal becomes capture and keep along with disruption.

What needs be done

*Even if we are only sending 10 riders, they are not in position yet! Get them over there.

*Is there a valid reason Iron was connected so soon? I recommend cutting it and going horsies more as soon as the current are upgraded. We got Leo's, let's utilize it to the fullest.

*Why so many stagnate cities? Pop some settlers out of some of them. We need combat settlers and workers if possible. Also the West colonization hasn't been finalized.

*CATS!!!

Assuming I get my computer working well this evening I can get landing zone, eta's, and builds up tonight.

Last edited by UnOrthOdOx on 04-01-2005 at 19:48

ZargonX is offline ZargonX
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Sep 2002
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  Old Post 04-01-2005 19:53
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UnO: The target is that we will have around 40-50 Riders within the next 8 turns. Iron was disconnected a few turns ago, and we've been pumping out around 4 horses a turn for a few turns. We've more than enough cash for the upgrades, and we're going to have the Iron on an "on/off" switch to keep the production coming.

I do want to do a combined naval-land assault, but I don't think galley chaining is the way to go, for many of the reasons you mentioned. There are a few spots we can reach from Japan that hopefully won't be blocked, but I don't want our whole invasion to fail because of not being able to find a landing site (see PTWISDG ).

As for Cats, the reason we have so few is that with Riders, our invasion should be highly mobile, relying on speed and forward movement. Having to lug cats along defeats the advantage of the Riders, unless you really want to split your forces. That was my thinking, anyway.

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 04-01-2005 20:57
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1. Unless I opened the wrong year, Iron was connected and we were making RIDERS with no way of getting 30 in under 10 years, let alone 50.

2:Yes, we need a naval/land assault. However, the naval forces on LL are more important,IMO, as that is their core. More Galleys will provide:
A: Larger initial landing = more chance of success. Come on, 16 riders and 4 muskets or 8-10 riders and 0-2 muskets? Even if this means 2-4 fewer riders total at the outset of hostilities it's worth it to strike a better first blow. 1 turn, a few lost shields, and a little cash gives us 5 galleys, more transport, TWICE the number of troops in their core at outset, and faster replacements afterwards.
B: Ability to chain and therefore more troops quicker after initial landing.
C: I believe the war will be won or lost on this part of the invasion, thus I would suggest all riders be allocated here, since the jungle on our side of things nullifies their greatest advantage. Using cats and slow movers on this side, with perhaps a smaller contingent of riders for opportunity targets if they are available.

3: The chain idea is coming from the mainland, not Japan. We can land from japan, no problems. There is ONE tile, though, on LL that can be reached undetected if we chain on initial landing, AND those that landed would be capable of reaching the capitol the following turn. This is highly unusual for someone to take this risk, thus I doubt they've even considered it, and think we'ld have a decent shot at taking the capitol on turn 2 of the war. If that tile was covered, it would be no different from any other naval landing, except probably in a place they were expecting less. It's what I would do, but I don't expect it from you guys.

4: Cats are more for what I fear from MAST and defending against them.

I am saying let the largest part of the offense come from getting riders to their core navally ASAP. This is the ultimate goal of the campaign, it is the more valuable assets, and it is the shortes route to victory. Ultimately taking a few of their cities over here will mean little, while taking 3 or more over there would be a blow.

Last edited by UnOrthOdOx on 04-01-2005 at 21:05

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 05-01-2005 01:13
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350 AD is the correct save, and we don't have iron connected in it. We are making horses.

We had iron connected previously for some expensive Rider builds because we were spending gold on research and needed to save up some to be able to do the Rider, Musket, and MI upgardes we were already capable of; but now we have quite enough money and we're producing horses wherever we can during our GA.

Also, we can do more cats if wanted. We have 20 spt cities that are better at either cats or muskets than wasting 5 shields a turn on horse builds.

quote:
Originally posted by UnOrthOdOx
*Why so many stagnate cities? Pop some settlers out of some of them. We need combat settlers and workers if possible. Also the West colonization hasn't been finalized.


Chow Mein has been building settlers for the invasion; you should see several in The Stack already. As for workers, most of the ones in the east/southeast should be available; they don't have many jobs left they to do.

Kloreep is offline Kloreep

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Jun 2002
time: 00:18
  Old Post 05-01-2005 01:19
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BTW, I just opened the save in Conquests. While I can't get an exact horse-per-turn count there since the FP acts differently, we have 29 horsemen and 9 riders for 38 Riders; and if we haven't reached 5 horses per turn yet, I'll, I'll eat... well, I'll admit I'm wrong!

Further edit: And we have 8 boats (that's with the -1). We can either have 2/3 of a galley every turn, or 1/3 of a galley and more settlers (Schezuan can go either way). Personally, I think we can probably get all the settlers we need from Chop Suey and focus on Galleys in Schez

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 05-01-2005 02:02
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That would explain some things, I opened 260....I downloaded the last email, did they change naming formats?

I would still like to see the bulk of the force and some settlers over in the naval party.

I'll look tonight. Hell, if we can manage 6 muskets and 20 riders in the landing party, all the better.

ZargonX is offline ZargonX
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Sep 2002
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  Old Post 05-01-2005 02:26
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We have 7 available galleys right now, if my memory is correct, with 1 more coming in 2 turns. That by itself is 16 units.

Oh, and if Meritexal grows to size 2 in the next few turns, that gives us some more options

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 05-01-2005 02:33
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Yeah, I opened what, 10 turns outdated save?

Damn near had a heart attack.

Kloreep is offline Kloreep

Emperor
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Jun 2002
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  Old Post 05-01-2005 02:40
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quote:
Originally posted by UnOrthOdOx
Damn near had a heart attack.


You seemed pretty calm considering.

UnOrthOdOx is offline UnOrthOdOx
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Jun 2002
time: 22:18
  Old Post 05-01-2005 09:12
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I just chalked it up to you damn builders.

ZargonX is offline ZargonX
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Sep 2002
time: 00:18
  Old Post 07-01-2005 04:35
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Just opened the latest save:

-LL now has gunpowder, and has built at least 1 musket.
-Meritexal has grown to size 2, which increases our naval options

 
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