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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Gathering Storm > Turn 244 : 1270 AD Part II
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16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 06:46
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It could be an update bug. But they still have a spy, we didn't expose him. I'm guessing that they won't have the cash to expose ours. Let them investigate if they wish so, their war is over.

Okay, I'm going to take a 15 minute break here. Please post all comments on defense after that. Otherwise, I just will put down 8 infs on NI 88, and 16 infs and a couple of workers on NI8. I'm getting tired here, so any ideas are welcome. I can wait for this until I did the economic stuff...

Besides, are we going to need all those airports? I guess we need at least a couple for vet fighters, but wouldn't most of those builds be better transformed into wonder builds, stock exchanges and the like? Once our mobilization ends, can we build Sistine, Bach's and Smith's? And Magellan?

DeepO

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:17
  Old Post 10-12-2004 06:48
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Nope, destroyed wonders can't be rebuild.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 06:48
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Good. Otherwise we would end up in a race again with GoW and ND.

DeepO

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:17
  Old Post 10-12-2004 06:50
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I agree on the less airfields btw. We may still want to build to them, but I don't think we need them that urgent.
A lesson we learned though, is that having a good naval army is a good thing to have.

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:17
  Old Post 10-12-2004 06:53
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PMs sent to Vel and Nathan.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:17
  Old Post 10-12-2004 06:54
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If we want to hold the land to have the saltpetter and rubber we could use the airports, but they can wait.

We will need fighters to forstall any bomber blitz from the Bobians down the road.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:17
  Old Post 10-12-2004 07:03
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quote:
Originally posted by Cort Haus
PMs sent to Vel and Nathan.

There's a few more you could send that PM to.

GS memberlist

Not saying you should send it to all them, mind you.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 07:20
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Lose 30 kilos (of popups)

I agree on the airports. We need a couple of them for fighters. Transport capability is not really an issue right now, we should be able to take Abilene without any further reinforcements.

Further, once this is finished, we need to have a very decent conversation with GoW. I don't know about you guys, but this war as worn we out. I do not intend to stay the player of GS for much longer, and the moment I get a new job this certainly has to end. If I can take us, so that we get into some kind of settlement for Legoland, and get some kind of defense of Stormia going, I consider it mission accomplished

For the moment, the war hasn't ended, though. We might need to concentrate for a couple of turns longer... there now is no way to foresee how Lego is going to react. With all the baits we're leaving in the open, they might go for that to get some kind of revenge.

That said, we need to get the last bits right as well, and my concentration is gone. I want to end this turn tonight, otherwise we risk my pc crashing, wasting everything. So any thoughts, please let us hear them!

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 07:30
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okay, here's what I'll do:
First of all, get Stormia sorted out. Do those worker actions we need to get the demob bug gone in the cities we need it (the rifle builds). The cities where we get too much spt, so be it.

After that, let's focus on how we're going to attack Abilene next turn. The plan for MZ has to wait until tomorrow (which will be in time), what to post publicly and how we're going to break the news to Lego has to wait as well.

I think we need to be able to connect to the RRs next turn, so somehow, we need those workers in the open, so they can build at least a road. (one worker, or 2 slaves). We can't risk too much here, Lego will have at most 16 tanks to attack us, so NI has to have a minimum of 20 defenders. Damaged MIs have to stay put to heal. But if we move our workers, we need to defend them perfectly, or we risk that Lego captures our workers, builds a road, and gets here with their infs. NI 88 will still have a Lego RR next turn, as will NI 87.

I think that we need to move 1 worker plus protection to NI 9. If Lego captures it, it won't create a way where they can move their infs on, so it only leaves their tanks to attack.

Also, the defense can't be too large, so NI is under threat.

Things to ponder on. I'm going to do the economical things right now, trying to make everything so that we can switch during build phase next turn without any problems.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 07:46
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NI: we can rush something there. If we add 2 workers, and scrap a marine, we can build a settler.
Otherwise, we might want to build a barracks (instant healing of all bombarded units would be nice). Seeing as next turn, we'd possibly lose our chain, I'm inclined to go for a settler.

Anyway, I'm going to add 2 workers, and rush a settler (with a marine and some cash). If we decide otherwise, this can still be corrected during build phase.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 07:52
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movement continued
- 1 worker added to Tornado. mob bonus corrected.
- 1 worker added to Typhoon. mob bonus corrected.

workforce shuffles
- Cyclone: set a desert to the mountain.

- Blizzard: moves a coast to a desert.

- Tornado: movess off wheat, onto coast
- Cyclone takes wheat instead of plain

(Cyclone finishes worker next turn. I'm not sure anymore if Cyclone come for Tempest or not, if it is behind Tempest, set it to a settler instead.)

- Sufa needs to be checked next turn, to see if we don't have to set an entertainer there due to increased ww.

- 3 workers added to NI (one extra, in case we would lose one to bombardment).
- marine disbanded in NI
- settler rushed (5 shields, 20 gold)
In case for some reason this does not work, we rush a barracks instead next turn during build phase

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:17
  Old Post 10-12-2004 08:09
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movement continued
- captured explorer moved into NI.
- MI moved on top of our damaged tanks next to Stanwix
- slave next to ahhmyfoot moved 7 , to get cover from a 4/4/ marine, instead of a 3/4 marine.
- slave at Quanto 1 creates radar tower (I made a mistake with the explorers, it seems. I should have put them either here, or moved them around to let Lego capture them instead. Oh well.)
- 1 slave at forest at Dye 47 moves 4. another moves 7. a third moves 9.
- 1 slave at forest at Dye 41 moves 4. another moves 7 another moves 2
- the 3 slaves of the forest near Legopolis move to Tarzania 8, 9, and 6
- all MI on Stormia distributed, so all cities have one, most coastal cities on the Bobian side have 2, WoC has a few more, and Elipolis has a few more. This will have to do for now.
- Further, all workers and settlers on Stormia create a carpet, stretching from Elipolis down. If anyone wants to enter, they will need a lot of units just to get through the workers.
- 2 workers which used to be a settler, and the 2 last forest ones distributed over Quanto 77, 78, 8, 9.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 08:21
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this leaves our defense near NI. We know have a radar tower which we need to protect (as I said, I made a mistake with stakcing the 2 explorers. We are going to have 2 explorers next turn anyway, so I don't care that much.)

movement continued
- 8 tanks move to radar tower.
- 8 inf load onto transport in NI, and unload on the radar tower.

- last worker from NI moves 9. This is our road builder.

Netscape is crashing. Let's hope this doesn't mean my pc is gone. I'm trying to post this, and will continue on the save. I'll do the rest from memory...

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 08:23
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hum. I could restart Netscape.

One of these days, I'm going to reinstall my system again. Funny thing is, I've been saying that for over 4 years now

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 08:31
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movement continued
- 8 infs move to NI 8.
- 22 marines follow.

That still leaves 84 units in New Inchon, of which 8 are arts, 4 transports, 1 fighter, 1 CV, 2 explorers. Lego can't break through.

I hope this does it...

DeepO

Velociryx is offline Velociryx
Moderator
of Candle'Bre
Apr 1999
time: 05:17
  Old Post 10-12-2004 08:32 Visit Velociryx's homepage!
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Break Stuff

Do it quickly.

And they did....

Truly a stunning, wonderous sight.....breath-stealing.



-=Vel=-

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 08:37
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Abandoning cities.
- Karina
- Nou Camp
- Sando
- Tarzania
- Forkmouth

offering cities to GoW
Legopolis, and the 4 cities with numbers next to them offered, accepted to Mao.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:17
  Old Post 10-12-2004 08:38
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It went a bit faster than expected, but I can't say I mind the breaking

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:17
  Old Post 10-12-2004 08:47
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F11
we went up to 3rd place in most categories, except for land area. Oh well... that will change next turn.

forces

I'm too tired to do the comparing with last turn, or with the start of the turn. But to not let them get lost, here are the numbers.

(- 2 galley)
- 14 art
- 20 workers
- 4 settlers
- 20 rifle
- 25 inf
- 54 Marines
- 63 tanks
- 35 MI
- 7 DD
- 14 transports
- 2 carrier
- 1 sub (-1 lost in combat)
- 5 explorer
- 2 fighter (+0/turn)
- 14 Lego slaves.

- Strong in strength to GoW, to ND, and to Lego.

Legoland forces:

- 4 worker
- 3 horsemen
- 6 Cavalry
- 88 infantry
- 27 tanks
- 62 artillery
- 6 ironclad
- 15 transport
- 6 subs
- 7 DD
- 4 BB
- 1 fighter
- 2 bomber
- 1 army

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:17
  Old Post 10-12-2004 08:50
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I'm not certain on this, but we spot 2 BBs. Weren't there 3 BBs on GoW's side? If so, did the BBs attack GoW? I sure hope they have a chain present!

Final bits:
we've got 1270 gold, and are making 401 gpt. Still no need for luxuries.

And that's it, folks! I'll go over the save a final time to make sure I didn't miss anything, I'll safe, and send it on to ND.

Oh, and a final screenshot is coming too.

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:17
  Old Post 10-12-2004 09:03
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Stormia

DeepO is offline DeepO

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Jan 2002
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  Old Post 10-12-2004 09:05
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Legoland

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 10-12-2004 09:06
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Tomorrow, I'll get a detailed report to GoW ready, including where they need to do what. I'd like it if they were to go for Jackson and Dye fields, but that's not so important. At the very least, they should take all the empty cities.

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:17
  Old Post 10-12-2004 09:13
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Oh, and a big thanks to everyone who weighed in on this turn with valuable comments. CH, vmxa, Krill, alva,... you all helped a lot in accomplishing this. And this is just this turn, without the past few months and the people who helped there (Big T, where were you when the fireworks really exploded?), we wouldn't even have gotten this far.

But I think everyone will agree that our biggest thumbs up should go to our one and only general. Aeson, it's always a pleasure to have a peep into that wonderful mind of yours, you proved again that you are the best civ player this world has... even without civ installed on your pc

So thanks everyone!

DeepO

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:17
  Old Post 10-12-2004 11:50
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It might be best not to go into too much detail on how GoW should move in the report. Make sure the Cavalry are mentioned again and explain why we are gifting the cities, but not much else would be needed. "The cities we are sending you are to open up a cultural corridor for your Cavalry to use in reaching your choice of Lego's cities." would work well enough.

Let MZ have some fun figuring out exactly which path to take.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:17
  Old Post 10-12-2004 11:52
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The Transports for attacking was something I never had thought of before Theseus mentioned it in last turn's thread. I hope he enjoys seeing the carnage his idea has produced...

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:17
  Old Post 10-12-2004 13:08
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Oh, my God!

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:17
  Old Post 10-12-2004 14:34
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quote:
You should really come up with a name for the Quanto strike which allowed this... it's far more important than Toledo 2 ever could be, and that's a name that's already immortal...


I would humbly submit 'the Thesean Gambit'. After Bob, it is the least he deserves for proposing the idea of merchant raiders.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:17
  Old Post 10-12-2004 14:41
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quote:
Build queues... now that could be it. I don't know exactly, but I changed some builds after going through the build phase. I think I changed the MI in Tornado only after doing all the rest. Also, I cycled a couple of time through the cities to see if we had enough airports (IIRC, Bolderberg was changed once I saw we might need another one, as it otherwise is a good MI city).

If that affects the RNG, there is no way this game can be reproduced. But I reloaded after the first day, I thought, and did the build phase again as it supposed to be? And diplo... well, didn't that happen twice after going to bed as well?

DeepO


Bingo!

We learned during the 1st ISDG that manipulating the build ques alters the RNG under certain circumstances. Wonders specifically do it every time. Other things might as well.

We discovered this because I would change city production to a wonder as something was finished during the beginning sequence, so that I could easily see which cities needed to be reset to the instructions of the MoI. One turn with combat vs barbs nobody could reproduce what I did, because I wasn't telling anyone about the 'que marking' that I was doing, because it wasn't part of the 'official moves' and shouldn't have mattered. It turns out it did matter. We looked into it, et voila.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:17
  Old Post 10-12-2004 14:44
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quote:
Congrats and all, don't mean to ruin the mood, but this is a very sad turn.


Indeed.

We would all do well to turn humanity up to 5 and gloat down to as near to 0 as we can manage.

This is gonna hurt a couple of people very deeply. Some may say it shouldn't, but after a couple of years invested in this game, it surely will.

 
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