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DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:16
  Old Post 29-12-2004 03:35
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movement continued
last bits on Legoland

- used 7 infs to cover all arties and workers left in the open (1 inf per tile).
- 1 inf protects the radat tower
- 1 MI + 1 inf protects the 4 workers on NI 9
- 4 inf moved to the Panama fortress (1 MI already present)
- 1 inf moved to Panama 2
- 2 tanks to Panama
- 1 tank moved to rubber resource
- all the other full health tanks enter NI.
- all 1/4 tanks, and the 2/4 tank enter Abilene.
- 3/4 tanks stay put (under cover of a MI).
- explorer on Tip moved to NI.
- units in NI and in Abilene awaken from transport, and fortify-alled.
- in general, all units on Abilene, except the workers and arties are fortified.

total in Abilene:
- 2/4 MI
- 2/4 T
- 4 1/4 T
- 1/4 TR
- 1/4 M

total in NI:
- MI
- 16 T
- 3 explorer
- 3 TR
- 3/4 TR
- 1/5 DD
- 2 2/4 M
- 1/4 M
- 3/4 CV
- 3/3 fighter

total in AA:
- MI

total in Panama fortress:
- MI
- 4 I
- 2 T
- 4 slaves

This concludes Legoland

DeepO

vmxa1 is offline vmxa1
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Nov 2001
time: 21:16
  Old Post 29-12-2004 03:57
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Did you say you expect to have 4 settlers to chain over next turn, plus one in Abilene?

Do you anticipate making towns from the dye site to the blockade/choke point? I mean we will have to do that to cover the rubber and the choke.

This would cut off all the land behind from the land north of that line. I presume that land is going to be GoW and they will want land on the south of that line.

I guess that does not have to be a problem, just that there will be no land connection between them.

DeepO is offline DeepO

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  Old Post 29-12-2004 03:58
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movement continued
Stormia

- rifles from all mountains and (RP) hills recalled.
- MIs take their places.
- On the W, we don't need MIs covering the mountains. Any unit will do. We know that neither Vox nor Lego had marines. Those MI would be much better used in our cities E. So, as much as possible marines take the fortresses. We need one tank.
- 1 MI on the oil source to guard against bombardment.

Once all is aranged, all rifles and infs are upgraded to MI.
Total cost: 1320 gold (23 new MI)

we now have the following defense:
- all inner cities, and E cities (from Sufa to Inchoff) have 1 MI (except Tempest, which has a tank)
- Typhoon has 2 MI
- Bolderberg, D-ville and Velocity have 3.
- Monsoon, WW and OG have 4 + 1 art.
- WoC has 5 MI + art
- Eli has 6 MI, 2 art + fighter (not on air sup yet).

I know this is only temporary, but I think it's better than what we had last turn.

only economic things remain.

DeepO

vmxa1 is offline vmxa1
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Nov 2001
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  Old Post 29-12-2004 03:59
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If they took ove the choke then we do not have to cut the land in half with are few cities. Would we want to have a land access to Vox from the other end then?

I would think we would want a land connection. This makes it possible to invade if need be without using the sea.

DeepO is offline DeepO

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  Old Post 29-12-2004 04:00
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quote:
Originally posted by vmxa1
Did you say you expect to have 4 settlers to chain over next turn, plus one in Abilene?

That's the max possible, yes. What to do with them is something else...

quote:
Do you anticipate making towns from the dye site to the blockade/choke point? I mean we will have to do that to cover the rubber and the choke.

This would cut off all the land behind from the land north of that line. I presume that land is going to be GoW and they will want land on the south of that line.

I guess that does not have to be a problem, just that there will be no land connection between them.

I have no clue, vmxa. It's an important question, though.

I really believe we should get our hands on Panama ourselves. If at all possible, let's install RP near the rubber and the dyes. The rest? No idea. It's just for the resources anyway.

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 04:04
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problem with Panama is that for us it's a protection against GoW funnies. For them, it doesn't really matter. If we position one well placed sub North of Vox, we can see all incoming GoW traffic. Add Panama, and were safe from that side. Without Panama, they are free to roam 'our sea'...

For them, the situation is different, as they only need one ship to block the inner sea from their side (better than Panama, as it is close to reinforcements). So us getting Panama is kind of a declaration of the inner sea as neutral terrain.

DeepO

vmxa1 is offline vmxa1
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Nov 2001
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  Old Post 29-12-2004 04:04
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Yeah the homeland is much improved over the last few turns. No longer tempting for a quick rush from one end to the other.

DeepO is offline DeepO

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  Old Post 29-12-2004 04:07
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It's not perfect yet, though. For one, we've got fortresses on places where we never want to put defense ourselves, giving extra cover to invaders. We should really clean these out. Over the next wait for the turn, I'm going to plan some things, and have some thread on that, so next turn we can correct where necessary, pillage fortresses, rebuild RR and mines, and get everything ready asap.

DeepO

vmxa1 is offline vmxa1
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Nov 2001
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  Old Post 29-12-2004 04:08
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quote:
Originally posted by DeepO
problem with Panama is that for us it's a protection against GoW funnies. For them, it doesn't really matter. If we position one well placed sub North of Vox, we can see all incoming GoW traffic. Add Panama, and were safe from that side. Without Panama, they are free to roam 'our sea'...

For them, the situation is different, as they only need one ship to block the inner sea from their side (better than Panama, as it is close to reinforcements). So us getting Panama is kind of a declaration of the inner sea as neutral terrain.

DeepO


True, but I was also thinking that if we have the block, no strangers can come in uncontested and that it stops Vox from going for a bit of land without preapproval.

Not saying they would, but the land is technically free right now.

DeepO is offline DeepO

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  Old Post 29-12-2004 04:11
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Ah, of course. That's why I've put 7 defenders there... this should stop both Vox and Lego at this point. It won't stop GoW if they really want to, but GoW is not the problem right now.

DeepO

Krill is offline Krill
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Dec 2003
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  Old Post 29-12-2004 04:26
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By Panama, do you mean a city where Invoice was? It gets slightly confusing when you talk about Panama, which is a Voxian city.


BTW, after looking at the map, we have a problem in that we can't ever take Vox out in one turn unless we have a lot of Marines. A purely land based attack would take three turns, using tanks and settlers if we split the forces, but using MA would take 2 turns, and about 2-4 settlers (best keep some arpouond just to make them plan accordingly).

DeepO is offline DeepO

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  Old Post 29-12-2004 04:27
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Ah, sorry... Invoice it is, yes. Wasn't there a Lego Panama as well?

We could name the site Panama gail or something like that, to make it 'ours'

DeepO

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 29-12-2004 04:36
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I think we should take advantage of the mob' to get our intended defensive unit-requirements sorted as far as possible while we're getting the extra shields. We'll want lots of fighters & bombers - as well as a decent navy.

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 29-12-2004 04:38
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- what I mean is : are we in a hurry to make peace yet, or do we want more turns for units?

DeepO is offline DeepO

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  Old Post 29-12-2004 05:06
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we're in a hurry, in the sense that if we want to time a prebuild well, and have the internet for research labs everywhere, we can't wait too long. We could use 1 or 2 more turns in mob.

The problem is that many cities are currently building airports and stuff like that, which doesn't get a bonus anyway.

Also consider that one of the main advantages for going for minituarisation are offshore platforms... we can prebuild these in many cities. I would hate to rush them, they are costly.

I agree with Aeson we need 100 MI, and I agree with you we need more navy (but we're building that, 4 more ships are christened next turn), but even without mob we will get there rather easily. Without mob, we can produce >7 100 shield units each turn. (now it's 9)

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 05:09
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Netscape crash. This is not nice of my pc... I was just going over the last notes for the economical part. More then a page of text lost.

I'll try to reconstruct everything, but forgive me if the save is a bit different from the report.

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 05:24
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okay, this is a shortened version of the econ report.

- Tornado: shortrushed to knight, builds DD next turn. 72 g (IIRC)

- Typhoon: shortrushed to knight, builds DD next turn. 104 g (IIRC)
- I'm uncertain if Typhoon can get to 50 spt in WLTKD (I remember there was one wf combination which gave this perfect score, I don't remember which one). I already mined T 78.
- Typhoon takes wheat from Cyclone, instead of coast

- Cyclone takes grass from Tornado
- Tornado takes wheat from Cyclone
- Cyclone set to settler

- Blizzard takes coast instead of desert
- SS takes desert instead of mountain

- WoC 23 forest chop.
- problem: chop went to inchoff, even if WoC was working the tile!
- Inchoff unsure to get 20 spt in WLTKD (I thought it was 18). WoC moves off grass, onto coast (not sure if this gives 100 spt: check this next turn and shortrush if necessary)
- WoC set to BB
- Inchoff shortrushes to tank [edit: 4 shields for 16 g. That's a surplus of 2 or 3]
- Inchoff set to DD

- Elipolis set to civil defense(CD)
- forests on Eli 7 & 8
- mistake: Eli 6 irr. corrected by mining it again

- Monsoon set to CD.

- Hurricane set to DD
- EotS gives river fur to Hurricane. Set to tax man
- Hurricane moves off coast for the fur.
This is not completely legal. now, EotS is not producing 80 spt without the buggy mob bonus anymore. However, we could correct it if we wanted it, but the difference is only 1 fpt, and it involves a lot of changes. Now, next turn all that needs to be changed back for 1-turn bombers is the river furs again.

city builds

- Eli: CD in 2
- Velocity: explorer in 11
- WoC: BB in 2 (shows 3)
- Inchoff: DD in 1
- D-ville: airport in 1
- SA: airport in 2
- Blizzard: DD in 2
- Monsoon: CD in 1
- Arashi: MI in 2
- WW: MI in 2
- Tempest: bomber in 1
- SS: settler in 3 (shows 4)
- OG: CD in 4
- EotS: airport in 1
- Hurricane: DD in 1
- Bolderberg: airport in 1
- Cyclone: settler in 3
- Tornado: DD in 1
- Typhoon: DD in 1
- Sufa: Explorer in 16
- AA: barracks in 40
- NI: barracks in 39
- Abilene: settler in 1

1136 g, -65 gpt, 60%, 571 bpt. Mini in 14.

I think this was it.

Save ready to be sent, I'll check it one last time.

DeepO

Last edited by DeepO on 29-12-2004 at 05:39

asleepathewheel is offline asleepathewheel
Emperor
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Mar 2002
time: 00:16
  Old Post 29-12-2004 05:32
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clap clap

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 29-12-2004 05:34
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Brilliant work again, DeepO & Aeson :notworthy:

DeepO is offline DeepO

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  Old Post 29-12-2004 05:34
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Save sent

I noticed one last thing: in between the battles, and the upgrading, I forgot to check where ND was in strength opposed to us. After upgrades, we're still strong to everyone

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 05:45
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DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 05:46
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I think I asked this before, but I forgot the answer: can you enter a tile with a radar tower from the sea, without using a marine?

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 05:58
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GoW report, and battle reports are something for tomorrow. I spent enough time on this game today

DeepO

vmxa1 is offline vmxa1
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Nov 2001
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  Old Post 29-12-2004 05:59
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I don't think so as it has to be destroyed.

DeepO is offline DeepO

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  Old Post 29-12-2004 06:01
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okay, thanks. That's one less worker we need to use to cover a tower.

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 07:30
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quote:
Originally posted by DeepO
That should have been
LNT-TR, LNT-ID, LNT-CA(vet), LNT-CG.

I'm rereading everything... a correction here: that should have been:
LNT-TR, LNT-ID, LNT-CA(reg), LNT-CG.

Sorry about this.

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 07:39
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quote:
Originally posted by Aeson
I don't know if Artillery will count as a military presence to stop barb camps from spawning.

I don't think so... I'm not sure, but doesn't it just require a defensive value to keep barbs from spawning?

DeepO

vmxa1 is offline vmxa1
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  Old Post 29-12-2004 10:54
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I think you have to have a defensive value and an attack value to count, but I am not positive.

DeepO is offline DeepO

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  Old Post 29-12-2004 15:40
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Are there units with defensive, but no attack value? Apart from ones you make in the editor, of course.

It doesn't matter, arties don't prevent spawns

DeepO

alva is offline alva
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Sep 2001
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  Old Post 29-12-2004 18:34
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IIRC, I've seen barbs spawn next to a worker, so I guess that would it o be possible with artillery too.

 
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