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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Kloreepville
quote: Originally posted by vondrack
Kloreepville - after spitting out one last ironclad (to be finished in 1050AD), K'ville will be missing a uni and stock exchange. We should be able to do without a stock exchange, but the uni is a must (to be finished in 1090AD, maybe already in 1080AD). I'd suggest a coal plant here then (same reasoning as with Jackson and Zargonia - brings the city to 60+spt) and naval production - 2t destroyers/submarines, 3t battleships/carriers. Kloreepville will most likely have some workers joined, so that it can neglect growth and focus on production. |
Assuming the grassland E-NE shall be worked by Legopolis, Kloreepville should (after building a coal plant) end up producing (63-6=57)*4/3=76spt at +1fpt. That's not exactly optimal for 100/120/180/200S naval builds, so we better free the grass W-NW for Invoice (which will eventually stop pumping workers and need every single shield to become half-useful), dropping to (60-6=54)*4/3=72spt at +1fpt. Still quite an overkill, but the only other solution would be to build a courthouse and a police station in K'ville, hopefully getting to (63-3=60)*4/3=80spt. However, 80spt would only be good for fighters or arty and I believe it would be a waste to not use K'ville for naval production. So...
Timeline
1090AD: university completed
-------: coal plant started
1110AD: Mass Production discovered
1120AD: coal plant completed
-------: 2t destroyer production commences
-------: we might want to irrigate some mined tiles
1140AD: destroyer completed
1160AD: Atomic Theory discovered (a 5t research project)
-------: destroyer completed
1180AD: destroyer completed
1200AD: Electronics discovered
-------: destroyer completed
1220AD: Flight delivered by Vox (at the latest)
-------: destroyer completed
Depending on the situation, we may switch to 3t battleships - basically, BSs are more upkeep effective than destroyers (higher punch for the same upkeep) and a 3t BS is IMHO better than a 2t DD... but if we get into troubles in the Western Ocean, we will need not only the right punch, but the right numbers, too... and then three 2t DDs may be better than two 3t BSs.
And if things are really peaceful, we may slip a stock exchange in...
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Dye Fields
quote: Originally posted by vondrack
Dye Fields - a fully equipped city already. After finishing its current build (an ironclad completing the ironcladisation of ENS) in 1050AD, I'd suggest 2-3 arty pieces, then navy (or barracks & infantry, depending on the situation). Again, as with Jackson and Zargonia, a coal plant here would be reasonable, if going for navy, as it would bring the city from ~50spt to 60+spt. |
As more and more cities have their build queues planned, it's becoming easier to plan the remaining ones. If we are to modernize our artillery within a reasonable timeframe, D.F. must keep cranking 2t arty pieces out at least until 1170AD. Afterwards, I'd build a coal plant here, bringing the city to (53-5=48)*4/3=64spt. At 64spt, D.F. would become a fine 2t DD/sub or 3t carrier producer.
Timeline
1090AD: artillery completed
1110AD: Mass Production discovered
-------: artillery completed
1130AD: artillery completed
1150AD: artillery completed
1160AD: Atomic Theory discovered (a 5t research project)
1170AD: artillery completed
-------: coal plant (160S) started
1200AD: Electronics discovered
-------: coal plant completed
-------: 2t naval production commences
Last edited by vondrack on 01-08-2004 at 23:46
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Tarzania
quote: Originally posted by vondrack
Tarzania - currently building its last city improvement, a cathedral (to be finished in 1070AD). Afterwards, the city will be available for military production - 2t infantries or arty pieces. Despite high corruption & waste, I would skip police station for now, as savings would make no difference in production times anyway, we'd only be paying maintenance. A coal plant does not seem to be needed either, as Tarzania should be able to generate 45spt as it is (just needs few more pop points to work all available tiles). |
One of our primary infantry producers ATM - at 45spt, it's just perfect for that purpose. Shall stay that way until tanks become available... then, we build a police station (and mine 1 currently irrigated tile, if necessary), go to 50+spt and start doing 2t tanks:
Timeline
1090AD: infantry completed
1110AD: infantry completed
1130AD: Mass Production discovered
1150AD: infantry completed
1160AD: Atomic Theory discovered (a 5t research project)
1170AD: infantry completed
1190AD: infantry completed
-------: police station started
1200AD: Electronics discovered
1230AD: police station completed
-------: 2t-tank production commences
1240AD: Motorized Transport discovered
Note, that we should be able to avoid a coal plant in Tarzania at least until MIs, probably even until MAs.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Zargonia
quote: Originally posted by vondrack
Zargonia - after finishing the hospital in 1050AD, the city will be missing university & stock exchange. While I believe we will be able to do without the stock exchange for some time, the university is a must (to be finished in 1090AD). Afterwards, Zargonia can be used for all kinds of military/naval builds - 2t arty, 2t infantry, 3t destroyers... however, should we choose to build naval units here, I'd suggest a coal plant, since the situation in Zargonia is pretty much the same as in Jackson - a coal plant would bring the city to 70+spt, cutting production times significantly for all naval units. |
With its coal plant being completed this coming turn (1090AD), Zargonia shall easily get past 60spt and become an ideal destroyer production center. There is still a uni missing here, but it seems to me our research power is high enough to chew through Mass Production, Atomic Theory, Electronics, and Motorized Transport in 4+5+4+4=17t with very little deficit. Thus, for the next at least 15-20 turns, Zargonia can focus on DDs (and later 3t carriers), I believe, complementing the BSs coming from Jackson:
Timeline
1090AD: coal plant completed
-------: 2t destroyer production commences
1110AD: destroyer completed
-------: Mass Production discovered
1130AD: destroyer completed
1150AD: destroyer completed
1160AD: Atomic Theory discovered (a 5t research project)
1170AD: destroyer completed
1190AD: destroyer completed
1200AD: Electronics discovered
1210AD: destroyer completed
-------: 3t carrier production commences
1220AD: Flight delivered by Vox (at the latest)
1240AD: carrier completed
Last edited by vondrack on 15-08-2004 at 12:09
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Forkmouth
quote: Originally posted by vondrack
Forkmouth - after finishing the cathedral this turn (1040AD), there will be only 2 city improvements missing here, a stock exchange and hospital. We plan to keep our tax rate mostly low (around 30%), which means a stock exchange would increase the tax by some 3gpt only. I would say we can leave it for later. Hospital is a bit different story, but with all land tiles being worked already and the city growth rate minimal to none... I suggest 2 ironclads (till 1080AD) finishing the WNS rebuild, then a hospital (1120AD), and then artillery/navy all the way (ideal 2t arty, 3t destroyers, and 5t battleships). |
With exactly 40spt at pop 12, Forkmouth is ideally suited for 80S/120S builds - arty & DDs. Further growing the city will not increase the shield output, so we might be better off using it for DDs (because of the harbour here). However, a hydro plant will raise the output to 50+spt, making Forkmouth a great submarine shipyard:
Timeline
1090AD: destroyer completed
-------: last ironclad started
1110AD: Mass Production discovered
-------: ironclad completed
1140AD: destroyer completed
-------: hydro plant (240S) prebuild started
1160AD: Atomic Theory discovered (a 5t research project)
1200AD: Electronics discovered
-------: hydro plant completed
-------: 2t-submarine production commences
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Tiberius

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Europe
Jan 2000 time: 06:25
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Well, if we give up our modern wonder building plans, then they've already won the war ...
What is the purpose of any war against us? Not conquer, because this is almost impossible. The only real purpose is to weaken us. So, if we win the military war, but fall behind in the tech race because of it, then we lose the overall war, the big scale battle.
Did it occur to you that this could be only a big hoax? It is unlikely, I admit, but it's possible. They want to force us to focus on the military instead of science and to gain an even bigger tech lead. Not very probable, but a possibility though.
So I think that we should keep at least some builder options inh reserve, even if we focus on the military.
Oh well, I will move this discussion on the other thread, the new war thread.
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