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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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News first:
GS must have upgraded probably all their defenders. They have had rubber last turn and have risen to average vs. us. I fail to see what good is upgrading right now, unless GS do not trust GoW/ND and decided to "play it safe", upgrading while there was the chance. If that's not it, then I am lost, as they are only drawing attention to themselves.
Scientific Method now distributed to everybody (GoW & ND got it immediately after we had discovered it).
Thanks to all those added workers, our research output has improved considerably. With just few more beakers per turn (should be easy to gain, as we are finishing a new uni in K'ville), we should be able to nail Mass Production in 4t without going to 70% research at all.
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+720+480=5160g
Security threats
IWS Enterprise (GoW), formerly near Jackson, has been replaced by IWS Thunderflare (a destroyer), which means the only real security threat has been removed
IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1090AD (Turn 225):
Unit Movement/Actions
1) L.V. (N of Castlea) to move SE-SE-SE-SE, sailing to Pt. Hammer for an upgrade
2) H.N. (the one GS felt so nervous about, E of Hurricane) to move NE-NE-NE-EN, sailing to Invoice for an upgrade
3) I.N. (W of Invoice) to move SE-SE-E-E, sailing to Invoice for an upgrade
4) G.H. (E of Tornado) to move E-E-E-E, sailing to Q.M. for an upgrade
5) new destroyer finished in F'mouth to be named 'H.B.S. Achilles' and moved S-SW-SW-SW-SW-SW
6) new ('10th' & '11th') artilleries finished in Dye Fields & Sharpehaven to fortify at the Cannon Hill
7) new ('8th') infantry finished in Tarzania to be moved to Kloreepville and fortified there
8) new ('9th') infantry finished in Camp David to be moved to Port Hammer and fortified there
9) disband 1 cannon in Q.M. to speed the uni build by a turn there
10) disband 1 rifle in Logville to speed the hospital build by a turn there
Worker Movement/Actions
11) Charlie, Logger, & Paddy to road (S of Crossing)
12) Bruno, Patrick, Chris, George, & Keith to move to the mountain S of Crossing and mine
13) Ken, Francis, Dean, David, & Jacob to move to S of Crossing and rr
14) Duncan & Eric to move to SW-SW of Legopolis and mine
15) new workers to be sent to Vox
City Management
16) Legopolis labourer from the rred/mined grassland W-SW to the newly rred/mined grassland SW-SW of the city
freeing the tile for K'ville
17) Farmerville to keep cranking out 1t workers
18) Forkmouth to start an ironclad
the very last ironclad we need for picket duties
19) Zargonia labourer from a coast to the hill NW-NW; start destroyer
should be exactly 60spt -> 2t destroyer; if there are no more signs of GS preparing for a war, we can switch to university before finishing the destroyer
20) Dye Fields labourer from a rred/minde grassland to coast; start another artillery
21) Sharpehaven to start another artillery
22) Tarzania to start another infantry
23) Camp David to start another infantry
24) Kloreepville labourer from the coast to the rred/mined grassland E-NE; start coal plant
police station would probably be enough to bring the city to 60spt at pop 17, but then we would be limited to destroyers here (battleships cost 200S, stock exchange we will still need costs 200S as well). With a police station, we will be able to easily crank out 2t destroyers OR 3t battleships.
25) Invoice to start another worker
26) Ahhmyfoot labourer from the hill S-SE to the mountain N
more commerce, food wasted anyway
27) Abilene to start university
28) send 100+120g to Vox
Last edited by vondrack on 01-08-2004 at 21:13
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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News first:
GS must be up to something - we have fallen down to #2 in Military Service. Still average vs. GS, though - and everybody else is weak vs. us.
Espionage coming our way next turn (see the Voxian diplo thread about the good news on their increased research power). Not known to anybody yet.
Mass Production now easily in 2t, as expected - no need to go to 70% at all. Known only to GS so far (just like Atomic Theory).
Flight not known to anybody yet.
Our military that needs to be upgraded:
53 riflemen ... 53 * 2g/S * (90S-80S) = 1060g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
24 cannons ... 24 * 2g/S * (80S-40S) = 1920g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1060+800+1920+720+480=4980g
Security threats
IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1100AD (Turn 226):
Unit Movement/Actions
1) L.V. to move SW-SW-W and upgrade to transport (120g)
2) H.N. to move NE-NE-NE-NE, sailing to Invoice for an upgrade
3) I.N. to move NE and upgrade to transport (120g)
4) G.H. to move E-E-E-E, sailing to Q.M. for an upgrade
5) H.B.S. Achilles to move SW-SW and fortify
6) new ('12th') artillery finished in Panama to fortify at the Cannon Hill
7) new ('10th') infantry finished in Karina to be moved to Port Hammer and fortified there
8) disband 1 rifle in Ahhmyfoot to speed the university build by a turn there
Worker Movement/Actions
9) Duncan & Eric to move to N of Red Bricks and irrigate
10) Charlie & Logger to move to NW of Red Bricks and irrigate
11) Bruno & Paddy to move to NE of Red Bricks and irrigate
12) Patrick & Chris to move to SE of Red Bricks and irrigate
changing the setup of Red Bricks for easy 2t artilleries and fine (+4fpt) growth
13) George & Keith to move to N of Logville and mine
14) Ken & Francis to move to W-NW of Logville and mine
changing the setup of Logville for 2t artilleries
15) Dean, David, & Jacob to be sent to Vox, unless needed elsewhere
16) new worker to be sent to Vox
we do not really need those three workers of ours this turn, so I guess that unless there is pollution to clear, we should send them to Vox. If we need them on the following turn, we simply keep the newly built workers in Invoice & F'ville.
City Management
17) Legopolis labourer from the rred/mined desert NE-NE to the hill E-NE
18) Legopolis labourer from the rred/mined grassland SW-SW to the mountain SE-SE
stops growth, but puts some shields into a reserve (2t*66S+4t*67S=400S, no reserve at all)
19) Jackson labourer from the hill SW-SW to the rred/mined desert W-NW; start destroyer (a BB prebuild actually)
20) Farmerville to keep cranking out 1t workers
21) Port Hammer to work fish, both hills, iRRigated plains N & SW, and coasts
freeing the third iRRigated plains for Panama - no loss of spt, actually (that 1spt was wasted anyway), just slower growth - but we are already at pop 11... and a hospital in Port Hammer is faaaar into the future.
22) Panama labourer from a coast to the iRRigated plains N-NW; start (2t) infantry
23) Red Bricks to start artillery
24) Karina to start another infantry
25) Logville to start (2t) artillery
26) Invoice labourer from the coal mountain to a coast 
27) Crossing to work iRRigated grassland, horse & coal hills, and 3 iRRigated deserts; start factory
28) Q.M. to start cathedral
29) send 100+120g to Vox
30) check research slider for possible savings
probably not a chance, but...
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Nothing really new... one notable thing this turn was that (probably because of the temporary improvement of our luxury situation), we have started to rise on the scoregraph. However, on the powergraph, we are still on the decline, though this turn only because of Voxes gaining (others stayed pretty much as they were the turn before).
Still #2 in Military Service, average vs. GS and strong vs. everybody else. The world seems to enjoy a naval build-up. I can see three GoW DDs, two GS DDs, one Voxian DD - and one DD of ours. No BB in sight yet.
Mass Production in 1t while staying at 60% (known to GS only so far - they must be waiting for us to discover it before distributing it to others). Espionage with us, Legopolis build updated. Flight not known to anybody yet (Rhothaerill reports Flight in 11t ATM, to go down to 10t soon), Atomic Theory known to GS only.
Our military that needs to be upgraded:
52 riflemen ... 52 * 2g/S * (90S-80S) = 1040g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
24 cannons ... 24 * 2g/S * (80S-40S) = 1920g needed for upgrades to artillery
4 caravels ... 4 * 2g/S * (100S-40S) = 480g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1040+800+1920+480+480=4720g
Though, that's what we'd need to upgrade all we have got ATM - but many rifles, cannons, and all caravels will be disbanded, being replaced by newly built units.
Security threats
IWS Black Pearl (GoW) formerly N-N-N-N-N of Castlea removed, replaced by IWS Chimaera (DD)
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1110AD (Turn 227):
Unit Movement/Actions
1) L.V. to be designed "LNT-LV" (Legoland Naval Transport), moved W-NW and fortified, becoming part of our emergency route from/to Voxtavia.
2) H.N. to move N-N-NE-NE, sailing to Invoice for an upgrade
3) I.N. to be designed "LNT-IN" and moved N-N-N-N-NE-E, joining LVT-LV next turn (part of our emergency route to/from Voxtavia)
4) G.H. to move E and upgrade to transport (120g) NW-N-NE-NE, heading for Sandonorico to be disbanded there (shall be replaced by a new transport built in Panama)
5) new ironclad finished in Forkmouth to be named "Southfork" and moved SW-W-W-NW-NW, heading to replace Intrepid
6) new destroyer finished in Zargonia to be named "H.B.S. Perseus" and moved E-N-N-N-NW-NW, covering that single shrouded water tile 6xNE of Tarzania
7) new ('1th') artilleries finished in Dye Fields & Sh'haven to fortify at the Cannon Hill
8) new ('11th') infantry finished in Tarzania to be moved to Dye Fields and fortified there
9) disband one cannon in Tiberium to speed its hospital build by 1t
10) disband one cannon in Panama to allow for a 2t transport build
Worker Movement/Actions
Workers to take care of whatever pollution we might take. Having nothing better to do, they should build some fortresses on the access routes to Legopolis.
11) two workers to mine the desert NW of Panama
to allow for 2t transport production even if being hit by pollution once (Panama will be 48spt working all shield producing tiles, at least 42spt losing any one of them but the iron hill - only losing the iron hill would prevent the transport from being done in 2t then)
12) new workers to be sent to Vox
City Management
13) Jackson to change production to battleship
14) Farmerville to keep cranking out 1t workers
15) Panama to change production to transport
see my post here for the reasoning.
16) Forkmouth to start destroyer
17) Zargonia to start another destroyer
18) Dye Fields to start another artillery
19) Logville labourer from the rred/mined grassland SW-SW to a coast
just micromanaging... if we get unlucky and are hit next turn, missing the completion time, we do a DD or sub here instead
20) Sharpehaven to start another artillery
21) Tarzania to start another infantry
22) Kloreepville labourer from a mined grass to the mountain, ensuring we do finish the coal plant even if K'ville gets hit by a pollution
23) Invoice to start another worker 
24) Ahhmyfoot to start infantry stock exchange
ok, I know... but it's not the builder thing... Ahhmyfoot was meant to start building infantries this turn. However, a stock exchange will add 6gpt at 60% science here - that's roughly 1 infantry upgrade every 3t. We miss 2 infantries now (3-4t to build the stock exchange, depending on whether we use a disband or not), but shall recover the "loss" within 10t from now simply because of not having to build those infantries in the first place, upgrading them from existing rifles. Generally, cities should only be building infantries if they have nothing better to do - and Ahhmyfoot can build the stock exchange.
25) Tiberium labourer from a coast to the rred/mined grassland N-NE, ensuring the hospital completes in 1t
26) Horsefish to start a submarine
27) send Mass Production and 100+120g to Vox
28) start researching Atomic Theory at 60%
Atomic Theory is now 4800-10%=4320 beakers. Our current research output ranges as follows (figures rounded to tens):
60%: 780bpt, +240gpt
70%: 915bpt, +80gpt
80%: 1050bpt, -70gpt
90%: 1180bpt, -230gpt
100%: 1310bpt, -380gpt
Obviously, to do Atomic Theory in 4t, we'd have to go at least 80% on all 4 turns, losing -70gpt*4t=-280g (in addition -220gpt*4t=-880g would be sent to Vox, unless we stop their funding for those 4t). Dropping by -1160g, below 1000g in bank in mere 4t does not sound like a sound strategy to me... if we are attacked, I think 1000g to upgrade rifles/cannons will do us more good than the fact that we would be one turn closer to tanks (we'd have to slow the research down anyway). Plus, keeping Vox at 100% research is going to net us Flight in 10t (instead of, say, 14t) - which I think is more important than getting Tanks in 12t instead of 13t.
All in all - I do not believe the game could be decided by the single turn we are able to gain on others by doing AT in 4t. OTOH, short term, I believe it's a good idea to keep a healthy cash reserve, making sure Voxes get to full strength ASAP... it's their ability to research along with us that might decide the game.
I suggest we do AT in 5t, going 60% for 3t, then 1t for 70% and 1t for 80% - that should hopefully be enough to make it, with three new universities coming online over the next 3 turns.
Last edited by vondrack on 15-08-2004 at 11:59
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ZargonX
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Space
Sep 2002 time: 00:30
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quote:
21) Ahhmyfoot to start infantry stock exchange
ok, I know... but it's not the builder thing... Ahhmyfoot was meant to start building infantries this turn. However, a stock exchange will add 6gpt at 60% science here - that's roughly 1 infantry upgrade every 3t. We miss 2 infantries now (3-4t to build the stock exchange, depending on whether we use a disband or not), but shall recover the "loss" within 10t from now simply because of not having to build those infantries in the first place, upgrading them from existing rifles. Generally, cities should only be building infantries if they have nothing better to do - and Ahhmyfoot can build the stock exchange. |

quote:
I suggest we do AT in 5t, going 60% for 3t, then 1t for 70% and 1t for 80% - that should hopefully be enough to make it, with three new universities coming online over the next 3 turns. |
You make a solid argument Of course, if the game really is decided by the 1 turn to AT, won't we feel silly? 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Funny, how easy it is to forget WHY you are doing something once you actually start doing it... my own argument about the stock exchange in Ahhmyfoot has made me realize there's at least one other city set to suboptimal production - Panama.
Panama is 45spt (could be 48spt after mining one of the currently irrigated tiles). ATM, it's building 2t infantries - which saves us 20g every 2t, basically by-producing 20S we get by disbanding an old rifleman. Now, is there any better way to save gold by building modern units here?
Panama is a coastal city with a harbour. Unlike in Karina and Tarzania (which are our other infantry producers), we can build navy here, too. 2t*45spt=90S, only 10S short of a new transport. 10S we can easily get from a disbanded cannon (our arty production is now at full speed and we'll have a number of obsolete cannons available over the next few turns).
Building 2t transports in Panama would allow us to not upgrade our remaining four caravels, disbanding them instead - we'd be saving 120g (!) every 2t, with the only associated "cost" being the loss of 20S coming from a disbanded obsolete unit (as the cannon needed to do the transport in 2t equals the caravel we'll eventually be able to disband). However, saving (120g+0S)/2t instead of (20g+20S)/2t is huge - that's 5 more rifles we could upgrade every 2t (or 5 less infantries we would have to build from scratch).
Even after running out of caravels to replace, it would still be better to keep building transports, trashing galleons (we've got 6 of them), instead of doing infantries (saving 80g+0S/2t instead of 20g+20S/2t).
Thus, I suggest to change the production of Panama from infantry to transports, at least until we replace our remaining 4 caravels (8t total, including the one we have already played, 1100AD).
I am going to change the turn plan accordingly.
Last edited by vondrack on 15-08-2004 at 12:00
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Alright... if there was a slightest doubt about something brewing out, it's gone. GS went strong vs. us this turn, GoW has become average. ND remained weak. We are still #2 in Military Service.
There's no way GS could go from weak to strong vs. us over these few turns unless they were building up for an attack on somebody. Not sure where GoW fits in this, though - they may be just upgrading their rifles... We really need those spies planted ASAP.
Mass Production known to GS only (shall undoubtedly change next turn). Amphibious Warfare and Flight not discovered yet. Rhothaerill reports Flight now in 9t (1200AD).
Atomic Theory in 6t, though we shall easily do it in 5t as planned, by going 70% & 80% on the last two turns of our research (see at the bottom).
I sent twice as much gold/workers to Vox this turn, because next turn, we will be establishing an ongoing dyes for 1gpt deal (was not possible this turn yet) to get rid of the "bumps" between "gift" deals. I believe that sending this and another deal could mess things up, so we better avoid it. We just keep the new workers and gold next turn. I am also going to update Voxes on the situation and ask for an update on theirs.
Otherwise, pretty much nothing exciting - but considering the fast GS build-up, I believe we should upgrade some of our rifles next turn. We do have the money and we do not really need them for upgrades anywhere else - caravels shall be replaced with newly built transports, cannons shall be replaced by newly built artilleries (now being built in 4 cities). We will certainly not replace more than half of our rifles with newly built infantries - so I suggest upgrading 25 rifles (500g). We should still have money enough to plant a spy with GS (and GoW, possibly) in 1140AD, after our IA is completed, without going under 1000g.
Our current military:
(10 workers)
8 horsemen
52 riflemen
51 cavalry
15 infantry
23 cannon
14 artillery
4 caravels
6 galleons
16 ironclads
5 transports
2 destroyers
Our military that needs to be upgraded:
52 riflemen ... 52 * 2g/S * (90S-80S) = 1040g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
22 cannons ... 22 * 2g/S * (80S-40S) = 1760g needed for upgrades to artillery
4 caravels ... 4 * 2g/S * (100S-40S) = 480g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1040+800+1760+480+480=4560g
Though, that's what we'd need to upgrade all we have got ATM - but many rifles, cannons, and all caravels will be disbanded, being replaced by newly built units.
Security threats
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1120AD (Turn 228):
Unit Movement/Actions
1) LNT-IN to move N and fortify, becoming part of our naval emergency route to/from Voxtavia
2) new transport finished in Panama to be named 'LNT-GH' (to honor Golden Hind that will be scrapped in Sandonorico this turn), move W-N-N-N-NW, and fortify, becoming part of our naval emergency route to/from Voxtavia
3) Southfork to move NW-NW-NW-NW, heading to replace Intrepid on the next turn
4) H.N. to move SE-SE-SE-SE, sailing to Sandonorico to be scrapped
5) G.H. to move NE-NE and disband, being effectively replaced by the transport just completed in Panama
6) H.B.S. Perseus to fortify, covering that single shrouded water tile 6xNE of Tarzania
7) 57th Infantry (Camp David) and 58th Infantry (Nou Camp) to move to S'haven and fortify there
8) new ('15th' and '16th') artilleries finished in Red Bricks and Logville to fortify at the Cannon Hill
9) new ('12th') infantry finished in Karina to be moved to Dye Fields and fortified there
10) disband 1 regular rifle in Oasis to shave a turn off the uni build there
11) disband 1 rifle in Quanto Mechanico to shave a turn off the cathedral build there
Worker Movement/Actions
Workers to take care of whatever pollution we might suffer. Having nothing better to do, they should build some fortresses on the access routes to Legopolis and Karina.
12) one new worker to be added to Horsefish
City Management
13) Legopolis labourer from the mountain SE-SE to the rred/mined grassland E-SE
brings the city to 67spt... we'll need only 2*64=128S to finish the IA in time, which is going to be well covered - time to resume some slow growth
14) Farmerville to keep cranking out 1t workers
15) Panama to start another transport
16) Red Bricks to start another artillery
17) Karina to start another infantry
18) Logville labourer from a coast to the rred/mined grassland SW-SW; start another artillery
19) Sharpehaven labourer from a rred/mined grassland to coast
arty still safely in 1t
20) Kloreepville to start a 3t battleship at ~70spt (adjust WF accordingly)
not sure about the exact WF setup - we should be able to return the mountain labourer back to the mined grass
21) Invoice labourers from the coal mountain & rred/mined grassland W to coast, as usually
22) Crossing labourer from iRRigated desert to a hill
growth still in 1t, more shields
23) Tiberium labourers from the tiles SW-SW & N-NE to coasts; start bank
Logville and Horsefish are assigned to military production -> higher priority
24) Horsefish to work all land tiles except the hill NW-NW
thanks to an added worker and shield-maxxing, we should be able to nail the sub in just 1t
25) Tipperary labourer from the hill E-NE to coast; change production to battleship
ok, this is probably unexpected, but here is the reasoning... a factory (the build will be at 182/240S, so 4t to go) in Tipperary would raise the spt output by 14*50%=7spt (to 21spt). Means Tipperary would be able to build 5t subs or 6t destroyers - with several our cities doing 2t/3t naval builds, that's little difference... We'd be paying 3gpt factory maintenance and it would take ~34 turns to just recover the factory shield investment. It just does not seem worth it. OTOH, we could have a nice shiny vet BB sailing out of Tipperary in mere 2t - considering the GS buildup, I'd say that such a BB could easily be golden in few turns.
26) nothing to be sent to Vox this turn
to not mess with establishing a lux-for-gpt deal
--) researching Atomic Theory at 60%
Atomic Theory is now 4800-10%=4320 beakers, we should be having ~790 beakers accumulated. Our current research output ranges as follows (figures rounded to tens):
60%: 790bpt, +230gpt
70%: 920bpt, +70gpt
80%: 1060bpt, -80gpt
90%: 1190bpt, -240gpt
100%: 1320bpt, -385gpt
Seems we are doing fine... 790+2*790+920+1060=4350. 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by ZargonX
Hrm... well, the obvious would be a two-pronged attack on both our coasts from GS and GoW. But I can't imagine they would leave ND out of that, because a GS-GoW alliance to topple Lego would then leave ND in the dust if they didn't get a piece of it. I suppose ND itself could be the target... *sigh* It's all very confusing... |
Perhaps.
But ND made it clear they believed their only chance was to let everybody else beat the crap out of each other, while gaining (relative) strength. It's what I think, too. Irrespective of if they are part of the attack at us or not, the victorious GS & GoW (if victorious, that is) would cut them to pieces. ND is weak. Too weak to play an important role. They can only pray to not be the target.
No, I believe it will be us (and Vox) vs. GS & GoW... with ND sitting by the sideline, building up, hoping nobody would achieve a decisive victory. Most probably getting marginally/indirectly involved to prolong the slaughtery.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Almost a tradition now... news first:
GS traded Atomic Theory to someone (research cost now down 20%). Most probably to GoW, in exchange for their Flight, which has been discovered (cost 10% down). Would be nice to see Flight 20% down next turn, as it would allow Vox to deliver it approximately 2t faster. Less funding needed, airforce available 2t sooner...
Vox report all their defenders and artillery upgraded while still having almost 500g in reserve. If things go wrong, they should be able to survive on their own for few turns. Rhothaerill promised to report on the new Flight ETA next turn.
A new security threat identified - an Arabian (ND) transport, IDT Lastkahn, within the striking range of Zargonia. Reinforcements moved to Zargonia to rule out a successfull seaborne attack and ND asked to remove or replace the vessel.
Other than that... still weak vs. GS, even after upgrading 24 rifles to infantries. Average vs. GoW and strong vs. ND. I did a number of minor changes to city setups to make sure we do not suffer from unhappiness due to the fake war with ND (declared to get rid of a bug). Science knocked down to 10%.
Our current military:
(10 workers)
8 horsemen
26 riflemen
51 cavalry
40 infantry
22 cannon
16 artillery
3 caravels
6 galleons
16 ironclads
5 transports
2 destroyers
Our military that needs to be upgraded:
26 riflemen ... 26 * 2g/S * (90S-80S) = 520g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
22 cannons ... 22 * 2g/S * (80S-40S) = 1760g needed for upgrades to artillery
3 caravels ... 3 * 2g/S * (100S-40S) = 360g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 520+800+1760+360+480=3920g
Security threats
IWS Imperator (GoW) formerly E-E-E-NE-NE-NE of Dye Fields - removed, replaced with IWS Iron Duke (DD)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IDT Lastkahn (ND) E-E-E-NE-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 8+ infantry defenders in Zargonia.
Plans for 1120AD (Turn 228):
Unit Movement/Actions
1) Southfork to move W-W-NW and fortify, allowing Intrepid to head home next turn (to be scrapped)
2) H.N. to move SE-SE-E-E and disband (if possible)
3) J.K. to move N-NE-NE-NE, sailing to Panama to be scrapped
4) new destroyer finished in Zargonia to be named 'H.B.S. Poseidon', moved E and fortified, further strenghtening Zargonia defenses
5) new battleship finished in Jackson to be named 'H.B.S. Jackson' and move E-N-N-N-NW-NW, sailing to the Hammer Bay (better have her capable of moving to both theatres fast and unchallenged)
6) new ('17th', '18th', '19th', & '20th') artilleries finished in Ahhmyfoot, Dye Fields, Forkmouth, and Sharpehaven to fortify at the Cannon Hill
7) new ('26th' & '27th') infantries finished in Tarzania and Nou Camp to be moved to Sandonorico and fortified there
8) shuffle garrisons so that rifles end up in barracked cities
Worker Movement/Actions
9) one worker to irrigate the currently mined desert W-SW of Jackson
Remaining workers to take care of whatever pollution we might suffer. Having nothing better to do, they may build some fortresses on the access routes to Legopolis and Karina.
10) one new worker to be added to Crossing
11) one new worker to be added to Tiberium
City Management
12) Legopolis labourer from the hill E-NE to the mountain SE-SE
hill needed for Jackson
13) Jackson to work all land tiles and one coast; start artillery
if everything works as expected, 1t builds
14) Farmerville to keep cranking out 1t workers
15) Forkmouth to start another artillery
16) Karina to max growth while finishing the infantry in 1t
17) Zargonia to start another destroyer
18) Dye Fields to start another artillery
19) Sharpehaven to start another artillery
20) Oasis labourers from iRRigated deserts to the mined desert NW-NW and newly mined grassland S-SW of the city; start cathedral
should be a 4*40=160S build
21) Tarzania to start another infantry
22) Invoice to start another worker
23) Ahhmyfoot to start another artillery
24) Crossing to work all land tiles
25) Q.M. labourer from a regular hill to iRRigated plains; start hospital
last infra build, then military
26) Castlea to work all three food-producing land tiles and coasts
27) Nou Camp to work 4 iRRigated deserts, rred/mined grassland, and 1 hill; start worker
1t build, no growth yet - we repeat it next turn and then make Nou Camp a nice 2t worker pump
28) Port Hammer labourers from a hill and iRRigated plains to coasts
29) send 100g to Vox
30) research slider to 20%
see the war thread for a detailed calculation
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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The only news worth reporting is Flight from Vox in 6t, which is 1190AD. Yay! 
Flight obviously traded to GS (cost now down by 20%). Amphibious Warfare not discovered yet. Espionage still not known to anyone but Vox and us. Atomic Theory still with only two teams (cost down by 20%).
Weak vs. GS, average vs. GoW, strong vs. ND.
Arabian (ND) transport, IDT Lastkahn, moved to W-SW of Preusul, posing a direct threat to Crossing instead of Zargonia now. Defenses shuffled accordingly. Hope ND moves it further away.
Our current military:
(10 workers)
26 riflemen
42 infantry
8 horsemen
51 cavalry
22 cannon
20 artillery
3 caravels
6 galleons
6 transports
16 ironclads
3 destroyers
1 battleship
Our military that needs to be upgraded:
26 riflemen ... 26 * 2g/S * (90S-80S) = 520g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
22 cannons ... 22 * 2g/S * (80S-40S) = 1760g needed for upgrades to artillery
3 caravels ... 3 * 2g/S * (100S-40S) = 360g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 520+800+1760+360+480=3920g
Security threats
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IDT Lastkahn (ND) E-E-E-E of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 8+ infantry defenders in Crossing.
Plans for 1140AD (Turn 230):
This turn will be quite important. We shall finish IA in Legopolis and plant spies with GS & GoW. It will be the first thing I do playing the turn - I will then post what our spies find out and probably wait for team input before finishing the turn.
Unit Movement/Actions
1) Intrepid (our last caravel in the Western Ocean) to move E-NE-NE-NE, sailing to Castlea or Port Hammer to be scrapped
2) H.N. to disband for 10S in Sandonorico
3) J.K. to move W-SW-S-SE to Castlea to be scrapped there
4) H.B.S. Poseidon to move S-S-SE-SE-SE-SE
moving into the Western Ocean - we do not and for some time will not have enough navy to cover both oceans properly, so we have to choose. I believe the Western Ocean should be our priority - that's where I expect heaviest fights. H.B.S. Poseidon should join H.B.S. Tipperary (to be commissioned this coming turn).
5) H.B.S. Jackson to move NW-NW-W-W-SW-SW, then anchor in Port Hammer, ready to be deployed in both oceans quickly
6) new ('21st', '22nd', & '23rd') artilleries finished in Jackson, Red Bricks, and Logville to fortify at the Cannon Hill
7) new ('28th') infantry finished in Karina to move to Red Bricks and fortify there
8) new submarine finished in Horsefish to be named 'U-H1' and moved SE-S-W-W, moving into the Western Ocean
9) new battleship finished in Tipperary to be named 'H.B.S. Tipperary' and moved NW-NW-N-N-N-N to join H.B.S. Achilles (and later be joined by H.B.S. Poseidon sailing from the East Coast)
10) new transport finished in Panama to be named 'LNT-HN', moved W-N-N-N-NW and fortified
joining our emergency naval route to/from Voxtavia; named in memory of Horatio Nelson being scrapped in Sandonorico this turn
11) upgrade some cannons and rifles - numbers to be decided upon determining the GS force composition
Worker Movement/Actions
12) two workers to mine the currently irrigated grassland W-NW of Legopolis
13) three workers to be added to Legopolis
in order to bring Legopolis to 81spt/-2fpt (1t arty, 2t airport, 3t hydro)
Remaining workers to take care of whatever pollution we might suffer. Having nothing better to do, they may build some fortresses on the access routes to Legopolis and Karina.
City Management
14) Legopolis to start 1t artillery, working all available land tiles except the iRRigated desert NE-NE
15) Jackson to start 3t battleship
Legopolis and Jackson can both generate 80spt only if Jackson runs at -4fpt. I believe that's too much, when it's able to crank out 3t battleships with a food neutral setup - we better use for that purpose. With the extra gold, we will be able to upgrade all our cannons, so let's hope we'll be able to do without the arty from Jackson (plus, it's 2t later and everything is still quiet).
16) Farmerville to keep cranking out 1t workers
17) Panama to start another transport
18) Red Bricks to start another artillery
19) Karina to start another infantry
20) Logville to start another artillery
21) Oasis tax collector to work the floodplains N
thanks to the re-established lux deal with ND
22) Invoice labourers from the coal mountain and
mined grasses to coasts
23) Abilene tax collector to work a land tile; start artillery
24) Horsefish to start another submarine
25) Tipperary to start 1t worker
one quick worker, then something infra again (not sure what - everything will take quite some time)
26) Nou Camp to work 4 iRRigated deserts and rred/mined grassland; start another worker
one more 1t worker (balanced by the city growth this turn) and then 2t worker pump
27) Port Hammer tax collector to become a labourer, work all land tiles and coasts; start courthouse
28) send 100g to Vox
29) research slider to 60%
see the war thread for a detailed calculation
30) plant spies safely with GS & GoW
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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1140AD was the longest turn I have ever played for Lego (but some of the DoN turns topped even that ). I messed the arty renaming part several time and had to replay over and over... 
Anyway, here is a quick run-down of the changes against the plan as posted above:
- Jackson switched to BB after missing the arty build due to pollution
- Panama switched to BB after missing the transport build due to pollution
- all but 2 cannons upgraded to artillery (having 42 of them now)
- G.B. (galleon) in Jackson upgraded to transport (to balance the cancelled transport build in Panama)
- Q.M. hospital build shortrushed to shave a turn off
- research slider set to 10% (we should now be able to finish AT in exactly 3t at 60%)
- H.B.S. Achilles searched for subs, in vain
- just a tad under 1000g left in bank, but thanks to the extra turn of 10% research, we shall be good in 1150AD
Well, that just about sums it.
News:
You all know about our new spy in Eye of Storm. His findings are... somewhat alarming, somewhat encouraging. GS has loads of tanks and infantry, but lacks marines and bombers. Our attempt to plant a spy with GoW failed - Tibi's hotseat test indicate, though, they might never find out.
Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered yet (good!). Our decline on the powergraph has stopped, but we are still weak vs. GS, average vs. GoW, and strong vs. ND.
Flight coming from Vox in 1180AD (one more turn earlier than anticipated).
Arabian (ND) transport, IDT Lastkahn, still W-SW of Preusul, posing a direct threat to Crossing. Crossing defenses sufficient to rule out a successfull seaborne attack.
Our current military:
(9 workers)
26 riflemen
43 infantry
8 horsemen
51 cavalry
2 cannon
42 artillery
2 caravels
5 galleons
7 transports
16 ironclads
3 destroyers
2 battleships
1 submarine
Our military that needs to be upgraded:
26 riflemen ... 26 * 2g/S * (90S-80S) = 520g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
5 galleons ... 5 * 2g/S * (100S-60S) = 400g needed for upgrades to transports
Total funds needed for upgrades:
520+800+160+240+400=2120g
(though we may never upgrade the horses...)
Security threats
veteran galleon (GS) formerly W-W-W-W-NW-NW of Quanto Mechanico removed
IDT Lastkahn (ND) E-E-E-E of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 8+ infantry defenders in Crossing.
Plans for 1150AD (Turn 231):
Unit Movement/Actions
1) Intrepid to move NE-NE-NE-NE, sailing to Castlea or Port Hammer to be upgraded
2) J.K. to move W and fortify
to be upgraded as soon as we have gold to do so
3) LNT-GH, LNT-IN, & LNT-LV to move to Port Hammer and fortify
I've realized that before our units actually move to Voxtavia, there's no need to park the ferry fleet W-NW of Port Hammer - that will only be useful after having units in Voxtavia. It's actually better to anchor in Port Hammer, since transports would be able to move the units in through the temp port in Voxtavia on turn 1, still move back out to W-NW of Port Hammer on that very turn, and be ready to bring the troops back on turn 2.
4) LNT-GB (Jackson) to move E-N-N-N-NW-NW, sailing to Port Hammer to join the Voxtavia Ferry Fleet
5) H.B.S. Poseidon to move SE-SE-SE-SE-SE-SE
moving into the Western Ocean - we do not and for some time will not have enough navy to cover both oceans properly, so we have to choose. I believe the Western Ocean should be our priority - that's where I expect heaviest fights.
6) H.B.S. Jackson to move W and fortify in Port Hammer, ready to be deployed in both oceans within 2t
7) H.B.S. Tipperary to move N-N-N-N-N-N, getting within the striking distance of the GS destroyer next to Triumph, while staying outside of his striking range
8) new ('43rd', '44th', '45th', '46th', & '47th') artilleries finished in Legopolis, Forkmouth, Dye Fields, Sharpehaven, and Ahhmyfoot to fortify at the Cannon Hill
9) new ('29th' & '30th') infantries finished in Tarzania and Camp David to move to Sandonorico and fortify there
10) U-H1 to move W-W-NW-NW, moving into the Western Ocean
11) new destroyer finished in Zargonia to be named 'H.B.S. Argonaut' and moved E-SE-S-S-S-S
moving into the Western Ocean
12) new battleship finished in Kloreepville to be named 'H.B.S. Kloreepville' and moved NW-NW-NW-W-SW-SW
heading to cover a blind spot SW of Invoice
13) upgrade all galleons in Crossing and all remaining rifles
should need just about all we will have above the base 1000g
Worker Movement/Actions
14) one worker to irrigate one of the currently mined Red Bricks grasslands
to bring the city to +10fpt
15) three workers to clean pollution SE-SE of Jackson
All 4 new workers to be kept (not joined to cities) to bring us back to ~15 workers. Workers not assigned to moer important duties shall build fortresses along the Isthmus of Invoice.
City Management
16) Legopolis to start another artillery
in case we miss the build due to pollution, shortrush to 90S, labourer from mountain to iRRigated desert NE-NE and change build to coal plant - even if we use it for just few turns, it will be better than wasting all those shields in bank
17) Jackson to be set to produce 66spt while maxxing out commerce and growth (in this order)
the BB build shall be at 76+68=144S/200S. Means we will need 56S to nail it in 1t. The worst that can happen to us is losing the coal mountain to pollution (net 10spt), so we need to be producing 56spt+10spt here to be safe.
18) Farmerville to keep cranking out 1t workers
19) new Red Bricks labourer to work the newly iRRigated grassland
10fpt with nice 2t arties
20) Forkmouth labourer from the rred/mined desert SE-SE to the rred/mined desert E-SE; start another artillery
freeing the mined desert for Sandonorico
21) Karina labourer from the iRRigated grassland W-NW to the hill W-SW
22) Karina labourer from the rred/mined desert NE-NE to the rred/mined grassland NW
ensures the infantry in 1t at maximum growth
23) Zargonia labourers to work all land tiles but three hills - and 1 coast; start submarine
we grow in 2t instead of 4t this way while nailing a nice 2t sub (we are short of subs anyway)
24) Dye Fields labourers from a rred/mined grassland to the hill; BARRACKS or another ARTY?
25) Sandonorico labourers from 2 iRRigated desert to mined deserts
shaving off a turn from the aqueduct build here (if we lose some shields because of the loss of WLTKD, we shortrush to 90S on the next turn - will be cheaper or same cost as to 80S this turn)
26) Sharpehaven to start another artillery
27) Tarzania to start another infantry
28) Camp David to start another infantry
29) Kloreepville labourer from the rred/mined grassland W-NW to the mountain; start another battleship
30) Invoice to work all 5 land tiles; start walls
just slipping in quick 1t walls so that we can continue using Invoice as a worker pump while having its defenses as good as in 6+ pop city (Invoice is one of our most vulnerable spots)
31) Ahhmyfoot to start another artillery
32) Q.M. labourer from a hill to iRRigated plains
hospital in 1t even if we lose a hill to a pollution
33) Tipperary to start police station
this is pretty much just a placeholder for now
34) Nou Camp to work 3 iRRigated deserts, iRRigated grassland SE, and iRRigated plains SW-SW; start another worker
great 2t worker pump
35) Port Hammer labourer from hill to coast
we get the shields anyway, more commerce this way
36) send 100g to Vox
37) research slider to 60%
three more turns at 60% should net us AT just fine
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Almost no changes this turn, everything going smoothly on.
GS have built 8 new tanks since the previous turn, making their tank forces 42 strong ATM. 1 new settler, 1 new explorer, 1 new destroyer. 11 workers & 1 knight gone. No changes in arty, rifle, & infantry departments.
Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good!). We have risen up a wee bit on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.
Flight coming from Vox in 3t - 1180AD.
Arabian (ND) transport, IDT Lastkahn, moved again, from a position posing a direct threat to Crossing to the position E-E-E-E-NE of Zargonia. Zargonia defended by 9 infantries to rule out a successful seaborne attack. If Lastkahn does not move away this turn, we may consider bugging ND about it.
Our current military:
(13 workers)
1 rifleman
70 infantry
8 horsemen
51 cavalry
2 cannon
47 artillery
2 caravels
12 transports
16 ironclads
4 destroyers
3 battleships
1 submarine
Our military that needs to be upgraded:
1 rifleman ... 1 * 2g/S * (90S-80S) = 20g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
Total funds needed for upgrades:
20+800+160+240=1220g
(though we may never upgrade the horses, so it's more like 420g in fact - ~3-4 turns at our current research rate...)
Security threats
IDT Lastkahn (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 8+ infantry defenders in Zargonia.
Plans for 1160AD (Turn 232):
Unit Movement/Actions
1) LNT-GB to move NW-NW-W-W-SW-SW, sailing to Port Hammer to join the Voxtavia Ferry Fleet
2) new battleship finished in Jackson to be named 'H.B.S. Legopolis' and moved E-N-N-N-NW-NW
sailing to Port Hammer to join H.B.S. Jackson there
3) J.K. to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet
4) new battleship finished in Panama to be named 'H.B.S. Panama' and moved W-SW-SW-SW-SW-SW
sailing to the Western Ocean
5) Intrepid to move NE-E-SE-SE
sailing to Kloreepville to be upgraded and anchored there, forming the basis of the Invoice Ferry Fleet (emergency naval transport route from Kloreepville to Invoice - needed in case Invoice gets cut from the mainland)
6) H.B.S. Kloreepville to fortify
effectively covering the "hole" SW-SW-SW-SW-SW and SW-SW-SW-SW-S of Invoice
7) H.B.S. Tipperary to skip turn
8) U-H1 to move NW-NW-NW-NW, moving to check the area around G.G. (seemingly not covered by GS)
9) H.B.S. Poseidon to move W-W-W-W-NW-NW
moving into the Western Ocean
10) H.B.S. Argonaut to move S-S-S-S-SW-SW
moving into the Western Ocean
11) LNT-NC, LNT-BD, & LNT-FE to move SE-S-S-S-S-S
sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet
12) LNT-FD & LNT-VI to move NE-N-N-N-NW-NW
sailing over to Port Hammer or Kloreepville; this means we are effectively ruling out the possibility of helping ND in case they get attacked - but that's how the situation has developed, IMHO. No other choice for us ATM.
13) new ('32nd') infantry finished in Karina to move to S-SE of Invoice and fortify there
14) new ('48th', '49th', '50th', & '51st') artilleries finished in Legopolis, Red Bricks, Logville, and Abilene to fortify at the Cannon Hill
Worker Movement/Actions
The new worker to be kept (not joined to a city) to bring us slowly back to ~15 workers. Workers not assigned to pollution cleaning shall build fortresses:
S-SE of Invoice - to prevent the landing force from double-checking Invoice & Kloreepville
SW-SW of Kloreepville - to prevent the landing force from double-checking Kloreepville & Sharpehaven
S-S of Sharpehaven - to prevent the landing force from double-checking Sharpehaven & Forkmouth
SE-SE of Forkmouth - to prevent the landing force from double-checking Forkmouth & Sandonorico
City Management
15) Legopolis to start another artillery
in case we miss the build due to pollution, shortrush to 90S, labourer from mountain to iRRigated desert NE-NE and change build to coal plant - even if we use it for just few turns, it will be better than wasting all those shields in bank
16) Jackson to start another battleship at 66spt
not maxxing out shields because to keep the commerce high - the research schedule is quite tight ATM (until discovering Atomic Theory)
17) Farmerville to keep cranking out 1t workers
18) Panama to start transport
one last 2t transport at -4fpt to bring the Voxtavian Ferry Fleet to 6 transports, then back to food positive setup and 2t infantries
19) new Red Bricks to start another artillery
one last arty piece, then an airport and 2t bombers (with a hydro plant inserted when available)
20) Karina to start another infantry
21) Dye Fields to start infantry
22) Logville to start another artillery
23) Kloreepville labourers from the mountain and 1 hill to coasts; start submarine
a quick 2t submarine while growing by 1 pop in 2t (we badly need at least one sub in the Northern part of the Western Ocean - subs coming from Horsefish are too slow to make it there in time)
24) three Q.M. labourers hills to iRRigated plains; start artillery
quick 2t arties at +3fpt until pop 13, then 2t destroyers (?)
25) Abilene to start cathedral (?)
with arty production taken over by Q.M., Abilene is one of our last cities without a cathedral - we will need it once the hostilities break and we lose luxuries (Abilene would be difficult to manage with just entertainers); or - do we have a more urgent goal for Abilene?
26) Horsefish labourer from the hill W-SW to a coast
in case we are really unlucky and miss the build because of losing another hill, we just go ahead and build a hospital or coal plant here (but the probability of this happening is quite low - the city produces only 2 pollution)
27) Tipperary labourer from the coast to the hill E-NE
to make the best use of available shields
28) Port Hammer to work all land tiles, fish, and coasts
29) send 100g to Vox
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by Tiberius
Of course, the same applies for the mountain SW-S from Kloreepville. It is also 1 tank-move away from both Kloreepville & Sharpehaven, while being in a more easily defendable position. |
Good point about the mountain, I missed that one. Mountains are generally quite easy to defend against seaborne attacks - with a fortress, a fortified infantry is actually D=10+100%+50%+25%=27.5; marines with A=8 have little chance to even scratch it... their odds of winning are 5%. You need about 4 marines to have ~50% chance to take out an infantry fortified in a mountain fortress.
quote: Originally posted by Tiberius
Then further S-SW from Sandorico, and so on. A lot of worker turns. Hopefully we will have the time to finish them all. Not only that, but we shouldn't neglect the north-eastern part of our continent, where GoW could provide us a nasty surprise. |
Yes, and so on... you got the idea correct. I was only listing ones for this turn. I believe we should start in the Northwest and go down along the Western coast. Unless really urgent, I will try keeping all new workers, so that we can do this real fast.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Almost no changes this turn, everything going smoothly on. (yes, applied to this turn, too )
GS have built 7 new tanks since the previous turn, making their tank forces 49 strong. 5 settlers & 18 destroyers total. No changes in arty, rifle, & infantry departments.
Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good!). Espionage still with us & Vox only. We've continued to slowly rise on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, moved back to near Preusul again (becoming a threat for Crossing). I am sorry to say so but this is clearly a hostile activity - there is NO need to shuffle that transport there back and forth, unless it's sole purpose is to make us "used to" seeing it there, becoming less vigilant. We have to keep an eye on it very firmly.
Our current military:
(14 workers)
1 rifleman
71 infantry
8 horsemen
51 cavalry
2 cannon
51 artillery
2 caravels
12 transports
16 ironclads
4 destroyers
5 battleships
1 submarine
I haven't upgraded J.K. this turn, as we would go below 1000g. No big deal, but the upgrade did not seem to be all that urgent to justify losing even a single gold piece.
Our military that needs to be upgraded:
1 rifleman ... 1 * 2g/S * (90S-80S) = 20g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
Total funds needed for upgrades:
20+800+160+240=1220g
(though we may never upgrade the horses, so it's more like 420g in fact - ~3-4 turns at our current research rate...)
Security threats
IDT Lastkahn (ND) W-W-W-W of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 9 infantry defenders in Crossing.
Plans for 1170AD (Turn 233):
Unit Movement/Actions
1) LNT-GB to move W and fortify in Port Hammer, joining the Voxtavia Ferry Fleet
2) H.B.S. Legopolis to move NW-NW-W-W-SW-SW
sailing to Port Hammer to join H.B.S. Jackson there
3) J.K. to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet
4) H.B.S. Panama to move S-S-S-S-S-S
to take a position along the coast between S'haven and F'mouth
5) Intrepid to move SE
to be upgraded as soon as we have the gold; shall be anchored there, forming the basis of the Invoice Ferry Fleet (emergency naval transport route from Kloreepville to Invoice - needed in case Invoice gets cut from the mainland)
6) H.B.S. Tipperary to move W-W and fortify
to be closer to the GS destroyer, able to retreat after (hopefully) sinking it, instead of remaining there ripe for a retaliation
7) U-H1 to move W-W-SW and fortify
if spotting an enemy submarine, should try to remain unseen (possibly backtracking)
8) H.B.S. Poseidon to move NW-NW-NW-NW-NW-NW
allowing G.G. to sail to the North on the following turn
9) new submarine finished in Horsefish to be named 'U-H2' and moved SE-S-W-W, heading West
10) H.B.S. Argonaut to move SW-SW-SW-SW-SW-SW
moving into the Western Ocean
11) LNT-NC, LNT-BD, & LNT-FE to move S-SW-SW-SW-SW-SW
sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet; one of them shall fortify on the next turn, the other two shall continue westwards
12) LNT-FD & LNT-VI to move NW-N-N-N-N-N
sailing over to Port Hammer or Kloreepville
13) new ('52nd', '53rd', '54th', & '55th') artilleries finished in Legopolis, Forkmouth, Sharpehaven, and Ahhhmyfoot to fortify at the Cannon Hill
Worker Movement/Actions
The new workers to be kept (not joined to a city) to bring us slowly back to ~15 workers. Workers not assigned to pollution cleaning shall build fortresses:
S-SW of Kloreepville - to prevent the landing force from double-checking Kloreepville & Sharpehaven
N-N of Quanto Mechanico - to prevent the landing force from double-checking Q.M. & Sandonorico
N-N of Abilene - to prevent the landing force from double-checking Q.M. & Abilene
If we manage to clean and build everything, workers over 15 total can be added to cities as needed.
City Management
14) Legopolis to start coal plant (airport prebuild)
Flight to be delivered in 1180AD (one turn later), so it's high time to squeeze the airport in. Then a 3t hydro plant (should just fit into our research schedule) and 1t bombers all the way.
15) Farmerville to keep cranking out 1t workers
16) Forkmouth to start one last artillery
then a 4t hydro plant and probably 2t infantries or submarines
17) Zargonia to work all land tiles; start destroyer
though it will be freeing up the iRRigated bonus grassland for Tarzania
18) Sandonorico to work six iRRigated deserts; start cathedral
quite likely, it will be changed to something else along the way
19) Sharpehaven to start coal plant
with ~60 arty pieces, we can start thinking of other builds, too. Sharpehaven has a fine selection of tiles and with a coal plant, it will be able to crank infantries out in 2t (plus, 160S build, like hospital or police station, will only take 3t).
20) Oasis to start hospital
the last (4t) thing to be built before we free the high-shield tiles for Karina and Zargonia
21) Tarzania labourer from a hill to the iRRigated bonus grassland SE-SE
growth in 1t, we still get the shields (not that we'd need them so much for this build...)
22) Kloreepville labourer from the mountain to a coast
BB safe in 1t, more food/commerce
23) Invoice labourer from the coal mountain to the iRRigated grassland S-SE; start worker
a quick 1t worker, then 4t barracks
24) Ahhmyfoot to switch a bonus for non-bonus grassland with Abilene; start infantry
25) Crossing labourer N-NW back to the iRRigated desert
26) Tiberium to start coal plant to finally become useful...
27) Horsefish labourer from the coast back to the hill W-SW; start submarine
28) Tipperary labourer from the hill E-NE to a coast
29) Nou Camp to start another worker
30) Port Hammer to change production to settler
see a separate thread for explanation (to be posted in a few hours)
31) send 100g to Vox
the last payment (at least for some time)
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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As reported in another thread, GS entered modern times last turn - we are ~13 turns behind, research-wise. Nothing else worth pointing out, I guess - everything still quiet.
GS have built 7 new tanks since the previous turn, making their tank forces 56 strong. Nothing else built this turn, it seems. Still no bombers, nor marines!
Flight with everybody now, Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good! Vox promise to have it for us in 10t - with no extra funds needed). Espionage still with us & Vox only. We've lost what we had gained over the previous 2t on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, continues to shuffle back and forth between W-SW of Bonigo and W-SW of Preusul again. Clearly a hostile activity - there is NO need to shuffle that transport there back and forth, unless it's sole purpose is to make us "used to" seeing it there, becoming less vigilant. We are keeping an eye on, having 9 infantries in both Crossing and Zargonia.
Our current military:
(16 workers)
72 infantry
8 horsemen
51 cavalry
1 cannon
56 artillery
1 caravel
13 transports
16 ironclads
4 destroyers
5 battleships
3 submarines
Our military that needs to be upgraded:
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
1 cannon ... 1 * 2g/S * (80S-40S) = 80g needed for an upgrade to artillery
1 caravel ... 1 * 2g/S * (100S-40S) = 120g needed for an upgrade to transport
Total funds needed for upgrades:
800+80+120=1000g
(though we may never upgrade the horses, so it's more like 200g in fact - we should finish all our upgrades on the following turn)
Security threats
IDT Lastkahn (ND) W-W-W-W-NW of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
Plans for 1180AD (Turn 234):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move N-NW-NW-NW-W
staying out of the GoW's DD sight, shall continue to Port Hammer and Kloreepville on the next turn
2) H.B.S. Legopolis to move W and fortify in Port Hammer, joining H.B.S. Jackson
3) J.K. (Port Hammer) to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet
4) new transport ('LNT-15') finished in Port Hammer to fortify there, joining the Voxtavia Ferry Fleet
5) LNT-ID to fortify in Kloreepville
6) new battleship finished in Kloreepville to be named 'H.B.S. Karina' and moved NW-NW-NW-W-SW-SW
7) H.B.S. Panama to move NW-NW-N and fortify
8) H.B.S. Achilles to move NW-NW-NW-N-N and fortify, replacing Triumph
9) Triumph ('LNT-TR') to move N-N-N-N-N-N, heading for Kloreepville
10) H.B.S. Tipperary (SW of F'mouth) to move S-SW-SW and fortify, replacing H.B.S. Achilles
11) U-H1 to move SW-SW-SW-S
if spotting an enemy submarine, should try to remain unseen (possibly backtracking)
12) H.B.S. Poseidon to fortify
13) G.G. ('LNT-GG') to move NE-N-N-N-N-N, heading for Kloreepville
14) U-H2 to move W-W-W-W, heading to replace Cartographer
15) H.B.S. Argonaut to move W-W-W-W-W-W
moving into the Western Ocean
16) LNT-BD to move SE and fortify
17) LNT-NC & LNT-FE to move SW-SW-SW-SW-SW-SW
sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet
18) U-Z1 to move SE-SE-SE-S
sailing to somewhere near Zegu to look for bad things coming from that direction
19) new ('73rd' & '74th') infantries finished in Karina and Dye Fields to fortify S-SW of Kloreepville
20) new ('57th', '58th', & '59th') artilleries finished in Red Bricks, Logville, and Quanto Mechanico to fortify at the Cannon Hill
21) new settler finished in Port Hammer to be named 'Stormpinner', moved to S-S of Legopolis and fortified
22) 29th Cannon (Cannon Hill) to be upgraded to artillery
finishing the upgrades
Worker Movement/Actions
23) irrigate 3 currently mined tiles in Panama radius
24) mine 4 currently irrigated tiles in Red Bricks radius
25) irrigate 1 currently mined tile in Kloreepville radius
26) 1 worker to join Red Bricks
27) 3 workers to join Quanto Mechanico
Workers not assigned to more important duties shall build fortresses:
SE-SE of Tarzania - to prevent the landing force from double-checking Tarzania & Zargonia
SE-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
S-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
S-SW of Crossing - to prevent the landing force from double-checking Crossing & Logville
SW-SW of Logville - to prevent the landing force from double-checking Logville and Tiberium
Workers over 15-16 total can be added to cities as needed.
City Management
28) Jackson labourers from 2 iRRigated and 1 rred/mined deserts to coasts
29) Farmerville to keep cranking out 1t workers
30) Panama to start infantry
back to 2t infantry production while slowly growing
31) Red Bricks to work all tiles but 1 iRRigated grassland (60spt); start colosseum
a quick 2t colosseum to allow pop 20, then 4t hydro plant (80spt) and either 1t arty or 2t airport and 1t fighters
32) Karina to start another infantry
33) Zargonia labourer from the coast to the iRRigated grassland N-NW
34) Dye Fields to start another infantry
35) Logville to start battleship (a hydro plant prebuild)
36) Tarzania to work all available land tiles, fish and 1 coast
returning the iRRigated grassland SE-SE to Zargonia
37) Kloreepville labourer from the mountain to a coast; start submarine
a quick 2t submarine while growing by 1 pop in 2t (we badly need at least one sub in the Northern part of the Western Ocean - subs coming from Horsefish are slow to make it there in a reasonable time)
38) Invoice to work all mined tiles and fish; start barracks
4t barracks, then back to worker pumping
39) Quanto Mechanico to work all land tiles (61spt); start destroyer
40) Castlea to work all food generating tiles
41) Port Hammer to start courthouse
42) start researching Electronics as fast as necessary to get the tech in 4t (probably 70%)
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Still nothing that would suggest an imminent military action by GS - we have discovered their submarine S of Tipperary (they know we have spotted it), but that's about the only thing we could "object". Not sure what good this sub is to them there - do they want to watch what kind of ships we are moving to the Western Ocean? This area is unlikely to become a landing zone... :shrug:
GS have built 7 more tanks since the previous turn, making their tank forces 63 strong. Almost nothing else built this turn, it seems. Still no bombers, nor marines! 20 DDs, though. No BBs.
Atomic Theory discovered on schedule (and sent to Vox). Electronics started on 60% instead of 70%, since it's already with two teams (GS & GoW, ND lacks Atomic Theory). Hence, the cost is down to 4320-20%=3456 beakers. 3456/4t=864bpt. At 60%, with some harmless labourer tweaking, we are generating 862bpt this turn - just 2-3 new pop points (2 cities to grow next turn, 1-2 workers to be added next turn) and we should be doing exactly what we need to nail it in 4t. Even if not, it will be better to have the cash now than later - we need to plop few more spies around ASAP.
Amphibious Warfare not discovered by anyone yet! Espionage still with us & Vox only. We are maintaining our relative strenght on the powergraph - GS gained some at the expense of ND. No change in our military ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, continues to shuffle back and forth along our Eastern coast, now appearing W-W-W of Crossing. We remain prepared with 9 infantries in both Crossing and Zargonia.
Our current military:
(14 workers)
74 infantry
8 horsemen
51 cavalry
60 artilleries
15 transports
16 ironclads
4 destroyers
6 battleships
3 submarines
Our military that is not upgraded yet:
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
(though we may never upgrade these)
Security threats
IDT Lastkahn (ND) W-W-W of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 9 infantry defenders in Crossing.
Plans for 1190AD (Turn 235):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move E-N-N-N-NW-NW
staying out of the GoW's DD sight, heading for Port Hammer and Kloreepville
2) new battleship finished in Jackson to be named 'H.B.S. Red Bricks' and fortified
let's leave one around here in case GoW does something wrong... we've got 4 BBs in the Western Ocean, 2 more in Port Hammer - I guess we can afford to have one around Jackson
3) H.B.S. Karina to move S-SE-SE-SE-SE-SE to Sharpehaven (we better not show all of our BBs)
4) LNT-TR to move NE-NE-NE-NE-E-SE
5) LNT-GG to move N-N-N-N-N-N
both heading for Kloreepville
6) U-H1 to fortify
7) H.B.S. Argonaut to move W-W-W and fortify, replacing Cartographer
8) Cartographer (W of Tipperary) to be renamed 'LNT-CA' and moved NE-NE-N-N-N-N, heading for Kloreepville
9) U-H2 to skip turn in Tipperary, unless the GS sub is gone
if gone, move NW-NW-NW-NW
10) LNT-NC to move S-SE and fortify
11) LNT-FE to move SW-SW-SW-W-W-W
covering the parts of the Orange Perimeter currently not covered yet
12) U-Z1 to move SE-SE-S-S
sailing to somewhere near Zegu to look for bad things coming from that direction
13) new destroyed finished in Zargonia to be named 'H.B.S. Myrmidon' and moved E-SE-S-S-S-S, sailing to the Southern Sea (shall become part of the 'second picket/first-response defense line' in there)
14) new ('75th') infantry finished in Ahhmyfoot to fortify SW-SW of Kloreepville
15) new ('61st') artillery finished in Forkmouth to fortify at the Cannon Hill
Worker Movement/Actions
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
SE-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
S-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
S-SW of Crossing - to prevent the landing force from double-checking Crossing & Logville
SW-SW of Logville - to prevent the landing force from double-checking Logville and Tiberium
Workers over 15 total can be added to cities as needed (Jackson would be the prime candidate, because of its low corruption).
City Management
16) Legopolis to start Battlefield Medicine (a hydro plant prebuild)
17) Jackson labourer from iRRigated desert to coast; start destroyer
in case we do not need all those coasts (to keep our research fast enough), then work iRRigated deserts
18) Farmerville to keep cranking out 1t workers
19) Forkmouth to start battleship (hydro plant prebuild)
20) Zargonia to start another destroyer
21) Tarzania to start infantry
22) Kloreepville to work all land tiles sand the mountain
23) Ahhmyfoot to start another infantry
24) Horsefish labourer from the hill W-SW to a coast
25) Tipperary labourer from the coast to the hill E-NE
26) Nou Camp to start another worker
27) try setting the cities so that we generate 864+bpt
28) try planting a spy with GoW
we should have the gold to give it a try...
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