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Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 01-08-2004 02:17
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Go for it!

Just to let you know: I'm on vacation starting yesterday , which means my posts will be scarse in the next two weeks

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 01-08-2004 18:33
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#422 Report this post to a moderator
Got spare money?

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IWS Enterprise (GoW), formerly near Jackson, has been replaced by IWS Thunderflare (a destroyer), which means the only real security threat has been removed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

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-08-2004 12:03
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#423 Report this post to a moderator
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1080AD replayed. ND forgot to accept the lux deal this time, but it has had no effect on our economy. The turn report was updated - nothing major, mostly just units lining up in a different order, plus some error corrections - you know how well I do with East/West...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-08-2004 16:49
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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...

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 10-08-2004 19:11
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#425 Report this post to a moderator
Lose 30 kilos (of popups)

Well, if GS is building up military, that doesn't leave them too many options... the question is whether it is us, or if they and GoW have something worked out to smash ND (this doesn't seem to likely). I'd imagine GS' plan would be to take out Lego via Vox, which we've considered before. Let's make sure our transit system into Voxtavia is solid, and lets get a RoP with them set up sooner rather than later...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-08-2004 19:43
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Later today, I've realized that perhaps GS need not be building up that much... we may be increasing pop (much) faster than they are now, which may affect the Military Service inversely... so, while the number of units built may be comparable or only slightly in their favour, the Military Service reading would go in their favour.

I am working on setting up that backup naval transport route to/from Voxtavia ASAP. All our caravels returning from their former picket positions are to be - after being upgraded to transport - anchored in The Legoon (W-NW of Pt. Hammer is the tile, I think) - that will allow them to transport troops to/from Voxtavia in a single turn (using an emergency port built with a special settler Voxes are going to keep in reserve - see the Vox diplo thread for details).

RoP is a matter of a single turn, as we already have embassies established. I would not rush this, as an RoP would actually make a backstab by Vox easier to carry out (even if such a scenario is purely theoretical...).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-08-2004 18:01
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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

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 13-08-2004 20:01
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#428 Report this post to a moderator
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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?

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 13-08-2004 20:24
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The 5-turn Atomic Theory make a lot of sense.

I also agree with building the Stock Exchange.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 15-08-2004 11:50
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#430 Report this post to a moderator
Help yourself to an AD-FREE life

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

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-08-2004 18:40
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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.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 16-08-2004 18:52
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BTW, I am no longer able to determine the Mfg. Goods of GS - it's over 1000. They must have a factory in every single city.

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Sep 2002
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  Old Post 16-08-2004 19:33
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quote:
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.


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...

vondrack is offline vondrack

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Jan 2002
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  Old Post 16-08-2004 21:25
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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.

ZargonX is offline ZargonX
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  Old Post 16-08-2004 22:36
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Well, whatever the case, let's get some rifles upgraded ASAP, and chug out some more inf and art to the best of our ability.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 16-08-2004 23:55
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We definitely need to get those land units upgraded. Though easier said than done. But Cannons are far less useful than arty, and Inf hold back Marines much better.

I'll try to actually load up the save later and see if I have any helpful comments to make.

vondrack is offline vondrack

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  Old Post 17-08-2004 00:00
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Kloreep, see the War Is Coming: what do we do about it thread, please - and put your comments there.

Thanks.

vondrack is offline vondrack

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Jan 2002
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  Old Post 20-08-2004 03:16
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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

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 25-08-2004 15:17
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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

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 29-08-2004 00:06
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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

Tiberius is offline Tiberius

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  Old Post 29-08-2004 16:32
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quote:
Originally posted by vondrack
Plans for 1150AD (Turn 231):

City Management

24) Dye Fields labourers from a rred/mined grassland to the hill; BARRACKS or another ARTY?


Dye Fields could build nice 2 turn infantries, so barracks would make sense. I think we have enough cities building arties right now.
There is also one more possibility, related with the barracks build, just maybe not quite now: a courthouse would hopefully bring the city's production to 50 spt (?), making it a perfect tank building center.

On the other hand, Dye Fields could also build 3 turn destroyers.

quote:

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)


I agree with the walls here, this is a very good idea! Actually after the walls I'd strongly suggest barracks, because Invoice is one of the strategically most important cities on our continent, so GS may very well target it in their invasion.

Can we also build a fortress on the mountain W-NW from Invoice (and move an infantry there) ? If there are available workers, that is.

vondrack is offline vondrack

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  Old Post 29-08-2004 20:31
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I am also leaning towards barracks in Dye Fields. We are quickly approaching 50 arty pieces, which is the least we need, IMHO - after having 50 of them, we should probably focus more on infantries (where possible).

As for walls in Invoice - it was actually Kloreep suggesting the idea in the chat. I thought it was a very good one. And I kinda agree that barracks could become useful, if the RR link to Invoice gets cut (we could still ferry fresh reinforcements into the city from Kloreepville, though).

I will divert as many workers to the Invoice area (to build fortresses) as possible. The only problem is that we are having more and more troubles with pollution, while being temporarily a bit short of workers to clean the mess...

Fortresses along the whole isthmus are definitely planned, though.

Kloreep is offline Kloreep

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Jun 2002
time: 00:30
  Old Post 30-08-2004 07:55
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One point on the walls: walls are the first thing targetted by land bombardment. They'd serve as a decoy in that case, not as the +50% defense the civilopedia primarily advertises them as.

However, does sea/air bombardment target them specifically? If so, they're not worth it IMO. However, if they don't, they would be quite useful in case of a marine invasion.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 30-08-2004 19:39
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Put an end to popups!

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

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 31-08-2004 01:35
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quote:
Originally posted by vondrack
Worker Movement/Actions

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


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.

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.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 31-08-2004 01:48
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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.

Kloreep is offline Kloreep

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of the pillow
Jun 2002
time: 00:30
  Old Post 31-08-2004 04:11
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quote:
Originally posted by vondrack
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.


Don't forget they can have low-level bombardment from ships in the area, though it wouldn't have much chance of hitting individually.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 02-09-2004 22:12
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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)

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-09-2004 01:39
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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%)

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-09-2004 19:12
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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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