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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Everything still quiet. GS submarine gone (prolly to the East). GS have built 6 more tanks since the previous turn, making their tank forces 69 strong. 2 new combat settlers, but nothing else built this turn. No bombers, nor marines. 20 DDs, no BBs.
Spy now with GoW/China:
29 workers
7 explorers
28 cavalries
58 infantries
36 tanks
19 artillery
15 transports
2 carriers
19 destroyers
9 bombers
4 riders
This suggests GoW have been having Motorized Transport for quite some time now.
Electronics now a 4t project, as expected (it's close, but we should be ok). ND still lacking Atomic Theory (why?). Amphibious Warfare discovered! (with one team) Espionage still with us & Vox only. We are maintaining our relative strenght on the powergraph - GS gained some at the expense of ND and GoW. No change in our military ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, gone (we can't see the ship). However, IDT Muli now E-E-E-E-NE of Zargonia. Means we have two ND transports around there... We remain prepared with 9 infantries in both Crossing and Zargonia.
Our current military:
1 settler
14 workers
75 infantry
8 horsemen
51 cavalry
61 artilleries
15 transports
16 ironclads
5 destroyers
7 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 Muli (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
Plans for 1200AD (Turn 236):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move NW-NW-W-W-SW-SW
staying out of the GoW's DD sight, heading for Port Hammer and Kloreepville
2) LNT-TR to move SE-SE and fortify in K'ville
3) new submarine finished in Kloreepville to be named 'U-K1' and moved NW-NW-NW-W, sailing into the Western Ocean
4) LNT-GG to move N-N-N-N-NE-E, heading for Kloreepville
5) H.B.S. Karina to fortify in Sharpehaven
6) LNT-CA to move N-N-N-N-N-N, heading for Kloreepville
7) U-H2 to move NW-NW-NW-W
8) new destroyer finished in Q.M. to be named 'H.B.S. Athena' and moved W-W-W-NW-NW-NW
9) LNT-FE to fortify
10) new submarine finished in Horsefish to be named 'U-H3' and moved SE-S-W-W; if GS sub spotted, shadow her (?)
11) U-Z1 to move S-S-S-SE
sailing to somewhere near Zegu to look for bad things coming from that direction
12) H.B.S. Myrmidon' to move S-S-S-S-S-S
13) new ('76th') infantry finished in Panama to fortify SW-SW of Kloreepville
14) new ('77th', '78th') infantries finished in Karina and Dye Fields to fortify S-S of Sharpehaven
Worker Movement/Actions
15) 1 worker to join Red Bricks
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
NE-NE of Horsefish - to prevent the landing force from double-checking Horsefish & Tiberium
SW-SW of Tiberium - to prevent the landing force from double-checking Horsefish & Tiberium
E-NE of Tipperary - to prevent the landing force from double-checking Tipperary & Horsefish
S, S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
City Management
16) Farmerville to keep cranking out 1t workers
17) Panama to start battleship (hydro plant prebuild)
18) Red Bricks to start palace (hydro plant prebuild)
18a) Karina to start airport (hydro plant prebuild)
19) Dye Fields to start another infantry
20) Sandonorico to work 7 iRRigated deserts
if we can still nail Electronics in 2t
21) Kloreepville to start battleship
after we grow one more pop (70+spt), we do 3t stock exchange here
22) Quanto Mechanico labourer from the hill E-NE to a coast; start submarine
23) Abilene to start hospital
24) Horsefish labourer from the coast to the hill W-SW; to start another submarine settler
a quick 1t settler to be ready for two independent landings (we will add workers to gain the pop back on the following turn)
25) Tipperary labourer from the hill E-NE to a coast
26) keep the research output close to 870bpt to nail Electronics in 2t
27) try planting a spy with ND
last team we should have a spy with...
Last edited by vondrack on 20-09-2004 at 23:35
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Everything still quiet. GS have built 6 marines since the previous turn and 1 tank (70 tanks total). 7 combat settlers total. 2 new DDs (22 total), still no BBs. One new fighter (what!?), no bombers.
GoW puzzles me... they've built 8 new tanks (44 total now) and 1 carrier, but LOST 1 explorer & 1 destroyer! Why would anyone scrap a DD???
Electronics research proceeding as planned, we should nail it easily in 2t. Amphibious Warfare now with THREE teams (cost down 30%, Vox report to have it for us in 4t). ND have received Atomic Theory, but they're still lacking Electronics. Espionage still with us & Vox only. We have lost a wee bit on the powergraph - but it was GoW gaining, not GS. No change in our military ratings vs. GS, GoW, nor ND.
I'm sorry to report that ND is showing signs of EXTREME hostility towards us. Their settler stands on the hill E-E-E-NE of Crossing. The ONLY reason to build a city there is to threaten us (economically, it's total crap - there is better land in the Far East). We made it very clear back in Zayxus times the we did NOT want their city there. And U-Z1 spotted 2 Arabian transports W of Zegu. They are too close to the coast to be pickets. I am totally puzzled what ND is up to - but it's nothing good for us. Perhaps this could be why Darekill resigned? That his teams decided to attack us? Darekill told me more than once he would never attack GoW, nor us... call me naive, but I believed him - and still do.
Unless I screwed with my notes, there's something fishy going on with ND transports. NDT (hm, it was IDT...) Muli was E-E-E-NE of Zargonia last turn (1190AD). But it's now (1200AD, one turn later) W of Zegu! IDTs changed to NDTs... prolly a lot of renaming going on.
Pity we failed to plant a spy with ND - we could really use some ND marine numbers...
Our current military:
1 settler
14 workers
78 infantry (+3)
8 horsemen
51 cavalry
61 artilleries
15 transports
16 ironclads
6 destroyers (+1)
7 battleships
5 submarines (+2)
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
NDT Lastkahn (ND) E-E-E-E of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 9 infantry defenders in Crossing.
Plans for 1210AD (Turn 237):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move W and fortify in Port Hammer, joining the Voxtavia Ferry Fleet
2) H.B.S. Legopolis & H.B.S. Jackson (currently anchored in Port Hammer) to sail W-W-S-S-S-S
heading to join Task Force North
3) LNT-GG to move SE-SE-SE and fortify in Kloreepville, joining the Invoice Ferry Fleet
4) U-K1 to move SW-SW-SW-SW, sailing to the Task Force North deployment area
5) H.B.S. Kloreepville (SW-SW of Invoice) to move SW-S and fortify
6) H.B.S. Panama (W-W-W of S'haven) to move N-N and fortify
7) H.B.S. Karina (S'haven) to move NW-NW-NW-NW-W and fortify
forming Task Force North
8) LNT-CA to move N-N-N-N-N-N, heading for Kloreepville to join Invoice Ferry Fleet
9) H.B.S. Athena to fortify, allowing H.B.S. Tipperary to withdraw a bit, staying outside of the range of GS DDs
10) H.B.S. Tipperary to move N-N-N-N-N-N, heading to join Task Force North
11) U-H2 to move N-N-N-NW
12) U-H3 to move W-W-W-NW, sailing into the Western Ocean
13) U-Z1 to move SE-SE-SE-SE
almost there... should look for bad things coming from Southeast
14) H.B.S. Myrmidon' to fortify
15) new destroyer finished in Zargonia to be named 'H.B.S. Artemis', moved E-SE-S-S-SW, and fortified in Crossing
16) 72nd Infantry (Tarzania) to move to SE-SE of Zargonia and fortify
17) new ('79th') infantry finished in Tarzania to fortify SE-SE of Zargonia
18) new ('80th', '81st') infantries finished in Camp David and Ahhmyfoot S-SE of Zargonia
19) 28th Infantry (Red Bricks) to move to S-SW of Crossing and fortify
20) 42nd Infantry (Farmerville) to move to S-SW of Crossing and fortify
21) all horses to move from Karina to Crossing
just raising the troop numbers as high as possible to make it real difficult for ND to pull anything...
22) new settler finished in Horsefish to be named 'Stormstopper' and fortified at Rich Twin
Worker Movement/Actions
23) 2 workers to mine the iRRigated grassland SE of Red Bricks
already at max pop, so let's maxx shields out
24) 1 worker to join Karina
to work the iron hill, allowing a hydro plant in 3t
25) 1 worker to join Oasis
to make it a metro (extra shields/commerce in the city tile)
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
City Management
26) Farmerville to keep cranking out 1t workers
27) Karina (the joined worker aka new labourer) to work the iron hill freed by Oasis
helps complete the hydro plant in 3t
28) Zargonia to start another destroyer
29) Sharpehaven to start infantry
30) Oasis to work floodplains, 4 rred/mined grasslands, hill, and 7 iRRigated deserts incl. the oil one; start stock exchange (a hydro plant prebuild, to be completed in 8t while growing fast)
31) Tarzania to start another infantry
32) Camp David to start another infantry
33) Ahhmyfoot to start another infantry
34) Horsefish to start barracks at ~20spt
with a very small investment (40S barracks), we can have a city producing 3t infantries - I suspect we still have not enough of those... actually, we will NEVER have enough of them, I'd say...
35) Nou Camp to start another worker
36) nail Electronics in 1t
Last edited by vondrack on 26-09-2004 at 12:55
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Tiberius

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Europe
Jan 2000 time: 06:30
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quote: Originally posted by vondrack
I'm sorry to report that ND is showing signs of EXTREME hostility towards us. Their settler stands on the hill E-E-E-NE of Crossing. The ONLY reason to build a city there is to threaten us (economically, it's total crap - there is better land in the Far East). We made it very clear back in Zayxus times the we did NOT want their city there. And U-Z1 spotted 2 Arabian transports W of Zegu. They are too close to the coast to be pickets. I am totally puzzled what ND is up to - but it's nothing good for us. Perhaps this could be why Darekill resigned? That his teams decided to attack us? Darekill told me more than once he would never attack GoW, nor us... call me naive, but I believed him - and still do.
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I have an idea that I don't like. What if ND is building a city for GS there? A fort city, a naval and air base close to us. This could suggest a GS attack coming from the east.
Of course, the city could be for anyone. Maybe ND is building marines, or planes, or the city is for GoW and their bombers. Either way, it is not good. We need some fighters in the area.
One more possibility is that the city is a hoax, meant to split our forces (we would concentrate our military in the east, making room for a westen GS invasion) However I don't find this possibility very probable. I haven't seen such elaborated tricks in a civ game yet.
Edit: One more thing. ND is democracy so the WW hit would be worse for them. I don't think ND will attack us. The city should be for someone else.
Edit2: and one more: maybe the fighter is for this city? To protect it from our bombers?
Last edited by Tiberius on 26-09-2004 at 15:38
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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
I have an idea that I don't like. What if ND is building a city for GS there? A fort city, a naval and air base close to us. This could suggest a GS attack coming from the east. |
Interesting idea... but to be honest, I do not think it's the case. GS (or GoW, for that matter) would have to get their units to that city somehow, especially transports, to make it a real threat for us. Bombers bombing Crossing? Heh... whatever you wish, no big deal... as long as there are no marines/transports enough to benefit from that bombing.
But it's a good thing we have U-Z1 near Zegu - we can watch for GS transports coming from the East.
quote: Originally posted by Tiberius
Of course, the city could be for anyone. Maybe ND is building marines, or planes, or the city is for GoW and their bombers. Either way, it is not good. We need some fighters in the area. |
A couple of fighters generally is a pretty good idea. Red Bricks should be ideal fighter producer once the hydro plant is up. Prolly a 2t airport then and fighters all the way.
quote: Originally posted by Tiberius
One more possibility is that the city is a hoax, meant to split our forces (we would concentrate our military in the east, making room for a westen GS invasion) However I don't find this possibility very probable. I haven't seen such elaborated tricks in a civ game yet. |
This "hoax" may be ND's contribution to the war... a single settler founding a city that will tie some of our forces down. Quite likely, IMHO.
quote: Originally posted by Tiberius
Edit: One more thing. ND is democracy so the WW hit would be worse for them. I don't think ND will attack us. The city should be for someone else. |
ND have a crapload of luxes to counter that WW... plus, they are religious. I would not rely on them not getting involved anymore.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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We must be 1-2 turns from the moment GS armada sets sail. GS now have 11 marines (5 new). No new tanks, though (still 70 of them). 7 combat settlers total (no new ones). 2 new DDs (24 total), still no BBs. One fighter, 2 carriers, but no bombers.
We've spotted 2 GS submarines - one is S-SW-SW-SW of Invoice (where I wanted to put our BB Task Force), the other one W-W-W-W of Quanto Mechanico. Considering GS only have three and the third one was spotted down by Tipperary just 3 turns ago (and could not have sailed nothwards), I believe we can safely say we know about all GS subs in the Western Ocean. Good.
GoW have built no new tanks (still 44 total), but added 6 marines to their rooster. Thery are now quite ready to carry out a medium-sized seaborne operation, I'd say. The number of explorers (7) puzzles me a bit though...
Electronics research proceeding as planned, we should nail it next turn. ND still lacking Electronics. Espionage still with us & Vox only. We have lost a wee bit on the powergraph again - ND gaining this time, not GS. No change in our military ratings vs. GS, GoW, nor ND.
ND built a city on that cape E of Crossing, making it a primary threat to our security. We will have to consider and prepare a preemptive strike at it once we have marines.
Our current military:
2 settlers
14 workers
81 infantry (+3)
8 horsemen
51 cavalry
61 artilleries
15 transports
16 ironclads
7 destroyers (+1)
7 battleships
5 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
NDT Lastkahn (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
ND/Arabian city of Louisixveau (ND) E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 9 infantry and 8 horsemen.
Plans for 1220AD (Turn 238):
1) use the F1 trick to change Legopolis production from Battlefield Medicine to Hydro Plant
hopefully, we nail it just fine this turn
Unit Movement/Actions
2) new battleship finished in Jackson to be named 'H.B.S. Dye Fields' and fortified in Jackson, joining H.B.S. Red Bricks
3) H.B.S. Legopolis & H.B.S. Jackson to move SW-SW-SW-SW-SW and fortify
joining Task Force North
4) H.B.S. Karina to fortify
5) U-K1 to move W-W-NW-NW
shall be deployed W of Blade (extreme NW of the Western Ocean), giving us an earlier warning of an attack coming from that direction, allowing Task Force North be moved a bit to the South, covering larger area
6) LNT-CA to move N-N-N-NW-N-NE, heading for Kloreepville to join Invoice Ferry Fleet (I moved it one tile less last turn, to keep it out of the GS sub sight)
7) H.B.S. Tipperary to move N-N-N-NW-NW and fortify, joining Task Force North
8) U-H2 to move W-NW and fortify
covering those two tiles we currently cannot see
9) new submarine finished in Q.M. to be named 'U-Q1' and moved W-W-W-NW
shadowing the GS submarine
10) U-H3 to move W-W-W-W
11) U-Z1 to fortify in an ideal position, watching for bad guys coming from the East
12) new ('82nd') infantry finished in Dye Fields to fortify S of Crossing
Worker Movement/Actions
13) 6 workers to mine currently irrigated tiles around Panama
14) 1 worker to irrigate the currently mined grassland around Legopolis
fixing the food deficit (we should still be doing 104spt here
15) 4 workers to irrigate currently mined tiles around Jackson
temporary food boost (we'll be building a 2t sub here, not needing all those shields)
16) 2 workers to mine a currently irrigated grassland around Kloreepville
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
17) new worker finished in Farmerville to be kept
City Management
18) Legopolis to start bomber
with an airport and +1fpt/100+spt, Legopolis will be an ideal bomber production centre
19) Jackson to work everything but one rred/mined desert; start submarine
I believe we are missing a submarine in this area quite badly - to watch the area around Zenophobia. Let's set Jackson for just slightly over 50spt for two turns, do one 2t sub, growing a bit, and then back to BB production or tank production... at -1fpt/80spt, using the hill SW-SW, Jackson can be recycling 1 cavalry into a tank per turn.
20) Farmerville to keep cranking out 1t workers
21) Panama to change production to hydro plant
going food negative for few turns, we should be done in 3t here (currently 45S, next turn 90S; mining everything -> -4fpt/52spt -> 90+3*52>240)
22) Red Bricks to change production to hydro plant to be completed in 2t
23) Forkmouth to change production to hydro plant
to be completed in 3t
24) Karina to change production to hydro plant to be completed in 2t
25) Dye Fields to start another infantry
26) Logville labourer from a coast to the rred/mined grassland SW-SW; change production to hydro plant to be completed in 2t
27) Oasis to change production to hydro plant to be completed in 6t
28) Invoice to work fish and all land tiles; start worker
a quick 1t worker, then another one, then 2t workers all the way
29) Tiberium labourer from the rred/mined grassland N-NE to the hill SW; start barracks
quick 1t barracks, then military (with 40+spt, Tiberium will be great for building marines)
30) Quanto Mechanico labourer from a coast back to the hill; start another submarine
31) start researching Motorized transport at 50%
the tech is currently 3360-20%=2688 beakers. 2688/4t=672bpt. We are able to generate 745bpt at 50% or 587bpt at 40% - not quite fitting the bill... so, let's start at 745bpt and try maxxing the commerce out. We may be able to do with 2t @ 40% + 2t @ 50%...
32) luxury slider to 10%
this is an idea I would like to get some feedback on... here is the reasoning: the threat of the war is imminent, I'd say. With a handful of marines on both GS and GoW roosters, I believe it won't be long and they're here... the first turn of the war will be rough - depending on how many luxuries we lose (i.e. how many teams attack us), we will have some hard time using the F1 trick and adjusting cities to prevent rioting. It's quite likely that we will have a number of builds delayed.
Now... if we set the luxury slider to 10% right now (prior to having to), before the wars breaks out, we would be paying 82gpt. Kinda "wasting" 82gpt. However, even if all three teams attacked us, we'd still need NO specialists to keep our cities fine.
I am thinking such an "insurance" would be a good investment. Considering 82gpt equals about 20S when shortrushing, I am quite sure that we would save more than we would spend eventually.
We do have the gold (we would actually still be getting close to 200gpt even with 10% lux) - and we'll not really need it until modern era, which is still ~8t away. Yes, we will need some gold to plant spies and carry out spying missions. We may need some (though likely not that much) gold for shortrushes. But still... I tend to believe making sure we won't suffer from the first strike would be worth those 82gpt...
Thoughts?
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