Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Legoland > Next turn plans 60AD to 1240AD
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (17): [ <<   14   15   16   17   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 05-10-2004 01:48
Edit/Delete Message Reply w/Quote
#481 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by Tiberius
Edit: damnit, we don't have barracks in Legopolis

...while we have an airport there. That was why I eventually thought bombers would be a better choice.

We have several cities set to build infantry now. By the time GS hits our coast, we should be close to 90, which I hope will be able to pin them down on the invasion beaches - considering they are going to need 1+ tank to kill 1 infantry of ours and several marines to do the same thing.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-10-2004 19:06
Edit/Delete Message Reply w/Quote
#482 Report this post to a moderator
Full PM-box? Change here!

I am quite unsure about what it is GS is cooking... last turn (1220AD), we're able to see a stack of 5 transports next to the GS coast (NE-NE of Hurricane). After hitting the End Turn button, I was able to see a GS carrier escorted by a DD (and one galleon, I believe) moving through that spot, too - everything heading to the South.

Are we to believe GS is going to cross the ocean in its widest part, landing somewhere between Sandonorico and Tipperary? GS must know we can see these manoeuvres of theirs - I am quite sure we were meant to see them moving through there (GS have had plenty of time to move them through the Elipolis Canal, in the counter-clockwise direction... had they really wanted to hide the preparations from us, of course. I hesitated quite some, but eventually left Task Force North (now 6 battleships strong) in the North.

Otherwise... 9 new marines on the GS rooster and 11 galleons upgraded to transports. Nothing else. I would not be surprised to see our pickets sunk and GS moving this coming turn. Good thing we now have submarines able to cover most of the ocean. Another good news is we know where all GS submarines are (see the map in the Chronicle entry... I have doctored the picture a bit to show where we spotted them) - which means they do not know where our submarines are. BTW - I was wrong about the third GS submarine... after being spotted near Tipperary it must have sailed northwards along our Western Coast. Not sure why we missed it moving.

GoW have built (or otherwise acquired) 2 settlers, 8 marines, 7 arty pieces, 2 transports, and 1 bomber (lost two explorers - they must be using them to "rush" more shield-expensive builds). One thing I have realized only this turn... GoW have no submarines.

Electronics nailed as planned and sent to Vox, Motorized Transport research started - to be finished in 4t, while making lots of cash. Espionage still with us & Vox only. ND have gained on the powergraph on our expense again. No change in our military ratings vs. GS, GoW, nor ND.

Borrowing Tibi's table for the military/unit numbers:

code:
GSGoWNDLego
Compared with usstrongaverageweak-
Settlers72 (+2)?2
Workers2429?15 (+1)
Explorers45 (-2)?0
Medieval Infantry2 (-1)0?0
Horsemen/Knights04(R)?8(H)
Cavalries020?51
Riflemen200?0
Marines20 (+9)14 (+8) ?0
Infantries5758?82 (+1)
Tanks7044?0
Artilleries1427 (+7)?61
Galleys20?0
Galleons1 (-11)0?0
Transports22 (+11)18 (+2)?15
Carriers23?0
Submarines30?6 (+1)
Ironclads00?16
Destroyers2418?7
Battleships00?8 (+1)
Fighters10?0
Bombers09 (+1)?0


Security threats
NDT Schlepper (ND) E-E-E-E 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 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 1230AD (Turn 239):

Unit Movement/Actions

1) new battleship finished in Kloreepville to be named 'H.B.S. Farmerville' and moved NW-NW-NW-W-SW-SW, heading to join Task Force North

2) LNT-CA to move E-SE-SE-SE and fortify in Kloreepville, joining Invoice Ferry Fleet

3) U-K1 to move W-W-NW-NW
and fortify next turn, watching Inchoff for outgoing transports

4) U-H3 to move W-W-NW and fortify, joining the picket network

5) U-Q1 to fortify shadowing the GS submarine

6) new destroyer finished in Zargonia to be named 'H.B.S. Hades' and moved E-N-N-N-NW-NW, heading for Jackson

7) new ('83rd') infantry finished in Sharpehaven to fortify S of Crossing

8) new ('84th', '85th') infantries finished in Tarzania and Ahhmyfoot to fortify in Crossing
we have got all vulnerable sports covered, more or less, so we can use the extra infantries to bolster the most vulnerable ones.

9) new ('1st') bomber to be rebased to Invoice


Worker Movement/Actions

10) 2 workers to mine a currently irrigated tile around Karina
making (almost) sure we nail the hydro plant there in 1t even if struck by pollution (the only problem would then be losing the iron hill)

11) 1 worker to irrigate the rred/mined grassland S of Kloreepville
the carrier needs 3*60=180S, so we can grow a bit faster here over those 3 turns

12) 1 worker to be joined to Horsefish
to help the city produce an infantry in 3t

13) 1 worker to be joined to Oasis
to help the city finish its hydro plant one turn earlier

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

14) Legopolis to start another bomber

15) Farmerville to keep cranking out 1t workers

16) Zargonia to start submarine
I think one more submarine for spying missions in the sea between us and Bob would be great - GoW have none, so we should see while remaining unseen

17) Sharpehaven to start another infantry

18) Tarzania to start another infantry

19) Kloreepville labourer from the mountain to the coast; start carrier
Legopolis should be able to provide the full bomber crew just in time before the discovery of Motorized transport

20) Invoice to work fish and all land tiles save the mountain; start another worker
returning back to the 2t worker routine

21) Ahhmyfoot to start another infantry

22) Tiberium to start marine/artillery (arty only as a prebuild if we are unable to build marines - I believe we should be getting Amphibious Warfare this coming turn from Vox)

23) Quanto Mechanico labourer from a hill to a coast

24) Horsefish to work all available land tiles; start infantry (3t)

25) Castlea to work all coasts and all rred tiles
already at max pop

26) Nou Camp to start another worker


27) try planting a spy with ND/Arabia

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 07-10-2004 00:44
Edit/Delete Message Reply w/Quote
#483 Report this post to a moderator
Browse Apolyton AD-FREE

That is odd... what is going on in this crazy world of ours? I suppose it is theoretically possible that GS has decided we are too tough a nut to crack, and perhaps have set their sites on Bob... but that just seems unlikely. Maybe they are counting on us to not be able to react fast enough to support ND or GoW, having dedicated ourselves to homeland defense. I dunno... time will tell, I guess...

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 07-10-2004 09:18
Edit/Delete Message Reply w/Quote
#484 Report this post to a moderator
Increase the size of your Attachments

We definitely could not help ND or GoW, directly. Not until we get tanks, and have a few turns to build an army.

I still think they are coming after us. By the time GS takes a good chunk of Bob and gets it productive, we would have won the game. I think they must take Legoland down, a bit.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 07-10-2004 12:46
Edit/Delete Message Reply w/Quote
#485 Report this post to a moderator
Increase the size of your Attachments

I tend to agree with Leo.

GS would not need such an overwhelming army to attack ND, as ND is weak even vs. us. They would not need 20 marines, because they'd be able to go through GoW (those two would have to be cooperating) or land in the yet unsettled areas in the Far East.

GoW would not need (that many) marines to attack ND - they would have a lot more artillery and combat settlers.

Nor GS, nor GoW are stupid - they know that fighting each other leaves Lego unchecked and unchallenged - we would win the game, I have no doubts about that.

We must be the target. The blow is meant to be lethal or serious enough to leave us bleeding and only slowly recovering. And who knows... it may be that bad... but we've done everything we could, I believe.

Let them come, says me!

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 09-10-2004 11:02
Edit/Delete Message Reply w/Quote
#486 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I was thinking, that we should risk stealing Motorized Transportation from GS (or whoever). I think we can do it "immediately". It would give a 3t jump on tanks. Of course the risk is loosing the gold for nothing. As far as loosing the spy, I have no problems with that. GS army is just plain BIG, and that won't change.

I think it's worth the risk.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 09-10-2004 12:50
Edit/Delete Message Reply w/Quote
#487 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

I'd rather steal Radio. It is more expensive, and we are only 3 turns from Mot. Transp. That would be worth 5 or 6 turns of research, and those radar towers deliver a nice bonus fot our troops.

Unfortunately it is very expensive to steal anything. We should halt our research to steal anything, I think.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-10-2004 12:59
Edit/Delete Message Reply w/Quote
#488 Report this post to a moderator
Got spare money?

quote:
Originally posted by lmtoops
I was thinking, that we should risk stealing Motorized Transportation from GS (or whoever). I think we can do it "immediately". It would give a 3t jump on tanks. Of course the risk is loosing the gold for nothing. As far as loosing the spy, I have no problems with that. GS army is just plain BIG, and that won't change.

I think it's worth the risk.

Well, I don't think I would go for this.

We would lose almost 1500g, which means being left with just ~500g. Atop of that, -25gpt because of the lower interest. We might (and the odds would not be stellar - "immediately" has a pretty low chance of succeeding) get M.T. 3t earlier - but we do not yet have that many cities capable of building 2t or faster tanks (we've got 5 ATM, to be precise - with more coming online only next turn... but next turn, they can already start working on tanks). Many need 1-3 turns to finish their hydro plant, getting to 50+spt.

The two turns we could start building tanks earlier (the third one we can use to build them already, thanks to the F1 trick) would be enough to build about 5-6 tanks. And we would have roughly that many infantries less.

Dunno what others think, but I do not believe we are THAT desperate yet. In fact, I believe we're approaching the "point of break" - once our hydros complete and the tank production commences (and that's NEXT turn, folks!), our situation will dramatically improve.

GS will need at least 2t to land. The shortest route is from Inchoff to W or S of Invoice. Those are, however, pretty poor landing spots. Flat land, not possible to build an invasion port... plus, they would not be able to land in the first place, since we'd stuff like 20 infantries per exposed tile - and their 28 marines would run back to mama with their noses bleeding. Plus, they would expose their incoming armada to Task Force North, which I am not sure they will be eager to do... 7 BBs is 7 BBs...

So... it's much more likely that GS will have to spend 2t en route and land only on the third turn. But that's the turn we will be finishing our first tanks anyway.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-10-2004 13:28
Edit/Delete Message Reply w/Quote
#489 Report this post to a moderator
Inflate your Upload Space

I've played the turn as planned, but haven't forwarded the save. Get the save (from the chronicle entry), play through the turn, and comment here whether there is anything else we might/should do.

I believe these turns are too crucial to have just one pair of eyes checking.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 09-10-2004 20:11
Edit/Delete Message Reply w/Quote
#490 Report this post to a moderator
Lose 30 kilos (of popups)

I suppose your right about stealing MT.

On the other hand, saving gold and stealing Radio, Tiberius suggested, is a good risk. We could at least save enough gold to do it "carefully".

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 09-10-2004 21:16
Edit/Delete Message Reply w/Quote
#491 Report this post to a moderator
Support Apolyton buy from Amazon

I tried moving a few labourers to coastal tiles, to get the extra gold. I was able to get +359 gpt, and still have MT in 3 turns; not any big savings.

I also "flexed" our picket ships. I moved then 2t deeper and then 2t back to their original position. All I found out was that GS has a 4 destroyer stack outside of Hurricane.

I could not find anything, else to change.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-10-2004 22:03
Edit/Delete Message Reply w/Quote
#492 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by lmtoops
I tried moving a few labourers to coastal tiles, to get the extra gold. I was able to get +359 gpt, and still have MT in 3 turns; not any big savings.

I also "flexed" our picket ships. I moved then 2t deeper and then 2t back to their original position. All I found out was that GS has a 4 destroyer stack outside of Hurricane.

I could not find anything, else to change.

Leo, can you tell me which pickets exactly you moved? I have to play it that way in the official save.

I will check the labourer assignments again, but you have got to keep in mind that pollution can deny you any one tile within the city radius with no warning - after not planning properly several times in the past, I am now always aiming at generating shields enough to still complete the build even if losing the best tile (shield-wise). Few extra gold pieces is never worth delaying the build completion...

Be so kind and post the picket movements - we've gained information by moving them and will not be getting some other information next turn (because the pickets will not be fortified), so we have got to play it exactly like you did (btw, I think it was a good idea to check).

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 10-10-2004 07:39
Edit/Delete Message Reply w/Quote
#493 Report this post to a moderator
Browse Apolyton AD-FREE

Well I can't tell you exactly what I did, but it's pretty simple. The ironclads have 5t movement. So I moved 2t towards the closest enemy shore, then 2t back, and fortify.

I didn't mess with the subs, since they have only 4t. I didn't think moving the sub 1t would give any additional info.

As far as the discovery of the GS 4 destroyers. I moved the ironclad E of Hurricane. I moved W-W-E-E and fortified.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 10-10-2004 08:08
Edit/Delete Message Reply w/Quote
#494 Report this post to a moderator
Support Apolyton, buy Civilization 2

Oh, I understand that technically I made a mistake by moving the pickets ships. I should have suggest the move, so it could be played in the official move. My mistake, but no real harm done.

I basically did the ironclad manuever with every possible ironclad. I went 2t towards the enemy and 2t back. I think in one case, with the ironclad Southfork, there was a GS destroyer in the way; so I moved NW-W-E-SE-fortified.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-10-2004 10:55
Edit/Delete Message Reply w/Quote
#495 Report this post to a moderator
Support Apolyton

quote:
Originally posted by lmtoops
Oh, I understand that technically I made a mistake by moving the pickets ships. I should have suggest the move, so it could be played in the official move. My mistake, but no real harm done.

I basically did the ironclad manuever with every possible ironclad. I went 2t towards the enemy and 2t back. I think in one case, with the ironclad Southfork, there was a GS destroyer in the way; so I moved NW-W-E-SE-fortified.

Cool, this will do. I will do the same in the official turn.

Actually, no mistake at all. It was my mistake to not realize that our ironclads had the movement of five, thus being able to flex out and back while still being fortified at the beginning of the next turn.

I will start doing that every turn.

More of such ideas, folks!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-10-2004 23:16
Edit/Delete Message Reply w/Quote
#496 Report this post to a moderator
Avatar Enlargement: We've got the solution

As reported by Tibi in another thread, the most notable event of the last turn was that GoW and ND acquired Espionage and are now capable of planting a spy with us. BTW... this means that it was ND researching the tech.

On the domestic front, we have moved pretty much all our picket ships to their positions and have the high seas well covered now. More submarines to hit the waves soon. Motorized Transport research proceeding as planned.

We successfully planted a spy with ND - to make the long story short: they are as weak as a fly. They must be bending over backwards to keep others friendly... if GoW and GS unleashed their armies at ND, ND would be done in less than 5 turns, IMO.

We have gained some back on the powergraph, with Vox and GoW losing (GS gained some, too). No change in our military ratings vs. GS, GoW, nor ND.

Tibi's Table:

code:
GSGoWNDLego
Compared to usstrongaverageweak-
Settlers9 (+2)4 (+2)12
Workers24296115
Explorers4500
Medieval Infantry1 (-1)000
Horsemen/Knights04(R)11(A)8(H)
Cavalries0201451
Riflemen20000
Marines28 (+8)1450
Infantries57586485 (+3)
Tanks704400
Artilleries1427061
Galleys2000
Galleons1000
Transports2218915
Carriers2300
Submarines3006
Frigates0010
Ironclads00016
Destroyers241818 (+1)
Battleships0019 (+1)
Fighters1000
Bombers010 (+1)81 (+1)


Security threats
NDT Schlepper (ND) E-E-E-E 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 E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.


Plans for 1240AD (Turn 240):

Unit Movement/Actions

1) H.B.S. Farmerville to move SW-S-NW (checking for the GS sub) or SW-SW and fortify, joining Task Force North

2) U-K1 to fortify, watching Inchoff for outgoing transports

3) new submarine finished in Quanto Mechanico to be named 'U-Q2' and moved W-W-W-NW, replacing U-Q1 as the GS submarine babysitter

4) U-Q1 to move W-W-W-NW, replacing U-H2

5) U-H2 to move W-W-W-W, heading for the spot E-E-NE of Tornado

6) H.B.S. Hades to move N-N-N-N-NW-NW, heading for Jackson to join H.B.S. Dye Fields & H.B.S. Red Bricks

7) new submarine finished in Jackson to be named 'U-J1' and moved E-NE-NE-NE, heading for the waters between Zenophobia and Trafalgar

8) all picket ironclads to flex-there-and-back-again

9) new ('86th') infantry finished in Dye Fields to fortify in Invoice

10) new ('2nd') bomber finished in Legopolis to be rebased to Invoice


Worker Movement/Actions


11) Ken to road
12) 2 workers to railroad W of Red Bricks
I believe the time has come to connect this source. Having a spare source of coal is no longer of such an importance - we've got two more elsewhere. Better get that extra shield/commerce out of the tile.

13) 6 workers to mine 3 currently irrigated tiles around Jackson

14) 1 worker to irrigate 1 currently mined tile in the Karina radius
back to food neutral setup, maxxing out shields

15) 1 worker to join Karina


City Management

16) Legopolis to start another bomber

17) Jackson to start battleship
we'd need colosseum to let Jackson grow to pop 19... but somehow, I do not think bulding a colosseum here is the right thing to do at this moment... so back to BB production - reigning the sea between us and Bob is a fine goal

18) Farmerville to keep cranking out 1t workers

19) Red Bricks to start police station
I am not 100% sure about what to do with Red Bricks now... after finishing its hydro plant, R.B. should be generating about 85spt. That's good enough for 1t fighters, arty, and marines. Not sure whether we need large numbers of these... we could try building a courthouse (1t) and police station (2t) here, hopefully bringing the city to at least 90spt minimum - which would mean 1t infantries. Or... we could set the city to a wonder prebuild. We can use the palace here, so no problem. We could have a wonder-enabling tech in 2+4+4=10t, so leaving Red Bricks on a wonder build should be just enough to leave a small time reserve... any one of the modern tier 1 tech wonders to come would be welcome: UN would be great, SETI would be fine here, too. And who knows... if we are lucky, we could even give Internet a try...

So... I would start with the police station. Grants us one more turn to decide and helps once the war starts. Plus, together with a 1t courthouse, we might be able to reach 90spt needed for 1t infantries here (sure thing if we go fpt negative).

20) Karina to start infantry
1t build - working the rred/mined grassland N-NW, too

21) Dye Fields to start coal plant
needed for 2t tanks here; with a shortrush from 96 to 120S, we do a coal plant here in 3t

22) Logville to start barracks (1t) before switching to 2t tank production

23) Oasis labourer from the rred/mined grassland S-SW to the mountain NE-NE

24) Invoice to start another worker
back to the 2t worker routine

25) Tiberium to switch production to marine

26) Quanto Mechanico to start a 2t marine (a tank prebuild actually)

27) Abilene to start marine

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 26-10-2004 12:39
Edit/Delete Message Reply w/Quote
#497 Report this post to a moderator
Help yourself to an AD-FREE life

OK, I guess you've heard the news.

Surprise, surprise! We've been attacked!

The good news is that GS waited a tad too long – we‘ll have 10-20 tanks to greet them. We have got the counter-settlers, we have got a crapload of arty, we basically have our hydros up, and we have got a nice sum of gold to fund our war efforts. I believe we have done everything we could to get ready for this war - and we are ready, as much as a team in our position can be.

One thing I am not sure about is whether there are GS infantries or mechanized infantries sailing to our shores. GS have had time more than enough to get computers and upgrade their assault infantries to MIs - I guess we better expect MIs to land. GS could have used the Shift-U trick on already boarded units (I am not sure if that's possible, though), or they can use transport chaining to get the units across the sea quickly even if they're not ready this turn. Hopefully, with our first tanks rolling out in 1260AD, this should not be as lethal as GS might have hoped for.

I have reviewed the 1240AD save one more time and I still do not see where they could get to us faster than in 2t (and 2t would imply a landing around Invoice, on flat land, with a beachhead fort city out of question).

Tibi's Table:

code:
GSGoWNDLego
Compared to usstrongaverageweak-
Settlers95 (+1) 0 (-1)2
Workers2427 (-2)62 (+1)13 (-2)
Explorers43 (-2)00
Medieval Infantry0 (-1)000
Horsemen/Knights04(R)11(A)8(H)
Cavalries018 (-2)1451
Riflemen20000
Marines36 (+8)24 (+10)9 (+4)0
Infantries57586486 (+1)
Tanks704400
Artilleries1427061
Galleys2000
Galleons0 (-1)000
Transports25 (+3)18915
Carriers2300
Submarines3008 (+2)
Frigates0010
Ironclads00016
Destroyers241818
Battleships0019
Fighters1000
Bombers01010 (+2)2 (+1)


Security threats
NDT Schlepper (ND) SE of Louisxiveau - can carry up to 8 units capable of amphibious attack on Crossing
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.


Plans for 1240AD (Turn 240):

Unit Movement/Actions

Naturally, all unit movement plans noted below are just tentative and subject to change according to the battlefield situation.

1) Task Force North
Hunt down and sink that GS submarine SW of Invoice to blind GS in that area, if possible. Otherwise, I would not stretch too much - even if we have a good shot at some of the GS DDs to the South, I would not chase them, keeping Task Force North around Invoice. Preventing a GS landing W or S of Invoice means having 20+ tanks to pummel landed GS with (instead of 10).

If U-K1 reports the GS armada E-E-E-E-E of Inchoff, then we'll have to decide whether to strike or pull back. Will depend on the GS armada escort strenght, methinks. Quite likely we would only be throwing our BBs away... Then it might be time to turn southwards and sink some DDs...

2) U-Q2
if operational, U-Q2 should participate in locating the GS subs along our Western coast - will depend on what we learn from the battle reports. I'd expect it to be sunk by the GS submarine (the chances were 2:1 if GS attacked)

3) U-Q1
this one might be intact, if we were lucky... if so, it would probably be best to pull it back a bit to around where U-Q2 was and use it to track down the GS sub, allowing H.B.S. Athena or H.B.S. Poseidon to sink her.

4) U-H2 to move W-SW and fortify, staying out of likely routes GS should be taking, watching the waters between Hurricane and Tornado.

5) all surviving picket ironclads between Stormia and Legos to pull back, the northernmost and southernmost ones to stay, if possible
I do not really believe we will see many of them still there... but that's what they were for - to force GS to reveal their attack early enough to give us time to prepare. We salute the ironclad crews!

6) new submarine finished in Zargonia to be named 'U-Z2' and moved NE-NE-NE-N, replacing Warhammer
7) Warhammer (E-E-SE of Zargonia) to move W-NW and fortify
8) H.B.S. Artemis (Crossing) to move NE-N-N-NW and fortify
unless ND add more combat vessels (they currently have 1 BB we can see and 1 DD that we cannot see, but which must be outside of striking range, speaking about the tile E of Zargonia), this will prevent them from carrying out a seaborne sneak attack at Zargonia, effectively freeing all our Zargonia garrison units for duties elsewhere. We may further bolster the naval defenses with H.B.S. Perseus - though I would prefer leaving her where she is (she covers one tile we otherwise cannot see).

9) H.B.S. Hades to move NW-W and fortify in Jackson, joining H.B.S. Dye Fields & H.B.S. Red Bricks. We'll see if that's enough to control the seas to the Northeast of Legos.

10) U-J1 to move NE-NE-NE-N, heading for the waters between Zenophobia and Trafalgar (prolly SE-SE-SE of Zenophobia)

11) new ('87th', '88th', '89th, & '90th') infantry finished in Karina, S'haven, Tarzania, and Ahhmyfoot to fortify wherever it seems they could be of most help
probably Invoice and Crossing

12) al three bombers to be rebased to Crossing
to be ready to soften the ND BB in 1260, should we decide to sink it; all bombers to be eventually assigned to H.B.S. Tiberius, which is to hit waves in 1260AD, sailing from K'ville to join Task Force North


Worker Movement/Actions

13) 2 workers to bring Panama back to food neutral setup
with the hydro plant finished, the city can return back to a balanced state, cranking out 1t tanks.

14) 2 workers to mine a currently irrigated tile in the Tarzania radius

15) new workers to be kept probably
I added some idling workers to Zargonia last turn, getting to as low as 13 workers - we should aim for 15 again.

Idling workers to idle at strategic locations.


City Management

Extreme Tank Productions commencing!

16) Legopolis to start another bomber

17) Jackson to keep building the bomber (tank prebuild)

18) Farmerville to keep cranking out 1t workers

19) Panama to have 2 cavalries disbanded there and start bomber (tank prebuild)

20) Red Bricks to have 1 cavalry disbanded there and start bomber (tank prebuild)

21) Forkmouth to start bomber (tank prebuild)

22) Karina to have 1 horseman disbanded there, short-rush to 10S and switch to bomber (tank prebuild)

23) Zargonia to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)

24) Dye Fields to keep building the bomber (tank prebuild)

25) Logville to start bomber (tank prebuild)

26) Sharpehaven to start bomber (tank prebuild)

27) Tarzania to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)

28) Kloreepville to make sure to nail the carrier in 1t

29) Ahhmyfoot to start another infantry

30) Crossing to work all available land tiles; start a 4t submarine

31) Tiberium to start bomber (tank prebuild)

32) Quanto Mechanico to make sure to nail tank in 1t (being prebuilded as a bomber)

33) Abilene to start bomber (tank prebuild)
new citizen to work the rred/mined grassland S-SW of the city

34) Tipperary to switch production to carrier
no real need for a police station here - as K'ville is going to crank tnanks out for some time, we better build our second carrier here (Legopolis will build the needed bombers before the carrier is finished). Free the rred/mined grassland N-NW of the city for Abilene.

35) Nou Camp to start another worker


36) check research slider for possible savings

37) luxury slider to 10%
I believe this is a necessary precaution now - better "waste" 80gpt (that's how much it's going to cost) then have a number of cities riot after intense GS attacks

Also... on the diplomatic front... what about trying to contact GoW and ND, asking about what side they side with? Because, basically, who's not with us is against us. We should make it clear to e.g. ND that unless they move that BB away, it may be sunk at any time as a precautionary measure. It's also time to express our feelings on Louisxiveau - and warn them that we consider it a clearly hostile outpost and we are ready to attack it at any time (nevermind we do not have the marines yet...).

In short: we should avoid the mistake GS did in the Stormian War, allowing Vox to gain support right and left. We should try to "sell" how difficult a time this is for us and how helping GS could prematurely end the whole war (and game!).

Any volunteers?

Zargon - I think you are on friendly terms with Master Zen, aren't you? We could definitely try a probe there...

Feedback! Comments, guys! The motherland needs you!

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 26-10-2004 14:21
Edit/Delete Message Reply w/Quote
#498 Report this post to a moderator
Tired of ads?

Let me add that it is definitely a good sign that GS didn't declare war to Vox

However the huge nr of marines worries me a bit.

I think ND and GoW will declare war on us as well. If they do not, then we can definitely talk with them.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 26-10-2004 20:22
Edit/Delete Message Reply w/Quote
#499 Report this post to a moderator
Enter the AD-FREE zone

I will talk to MZ, but I don't know who is really in charge over at GoW anymore. I have a bad feeling that the sides are probably already pretty stiffly lined up against us. I'll give it a shot, though.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 26-10-2004 20:28
Edit/Delete Message Reply w/Quote
#500 Report this post to a moderator
Support Apolyton or Terrorists Win

As for who's in charge in GoW... seems like MZ is their only player ATM. Panzer being done with this game, Hot_Enamel travelling to a funeral - nobody's left.

I agree that the sides are most likely drawn - but that does not mean we should simply "put up". We need to sell our thing. The tech lag, GS' superefficiency - you know the game... Just making them press less hard would help. Every bit of reluctancy and hesitation on their side would be golden.

I know we can handle GS alone. But handling GS from one side, GoW from the other, and having troops tied in the Southeast because of ND marines... well... that would be rough...

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 26-10-2004 21:22
Edit/Delete Message Reply w/Quote
#501 Report this post to a moderator
Enter the AD-FREE zone

Well, one positive sign of the dissarry at GoW is that they probably aren't planning a massive invasion Unless this has all been a front and they really aren't disorganized at all

 
Pages (17): [ <<   14   15   16   17   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0690 seconds (91.13% PHP - 8.87% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net