 |
|  |
 |
|
notyoueither
|
 |
of naught
Aug 2001 time: 22:30
|
|
EotS seems likely for pikes or MIs. If we cash rush to 20 from 13 (28 gold) we can do 2 turn pikes. If we rush to 30 from 26 (16 gold) we can do 3 turn MIs. MI's would be the better bet if we want a lot of those beasts.
Hurricane is good for knights. She can maintain 17 spt and grow at +1 fpt. Rush to 20 from 17 (12 gold) and she can do 4 turn knights. Or, she can do 2 turn pikes with no cash required. 12 gold per knight is very cheap though.
Cyclone... workers/settlers.
Bolderberg is perfect for pikes or MIs
Tempest should do knights with a rush to 50 from 44 (24 gold) for 3 turn knights, or MIs for no cost.
Tornado is great for pikes or MIs.
Typhoon can do 5 turn pikes or 6 turn MIs for no cash. Obviously MIs preferred if we do that. However, we can bring it down to 4 turn pikes if we rush to 10 from 7 (12 gold) or to 5 turn MIs if we rush to 20 from 14 (24 gold).
Arashi is a perfect 5 turn knight, or a good 3 turn MI. 2 turn pikes would rush to 20 from 14 (24 gold) not good value for a pike.
Sufa is a good 5 turn pike or galley, the way things are split up.
Monsoon is in the same boat as Typhoon.
Whirlwind, at 6spt, is in the same boat as Sufa, but with no harbour, is the perfect pike city at the moment.
Blizzard should be on pikes at 6 turns per.
This is what I would do...
code: EotS MI 3t 16 gold per 3t 5.4gpt
Hurricane Kn 4t 12 gold per 4t 3.0gpt
Bolderberg MI 4t 0 gold
Tempest Kn 3t 24 gold per 3t 8.0gpt
Tornado MI 4t 0 gold
Typhoon Pk 4t 12 gold per 4t 3.0gpt
Arashi Kn 5t 0 gold
Sufa Pk 5t 0 gold
Monsoon Pk 4t 12 gold per 4t 3.0gpt
Whirlwind Pk 5t 0 gold
Blizzard Pk 6t 0 gold
Total cost 22.5gpt for an extra 1.something units per turn. Critically, an extra .5 knight per turn. Cheap!
Damn, I hope I have the rush costs right. 
That is just over 10 MIs, 9 k, and 12 pikes in the next 12 turns. Add in what the 1 and 2 pop cities can do and we have a base to proceed from.
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:30
|
|
Actually, I'm going through it step-by-step now, and I think I'm actually catching (and fixing) some problems, NYE.
For instance, we don't have anything that costs 20 shields, so shortrushing from 17 to 20 isn't possible. But shortrushing from 34 to 40 is. Same result (4 turn knights in Hurricane), a little more money.
I'm going to work up turn orders for each city so we have order to plug into the turn threads.
-Arrian
Last edited by Arrian on 21-08-2003 at 19:49
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:30
|
|
TURN ORDERS THROUGH 250AD:
EotS: I wish we had a 60-shield build we could use to short rush, but I don't think we do...
150AD - 52s, +13/turn.
170AD - 65s
190AD - Knight complete. Begin M.I.
210AD - 13s
230AD - 26s. Shortrush pike (16g), switch back to M.I.
250AD - M.I complete.
Hurricane:
150AD - 52 shields
170AD - Knight complete. Rearrange citizens to stop starvation. NYE indicates this means +17shields/turn. will someone with access to the save make sure this does not require a change in EotS's shield output?
190AD - 17s
210AD - 34s. Shortrush M.I. (24g)
230AD - 57s.
250AD - Knight complete
Cyclone: hmm, what pop is it at right now?
150AD - 5s.
170AD - worker complete. Begin settler.
190AD - 5s
210AD - 15s. City grows. Shortrush city walls (20g)
230AD - 25s.
250AD - settler complete.
Bolderburg: note that if we feel we need it, we can cut a turn off via shortrushing a pike in 230AD (40gold). I'm unsure it's worth it, but if we're loading up a strike force and getting that M.I. out 1 turn quicker lets us hit harder & faster, it is worth it.
150AD - 50s.
170AD - 60s.
190AD - Knight complete. M.I.
210AD - 10
230AD - 20
250AD - 30
Tempest: NYE mentions shortrushing from 44 to 50. What costs 50 shields that we can use for shortrushing in Tempest?
150AD - Knight complete.
170AD - 22s. Shortrush pike (32g)
190AD - 52s
210AD - Knight complete.
230AD - 22s. Shortrush pike (32g)
250AD - 52s.
Tornado: easy one. Same as Bolderberg w/respect to cutting off 1 turn.
150AD - knight complete. M.I.
170AD - 10s
190AD - 20s
210AD - 30s
230AD - M.I. complete.
250AD - 10s
Typhoon: interesting. Can we get a worker over there by 230AD? If so, we can immediately add the worker to the city upon completion of the settler, and boost the pop back up.
150AD - pike complete. Start settler.
170AD - 7s. Shortrush worker (12g)
190AD - 17s.
210AD - 24s.
230AD - settler complete.
250AD - ? Not sure what shield output will be.
Arashi:
150AD - 46s.
170AD - 60s.
190AD - knight complete.
210AD - 14s.
230AD - 28s.
250AD - 42s.
Sufa: I'd switch this to a M.I. for this one production cycle, then to pikes.
150AD - 22s.
170AD - 28s.
190AD - 34s.
210AD - M.I. complete. Start pike.
230AD - 6s.
250AD - 12s.
Monsoon: it's going to grow next turn. To what size, and will it gain shields/turn?
150AD - 7s.
170AD - 14s. alternative - shortrush walls (24g)
190AD - 21s. alternative - 27s
210AD - 28s. alternative - 34s.
230AD - 35s. alternative - M.I. complete
250AD: M.I. complete.
Whirlwind:
150AD - 14s.
170AD - 20s.
190AD - 26s.
210AD - pike complete. begin another.
230AD - 6s.
250AD - 12s.
Blizzard: pike city
150AD - 5s
170AD - 10s
190AD - 15s
210AD - 20s
230AD - 25s
250AD - pike complete
Ok, now I will work out the costs for the next post. 
-Arrian, the slightly mad
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:30
|
|
quote: Originally posted by DeepO
Other consequence is that we have to work with what we have on Bob for the moment. |
About that, we could upgrade the units in Northern Stormia, then ship them out and replace with horses and new cheap units. That might buy us a couple of turns.
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:30
|
|
Cutting the iron will mean several things:
1) Hurricane's production will drop further (but it would still be capable of 1-turn warriors, and *maybe* 2-turn horsies)
2) We need to have workers on standbye ready to reconnect fast, if need be.
3) We need to have a detailed plan, like the one NYE & I sorted out above.
The way I read it, we have 3 1-turn warrior cities, 1 1-turn WC city, 1 or 2 2-turn horseman cities (maybe, needs shortrushing), 2 3-turn WC cities, 4 2-turn warrior cities...
So, tentatively, let's consider cutting the iron for 4 turns. Without accounting for the specific shield buildup in each city (that requires more work, and I've already done a bunch of number-crunching today), that means we would produce:
20 warriors
4 horsemen (of the Apocalypse )
6 war chariots
Of course, it wouldn't work out exactly that way, but it would be close. Let's call it 15 warriors, 4 horsemen, 5 WCs. Note that some or all of the WCs could be spearmen instead.
15 warriors -> med infs = 750 gold
4 horsemen -> knights = 320 gold
5 WCs -> knights = 500 gold (ack, nah, lets do spears)
5 spearmen -> pikemen = 100 gold
That there be a lot 'o gold. But... it also be a lot of troops, FAST. 5 turns after cutting the iron we could have 15 med inf, 4 knights, and 5 pikemen produced. IIRC, it takes 9 worker turns to road a mountain. Our workers are double speed, and thus it takes 4.5 of our worker turns to road a mountain. 5 workers could do it in a turn. 3 workers could do it in 2 turns.
250AD might be a good time to do it, since most of our cities, particularly the big ones will be completing, or near to completing, their builds. Or do you guys think that's too late? I guess we could do it ASAP... so long as we have a least 3 workers ready to re-road (and re-mine) the iron by Hurricane quickly.
-Arrian
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
we can continue building whatever we're building now... if we're finishing a knight and cut our iron, the knight still completes. So... it might be better to do this quickly, and leave all the cities that don't need further short rushing on the iron troops.
Yes, we only need to cut one road, but if we cut it, it will only get to us the turn after, right? Or is it immediate? That would be a perfect fail-safe in case something bad happens... like an invasion of Stormia. But it would also disrupt our lux supply to RP...
750 gold in 5 turns is about our gold production, we're over 180 gpt right now. So, as long as we can hold, we might want to do it longer, for 6-8 turns. That gives quite an impressive force to work with 
DeepO
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
Does that work? If so, that's a very nice tactic to use multiple times... we build units and safe money. We cut the road, immediately upgrade all we can, start building more expensive units. Next turn, we further upgrade, and offer iron to RP again. Turn 2, we're ironless, and can change city orders back to ironless troops (must be able to do this by hacking into buildqueus, ensuring very few cities with shield losses). We can keep this up for quite a while...
As to upkeep: with 20 extra units over 4 turns, that's only some 50 gold lost in upkeep... and we're still making 670 gold over those 4 turns, instead of 720 (assuming our current 180 gpt stays, while in reality it will raise). Not a big problem anymore...
DeepO
|
|
|  |
All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
top of page
|
|
|
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
|
|
|
|
|
|