 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
shortrushing: I thought about that. But shortrushing is expensive: for every turn we would shave off the eta, we'll need 160 gold. That's more then enough to upgrade one pike to a rifle, andWoC can only produce one rifle per turn when fully built.
Unis: I'm not sure. So far, I've been playing and planning like we're quickly running out of time, and we only have one shot for a chance of victory. That means we don't need any more research once we start invading. I'm not sure this is the good way of doing it, but literally everything is spend on the war effort, including our future research power.
Start of Mob: WoC is definately the most important city we need to wait for. However, right now, not a lot of good would come from mob, so as long as we don't need it, we better don't mobilize either.
DeepO
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:30
|
|
can other teams tell if we've mobilized? I'm sure they could tell by shield increases if they spied, but does it appear anywhere else? Could they read it from the demographics?
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:30
|
|
can other teams tell if we've mobilized? I'm sure they could tell by shield increases if they spied, but does it appear anywhere else? Could they read it from the demographics?
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
There are a couple of things where teams can see if we are in mob. They don't need to spy (that is another solution, of course), but AFAIK by asking for terrain info on one of our tiles, they'll see the shield output of that tile, for us. Which means they can spot the extra shield
Something that will also mean instant detection is that our culture rate will be cut in half. All of a sudden, all teams will be gaining on us. Once they spot that, they can check the tiles, or do some spying, and our mob is detected. So again, no real surprise there.
CH, there was a thread linked in this forum a couple of months ago. (I think it was one of the must read threads of the strat forum). One of the main things I remembered is that mobilization is like a GA, when you're building land units. Ships aren't affected...
And once the mob starts, all cities should be tweaked again to lose as little shields as possible. I think the numbers in the post on previous page are relatively correct, though. Indeed, there is little to gain from a 80 spt city, that city either has to grow or to shrink to stop the waste.
DeepO
|
|
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
Currently turn 211. Just started on Combustion, for which we need 5 turns.
216: Combustion researched
220: Mass Prod researched
224: Mot Trans researched (Tanks!)
224-5: Amph. warfare researched.
If we go for the following 3 techs in line, and don't give them to GoW, we can get there in 224 (2 turns behind original schedule). I'm not sure if GoW can do the techs at same pace (maybe they can), but they would be good to get flight, and Amph. warfare.
We will need to ask them for gold, though. Not that we're lacking it (we can run 100% tech for >20 turns as long as RP keeps sponsoring us), but if we take Combustion and Mass prod, the efforts aren't evenly split. Oh, and we need to contact them regarding timing: we can probably launch near turn 240 (we should), but that is of no use if they aren't ready yet. Any later will mean we're facing a lot of defenses from Lego: ships, bombers, and marines.
BTW, we can nearly get radio in 6 turns (By that time, we probably can). That means we're very close to getting mech infs (~236), and to get to MA(~248)! In case the Lego invasion goes well, this opens a lot of perspectives: Lego invasion done, we immediately follow through with an attack on Bob. We can land mech infs at turn 240, by shipchaining (a lot of mechs, BTW). After that, a doughnut attack on GoW is very possible. Interesting idea...
DeepO
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:30
|
|
something else: an estimate on how much money we'll need.
upgrade costs are twice the difference in shields between units, right?
So, spears upgrade to infs for 160 gold, pikes for 140 gold, rifles for 40
cats upgrade to arts for 120
galleon upgrade to transport for 80
MI to guerilla for 100(? not sure on shield cost)
we've got
- 8 spear --> 1280
- 27 pike --> 3780
- 27 rifle --> 1080
- 14 galleon --> 1120
- 8 cat --> 960
- 12 MI --> 1200
in total, that's 9420 in gold. We currently have 4200, and expect to receive 4500 from GoW. while selling tech to ND, and getting funds from RP, we're more or less running no deficit, at max tech. So right now, we can upgrade most of our units (e.g. leaving the MI last), while racing ahead in tech.
This means that MI will become available soon too. upgrading 100 infs to MI --> an extra 2000 gold.
Conclusion: we don't have the cash to spend foolishly, but won't need to save on our tech expenses either. Great!
DeepO
|
|
|  |
 |
|  |
 |
|
Cort Haus
|
 |
London
Apr 2002 time: 05:30
|
|
Docking 160s. (Space Flight, Aluminium)
Cockpit 320s. (Space Flight, Aluminium)
Engine 640s. (Space Flight, Aluminium)
Exterior 640s. (Synthetic Fibers, Aluminium, Rubber)
Stasis Chamber 320s. (Synthetic Fibers, Aluminium.)
Storage 160s. (Synthetic Fibers, Aluminium.)
Fuel Cells 160s. (Superconductor, Uranium)
Life Support 320s. (Superconductor, Aluminium)
Thrusters 320s. (Satellites, Aluminium)
Planetary Party Lounge 160s. (Laser, Aluminium)
|
|
|  |
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
|
|
|
|
|
|