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  • Next time, I'll include other colour dots for the cities, to make it more clear. Should have done that before

    DeepO

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    • How about some shortrushing in WoC?

      Also, do we want any more Uni's? If WoC is the ultimate determinate of when Mob' starts, there might be a case for another Uni in a Metro.

      Comment


      • 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

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        • 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?

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          • 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?

            Comment


            • Is Mob like a shield GA? I've just played a game where I got my GA off the Hoover Dam. Typically, a city with 50-60s would jump to 80-90s. For Infantry builds, this did zippo - same 2 turns as without the GA.

              Good point about the shortrushing, I was thinking of at the margin, to cheaply shave off a turn rather than bulk spending.

              I also take the point about Uni's - this is our slim chance and we have to be comitted.

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              • 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

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                • Here is Catt's thread on mobilization:



                  As pointed out, I think we have to expect that Lego will know the moment we mobilize... not that they will be surprised.

                  BTW, on that note, we should keep our eyes open for Lego's mobilization!!
                  The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                  Duas uncias in puncta mortalis est.

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                  • I'm checking the culture graph every turn, but it might take 2 or 3 turns before we really notice them falling behind. I think they feel relatively secure, though, and won't mobilize until after they see us doing it. That's the prime reason why I'd like to keep us from mobilizing until the very last moment

                    DeepO

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                    • Foresting update (960 AD). Blue is already done, red are cities.

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                      • 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

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                        • Evil idea, I think you mean.

                          Man, this gonna get fast and furious!!
                          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                          Duas uncias in puncta mortalis est.

                          Comment


                          • PM to Alexman

                            Not sure where we were discussing this, but here seems a good place to log this ...


                            Hi Alexman,

                            I hope you don't mind this PM - I'll get stright to the point. Gathering Storm in the PTWDG1 are considering a deal for Communism with another team. We have an Ironworks city (Wind of Change) some way from our FP which should benefit from a Police Station - the question is : how much? The factory is near completion and the Hoover Dam is built

                            If you are able to advise us on this we would be most grateful, if not, we understand.

                            The save is uploaded to http://apolyton.net/upload/view.php?...m_Legoland.SAV

                            With thanks and regards,

                            Cort Haus
                            Gathering Storm

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                            • from alexman


                              If you build a Police Station in WoC, the corruption will go from 42% to 31%. If you also get a WLTK day, it will go down to 24%. All this is in Republic.
                              He asked if we needed to know under Communism. I said no, thanks - not yet anyway

                              Comment


                              • Originally posted by DeepO

                                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.

                                DeepO
                                Combustion + Mass Prod = 7200
                                Flight + Amphib = 7200

                                We'll be charging them though for Atomic Theory, Electronics and Mot Trans. Rubber can be part of their payment - question is what's the price?

                                We could say : half beaker cost of each, which would be (4800 + 4320 + 3360 ) / 2 = 6240

                                or, knock a bit off the Darwin techs if we wanted to be generous.

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