[b]IMPORTANT NOTE TO OUR GENERALS: We're 10 turns away from the earliest point at which Lego can invade us. Our defenses need to be ready beforehand. We need to move everything in place, and need to build most of our defensive forces, so could you please finalize the precise plan ASAP![\b]
Start
- RP sends 100 gold + WM. accepted. Send our own WM and medicine in return. Can't send horses. Medicine could have been sent 3 turns ago, it seems. Does anyone have the precise eta of Sanitation? Also, RP can have Indus in 2 turns, after which we can bring them up to speed with corp, and refining. Steel and RP has to wait. Reminder to self: need to send a PM later to Togas and Arnelos.
- no Communism from Vox! They had the chance of sending it to us, what happened? PM, please?
- EotS builds rifle. Starts rifle.
- Hurricane builds rifle. Starts rifle (might change to destroyer later)
- Cyclone builds worker, starts worker.
- Bolderberg starts galleon (prebuild for destroyer). Might need to mine plains again
- Elipolis builds factory. Starts hospital (possible prebuild for Police station, but can use a hospital as well
- Tempest builds rifle. starts rifle.
- Pollution near Monsoon! Grrrhh... again in the last turn of 2 scheduled. Will change build to destroyer during next build queue, with minimal loss.
- Blizzard builds galleon. Starts galleon
- SA builds rifle. Starts rifle
- WoC builds market. Starts hospital. Will get into WLTKD without Cathedral, so let's build that after the hospital, to get the +6 spt.
- 4170 gold, 80%, 761 bpt, -153 gpt. (combustion in 2 turns, 3142/3840 saved). Can't get enough workers added to cities to get to 698 bpt at 70%. Too bad. tech cost
forces
(- 8 spear, 27 pikes, 13 knights, 8 cat, 12 MI, 2 galley)
- 40 workers
- 21 rifle (+4/turn)
- 14 galleon (+2.33/turn)
We turned average in strength to GoW! (still weak to ND and Lego)
Generals, I need an estimate on how many transports are going to be needed, to avoid building too many galleons!
Some calculations
- Monsoon currently has 72 shields in its rifle. after pollution cleaning, it makes 42 spt. Need to change build to destroyer next turn (we can always use another destroyer), and need to shortrush 8 shields now. Will lose 2 shields, but nothing can prevent that.
- WoC needs 160-76=84 shields for its hosp. Currently makes 66 spt after waste. The difference of 18 shields can either come from 2 forests (but then, it will not have any foresting spots left), or from a shortrush of 4 shields and a knight. Can recuperate the 3 'lost' shields by switching tiles with Inchoff.
I'm going for the shortrush plan, and leave the forests for the PS and cathedral build.
- our last factory build in Inchoff:157/240 shields collected. next turn, 9 shields will be added. the remaining 73 shields can come from 4 knights (68+ 6 shields). 6 shields is exactly what Inchoff is going to make in two turns. Adding 4 knights to Inchoff, factory in 4.
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- cleaning pollution on Monsoon 1.
- foresting on Blizzard 4, 7, 8.
- foresting on Tornado 7
- mining on BB 9
- 3 workers start on building fortress at Inchon 8
- 1 knight disbands in WoC, 4 disband in Inchoff. rifles fill their spots on the sea wall. We turn weak to GoW again.
- our Southern most galley moves 444. all fog uncovered. moves to Pica scout, to replace the galleon which is present there (saves 60 gold to use a galley as scout instead of the galleon).
- galleon present at Eli auto-moves to Inchoff scouting pos. (3 turns)
- scouting galleon near Hurricane forts
- second new Galleon from D-ville auto moves to Inchoff (3 turns).
- third new Galleon from D-ville auto moves to Inchoff (4 turns).
- Galleon from Blizzard auto-moves to scouting spot near Sufa (5 turns)
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(6 turns)
- galleon from BB moves towards Sufa
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- OG moves off hill, takes coast instead.
- BB moves onto that hill, gives the coast.
- WW moves off desert, takes coast.
- OG takes desert instead of sea
- Typhoon moves off mined grass, gives tile to Tornado (which loses a sea)
- Inchoff gives grass to WoC, takes mountain instead.
- Eli moves coasts.
- Inchon takes coast instead of sea. More out of principle, as the extra commerce goes to corruption
Current Builds
long term plans for our cities
Eli : hospital in 7 (might be prebuild for PS)
Inchon : aqua in 45
WoC : hospital in 1. PS next
Inchoff : factory in 2
D-ville : galleon in 1(prebuild for destroyer)
Santa Ana : rifle in 2
Blizzard : galleon in 1(prebuild for destroyer, or transport)
Monsoon : rifle in 1(prebuild for destroyer!)
Arashi : rifle in 1
WW : market in 4
Tempest : rifle in 1
SS: worker in 1
Hurricane : rifle in 2(destroyer?)
OG : galleon in 3 (prebuild for destroyer)
EotS : rifle in 1
Bolderberg : galleon in 2(destroyer)
Cyclone: worker in 1
Tornado : galleon in 1 (prebuild for transport, 1 forest chopped)
Typhoon : hospital in 1. harbor next
Sufa : market in 97
Other
- 4122 gold, 80%, 761 bpt, -148 gpt.
- in F11, we're #3 in production at 658 Megatons. (last turn 633).
Next Turn
- free workers need to be added to WW (possibly 4), Inchoff(3). no priority for as long as we're researching combustion.
- Monsoon has to be set to destroyer during discovery of Combustion (F1 'hack')
- Mine OG 36 (could be postponed one turn, I think)
- Tornado and Typhoon probably have to swap tiles again, so that Typhoon can get to 40 spt, and build a harbor fast.
- Typhoon definately needs a worker added, to get to the industrialization bonus.
- Need to find a spot for Battle medicine, which will be possible to build next turn.
DeepO
Start
- RP sends 100 gold + WM. accepted. Send our own WM and medicine in return. Can't send horses. Medicine could have been sent 3 turns ago, it seems. Does anyone have the precise eta of Sanitation? Also, RP can have Indus in 2 turns, after which we can bring them up to speed with corp, and refining. Steel and RP has to wait. Reminder to self: need to send a PM later to Togas and Arnelos.
- no Communism from Vox! They had the chance of sending it to us, what happened? PM, please?
- EotS builds rifle. Starts rifle.
- Hurricane builds rifle. Starts rifle (might change to destroyer later)
- Cyclone builds worker, starts worker.
- Bolderberg starts galleon (prebuild for destroyer). Might need to mine plains again
- Elipolis builds factory. Starts hospital (possible prebuild for Police station, but can use a hospital as well
- Tempest builds rifle. starts rifle.
- Pollution near Monsoon! Grrrhh... again in the last turn of 2 scheduled. Will change build to destroyer during next build queue, with minimal loss.
- Blizzard builds galleon. Starts galleon
- SA builds rifle. Starts rifle
- WoC builds market. Starts hospital. Will get into WLTKD without Cathedral, so let's build that after the hospital, to get the +6 spt.
- 4170 gold, 80%, 761 bpt, -153 gpt. (combustion in 2 turns, 3142/3840 saved). Can't get enough workers added to cities to get to 698 bpt at 70%. Too bad. tech cost
forces
(- 8 spear, 27 pikes, 13 knights, 8 cat, 12 MI, 2 galley)
- 40 workers
- 21 rifle (+4/turn)
- 14 galleon (+2.33/turn)
We turned average in strength to GoW! (still weak to ND and Lego)
Generals, I need an estimate on how many transports are going to be needed, to avoid building too many galleons!
Some calculations
- Monsoon currently has 72 shields in its rifle. after pollution cleaning, it makes 42 spt. Need to change build to destroyer next turn (we can always use another destroyer), and need to shortrush 8 shields now. Will lose 2 shields, but nothing can prevent that.
- WoC needs 160-76=84 shields for its hosp. Currently makes 66 spt after waste. The difference of 18 shields can either come from 2 forests (but then, it will not have any foresting spots left), or from a shortrush of 4 shields and a knight. Can recuperate the 3 'lost' shields by switching tiles with Inchoff.
I'm going for the shortrush plan, and leave the forests for the PS and cathedral build.
- our last factory build in Inchoff:157/240 shields collected. next turn, 9 shields will be added. the remaining 73 shields can come from 4 knights (68+ 6 shields). 6 shields is exactly what Inchoff is going to make in two turns. Adding 4 knights to Inchoff, factory in 4.
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- cleaning pollution on Monsoon 1.
- foresting on Blizzard 4, 7, 8.
- foresting on Tornado 7
- mining on BB 9
- 3 workers start on building fortress at Inchon 8
- 1 knight disbands in WoC, 4 disband in Inchoff. rifles fill their spots on the sea wall. We turn weak to GoW again.
- our Southern most galley moves 444. all fog uncovered. moves to Pica scout, to replace the galleon which is present there (saves 60 gold to use a galley as scout instead of the galleon).
- galleon present at Eli auto-moves to Inchoff scouting pos. (3 turns)
- scouting galleon near Hurricane forts
- second new Galleon from D-ville auto moves to Inchoff (3 turns).
- third new Galleon from D-ville auto moves to Inchoff (4 turns).
- Galleon from Blizzard auto-moves to scouting spot near Sufa (5 turns)
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(6 turns)
- galleon from BB moves towards Sufa
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- OG moves off hill, takes coast instead.
- BB moves onto that hill, gives the coast.
- WW moves off desert, takes coast.
- OG takes desert instead of sea
- Typhoon moves off mined grass, gives tile to Tornado (which loses a sea)
- Inchoff gives grass to WoC, takes mountain instead.
- Eli moves coasts.
- Inchon takes coast instead of sea. More out of principle, as the extra commerce goes to corruption
Current Builds
long term plans for our cities
Eli : hospital in 7 (might be prebuild for PS)
Inchon : aqua in 45
WoC : hospital in 1. PS next
Inchoff : factory in 2
D-ville : galleon in 1(prebuild for destroyer)
Santa Ana : rifle in 2
Blizzard : galleon in 1(prebuild for destroyer, or transport)
Monsoon : rifle in 1(prebuild for destroyer!)
Arashi : rifle in 1
WW : market in 4
Tempest : rifle in 1
SS: worker in 1
Hurricane : rifle in 2(destroyer?)
OG : galleon in 3 (prebuild for destroyer)
EotS : rifle in 1
Bolderberg : galleon in 2(destroyer)
Cyclone: worker in 1
Tornado : galleon in 1 (prebuild for transport, 1 forest chopped)
Typhoon : hospital in 1. harbor next
Sufa : market in 97
Other
- 4122 gold, 80%, 761 bpt, -148 gpt.
- in F11, we're #3 in production at 658 Megatons. (last turn 633).
Next Turn
- free workers need to be added to WW (possibly 4), Inchoff(3). no priority for as long as we're researching combustion.
- Monsoon has to be set to destroyer during discovery of Combustion (F1 'hack')
- Mine OG 36 (could be postponed one turn, I think)
- Tornado and Typhoon probably have to swap tiles again, so that Typhoon can get to 40 spt, and build a harbor fast.
- Typhoon definately needs a worker added, to get to the industrialization bonus.
- Need to find a spot for Battle medicine, which will be possible to build next turn.
DeepO
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