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Turn 216: 1010 AD

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  • Turn 216: 1010 AD

    IMPORTANT NOTE TO OUR GENERALS: We're 9 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!

    Start
    - GoW sends their WM, unaccepted. replying with ours, accept and send.

    - RP sends 300 gold + WM. accepted. Send our own WM and medicine in return. Can't send horses. Does anyone have the precise eta of Sanitation? Also, RP can have Indus next turns. Reminder to self: need to send a PM later to Togas and Arnelos. (forgot it last turn )

    - Vox sends us communism, accepted. Accept

    - We discover Communism! into F1, Monsoon set to destroyer. While checking, it seemed that Cyclone was set to Hanging Gardens for the chopping near Tornado. Set back to worker... good thing I checked!

    - EotS builds rifle. Starts rifle.

    - Cyclone builds worker, starts worker.

    - Tempest builds rifle. starts rifle.

    - Typhoon builds hospital, starts harbor. Battlefield medicine available.

    - Arashi builds rifle, starts rifle

    - SS builds worker, starts settler

    - Monsoon builds destroyer. Starts rifle

    - WoC hospital. starts Police station.

    - 4274 gold, 90%, 863 bpt, -237 gpt. (Mass prod in 4) 0/3360 beakers collected tech cost

    forces
    (- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
    - 42 workers
    - 24 rifle (+4/turn)
    - 14 galleon
    - 1 destroyer (+2.33/turn)
    - 0 transports (+.33/turn)

    For the moment, I'm leaving the knights. If we don't go for cavs, I want to use them asap to rush stuff.

    We turned average in strength to GoW again

    Generals, I need an estimate on how many transports are going to be needed, to avoid building too many galleons!

    Some calculations


    Moves
    In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.

    - one worker added to Typhoon (which gets a perfect 40 spt), WoC (which gets to 75 spt)

    - foresting on Blizzard 41

    - foresting on WoC 47

    - mining on OG 63

    - 5 workers added to WW
    - 4 workers added to Inchoff. All cities are at max size now.

    - RRing on SS 69 (last RR on Stormia)

    - 2 final hills on our coast forted. Apart from the last forests (14 left), the only reasonable thing to do is to fort RP. And clear pollution, of course.

    - our Southern most galley auto-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. (2 turns)
    - Galleon in Inchoff moves 3222
    - third new Galleon from D-ville auto moves to Inchoff (3 turns).
    - Galleon from Blizzard auto-moves to scouting spot near Sufa (4 turns)
    - Galleon forted in Inchoff moves towards deep scouting spot near Abilene(5 turns)
    - galleon from BB moves towards Sufa
    - destroyer from Monsoon auto-moves towards Sufa

    workforce shuffles
    - Cyclone set back to ideal pattern (needs this every turn).
    - SS set back to ideal pattern

    - D-ville moves off mountain, onto coast

    - SA moves off coast, onto mountain

    - Inchoff moves off mountain, onto coast
    - WoC takes coast as extra citizen

    - Tornado moves off grass, takes sea
    - Typhoon uses that grass for its new citizen

    Current Builds
    long term plans for our cities

    Eli : hospital in 6 (might be prebuild for PS)
    Inchon : aqua in 44
    WoC : PS in 2. Cathedral next
    Inchoff : factory in 1
    D-ville : destroyer in 1
    Santa Ana : Battlefield Medicine in 9 (best city, as it can make 50 spt without disturbing others. Other cities are at 40 spt or 30 spt.)
    Blizzard : transport in 1
    Monsoon : rifle in 2
    Arashi : rifle in 2
    WW : market in 3
    Tempest : rifle in 1
    SS: settler in 5
    Hurricane : rifle in 1 has some foresting spots left, which could help a transport build (2 forest gives 2-turn transports)
    OG : transport in 4 (could become destroyer in 5). Needs 2 shield shortrush next turn for eta -1.
    EotS : rifle in 1
    Bolderberg : destroyer in 2
    Cyclone: worker in 1
    Tornado : transport in 1
    Typhoon : harbor in 2
    Sufa : market in 96

    Other

    - 4274 gold, 90%, 885 bpt, -224 gpt.

    - in F11, we're #3 in production at 673 Megatons. (last turn 658).

    Next Turn

    - OG needs to have 2 shields shortrushed (granary)
    - Indus sent to RP

    DeepO
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