IMPORTANT NOTE TO OUR GENERALS (which includes Vulture from now on ): We're 7 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! Only 2 turns remain for final orders, pleaeaeaeaeaeaeaessee
Start
- RP sends 100 gold + WM. accepted. Send our own WM, iron, furs and corporation in return. Can't send horses. Does anyone have the precise eta of Sanitation?
- EotS builds rifle. Starts rifle.
- Cyclone builds worker, starts worker.
- Bolderberg builds destroyer. Starts destroyer. By pure coincidence, pollution hits Bolderberg right when my shield count was not perfect last time, and I would have lost 4 shields (destroyer ending at 124, instead of 120). So no delay because of the pollution (3rd one so far)!
- Tempest builds rifle. starts rifle.
- Typhoon builds harbor, starts cathedral.
- Arashi builds rifle. Starts rifle
- Monsoon builds rifle. Starts destroyer (which we need more then rifles)
- Pollution strikes WoC (4th pollution). That's bad luck, the PS was about to finish. Lost WLTKD due to starvation as well.
- Lego doesn't have combustion yet, but should research it this turn. I'm sending it to ND, as we'll need their silks next turn. Let's hope I didn't miscount... otherwise Lego is receiving a 300 beaker bonus.
- 4058 gold, 90%, 889 bpt, -241 gpt. (Mass prod in 2 of 4) 1774/3360 beakers collected tech cost
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 33 workers
- 31 rifle (+3/turn)
- 14 galleon
- 3 destroyer (+.83/turn)
- 2 transports (+1.03/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.
- Average in strength to GoW, weak to ND and Lego
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- pollution control (twice)
- foresting on D-ville 9
- foresting on Tornado 77.
- the rest of the workers create forts in RP (one of 'our' hills remains, one hill is covered by an RP cat).
- new rifles spread over coastal cities, all coastal cities have one, Hurricane has two rifles.
- 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 scouting Nelson, returns to Blizzard to be upgraded.
- Galleon from Blizzard auto-moves to scouting spot near Sufa (2 turns)
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(3 turns)
- destroyer in Blizzard moves towards Lego coast
- destroyer from Monsoon auto-moves towards Sufa
- destroyer from D-ville auto-moves towards Inchoff.
- new detroyer from Bolderberg automoves to Sufa
- Galleon in Inchoff upgrades to Transport.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- WoC is running a terrible overshoot in shields with the pollution (damn, still hate that). Gives all possible tiles to Inchoff, and whatever it can spare (one mountain and a grass) to Inchon. Takes coast and sea instead.
- Inchon and Inchoff obviously take those tiles, offer coast in return.
- Elipolis has too many shields. I would prefer to spend knights on that, to get it better, however we're saving those for the moment. So it gives one grass to Inchon, takes coast instead. Next turn, it can take give the hill instead of the grass, for further shields to Inchon.
- D-ville takes mountina from SA, gives grass instead. eta destroyer -1, Battle field medicine build should not be affected when D-ville gives the tile back next turn.
Current Builds
long term plans for our cities
Eli : hospital in 4 (PS later)
Inchon : aqua in 6
WoC : PS in 1. Cathedral next
Inchoff : market in 4. shortrushing not done, due to extra shields from WoC.
D-ville : destroyer in 2
Santa Ana : Battlefield Medicine in 8 (goes eta-1 once the mountain is retaken from D-ville)
Blizzard : transport in 2(one forest chopped)
Monsoon : destroyer in 4 (eta -1 once tile is mined again)
Arashi : rifle in 2
WW : market in 1
Tempest : rifle in 1
SS: settler in 3 (can't become a 5-turn settler pump without damaging other cities. Will go for one turn of wealth before returning to settlers)
Hurricane : transport in 1. (2 forest chopped for eta-1) Either destroyers, or one more transport (with 1 chop, and 8 shield shortrush to granary)
OG : transport in 1 (destroyer next?)
EotS : rifle in 1
Bolderberg : destroyer in 3 (one turn of irr on plain needed)
Cyclone: worker in 1
Tornado : destroyer in 3 (chop done for -1)
Typhoon : cathedral in 2
Sufa : market in 94
Other
- Lego and Vox now have sanition. Vos is a modestly well researcher, they had it in 5 or 6 turns (after 3 other teams had it, of course)
- in F11, we're #3 in production at 651Megatons. (last turn 675). decrease is due to WoC, which was set to minimal shields due to pollution.
Next Turn
- send refining to RP
- send Combustion to GoW (they don't know it's coming, but will need it to be able to start on marines asap)
- hack into city view when EotS completes rifle, and be sure all cities have received the renewed silks from ND
- give mountain back to SA from D-ville
- mine Monsoon 3
- foresting near Hurricane
DeepO
Start
- RP sends 100 gold + WM. accepted. Send our own WM, iron, furs and corporation in return. Can't send horses. Does anyone have the precise eta of Sanitation?
- EotS builds rifle. Starts rifle.
- Cyclone builds worker, starts worker.
- Bolderberg builds destroyer. Starts destroyer. By pure coincidence, pollution hits Bolderberg right when my shield count was not perfect last time, and I would have lost 4 shields (destroyer ending at 124, instead of 120). So no delay because of the pollution (3rd one so far)!
- Tempest builds rifle. starts rifle.
- Typhoon builds harbor, starts cathedral.
- Arashi builds rifle. Starts rifle
- Monsoon builds rifle. Starts destroyer (which we need more then rifles)
- Pollution strikes WoC (4th pollution). That's bad luck, the PS was about to finish. Lost WLTKD due to starvation as well.
- Lego doesn't have combustion yet, but should research it this turn. I'm sending it to ND, as we'll need their silks next turn. Let's hope I didn't miscount... otherwise Lego is receiving a 300 beaker bonus.
- 4058 gold, 90%, 889 bpt, -241 gpt. (Mass prod in 2 of 4) 1774/3360 beakers collected tech cost
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 33 workers
- 31 rifle (+3/turn)
- 14 galleon
- 3 destroyer (+.83/turn)
- 2 transports (+1.03/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.
- Average in strength to GoW, weak to ND and Lego
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- pollution control (twice)
- foresting on D-ville 9
- foresting on Tornado 77.
- the rest of the workers create forts in RP (one of 'our' hills remains, one hill is covered by an RP cat).
- new rifles spread over coastal cities, all coastal cities have one, Hurricane has two rifles.
- 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 scouting Nelson, returns to Blizzard to be upgraded.
- Galleon from Blizzard auto-moves to scouting spot near Sufa (2 turns)
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(3 turns)
- destroyer in Blizzard moves towards Lego coast
- destroyer from Monsoon auto-moves towards Sufa
- destroyer from D-ville auto-moves towards Inchoff.
- new detroyer from Bolderberg automoves to Sufa
- Galleon in Inchoff upgrades to Transport.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- WoC is running a terrible overshoot in shields with the pollution (damn, still hate that). Gives all possible tiles to Inchoff, and whatever it can spare (one mountain and a grass) to Inchon. Takes coast and sea instead.
- Inchon and Inchoff obviously take those tiles, offer coast in return.
- Elipolis has too many shields. I would prefer to spend knights on that, to get it better, however we're saving those for the moment. So it gives one grass to Inchon, takes coast instead. Next turn, it can take give the hill instead of the grass, for further shields to Inchon.
- D-ville takes mountina from SA, gives grass instead. eta destroyer -1, Battle field medicine build should not be affected when D-ville gives the tile back next turn.
Current Builds
long term plans for our cities
Eli : hospital in 4 (PS later)
Inchon : aqua in 6
WoC : PS in 1. Cathedral next
Inchoff : market in 4. shortrushing not done, due to extra shields from WoC.
D-ville : destroyer in 2
Santa Ana : Battlefield Medicine in 8 (goes eta-1 once the mountain is retaken from D-ville)
Blizzard : transport in 2(one forest chopped)
Monsoon : destroyer in 4 (eta -1 once tile is mined again)
Arashi : rifle in 2
WW : market in 1
Tempest : rifle in 1
SS: settler in 3 (can't become a 5-turn settler pump without damaging other cities. Will go for one turn of wealth before returning to settlers)
Hurricane : transport in 1. (2 forest chopped for eta-1) Either destroyers, or one more transport (with 1 chop, and 8 shield shortrush to granary)
OG : transport in 1 (destroyer next?)
EotS : rifle in 1
Bolderberg : destroyer in 3 (one turn of irr on plain needed)
Cyclone: worker in 1
Tornado : destroyer in 3 (chop done for -1)
Typhoon : cathedral in 2
Sufa : market in 94
Other
- Lego and Vox now have sanition. Vos is a modestly well researcher, they had it in 5 or 6 turns (after 3 other teams had it, of course)
- in F11, we're #3 in production at 651Megatons. (last turn 675). decrease is due to WoC, which was set to minimal shields due to pollution.
Next Turn
- send refining to RP
- send Combustion to GoW (they don't know it's coming, but will need it to be able to start on marines asap)
- hack into city view when EotS completes rifle, and be sure all cities have received the renewed silks from ND
- give mountain back to SA from D-ville
- mine Monsoon 3
- foresting near Hurricane
DeepO
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