IMPORTANT NOTE TO OUR GENERALS (which includes Vulture from now on ): We're 6 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 1 turn remain for final orders, pleaeaeaeaeaeaeaessee
Start
- ND sends 570 gold, no silks. We lose the luxury, and hence get into big problems with our cities.
- GoW sends 3000 gold unaccepted. Accepted and sent back. Did not sent combustion, as requested.
- RP sends 100 gold + WM. accepted. Send our own WM, Refining, Sanitation in return. Can't send horses.
- EotS loses WLTKD, and does not build rifle.
- Hurricane builds transport. Starts transport, and enter city view.
- cycle through cities.
Elipolis moves off hill, creates taxman.
Tornado moves off coast, creates taxman.
Typhoon moves 2 off coast, creates 2 taxmen.
Monsoon moves off coast, creates taxman (I think it would be okay, but not the time to take risks).
OG can't move off coast as it would run a food deficit. I fear it will loose shields. In that case, shortrush to transport, and destroyer build next.
WW moves off coast to prevent rioting. Taxman.
Inchon takes hill (no exploit, not been used this turn!) instead of coast
- Cyclone builds worker, starts worker.
- Tempest hit by pollution. rifle delayed
- WW builds market. Starts destroyer.
- WoC builds PS. Starts cathedral.
- 4407 gold, 80%, 788 bpt, -161 gpt. (Mass prod in 1 of 4) 2646/3360 beakers collected
tech cost
shortrushes
- OG to transport (8g), set to destroyer
- Tempest to rifle(16g), set to PS
- EotS short rush to guerilla(48g), set to PS.
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 34 workers
- 31 rifle (+1/turn)
- 13 galleon
- 4 destroyer (+1.58/turn)
- 3 transports (+.83/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
- mine on Monsoon 3
- forting of 2 coastal incense, and 2 coastal furs
- everything forted, nothing left to do (foresting not possible due to timing.) The rest of the workers skip turn (19 of them)
- 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 in Blizzard upgrades.
- Galleon in Hurricane frots.
- Galleon on scouting pos near Sufa forts.
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(1 turn)
- 2 destroyers in Sufa fort
- destroyer from D-ville auto-moves towards Inchoff.
- Transport in Inchoff forts.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- all cities set back to their pre-silk state.
- WoC takes all shields again, Inchon and Inchoff move to coast.
- Elipolis takes hill from Inchon. Will be able to give the grass next turn (or the one there after)
- D-ville gives mountain back to SA. takes coast instead. SA can move off desert, and take mountain. I hope I am right that the WLTKD next turn will get our eta of BM -1.
- EotS moves off fur, creates tax man.
- SS takes fur instead of mountain. A bit of a break: it will now have exactly as much food as needed to have a settler in 5 turns, without losing pop.
Current Builds
long term plans for our cities
Eli : hospital in 3 (PS later)
Inchon : aqua in 17
WoC : Cathedral in 1
Inchoff : market in 5
D-ville : destroyer in 1
Santa Ana : Battlefield Medicine in 7 (hopefully goes eta-1 with regained WLTKD)
Blizzard : transport in 1(one forest chopped)
Monsoon : destroyer in 4 (eta -1 once tile is mined again)
Arashi : rifle in 1
WW : destroyer in 6
Tempest : PS in 1
SS: settler in 2.
Hurricane : transport in 3. (eta -1 with 1 chop, and 8 shield shortrush to granary next turn)
OG : destroyer in 1 (shows 2)
EotS : PS in 1
Bolderberg : destroyer in 2
Cyclone: worker in 1
Tornado : destroyer in 2 (chop done for -1)
Typhoon : cathedral in 1
Sufa : market in 93
Other
- Lego has combustion
- in F11, we're #3 in production at 665 Megatons. (last turn 651). It's also the first time our total production has dropped to 3rd place.
Next Turn
- forgot the Hurricane 3 foresting. Not replaying (even if I skipped 19 workers), next turn should have enough workers left to do it. As long as we don't have Radio, we are going to have a surplus of workers...
- Hack into city view (EotS), and cycle through cities for silk update.
DeepO
Start
- ND sends 570 gold, no silks. We lose the luxury, and hence get into big problems with our cities.
- GoW sends 3000 gold unaccepted. Accepted and sent back. Did not sent combustion, as requested.
- RP sends 100 gold + WM. accepted. Send our own WM, Refining, Sanitation in return. Can't send horses.
- EotS loses WLTKD, and does not build rifle.
- Hurricane builds transport. Starts transport, and enter city view.
- cycle through cities.
Elipolis moves off hill, creates taxman.
Tornado moves off coast, creates taxman.
Typhoon moves 2 off coast, creates 2 taxmen.
Monsoon moves off coast, creates taxman (I think it would be okay, but not the time to take risks).
OG can't move off coast as it would run a food deficit. I fear it will loose shields. In that case, shortrush to transport, and destroyer build next.
WW moves off coast to prevent rioting. Taxman.
Inchon takes hill (no exploit, not been used this turn!) instead of coast
- Cyclone builds worker, starts worker.
- Tempest hit by pollution. rifle delayed
- WW builds market. Starts destroyer.
- WoC builds PS. Starts cathedral.
- 4407 gold, 80%, 788 bpt, -161 gpt. (Mass prod in 1 of 4) 2646/3360 beakers collected
tech cost
shortrushes
- OG to transport (8g), set to destroyer
- Tempest to rifle(16g), set to PS
- EotS short rush to guerilla(48g), set to PS.
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 34 workers
- 31 rifle (+1/turn)
- 13 galleon
- 4 destroyer (+1.58/turn)
- 3 transports (+.83/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
- mine on Monsoon 3
- forting of 2 coastal incense, and 2 coastal furs
- everything forted, nothing left to do (foresting not possible due to timing.) The rest of the workers skip turn (19 of them)
- 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 in Blizzard upgrades.
- Galleon in Hurricane frots.
- Galleon on scouting pos near Sufa forts.
- Galleon forted in Inchoff moves towards deep scouting spot near Abilene(1 turn)
- 2 destroyers in Sufa fort
- destroyer from D-ville auto-moves towards Inchoff.
- Transport in Inchoff forts.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- all cities set back to their pre-silk state.
- WoC takes all shields again, Inchon and Inchoff move to coast.
- Elipolis takes hill from Inchon. Will be able to give the grass next turn (or the one there after)
- D-ville gives mountain back to SA. takes coast instead. SA can move off desert, and take mountain. I hope I am right that the WLTKD next turn will get our eta of BM -1.
- EotS moves off fur, creates tax man.
- SS takes fur instead of mountain. A bit of a break: it will now have exactly as much food as needed to have a settler in 5 turns, without losing pop.
Current Builds
long term plans for our cities
Eli : hospital in 3 (PS later)
Inchon : aqua in 17
WoC : Cathedral in 1
Inchoff : market in 5
D-ville : destroyer in 1
Santa Ana : Battlefield Medicine in 7 (hopefully goes eta-1 with regained WLTKD)
Blizzard : transport in 1(one forest chopped)
Monsoon : destroyer in 4 (eta -1 once tile is mined again)
Arashi : rifle in 1
WW : destroyer in 6
Tempest : PS in 1
SS: settler in 2.
Hurricane : transport in 3. (eta -1 with 1 chop, and 8 shield shortrush to granary next turn)
OG : destroyer in 1 (shows 2)
EotS : PS in 1
Bolderberg : destroyer in 2
Cyclone: worker in 1
Tornado : destroyer in 2 (chop done for -1)
Typhoon : cathedral in 1
Sufa : market in 93
Other
- Lego has combustion
- in F11, we're #3 in production at 665 Megatons. (last turn 651). It's also the first time our total production has dropped to 3rd place.
Next Turn
- forgot the Hurricane 3 foresting. Not replaying (even if I skipped 19 workers), next turn should have enough workers left to do it. As long as we don't have Radio, we are going to have a surplus of workers...
- Hack into city view (EotS), and cycle through cities for silk update.
DeepO
Comment