Could we please have a defense plan right now! Lego can invade us in 5 turns, and we are not prepared
Start
- GoW has accepted the 3000 gold deal. (it shows in our treasury)
- RP sends 200 gold + WM. Send our WM. Can't send horses.
- We discover Mass production!Science set to Motorized Transportation, slider set to 90%. eta 4 turns. We're 2 turns ahead of Lego in science, not counting the electronics tree. (of which, I'm quite certain, Vox is researching SM)
- EotS builds rifle, starts rifle
- Cyclone builds worker, starts worker.
- D-ville builds destroyer. Starts transport (sub also an option, if our defense plan calls for that)
- Tempest builds rifle. Starts rifle
- Typhoon builds cathedral. Starts destroyer
- Arashi builds rifle. Starts rifle.
- Blizzard builds transport. Starts destroyer
- WoC builds cathedral. Starts harbor
- Sending combustion to GoW. Will send MP next turn.
- 7189 gold, 90%, 891 bpt, -257 gpt. (Mass prod in 1 of 4) 0/3360 beakers collected
tech cost
shortrushes
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 35 workers (+1/turn)
- 0 settlers (+.2/turn)
- 34 rifle (+2.5/turn)
- 12 galleon
- 4 destroyer (+1.83/turn)
- 7 transports (+1/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 and to ND, weak to Lego
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- mine SA
- foresting D-ville 6, 69
in total, 6 more forests remain. Our workers are becoming obsolete, everything is done. Radio in ~9 turns, after which we'll convert them to radar towers
all our scouts which were forted, were put to sentry instead. I'll see next turn if that is the same for their line of sight (I assume so), so we might be able to detect movement.
- 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).
- destroyer in Inchoff moves 3333 towards Lego's Horatio Nelson
- destroyer in D-ville automoves towards Inchoff.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- SS moves off desert, onto mountain
- Blizzard moves deserts
- SA takes desert instead of mountain
- D-ville takes mountain
- Elipolis moves off grass, takes coast
- Inchon moves onto grass from coast.
Current Builds
long term plans for our cities
Eli : hospital in 2 (PS later)
Inchon : aqua in 11
WoC : Harborin 1
Inchoff : market in 4
D-ville : transport in 2
Santa Ana : Battlefield Medicine in 5
Blizzard : destroyer in 4
Monsoon : destroyer in 2
Arashi : rifle in 2
WW : destroyer in 5
Tempest : rifle in 1
SS: settler in 1
Hurricane : transport in 1
OG : destroyer in 5
EotS : rifle in 1
Bolderberg : destroyer in 1
Cyclone: worker in 1
Tornado : destroyer in 1
Typhoon : destroyer in 3
Sufa : market in 92
Other
- the ND frigate Sudstern is on WW441, and looks to be forted.
- in F11, we're #3 in production at 692 Megatons. (last turn 665).
- Lego got a big score hit last turn. Did some of their lux-deals wore off? I didn't keep an eye on our happiness level (currently, we're 3rd, at 90%)
- Lego also has it's first visible metropolises: Dye fields and Kloreep.
- ND has given Mavdad to GoW (old news?)
Next Turn
- send MP to GoW. Possibly send MP to ND as well (can wait one more turn)
- irr Hurricane 3
- if I can use knights to rush things, use one in Hurricane (eta transport -1), one in WoC (either carrier in 2, or battleship in 2 (but this requires a shortrush to destroyer in 2 turns)
- without knight, forest WoC 23, shortrush to explorer, and build a carrier
Urgent questions!
1. Defense plan. Guys, this is becoming a drag to have to ask it all the time. Could someone please organize this? There have been quite a few useful remarks, some maps with valuable analysis, and several of our members interested in it, but we really need to have it going! In turn 225, Lego will discover the marines, and we are vunerable again. In 5 turns, we can be attacked! Please, let us stop assuming we're safe, and prepare for an invasion of our coast!
2. Our knights. Are we going to keep them and upgrade them to cavs (which is rather expensive for me, seeing that we can only use them for pillaging), or can I use them for rushes? WoC would be helped a lot by this: I can build 2-turn battleships and carriers there, or 1-turn subs, destroyers and transports. But only if I've got the knights to spend!
3. When do we want rubber from GoW? in 4 turns we've got tanks to build, and I'd like to mobilize then (if possible even before building units, by hacking into F1). Can we ask to get rubber on turn 224, so we can upgrade our units, and prepare for war?
4. When do we upgrade our obsolete units? We've got tons of pikes and spears, which could become rifles right now. They are our main defense!
5. When do you want me to change from rifles to arts? I prefer as late as possible, as in mob these will also be advantaged. But in case we've got enough rifles already, I want to change right now!
6. I'm half considering to build a commercial dock in Hurricane. It will cost us 160 shields, or 1.5 destroyer. It would add 7 commerce, or 21 bpt. The problem is that once we've got flight, the Colossus will cease to work...
DeepO
Start
- GoW has accepted the 3000 gold deal. (it shows in our treasury)
- RP sends 200 gold + WM. Send our WM. Can't send horses.
- We discover Mass production!Science set to Motorized Transportation, slider set to 90%. eta 4 turns. We're 2 turns ahead of Lego in science, not counting the electronics tree. (of which, I'm quite certain, Vox is researching SM)
- EotS builds rifle, starts rifle
- Cyclone builds worker, starts worker.
- D-ville builds destroyer. Starts transport (sub also an option, if our defense plan calls for that)
- Tempest builds rifle. Starts rifle
- Typhoon builds cathedral. Starts destroyer
- Arashi builds rifle. Starts rifle.
- Blizzard builds transport. Starts destroyer
- WoC builds cathedral. Starts harbor
- Sending combustion to GoW. Will send MP next turn.
- 7189 gold, 90%, 891 bpt, -257 gpt. (Mass prod in 1 of 4) 0/3360 beakers collected
tech cost
shortrushes
forces
(- 8 spear, 27 pikes, 8 knights, 8 cat, 12 MI, 2 galley)
- 35 workers (+1/turn)
- 0 settlers (+.2/turn)
- 34 rifle (+2.5/turn)
- 12 galleon
- 4 destroyer (+1.83/turn)
- 7 transports (+1/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 and to ND, weak to Lego
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- mine SA
- foresting D-ville 6, 69
in total, 6 more forests remain. Our workers are becoming obsolete, everything is done. Radio in ~9 turns, after which we'll convert them to radar towers
all our scouts which were forted, were put to sentry instead. I'll see next turn if that is the same for their line of sight (I assume so), so we might be able to detect movement.
- 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).
- destroyer in Inchoff moves 3333 towards Lego's Horatio Nelson
- destroyer in D-ville automoves towards Inchoff.
workforce shuffles
- Cyclone set back to ideal pattern (needs this every turn).
- SS moves off desert, onto mountain
- Blizzard moves deserts
- SA takes desert instead of mountain
- D-ville takes mountain
- Elipolis moves off grass, takes coast
- Inchon moves onto grass from coast.
Current Builds
long term plans for our cities
Eli : hospital in 2 (PS later)
Inchon : aqua in 11
WoC : Harborin 1
Inchoff : market in 4
D-ville : transport in 2
Santa Ana : Battlefield Medicine in 5
Blizzard : destroyer in 4
Monsoon : destroyer in 2
Arashi : rifle in 2
WW : destroyer in 5
Tempest : rifle in 1
SS: settler in 1
Hurricane : transport in 1
OG : destroyer in 5
EotS : rifle in 1
Bolderberg : destroyer in 1
Cyclone: worker in 1
Tornado : destroyer in 1
Typhoon : destroyer in 3
Sufa : market in 92
Other
- the ND frigate Sudstern is on WW441, and looks to be forted.
- in F11, we're #3 in production at 692 Megatons. (last turn 665).
- Lego got a big score hit last turn. Did some of their lux-deals wore off? I didn't keep an eye on our happiness level (currently, we're 3rd, at 90%)
- Lego also has it's first visible metropolises: Dye fields and Kloreep.
- ND has given Mavdad to GoW (old news?)
Next Turn
- send MP to GoW. Possibly send MP to ND as well (can wait one more turn)
- irr Hurricane 3
- if I can use knights to rush things, use one in Hurricane (eta transport -1), one in WoC (either carrier in 2, or battleship in 2 (but this requires a shortrush to destroyer in 2 turns)
- without knight, forest WoC 23, shortrush to explorer, and build a carrier
Urgent questions!
1. Defense plan. Guys, this is becoming a drag to have to ask it all the time. Could someone please organize this? There have been quite a few useful remarks, some maps with valuable analysis, and several of our members interested in it, but we really need to have it going! In turn 225, Lego will discover the marines, and we are vunerable again. In 5 turns, we can be attacked! Please, let us stop assuming we're safe, and prepare for an invasion of our coast!
2. Our knights. Are we going to keep them and upgrade them to cavs (which is rather expensive for me, seeing that we can only use them for pillaging), or can I use them for rushes? WoC would be helped a lot by this: I can build 2-turn battleships and carriers there, or 1-turn subs, destroyers and transports. But only if I've got the knights to spend!
3. When do we want rubber from GoW? in 4 turns we've got tanks to build, and I'd like to mobilize then (if possible even before building units, by hacking into F1). Can we ask to get rubber on turn 224, so we can upgrade our units, and prepare for war?
4. When do we upgrade our obsolete units? We've got tons of pikes and spears, which could become rifles right now. They are our main defense!
5. When do you want me to change from rifles to arts? I prefer as late as possible, as in mob these will also be advantaged. But in case we've got enough rifles already, I want to change right now!
6. I'm half considering to build a commercial dock in Hurricane. It will cost us 160 shields, or 1.5 destroyer. It would add 7 commerce, or 21 bpt. The problem is that once we've got flight, the Colossus will cease to work...
DeepO
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