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Turn 224: 1090AD

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  • #16
    You've got a good point, nye. The problem is, we somehow need to keep the advantage. If we could e.g. trade, or talk about trading rocketry for computers, or rocketry for radio, we keep a deal which would also tech-wise be good for us. But I'm not sure that's going to happen. And I don't like to sell GoW techs, even at half beaker price, when we can better use them to keep our advantage and invade someone (maybe even GoW)

    I don't know... I'm definately not saying we need to attack GoW once Lego is more or less dealt with (if it ever gets that far), but I see it as one of the few options we have for having a shot at winning this game.

    DeepO

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    • #17
      I'm not up on things. I take it we develop rocketry. They give us nothing for it?

      What about stomping on the research brakes. Tell them we came up with a grand plan that will need a lot of gold for the invasion of Lego (like rushing massively).

      That's not changing the deal, that's winning the war.
      (\__/)
      (='.'=)
      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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      • #18
        situation: once this turn is replayed, we've got tanks, and start on radio. We do not have flight, nor marines. GoW is going for those, and it will take some 6-8 turns for them to get both techs

        We've got a deal with GoW, getting them to tanks, in exchange for flight, marines, and a bunch of gold. This deal only goes as far as tanks, nothing further. We haven't talked about radio, nor have we said anything about modern era techs.

        privately, we want to go for radio (defense), and for computers (MI instead of inf). We've got, with the cash we still expect from GoW, RP and ND, enough gold to get to MI before invasion, meaning we can be the only team that lands with MI. GoW can't buy radio and computers directly from us at that time, or it has to be on credit (and frankly, who is willing to risk that).

        so, we can e.g. set up a trade of radio for rocketry or something similar, but it will always be an advance offer from us, for future benefits... very risky.

        There is one advantage, though: by trading radio for rocketry, we can go towards MA (they need alu). But nothing decisive has been said about this...

        DeepO

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        • #19
          oh, and stomping on the research brakes: it's an option. However, it is my strong feeling that it would deny us the only advantage we currently hold... and for little gain. We've got plenty of cash by selling techs, we don't need that much (most of our uprades have been done already, we expect another 1k5 from GoW, another 1k from RP, another 2k from ND before invasion time). It's not that I'm a science freak (despite my rl occupation), it's just that I see little benefits in stopping, and possibly big rewards if we continue to steam ahead.

          But please, proof me wrong

          DeepO

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          • #20
            Can someone forward me the save, please? It looks like Vondrack is busy...

            DeepO

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            • #21
              defense plan, first iteration. Comments please!
              Aeson's comments


              Start

              - ND sends us 480g. euhm... one little problem, though: it seems I forgot to send them SM last replayed turn. Doing so now

              - RP sends WM. Send our WM + SM. Can't send horses. Does anyone knows when Steel arrived, and if we can trade it yet?

              - We discover MT! set to radio, slider to 90%, all but the Arashi inf set to tanks. We could set the slider to 100% tech and get it in 5 turns, but in this case we'd be spending too much gold, and won't have any for upgrades. Better not too rush too much.

              - EotS builds our first tank, starts tank

              - Hurricane builds carrier. Starts DD (also perfect for carrier builds, but I don't know yet how many we'll need)

              - D-ville builds tank, starts tank

              - pollution strikes Eli (on the same spot as last time, so good chance the other teams did replay correctly)

              - Tempest builds tank. Starts tank

              - Tornado builds transport. Starts tank. Is one of the cities not hit by the bug, it seems, as it updates the information correctly. Strange.

              - Arashi builds inf. Starts tank

              - Inchoff builds market. Starts tank (bonus, perhaps? checking that later on, otherwise changed to explorers.)

              - Blizzard builds DD, starts DD

              - WoC builds sub. starts sub.

              - sending SM to GoW, as I forgot that one as well.

              - 1265 gold, 90%, 899 bpt, -285 gpt. (radio in 6 of 6) 0/4800 beakers collected.
              tech cost

              shortrushes
              damn shame I don't have granaries to shortrush too. Elipolis needs 2 shields to get back on track after the pollution. shortrushing knight (12 shields, 48 gold), switching back to tank.

              forces
              (- 6 knights, 12 MI, 2 galley)
              - 14 art
              - 35 workers (+0/turn)
              - 1 settlers (+.2/turn)
              - 24 rifle
              - 53 inf
              - 3 tanks (+ /turn)
              - 12 galleon
              - 9 destroyer (+/turn)
              - 10 transports (+/turn)
              - 2 carrier
              - 1 sub (+1/turn)

              - Strong in strength to GoW, and to ND, average to Lego.

              I'm not sure if we want to upgrade our infs, maybe better to do at least some of them. We need at least 1k1 in gold to get to radio in time, though, without having to depend on anyone else.

              - upgraded 4 rifles on mountains on the Lego coast to infs. Still average to Lego.

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

              - pollution control

              - forting last hill in RP

              - irr SA 21

              - irr Cyclone 8. Should have done that previous turn, but it won't matter much (if at all)

              - foresting Tornado 89

              - I'm deliberately not irr any tile next to Bolderberg, even if strictly speaking I could. RIght now, pollution has about 50% chance to not do any harm.

              - 3 forest remains, 1 near Tornado, one near SA / D-ville, one near Inchoff / WoC. I'm saving those, as currently there is no good use for them.

              - rest of our workers skipped turn.

              I'm starting on the fleet on the spots Aeson indicated: Hurricane 6, Blizzard 2, and Sufa (which is no problem as there are already several ships in Sufa waiting). I want to take it slowly, though, as over time we need to bring the galleons back home, and replace them with DDs. Otherwise we can't upgrade them without Lego suspecting things.

              - One of Horatio's DDs moves to Hurr 6 and forts. The other one stays, and will follow Horatio to our furthest Galleon, and replace that one.

              - one Sufa DD automoves towards Hurr 6
              - one Sufa DD automoves towards Sufa 6666333. When arrived, the Galleon in that neighbourhood moves home.
              - sub moves 666.
              - Blizzard DD moves 6 and forts.
              - all other ships either continue on their way, or are forted.


              workforce shuffles
              - Cyclone builds one explorer, after which it starts on settlers.

              - Monsson takes hill back from WW (instead of coast). Next turn swithc again, to get WW tank eta-1.

              - Elipolis gives hill to Inchon.

              - Inchone gives grass back to WoC
              - WoC gives grass to Inchoff

              - D-ville gives grass to SA, takes coast instead. D-ville has some extra shields, which could be converted to +1bpt, but I'm not risking it: currently, it can get hit by pollution, and remains on schedule.
              - SA gives grasses on 6 and 3 to Blizzard. Perfect shields, Blizzard has some extras (but might need them next turn)

              - Sufa gives grass back to Tornado, takes coast instead.

              Current Builds
              long term plans for our cities

              Eli : tank in 1 at 40 spt, is a bit ill placed for units, and is waiting for bombers.
              Inchon : aqua in 5
              WoC : sub in 1 tanks next
              Inchoff : tanks in 7. In case WLTKD doesn't update the shield situation next turn (and thus we're hit by the bug), we would be best to build transports for the time being.
              D-ville : tank in 2
              Santa Ana : Battlefield Medicine in 1. (Tanks next)
              Blizzard : destroyer in 3. (destroyer next)
              Monsoon : tank in 1
              [Arashi : tank in 2
              WW : tank in 3 (should eta-1 next turn, with hill swap with Monsoon)
              Tempest : tank in 1
              SS: settler in 2 (shows 3)
              Hurricane : DD in 2
              OG : DD in 4
              EotS : tank in 1
              Bolderberg : DD in 1
              Cyclone: explorer in 1. settlers next
              Tornado : tank in 2
              Typhoon : sub in 1
              Sufa : market in 86

              Other

              - I'll be asking ND if they have Espionage yet. Next turn would be the last one on which we can switch the BM to the CIA... otherwise, SA still would make a fine candidate to build the CIA later.

              - F8 culture doesn't show the dent I was expecting, maybe next turn. power is rising fast, though, with all the upgrades.

              - in F11, we're #1 in production at 902. productivity 1920, #2. I wonder how many teams have spotted our mobilization

              - (better) screenshots are coming.

              Next Turn
              - switch tiles between Monsoon and WW

              - watch if SA, Inchoff can get the bonus

              DeepO
              Last edited by DeepO; August 6, 2004, 16:20.

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              • #22
                screenshots. Not linked in line, as they are huge (at least the first two are). The rest is normal.

                Lego

                Stormia


                F1 part 1.


                F1 part 2

                Two more cities remain: SS; 5spt building settler, and Sufa; 1 spt building market


                F11


                F8 culture


                F8 power

                Good thing those 'poly Plus accounts give 30 MB of upload space

                DeepO

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                • #23
                  Aeson, I hope you can view the two first without the grainyness... their at very low compression. I could also make them at no compression, but then the file size doubles again, to over 1 MB each.

                  In case you need anything else: just ask. Without Civ, it would be difficult otherwise

                  DeepO

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                  • #24
                    They look good. The river is definitely there.

                    How many sources of Rubber does Lego have BTW? (I assume we noticed when we didn't have any ourselves)

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                    • #25
                      1 source of rubber on Lego, as it didn't show on the trade screen when we were out.

                      DeepO

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                      • #26

                        Does anyone knows when Steel arrived, and if we can trade it yet?


                        We got it on turn 210. Actually it arrived on T211 but there was a buglet that delayed it for a turn (We got it twice on the second attempt).

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