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Turn 228: 1130 AD

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  • Turn 228: 1130 AD

    Hell, did something stupid in the last moments of playing the save (checked on ND), will need to restart and replay. I wsan't thinking straight Anyway, here's the report already, save will be sent in half an hour.

    Defense Plan, first iteration. Comments please!
    Aeson's comments


    Start

    - ND sends 672 gold. Accept

    - Steel can be sent to RP on T229
    - RP sends 100g + WM. Sending WM in return, can't send horses.

    - EotS is hit by pollution, precisely on the tile it just got from Bolderberg. no tank

    - Hurricane builds tank, starts tank.

    -Cyclone builds settler, starts settler

    - D-ville builds tank. Starts tank.

    - Elipolis builds tank, starts tank.

    - Tempest builds Tank. starts Tank

    - Tornado builds Tank. starts Tank

    - Arashi builds tank. Starts tank

    - WoC builds Tank. Starts Tank.

    - 831 gold, 70%, 696bpt, -153 gpt. (radio in 2 of 6) 3578/4800 beakers collected.
    Modern Era Tech Cost


    shortrushes
    - disband knight in Eli.
    - set to explorer, shortrush 3 shields (12g)
    - set to tank again. eta-1

    - disband knight in Arashi.
    - set to explorer, rush.
    - set to tank
    - disband another knight
    with shuffling, eta tank in 1. See below why.

    forces
    (- 6 knights, 12 MI, 2 galley)
    - 14 art
    - 35 workers (+0/turn)
    - 3 settlers (+.53/turn)
    - 20 rifle
    - 57 inf
    - 27 tanks (+ 6.5/turn)
    - 12 galleon
    - 14 destroyer (+1.58/turn)
    - 10 transports (+0/turn)
    - 2 carrier
    - 3 sub (+0/turn)
    - 1 explorer (+.05/turn)

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


    Moves

    - pollution patrol

    - irr Hurricane 11

    - mine Monsoon 6

    - irr Monsoon 3

    - irr SA 3

    - Tornado 21 forest is of no use, sadly enough: there is no wonder available to prevent the chop going to Sufa. Will have to wait until CIA becomes available, or the end of mob

    - 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 right now.

    - 7 new tanks to 7 west coast cities.
    - moved elite knight from Eli to WW3, to replace knight used for shortrushing. Moved MI from mountain to Typhoon 33 to fill that gap.
    - transport near Sufa moves towards Sufa. DD has arrived to replace it.
    - Southern Sub moves 333
    - Northern sub moves 888. spots Vox DD
    - Other sub moves 666. Lego's DD gone, ironclad in its place
    - Galleon pestering Lego near their coast starts to move back... Lego has a DD tailing it 2221
    - all the rest fort, extra workers on the coast included.


    workforce shuffles

    - Cyclone takes polluted tile from EotS
    - EotS takes irr plain instead

    - EotS gives river fur to Hurricane (the one just irr). Gets irr grass instead. Hurricane is both safer from pollution, and makes a bit more bpt.

    - WW gives irr desert to OG, takes coast instead. A bit more insurrance against pollution

    - Blizzard moves off desert, onto coast
    - Sandstorm moves off mountain, onto desert. Net effect: a couple of bpt, and eta-1 on growth in SS.

    - Elipolis takes hill and grass back from Inchon. Gives coast instead.

    - Arashi takes A7 and A78 from Monsoon. Monsoon takes coast and sea instead.

    Current Builds
    long term plans for our cities

    Eli : tank in 1
    Inchon : aqua in 2
    WoC : tank in 1
    Inchoff : transport in 2. Buggy city, we're losing ~9 spt.
    D-ville : tank in 2
    Santa Ana : tank in 1. The mobilization bug in this city has been solved! Something updated the information, the city is currently producing extra shields whereever it was supposed to. Sadly, it doesn't make a difference on our tank build, the city can't get to 100 spt anyway. 80 spt is possible
    Blizzard : destroyer in 2. (destroyer next)
    Monsoon : tank in 1
    Arashi : tank in 2
    WW : tank in 2
    Tempest : tank in 1
    SS: settler in 3 (2 if I counted right)
    Hurricane : tank in 2
    OG : DD in 3
    EotS : tank in 1
    Bolderberg : DD in 1
    Cyclone: settler in 3
    Tornado : tank in 2
    Typhoon : tank in 1
    Sufa : Explorer in 2. Good idea to use a knight to build another explorer from here?


    Diplo
    - ND and the war: it is going to be costly as we would loose 2 lux (I'm not sure, I think we need at least 20% happiness onthe slider, possibly even 30%). However, we can time it perfectly if either we declare war next turn, and offer peace after which they accept, or they declare war next turn, and we accept it in 2 turns. Us getting back to peace has to coincide with the discovery of radio, in order to be able to mobilize again.

    Now, all we need is a prebuild city. SA seems an obvious choice (50 spt without mob, max 80 spt with), but Arashi is better (40 spt without Mob, meaning 10 turns for CIA. )ND told us 11 turns for discovery, meaning we better finish the tank there first. Which is why the 2 knights were disbanded...

    - Vox has Mass production

    - I send Electronics to GoW.

    - ND has gotten communism last turn not so good, now we can't give it to them in return for espionage. Least costly tech to share with them now becomes Mot. Trans. Mhhh... maybe we should give them AT instead, once Lego has that one... it costs us some 200 in gold, but would also not bind us to give them tanks... I don't know, let the team decide, please.

    Other

    - ND retracted its frigate from our coasts.

    - in F11, we're #3 in production at 900(last turn 902). productivity 1876, #3 (last turn1925, at 100% science).

    Next Turn

    - set happiness slider: the loss of lux will mean loss of WLTKD in many cities otherwise, and we can't risk that. How much? Don't know... if anyone wants to test this, please!

    - change tiles back near Monsoon / Arashi.

    DeepO
    Last edited by DeepO; August 20, 2004, 15:09.

  • #2
    Wow... in redoing the turn, I figured out what solves the bug. As opening the save didn't help SA, I spotted that when irr SA3, it updated the information correctly!

    Great news... now if only we had fighters / airports to build, I could make SA into a 1-turn fighter factory. Or, by disbanding knights, into a 1-turn tank pump...

    this turn, it doesn't matter, as we're halfway through the tank. Next turn, I'll check what I can do.

    DeepO

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    • #3
      Are we allowed to have fake wars?

      Comment


      • #4
        to solve bugs? I would hope so!

        DeepO

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