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Turn 229: 1140 AD

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  • Turn 229: 1140 AD

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


    Start

    - GoW sends 500 gold. Accept. Still are 1K short of their payment. CH, the best time to receive flight would be in 2 turns, on T231. Which means MZ should send it on T230, so next turn (not this one, which they will receive tomorrow).
    - Sending Mot transp to GoW

    - RP sends 100g + WM. Sending Steel+WM in return, can't send horses. Next turn the rest of the tree towards Lego already is.

    - EotS builds tank, start tank.

    - Bolderberg builds DD, starts DD.

    - Tempest builds Tank. starts Tank

    - Typhoon builds Tank. starts Tank

    - Arashi builds tank. Starts tank (should be changed to palace next turn, during demob.)

    - Monsoon builds tank. Starts tank.

    - WoC builds Tank. Starts Tank.

    - SA builds tank. Starts tank.

    - 1255 gold, 50%, 508bpt, -327 gpt. (radio in 1 of 6) /4800 beakers collected.
    Modern Era Tech Cost

    - slider set to 40% happiness. If I got it right, this won't be necessary, but in case something goes wrong, and ND doesn't send us any lux next turn, we will retain WLTKD in all, but 2 cities (I think): Elipolis and Inchoff. (possibly SA if I can't get it shuffled right) 30% is no option, as it will also get cities like WoC out of WLTKD, which is too costly.

    scenario for the bug solving next turn:
    - ND declares war by bombing a unit on our coast.
    - They immediately offer peace and a lux to us, accepted.
    - We get the turn. First of all, diplomacy. We receive peace, and the lux.
    - We end diplo, and discover radio.
    - Enter F1, set Arashi to palace, tweak slider(should be possible to go to 20% if the lux arrives), mobilize again.
    - Close F1
    - Builds occur normally in all cities, without mob bugs, and with the updated lux situation (hopefully, otherwise I should cycle through all cities to update it).
    - after initial phaze, offer a lux for lux deal with ND. As they will be offering their lux in return, which we'll accept before production next turn, no need for the slider any more: set to 0%.



    shortrushes
    - disband knight and MI in SA. 27 shields, which means the tank will end at 103 shields next turn. The remaining knights are to be kept for this city, otherwise the short rush is less efficient by using 3 MI, or by shortrushing to settler.

    forces
    (- 3 knights, 12 MI, 2 galley)
    - 14 art
    - 35 workers (+0/turn)
    - 3 settlers (+.53/turn)
    - 20 rifle
    - 57 inf
    - 34 tanks (+ 7.25/turn)
    - 12 galleon
    - 15 destroyer (+1.08/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

    - mine EotS 6, 63, 41

    - 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 East coast cities.
    - Southern Sub moves 222
    - Northern sub moves 632. Vox has that part of its coast completely covered with infs and arts. Cities are empty. The sub ends its move in Voxian waters, but who cares... he won't be spotted
    - Other sub moves 668
    - DD from Bolderberg automoves to replace Galleon near Hurricane
    - Galleon pestering Lego near their coast auto-moves to Sufa.
    - all the rest fort, extra workers on the coast included.


    workforce shuffles

    - EotS takes back river fur from Hurricane, gives river plain instead.

    - Arashi moves off 2 grasses closest to Monsoon, takes floodplain and tax man instead.
    - Monsoon takes grasses instead of sea
    Monsoon has enough reserve to give the hill to WW again next turn.

    - Blizzard gives grass to SA, takes coast instead. While taking another coast instead of desert would make 1bpt, I'm not doing it now... insurrance against pollution, as the 1 bpt would go to waste anyway
    - SA takes mountain instead of sea. Together with all the improvements, it makes 76 spt

    Current Builds
    long term plans for our cities

    Eli : tank in 1
    Inchon : aqua in 1 (explorer next)(add workers in 2 turns?)
    WoC : tank in 1
    Inchoff : transport in 1(tanks next, when solving the bug it should get to 25 spt)
    D-ville : tank in 1
    Santa Ana : tank in 1.
    Blizzard : destroyer in 1.
    Monsoon : tank in 2
    Arashi : tank in 1
    WW : tank in 1
    Tempest : tank in 1
    SS: settler in 1 (shows 2)
    Hurricane : tank in 1
    OG : DD in 2
    EotS : tank in 1
    Bolderberg : DD in 2
    Cyclone: settler in 2
    Tornado : tank in 1
    Typhoon : tank in 2
    Sufa : Explorer in 1. MI rush next towards another one?


    Diplo

    - our incense for gems (GoW) deal expires next turn. As I understand it, I can't offer them incense as I already gifted them MT. Which means they will need to offer gems to us next turn, we add incense to the deal, accept, and send it back to them. We will be without gems for one turn, nothing to be done about that. CH, could you please tell this to MZ, that they make sure they offer us gems unaccepted this turn, and nothing else? Flight the turn after...

    I'm uncertain if I need to set the slider to 50%... maybe best, if my understanding is not off, I've got the chance to correct it anyway.


    Other

    - ND has its frigate close to OG again, so it can bombard one of our units.

    - in F11, we're #3 in production at 937(last turn 900). productivity 1738, #3 (last turn 1876).

    - Lego is starting to learn how to be more efficient in building stuff: Jackson is in the red, either compensating for pollution, or to tweak the spt more precisely (I think the first one). So, Jackson, one their major cities, is currently at most at 60 spt for DD builds.

    Next Turn

    - see above for plan on ending the war

    - set Inchoff to tank, irr and mine a tile, and see if we get to 25 spt (otherwise it will be 24spt).

    - build radar towers... if nobody comes up with a better plan, the one pictured in the defense thread will be used. We don't really have the luxury to build more towers, but these can always be added afterwards.

    DeepO

  • #2
    I am in chat with MZ NOW!!

    I can ask him to send us the Gems, I can ask him to gift the gems.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

    Comment


    • #3
      Done, I'll have the spammy chat logs if anybody wants them. Mostly small talk...
      You just wasted six ... no, seven ... seconds of your life reading this sentence.

      Comment


      • #4
        just a quick calculation: what will our forces be in 10 turns (we'll have 12 turns most likely before we need to embark, as we'll need to wait for GoW)

        - 77 MI (given enough gold)
        - 14 art
        - 105 tanks (will probably be 65 tanks, and 40 marines)
        - 10 settlers
        - 2 explorers. Is a bit low, we should probably change a city to pure explorer builds (WW?)

        - 23 transports
        - 25 DD
        - 2 carrier
        - 3 sub
        (and 2 galley on the Bobian coast)

        Further, every bomber built is one less tank. This can in part be done while our navy is under way, to rebase at D-day. Every fighter is roughly 1 tank as well, which we'll need to build before hand (as they need to go on the carriers). So count 55 tanks ready for invasion

        Force composition can change, but don't wait too long to ask!

        DeepO

        Comment


        • #5
          Krill,

          the problem is that as long as we don't get a gem for gem deal running with them, we'll need to redo that deal every 20 turns... if we have a gem for gem deal, it automatically renews without bugs occuring.

          DeepO

          Comment


          • #6
            Strong in strength to GoW, to ND, and to Lego.
            Wow. I love it.

            -Arrian
            grog want tank...Grog Want Tank... GROG WANT TANK!

            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

            Comment


            • #7
              gem for gem? I'm not 100% sure, but don't you mean gem for incense?
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                erhm... right... gem for incense of course

                Oh, and Arrian, that's already the case for 3 or 4 turns. GoW is growing heavily in power though, and at this rate will soon surpass us. But as long as Lego doesn't build too many infs, I'm happy

                DeepO

                Comment


                • #9
                  holy crap that's a huge army for our tiny landmass.

                  impressive

                  Comment


                  • #10


                    Yeah, I liked it too. It's one thing to plan for it, but quite another to see that army grow. Next turn, another 10 tanks are built. For 20 cities, most of which are using more sea tiles then land tiles, that's not bad at all.

                    I can hardly wait to ship that army over to Lego, and do some damage...

                    DeepO

                    Comment


                    • #11
                      Oh, a question: if anyone is in the mood to find out if Lego and Vox already have Espionage, please be my guest. It would be quite the information if we would discover Lego is spying on every move we make. However, I think they're also eyeing GoW

                      DeepO

                      Comment


                      • #12
                        I would prefer a higher number of Marines than 40. They aren't going to be as useful as Tanks after, but we have to break through a coastal city with Marines for any of our Tanks to be effective. 40 Tanks will take the cities we need to the first turn.

                        Even after the landing Marines will make decent defenders and garrisons. Plus if a good number survive we can continue taking and threatening coastal cities so that Lego has to remain spread out. That will make our numbers of Tanks more effective.

                        I'm still not sold on the Fighters. Do we have an airport yet? That's another 2 Tanks/Marines. We could have another full transport of Tanks/Marines instead of the Fighters.

                        Comment


                        • #13
                          higher number of marines: It's something I was thinking on too. The 40 marines is based on the simulations Vulture made, in that they have a 90% chance to defeat 10 infs, forted, in a metropolis non-hill city (IIRC) without art support. But seeing our military buildup, I'm not so sure that we're not underestimating Lego's defences. They could very well have more then 10 infs in the threatened cities, seeing as we have such a number already in Hurricane, WoC and Elipolis. (Tornado and Sufa coming close).

                          Fighters: maybe we don't need a full squadron, but a few scouts would really be welcome. Perhaps not on D-Day, but surely later on, to protect our reinforcement transports. These wouldn't need an airport. However, main issue right now is that we've built 2 carriers already, these exist. Not using them would be a bit of a waste.

                          However, they could also join our fleets, as empty decoys... or e.g. with 1 fighter each to do some scouting.

                          DeepO

                          Comment


                          • #14
                            Yes, let's build more marines. The question is, how many?

                            How about 56 (7 full transports). That leaves us with 49 Tanks, yes? Pollution may eat a couple of those, but there isn't anything to be done about that.

                            -Arrian
                            grog want tank...Grog Want Tank... GROG WANT TANK!

                            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                            Comment


                            • #15
                              56 marines... to get the same 90% chance, that would mean roughly 14 infs to beat.

                              Take into account that, in case we build fighters or bombers, the number of tanks goes down. But it should be roughly 50 tanks (without air units).. probably a bit lower (we also need to build the CIA, costing 4 tanks).

                              Pollution shouldn't have a big effect, though... this projection is for 10 turns, I more expect us to have 12 turns, even more (can't be a lot more, though)... every turn is close to 8.5 tanks in total.

                              What do you guys think about the naval forces?
                              - The transports, 23 of them, should be enough to carry 184 units in total. That's more than enough, so we've got a few empties as decoys and to set up a chain quickly. But more could be built if neccessary.

                              - carriers and subs: I take it we've got enough of them. Subs are only intended to be scouts, 3 should just barely cover the Lego coast. Carriers: we'll use air forces from captured or freshly built cities, so no more need for them.

                              - but 25 destroyers... is that enough, too much, too few? From the start, I've got to say that 2 of those DDs can't be expected to join the invasion force, as they will be built too far from Lego (takes 2 turns to catch up, ideal for reinforcement). So 23 DDs, to deal with let's say some 10 picket ships (ironclads, transports, DDs), and to protect 23 transports... how does that sound?

                              Last question: we've got 77 MI if all our defenders are upgraded. That's not terribly much, considering that we need to defend our home, and our invasion troops... how many should enter an invasion force, and do we need more for our own protection?

                              DeepO

                              Comment

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