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Turn 232: 1170 AD

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  • Turn 232: 1170 AD

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


    Start

    - GoW offers flight... twice. Accept. we're now in the modern age

    - RP sends 100g + WM. Sending WM in return, can't send horses.

    - EotS builds tank, start tank.

    - Hurricane build tank. Starts tank.

    - Bolderberg hit by pollution. I'm not certain if it can be remedied building a DD, otherwise it's going to become a tank. Luckily not in the last turn of our build.

    - D-ville builds tank. Starts worker.

    - Tempest builds Tank. starts Tank

    - Tornado builds Tank. starts worker.

    - WoC builds Tank. Starts Tank.

    - SA builds tank. Starts tank.

    - Palace extension (the next era, no doubt)

    - 2511 gold, 70%, 703bpt, -172 gpt. (computers in 9 of 9) 0/6240 beakers collected.
    Modern Era Tech Cost

    tech plan
    8 turns at 70%, 1 turn at 60% gives us computers. That will cost us 1459 in gold right now. Add to that some 400 in extra upkeep over the next 9 turns, totalling the cost at little under 2000 gold. 640 for 1-turn tanks in SA --> 2640 in gold.
    Our income in the same period: 500 from GoW. 900 from RP. and at least 1000 from ND. That's a minimum of 2400 gold, added to the 2510 already present. We are left with 2300 gold for upgrades and spy missions.

    We need 960 to upgrade our galleons, after that, every 20 gold gives us an MI (let's say 30 MI for the moment, which will be more than enough). Another 1500 gold, or 800 gold in treasury for spy missions in 241. If we sail in 241, we've got 2 more turns of cash collecting, or some 900 more gold, totalling 1700 gold by D-Day. This most likely will be supplemented with us selling tanks to ND. It could as well be supplemented with us selling radio to GoW (which we might consider doing, for various reasons).

    Is this enough? If not, we need to delay the invasion, as every turn will roughly give us an extra 400-500 gold.

    shortrushes
    - disband MI in SA.
    - shortrush to settler (20 gold, 80 gold)

    forces
    (- 7 MI, 2 galley)
    - 14 art
    - 24 workers (+2/turn)
    - 5 settlers (+.53/turn)
    - 20 rifle
    - 57 inf
    - 56 tanks (+ 6.75/turn)
    - 12 galleon
    - 18 destroyer (+1.08/turn)
    - 11 transports (+0/turn)
    - 2 carrier
    - 3 sub (+0/turn)
    - 2 explorer (+.18/turn)

    - Strong in strength to GoW, to ND, and to Lego.
    - Legoland and Vox are trading workers, or Lego is adding Voxian workers to its cities... the slave count changes nearly every turn (now, only 1 Voxian slave, last turn 3 IIRC)

    Moves

    - clean pollution.

    - irr Bolderberg 6

    - added 2 workers to Inchon. We need all the commerce we can get... should have done it last turn, for an extra 5 gold.

    - 2 forest remains, D-ville 99 and WoC 23.

    - 7 new tanks to 7 East coast cities.
    - Southern Sub moves 999
    - Northern sub spots another Lego Battleship, Panama . Two BS are in view.
    - Other sub moves 632. spots another BS, Tipperary. Lego really is doing something about that navy of theirs, the only ting I don't understand is why they don't stack their ships (they get free bombardment like that)
    - all the rest fort, extra workers on the coast included.


    workforce shuffles

    - Bolderberg needs a lot of shields to make up for the loss of the hill last turn.
    - Tornado doesn't, as it is building a worker. Two grass set to sea.
    - Cyclone takes one grass (leaving the other open for growth) instead of plain.
    Bolderberg takes plain instead of coast. Also takes the hill back. -2 fpt with new irr, but that's not too bad, wasn't in WLTKD anyway.

    - Tornado moves off two grass near Sufa, takes coast instead.
    - Sufa takes grass instead of coast (temporary on 4 spt). Next turn, get Tornado back to 50 spt.

    - Blizzard moves off desert, takes coast instead
    - SS takes desert instead of mountain.

    Current Builds
    the plan basically is to keep building whatever is building in a city, and from the moment we get marines from GoW, switch all tanks to marines.

    Eli : tank in 1 (either tanks with tiles going to Inchon, or fighters for scouting. I'm in favor of bring at least 2 fighters to the invasion, just so we can scout the coast. Each fighter costs .67 tank in Eli)
    Inchon : explorer in 5. lost WLTKD (unexpectedly), might add 3 workers for extra commerce... for the moment haven't done it yet.
    WoC : tank in 1
    Inchoff : tank in 4
    D-ville : worker in 1 tank next
    Santa Ana : tank in 1.
    Blizzard : destroyer in 1
    Monsoon : tank in 1
    Arashi : palace in 13 (prebuild for CIA)
    WW : tank in 2
    Tempest : tank in 1
    SS: settler in 3 (shows 4)
    Hurricane : tank in 2
    OG : DD in 3
    EotS : tank in 1
    Bolderberg : DD in 1
    Cyclone: settler in 2
    Tornado : worker in 1. tank next
    Typhoon : tank in 1
    Sufa : Explorer in 2


    Diplo

    - Anyone has any idea when we could start selling communism around? GoW doesn't have it yet, nor does RP.


    Other

    - in the score graph, there is a very sharp peak from this turn... the reason is we had only 4 lux while it was recorded.

    - in F11, we're #3 in production at 921(last turn 932). productivity 1901, #4 (last turn #4 at 1798).

    -Legopolis is still running a food deficit.

    - I've got a feeling Lego is receiving lux from ND again. After their fake war, they jumped higher in score than before, while we ended lower. It could be something else, but more lux would be a reasonable explanation

    Next Turn

    - get Tornado back to 50 spt
    - get Bolderberg back to 60 spt (62?), and + fpt

    - keep our cities, where possible, at a little too high spt. That has made it possible in a few cases to correct the effects of pollution. e.g. Monsoon could take one more irr every other turn, and grow its foodbox, however a bit of protection is worth more.

    Keep us safe!

    DeepO
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