I'll be playing the turn soon. We got 1 pollution, in Typhoon - we can either melt down an Med Inf to enable a Tank next turn or switch to a Destroyer.
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Turn 234 - 1190 AD
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Standing Info
2 forest remains, D-ville 99 and WoC 23.
Defense Plan
Aeson's comments
Start
- RP sends 100g + WM. Sending WM in return (at end of turn).
- EotS builds Tank, start Tank.
- Hurricane builds Tank, start Tank.
- Cyclone builds Settler, builds Settler.
- Tempest builds Tank. starts Tank.
- Pollution hits Typhoon, but it can be fixed with WF shuffle.
- Sufa builds Explorer. Starts Worker.
- Sandstorm builds Settler. Starts Settler.
- Whirlwind builds Tank, starts Tank
- WoC builds Tank. Starts Tank.
- Santa Ana builds Tank. Starts Tank.
- Switched Eliopolis to Fighter
- Lego has Atomic Theory.
- 2207 gold, 70%, 700bpt, -187 gpt. (computers in 7 of 9) 1403/6240 beakers collected. (is it this turns bpt showing or last that gets added?)
Modern Era Tech Cost
shortrushes
- disband MI in SA.
- shortrush to settler (20 gold, 80 gold)
forces
(- 5 MI, 2 galley)
- 14 art
- 24 workers
- 7 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 69 tanks (+ 6.75/turn)
- 12 galleon
- 20 destroyer (+1.08/turn)
- 11 transports (+0/turn)
- 2 carrier
- 3 sub (+0/turn)
- 3 explorer (+.18/turn)
- Strong in strength to GoW, to ND, and to Lego.
- Legoland with no Vox slaves this turn
Moves
- Clear pollution at Typhoon8 and in Spain.
- Galleon into Hurricane
- DD forts outside Hurricane
- DD into Sufa
- DD from Inchoff to existing DD post. DD from post moves up towards northern Galleon.
- DD from Blizzard to Galleon post. Galleon there heads towards Blizzard .
- 6 new tanks to 6 East coast cities.
- Southern Sub moves 444. Sights Lego transport 'Cartographer' at Tipperary444111.
- Northern sub stays. Sees 3 Lego BS - Panama, Karina, Kloreepville.
- Central sub moves 224.
- all the rest fort, extra workers on the coast included.
workforce shuffles
Typhoon takes Wheat at Typhoon9 from Cyclone for 56spt and Tank next turn to recover from pollution.
Shuffle : Sufa yields Sufa8 to Tornado, which yields Tornado-1 to Cyclone.
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 : Fighter in 1
Inchon : explorer in 3.
WoC : tank in 1
Inchoff : tank in 2
D-ville : tank in 1
Santa Ana : tank in 1.
Blizzard : destroyer in 2
Monsoon : tank in 1
Arashi : palace in 11 (prebuild for CIA)
WW : tank in 4
Tempest : tank in 1
SS: settler in 3 (shows 4)
Hurricane : tank in 2
OG : DD in 2
EotS : tank in 1
Bolderberg : DD in 2
Cyclone: settler in 5
Tornado : Tank in 1
Typhoon : tank in 1
Sufa : Worker in 5
Diplo
Communism NTA has expired. Sent to RP with WM. Is there any reason why we can't send them Mass Production now?
Other
Maybe Diplo Bug with GoW.
Next Turn
Shuffle WF around Typhoon.
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Is there any way to edit the tread title to the correct turn no.?
Question re upgrading infantry during the invasion. We are getting computers whilst in mid-ocean, which gives us MI (unless my memory has totally failed me). What is the plan (if any) re upgrading. We are (probably) going to have to raze any coastal city we capture, and presumably rebuild one on the same spot at the end of the turn to give us a port. If the captured city has a barracks, do we:
a) upgrade infantry to MI before razing, so that Lego have no chance of taking the new city in a counterattack (against fortified MI - but we have no flexibility to do anything with the inf in that first turn)
b) Not upgrade, in case we capture a good inland city with barracks later on which we'd rather hold with MI (or want to use some infantry for some other purpose), but maybe have to live with infantry defenders for the first turn or two (and rush a barracks in the new city immediately)
c) A mixture - upgrade some MI, and keep some as a reserve, on the basis that 20 MI ought to be able to stop most things
Actually, I think I might go and have a look at cavalry and/or tanks vs MI to see how many we realistically need. MI are 24 defence, aren't they?
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We cannot be sure that a captured city will retain a barracks and we will not be able to rush anything, unless we disband units (no way, unless it is transports).
If we raze, we can buy a barracks and it will be available on the next turn.
As to upgrades, it is a matter of cash and expediency. Without a troops disposition for Lego, I can't say, but would you expect them to toss everything they have at a city with lots of units?
If it was me, I would not want to slam into a stack of infantry or MI. I would rather get more for my buck by hitting units in the field.
It will also depend on what they have in the vicinity.
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When the hell are we going to start building Marines?? As far as I can tell we don't have any, and we are gong to be cutting it close, and won't have the option to increase the unit numbers again in the future.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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We still need the tech from GoW? I think we can get to 50 Marines if we start building them next turn. I would prefer as many Marines as possible. We wanted 23 DD's, so we are close. We have the Tanks already. (69 already? That doesn't sound right.) Transports (Galleons) are ready. We have all the Explorers we're going to need.
So we need the tech from GoW next turn. Switch all Tank/Fighter/Explorer builds to Marines as soon as we can break into the build queue (after EotS' Tank?). Cities building DD's finish those and start with Marines too (or maybe just start on Marines and we go with 20 DD's). Should get us to around 8 Marines per turn for the final 5 turns we have to build. Throw in some rushes and we can still make it.
So we definitely need to get the tech for Marines this next turn!Last edited by Aeson; September 15, 2004, 14:05.
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amphib is not right: we should have gotten that already.
Further, plans were made for 240, any delay should bring us more marines.
explorer builds to marines is of no use, as they are only in 1 spt cities. DD builds should be switched, once we get to 26. However, these could also be used for MI builds, as otherwise they will only lose shields. Also, I'm half expecting to loose a lot of DDs, we are going to need to replace these as well, if we want to be safe from GoW.
MI while sailing: no, delay is needed to be able to upgrade at least part of them before attacking. However, don't forget we can chain: 16 MI would be ideal to chain with 2 transports, so for every 2 transports we risk to loose, we gain one turn on the tech schedule. We won't need it, though, seeing the GoW time schedule, we can upgrade them easily at home, and sail without chaining.
So, MI before we start sailing, pressure GoW for those marines (they should have gotten them last turn, and if they don't send it to us fast, we should seriously start considering doing it ourselves), more DDs are no waste, and keep our empire running smoothly! (looks like everything is more or less going fine)
Next week, I'll try to get some detailed loading plans in place, but we should now whether we have enough marines, and when exactly GoW is going to invade (1280 is too late, IMO)
DeepO
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Waiting for MI before sailing is another turn delay. But as DeepO says, with a few extra trannies in the initial fleet, we can use chaining to get post-departure MI to join up with the fleet pre-invasion. But by my reckoning, we're going to need 3 trannies for every 8 MI we want to catch up to the initial fleet, with the sequence being something like:
T 240 : fleet + tran1 and tran2 sail from Port to A. tran3 waits in Port
T 241 : get computers. Upgrade infantry. fleet + tran1 sail from A to B tran2 waits at A, tran3 at port
T 242 : load MI into tran3, move to A, load to tran2, move to B, load to tran1. Fleet plus tran1 (with MI) move to C
T 243 : D-day. Move from C to target city.
I'm assuming we'll have to do it by upgrading, since I've no idea how many MI we can arrange to have through pre-builds on turn 241 - presumably by doing the usual cycle through the cities once we get into the build queue. I'd be amazed if we can get 16, and fill 2 trannies. If we can get 8, we can save on one trannie, needing only 5 extra...
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