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Turn 235 : 1200AD

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  • Turn 235 : 1200AD

    I've just got back from playing a slightly distant gig last night and am a bit tired (had to walk 5 miles this morning because of a lost car key), but am about to play the turn...

    (Amphib arrived OK)

  • #2
    The Turn

    Standing Info

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

    Defense Plan
    Aeson's comments


    Start


    - GoW send 500g and Amphib

    - RP sends 100g + WM. Sending WM in return (at end of turn).

    - EotS builds Tank, start Marine, enter city screens and switch all tanks to Marines.

    - BB builds DD, starts DD.

    - Diss builds Marine, starts Marine

    - Eliopolis builds Fighter, starts Fighter

    - Tempest builds Marine, starts Marine.

    - Tornado builds Marine, starts Marine.

    - Typhoon builds Marine, starts Marine.

    - Monsoon builds Marine, starts Marine.

    - OG builds DD, starts DD

    - Pollution hits WoC We lose a Marine - 4s short. Switch to DD.

    - Santa Ana builds Marine, starts Marine.


    - 2541 gold, 70%, 700bpt, -195 gpt. (computers in 6 of 9) 2104/6240 beakers collected.
    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
    - 20 rifle
    - 57 inf
    - 6 Marines
    - 70 tanks
    - 12 galleon
    - 22 destroyer
    - 11 transports
    - 2 carrier
    - 3 sub
    - 3 explorer

    - Strong in strength to GoW, to ND, and to Lego.
    - Legoland with no Vox slaves this turn



    Moves

    - Clear pollution at WoC77

    - DD's from West move round coast

    - New tank and Marines to East coast cities.

    - Fighter rebases in Blizzard.

    - Northern galleon (replaced by DD) moves south.

    - DD from Sufa moves out 66 and forts.

    - Southern Sub moves 488.

    - Northern sub stays. Has LBS Panama, Kloreepville and Transport LNT-GG in sight.

    - Central sub moves 44 (sees LBS Tipperary which has moved south) and 4 again.

    - Tank from Typhoon replaces recycled MI at OG8.

    - Tank from WoC guards Incense Fort @ WW3.

    - all the rest fort, extra workers on the coast included.



    workforce shuffles

    Can't send lost WoC shields anywhere useful unless we changed the Inchon Explorer build to something else. So, used some ocean instead of mounts to put some food in the box.
    Decided to leave Typhoon WF with surplus, costing Cyclone & Sufa but insuring against pollution.


    Current Builds


    Eli : Fighter in 2
    Inchon : Explorer in 1.
    WoC : DD in 1
    Inchoff : Marine in 1
    D-ville : Marine in 2
    Santa Ana : Marine in 1.
    Blizzard : DD in 1
    Monsoon : Marine in 2
    Arashi : palace in 11 (prebuild for CIA)
    WW : Marine in 3
    Tempest : Marine in 1
    SS: settler in 2 (shows 3)
    Hurricane : Marine in 1
    OG : DD in 4
    EotS : Marine in 1
    Bolderberg : DD in 2
    Cyclone: settler in 4
    Tornado : Marine in 2
    Typhoon : Marine in 2
    Sufa : Worker in 4


    Diplo

    Sent Atomic Theory accepted to ND. Maybe we're going to give them Nav too as freebie, not sure.
    Sent AT and Mass Prod to RP.


    Other

    Diplo Bug with GoW. - slightly concerned about lux expiry.


    Next Turn

    WF back to mountains in WoC.

    Comment


    • #3
      Re: The Turn

      We have 6 Marines and 5 turns of production (turns 236, 237, 238, 239, 240). At the current rate we'll have 39 Marines. We wanted 56.

      No more Fighters (we had decided on not building any IIRC). No more DD's (we are within 1 of our goal already anyways). No more Explorers (2 will be enough to sight the FP city which is all we'll need from them as after that Conqs will sight everything possible). We might even have to cut out the Workers (we have enough) Settlers (we're taking 6 with us in wave 1) to get close to our quota of Marines. Only thing sacred is the CIA prebuild.

      Without enough Marines to capture a port city, every unit we've built might as well be disbanded.

      Eli : Fighter in 2 - Change to (and short rush?) Marine.
      Inchon : Explorer in 1. - Change to and (short?) rush Marine.
      WoC : DD in 1 - Change to Marine.
      Inchoff : Marine in 1
      D-ville : Marine in 2 - Short rush Marine if possible.
      Santa Ana : Marine in 1.
      Blizzard : DD in 1 - Change to Marine.
      Monsoon : Marine in 2 - Short rush Marine if possible.
      Arashi : palace in 11 (prebuild for CIA)
      WW : Marine in 3 - Short rush Marine if possible.
      Tempest : Marine in 1
      SS: settler in 2 (shows 3) - Change to and (short?) rush Marine.
      Hurricane : Marine in 1
      OG : DD in 4 - Change to Marine and (short) rush it the next turn.
      EotS : Marine in 1
      Bolderberg : DD in 2 - Change to and (short?) rush Marine.
      Cyclone: settler in 4 - Change to and (short?) rush Marine.
      Tornado : Marine in 2 - Short rush Marine if possible.
      Typhoon : Marine in 2 - Short rush Marine if possible.
      Sufa : Worker in 4 - Change to and rush Marine.

      At this point we need to be building a Marine in just about every city that can possibly do so every turn to hit 56. That means (short) rushing anywhere we have shields but won't finish the Marine in 1 more turn. That means rushing a Worker(80)->Settler(80)/Explorer(200?) and let the Marine finish in at least a few cases. That will mean not upgrading a lot of Infs probably. We need the cash for Marines and Espionage missions. Either that or hold off on Computers for a few turns to save cash unless we are going to delay a turn so we can upgrade to MI.

      If we happen to be able to meet our goal of 56 Marines with room to spare, great! Then we can build/upgrade other stuff...

      Ships are ready (other than the Galleons which will be upgraded). Tanks are ready. Infantry are ready. Settlers are ready. Explorers are ready. Only thing missing are the Marines.

      Comment


      • #4
        CH, is it alright if I take over again? Thanks for the replacement

        Aeson, I'll check this in more detail once I find some time. If at all possible, I'll do a trial run on the save, do all economical things to get to our goal asap, post here for discussion, and play the save a day later. If the other teams wait, this might not be necessary as I can work from last turn as well. It's busy for me, but over the next week, I was planning to have some detailed plans on both our economical situation, as how to prepare for invasion (it's about time we start moving our ships into position, or at least have an idea where and how they are to move)

        DeepO

        Comment


        • #5
          Glad you're back, Deepo, and ready to take back the wheel.

          I'm just hoping that getting Amphib a turn late hasn't broken everything.

          Comment

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