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
- EotS builds Marine, start Marine.
- Bolderberg builds Marine, starts Marine
- D-ville builds Marine, starts Marine.
- pollution strikes Elipolis. Needs to be set from fighter to Marine to compensate.
- Tempest builds Marine, starts Marine.
- Tornado builds Marine, starts Marine.
- Typhoon builds Marine, starts Marine.
- Monsoon builds Marine, starts Marine.
- WoC builds DD, starts Marine.
- SA builds Marine. Starts Marine.
- 2187 gold, 70%, 707bpt, -209 gpt. (computers in 4 of 9) 3516/6240 beakers collected.
Modern Era Tech Cost
shortrushes
- disband MI in SA.
- shortrush to settler (20 shields, 80 gold)
- shortrush to knight in OG (10 shields, 40 gold)
- shortrush to settler in Inchoff (6 shields, 24 gold)
(net result: 1 Marine for 144 gold and an MI)
forces
(- 2 MI, 2 galley)
- 14 art
- 24 workers (+.1/turn)
- 7 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 20 Marines (+8.49/turn)
- 70 tanks
- 1 galleon
- 24 destroyer
- 22 transports
- 2 carrier
- 3 sub
- 3 explorer (+ .14/turn)
- 1 fighter (+0/turn)
- Strong in strength to GoW, to ND, and to Lego.
- Legoland with no Vox slaves this turn
- Galleons upgraded to Transport. One left, en route for Hurricane. 11 Galleons = 880 gold.
Moves
- Clear pollution
- Cyclone 6 irr.
- Sufa 7 irr, later mined. Mob bonus not calculted correctly
- New Marines to East coast cities.
- fighter loads.
- Galleon automoves to Hurricane
- all possible transports from Blizzard move to Hurricane
- Carrier from Blizzard moves to Hurricane
- Carrier from Hurricane moves to Sufa
- Southern Sub spots sub U-H3 and 2 DD
- Northern sub spots sub U-K1 and 3 BS
- central sub spots sub U-H2 and 1 DD
- all the rest fort, extra workers on the coast included.
workforce shuffles
- Eli changed to marine. Gives hill and 2 grasses to Inchon, takes coast instead.
- Blizzard moves off grass, onto coast. +2 bpt.
- Typhoon moves off coast, onto grass.
- Sufa moves off grass, onto sea.
- Tornado swaps grasses
- Cyclone moves off grass (to Typhoon), onto other grass(from To).
Current Builds
Eli : Marine in 1 1 fighter next.
Inchon : Explorer in 3
WoC : Marine in 1
Inchoff : Marine in 3
D-ville : Marine in 2
Santa Ana : Marine in 1.
Blizzard : Marine in 2 (losing shields, can't be helped)
Monsoon : Marine in 2
Arashi : palace in 6. Somehow, Arashi is receiving the mobilization bonus, even if it's building a palace. I don't know what's the bug this time, but it's not disturbing us.
WW : Marine in 1
Tempest : Marine in 1
SS: settler in 1 (shows 2)
Hurricane : Marine in 1
OG : Marine in 1
EotS : Marine in 1
Bolderberg : Marine in 2
Cyclone: settler in 1
Tornado : Marine in 2
Typhoon : Marine in 2
Sufa : Worker in 4
Diplo
- sent Navigation to ND
Other
- It seems that we just can't get from embarkment to D-day in 2 turns, we need one more tile. Either we chain, or start earlier (chaining can be done for the final units built, it looks like we've got plenty of transports)
- Just noticed something I had long forgotten: Carriers only move 4, whereas transports and DDs move 5. Bit of a problem when forming a convoy...
- Generally, I hope we've got enough ships to get the upperhand in Mare Nostrum. I count now 3 Lego BS, 4 DD, 3 sub, 6 ironclad. We have 24 DD and 3 sub, with a couple of DD blocked for picket duty.
- Lego hasn't got Electronics, like expected. They can have it next turn, in which case we're 4 turns from Lego tanks (as the first can be built the same turn as dicovery). I half expect them to be one turn late, though, AFAIK they haven't been pushing to the limits to get to 4-turn research, and Elo is expensive.
Diplo Bug with GoW. - slightly concerned about lux expiry.
Next Turn
DeepO
2 forest remains, D-ville 99 and WoC 23.
Defense Plan
Aeson's comments
Start
- RP sends 100g + WM. Sending WM in return
- EotS builds Marine, start Marine.
- Bolderberg builds Marine, starts Marine
- D-ville builds Marine, starts Marine.
- pollution strikes Elipolis. Needs to be set from fighter to Marine to compensate.
- Tempest builds Marine, starts Marine.
- Tornado builds Marine, starts Marine.
- Typhoon builds Marine, starts Marine.
- Monsoon builds Marine, starts Marine.
- WoC builds DD, starts Marine.
- SA builds Marine. Starts Marine.
- 2187 gold, 70%, 707bpt, -209 gpt. (computers in 4 of 9) 3516/6240 beakers collected.
Modern Era Tech Cost
shortrushes
- disband MI in SA.
- shortrush to settler (20 shields, 80 gold)
- shortrush to knight in OG (10 shields, 40 gold)
- shortrush to settler in Inchoff (6 shields, 24 gold)
(net result: 1 Marine for 144 gold and an MI)
forces
(- 2 MI, 2 galley)
- 14 art
- 24 workers (+.1/turn)
- 7 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 20 Marines (+8.49/turn)
- 70 tanks
- 1 galleon
- 24 destroyer
- 22 transports
- 2 carrier
- 3 sub
- 3 explorer (+ .14/turn)
- 1 fighter (+0/turn)
- Strong in strength to GoW, to ND, and to Lego.
- Legoland with no Vox slaves this turn
- Galleons upgraded to Transport. One left, en route for Hurricane. 11 Galleons = 880 gold.
Moves
- Clear pollution
- Cyclone 6 irr.
- Sufa 7 irr, later mined. Mob bonus not calculted correctly
- New Marines to East coast cities.
- fighter loads.
- Galleon automoves to Hurricane
- all possible transports from Blizzard move to Hurricane
- Carrier from Blizzard moves to Hurricane
- Carrier from Hurricane moves to Sufa
- Southern Sub spots sub U-H3 and 2 DD
- Northern sub spots sub U-K1 and 3 BS
- central sub spots sub U-H2 and 1 DD
- all the rest fort, extra workers on the coast included.
workforce shuffles
- Eli changed to marine. Gives hill and 2 grasses to Inchon, takes coast instead.
- Blizzard moves off grass, onto coast. +2 bpt.
- Typhoon moves off coast, onto grass.
- Sufa moves off grass, onto sea.
- Tornado swaps grasses
- Cyclone moves off grass (to Typhoon), onto other grass(from To).
Current Builds
Eli : Marine in 1 1 fighter next.
Inchon : Explorer in 3
WoC : Marine in 1
Inchoff : Marine in 3
D-ville : Marine in 2
Santa Ana : Marine in 1.
Blizzard : Marine in 2 (losing shields, can't be helped)
Monsoon : Marine in 2
Arashi : palace in 6. Somehow, Arashi is receiving the mobilization bonus, even if it's building a palace. I don't know what's the bug this time, but it's not disturbing us.
WW : Marine in 1
Tempest : Marine in 1
SS: settler in 1 (shows 2)
Hurricane : Marine in 1
OG : Marine in 1
EotS : Marine in 1
Bolderberg : Marine in 2
Cyclone: settler in 1
Tornado : Marine in 2
Typhoon : Marine in 2
Sufa : Worker in 4
Diplo
- sent Navigation to ND
Other
- It seems that we just can't get from embarkment to D-day in 2 turns, we need one more tile. Either we chain, or start earlier (chaining can be done for the final units built, it looks like we've got plenty of transports)
- Just noticed something I had long forgotten: Carriers only move 4, whereas transports and DDs move 5. Bit of a problem when forming a convoy...
- Generally, I hope we've got enough ships to get the upperhand in Mare Nostrum. I count now 3 Lego BS, 4 DD, 3 sub, 6 ironclad. We have 24 DD and 3 sub, with a couple of DD blocked for picket duty.
- Lego hasn't got Electronics, like expected. They can have it next turn, in which case we're 4 turns from Lego tanks (as the first can be built the same turn as dicovery). I half expect them to be one turn late, though, AFAIK they haven't been pushing to the limits to get to 4-turn research, and Elo is expensive.
Diplo Bug with GoW. - slightly concerned about lux expiry.
Next Turn
DeepO
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