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Turn 237: 1220 AD

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  • Turn 237: 1220 AD

    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
    I have some concerns that lego will place armadas in the tiles adjacent to the cities we can hit. do we have a plan for that?

    Comment


    • #3
      I was thinking about that.
      - First of all, we've got DDs protecting the convoy, which can attack any obstacles. So there has to be a large armada or we cut through it.
      - But secondly: we would better not move towards our goal in a precise straight line (Hurricane to the spot near Sandorinico is such a straight line, 10x direction 6), but either with a bend (e.g. 66666966), or with one movement reserve. That way, we can compensate if too large a fleet is on our way.

      As it won't be possible to move in 3 turns from Stormia to Legoland without any chaining, we might need to consider moving our convoy only 4 tiles far each turn, instead of 5. This way, our DDs could bombard any nearby ship, and still stay on top of our transports. It would also mean our carriers can follow

      DeepO

      Comment


      • #4
        We could send the Carriers out a turn early.

        Comment

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