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Turn 238: 1230 AD

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  • Turn 238: 1230 AD

    Standing Info

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

    Defense Plan
    Aeson's comments
    GoW war plans
    Invasion plan

    Start

    - RP sends 100g + WM. Sending WM in return

    - EotS builds Marine, start Marine.

    - Hurricane builds Marine, starts Marine

    - Cyclone builds settler, starts settler

    - Elipolis builds Marine, starts fighter

    - Tempest builds Marine, starts Marine.

    - Ss builds settler, starts settler.

    - OG builds Marine, starts Marine.

    - WW builds Marine, starts Tank. (no chance of building a marine before D-day)

    - pollution hits Inchoff. Damn. messed up the prebuild of last turn

    - WoC builds DD, starts Marine.

    - SA builds Marine. Starts Marine.


    - 1056 gold, 70%, 704bpt, -217 gpt. (computers in 4 of 9) 4223/6240 beakers collected.

    Damn. I was looking in a possibility to speed up our research by one turn, so we would have a small number of MIs ready one turn sooner. But our empire currently maxes out at 1003 bpt, with one extra scientist. That's max 6231 out of 6240 needed to get computers in 2 instead of in 3 turns I've been looking at the growth in Cyclone to get there sooner, but that will only add 2 beakers, and we need 9.
    Should have thought of that one turn earlier, as money won't be too much of a problem, given the gold we'll receive from ND soon.
    Modern Era Tech Cost



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



    forces
    (- 2 MI, 2 galley)
    - 14 art
    - 24 workers (+.1/turn)
    - 9 settlers (+.53/turn)
    - 20 rifle
    - 57 inf
    - 28 Marines (+8.24/turn)
    - 70 tanks (+.25/turn_
    - 1 galleon (upgraded next turn, ran out of movement)
    - 24 destroyer
    - 22 transports
    - 2 carrier
    - 3 sub
    - 4 explorer (+ .14/turn)
    - 1 fighter (+0/turn)

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

    - Lego navy in Mare Nostrum (visible, of course, we don't know what's in their cities. I hope not too much ):
    - 3 subs
    - 6 ironclad (expecting one more up North)
    - 4 DD (expecting 2 more up North, at most)
    - 6 BS (looks like their defense force)

    realistically, we can destroy 6 ironclad, 2 subs, and 2 DD the first turn.

    Moves

    - Clear pollution

    - Cyclone 6 irr.

    - Sufa 7 irr, later mined. Mob bonus not calculted correctly

    - New Marines to East coast cities.

    - transport from Blizzard moves to Hurricane

    - Carrier from Hurricane moves to Sufa

    - 2 DD from Blizzard 6 move towards Hurricane. End at H6, 2 DD from there move into Hurr, and the rest forts all. If they have a sub near (very likely), they will not see our movement.

    - Southern Sub spots sub U-H3 and 2 DD
    - central sub spots sub U-H2 and 1 DD
    - Northern sub lost sight of U-K1 (Lego sub), but now sees a stack of 6 BS. Conclusion is obvious: we need at least 6, preferably 8 or more DD on our fleet if we want to keep the transports safe.

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



    workforce shuffles

    - Eli takes back all land tiles from Inchon. Inchon taking coast (and a tax man) instead.

    - Cyclone takes irr grass instead of mined one. Mined one open for landing new citizen on next turn

    - Monsoon takes bonus grass from Arashi, instead of non-bonus one. Pollution corrected.

    - Inchoff can't compensate for the loss by pollution. A Shame, it was perfectly timed, now it ends up losing just those 4 shields it should have received this turn. Instead, it gives a grass, via WoC to Inchon.

    - SS takes desert instead of mountain


    Current Builds


    Eli : fighter in 2
    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 (losing shields, can't be helped)
    Monsoon : Marine in 1
    Arashi : palace in 5. 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 : Tank in 4
    Tempest : Marine in 1
    SS: settler in 4 (shows 6)
    Hurricane : Marine in 2
    OG : Marine in 3 (shows 4, needs knight rush in 2 turns)
    EotS : Marine in 1
    Bolderberg : Marine in 1
    Cyclone: settler in 3 (shows 5)
    Tornado : Marine in 1
    Typhoon : Marine in 1
    Sufa : Worker in 3


    Diplo

    - Lego got Electronics this turn. Mot Transport (and tanks) to be expected in turn 242. Marines at the earliest in 246, which gives us 5 turns to demolish their empire, before they think of invading us.

    - sending Electronics to ND, with a note with the save. Just spotted that ND has got both flight and Amph. warfare from GoW. While we're making it as hard as possible for Lego to profit on being behind us in tech, GoW does not.

    - sending Electronics to RP as well.

    - I didn't check last turn, but Vox and Lego have flight now!

    - ND and GoW are fighting a war, most likely also caused by the diplo-bug. This game is falling apart

    Other

    - Someone (ND?) disbanded a city on the Eastern coast of Bob.

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


    Next Turn
    More planning on where everything needs to go.

    DeepO

  • #2
    As to economic plans:

    cities which can should build marines, at the latest to be finished in Turn 241.

    After that, it depends on shield count... fighters would be top priority for the next couple of turns (to get in total 8 of them), bombers in other cities where possible. And about half our cities should be on MI until we got a safe defense again (at least 2 MI per city).

    When the current 2 settlers finish, I would start on workers again, at least in Cyclone. Lego is fully improved, but radar towers are nice to have, and when building new cities we want to grow them instantly to size 6 if we are to use them. We only have 24 workers now (25 on its way)

    DeepO

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