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Turn 244 : 1270 AD Part II

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  • #61
    It could be an update bug. But they still have a spy, we didn't expose him. I'm guessing that they won't have the cash to expose ours. Let them investigate if they wish so, their war is over.

    Okay, I'm going to take a 15 minute break here. Please post all comments on defense after that. Otherwise, I just will put down 8 infs on NI 88, and 16 infs and a couple of workers on NI8. I'm getting tired here, so any ideas are welcome. I can wait for this until I did the economic stuff...

    Besides, are we going to need all those airports? I guess we need at least a couple for vet fighters, but wouldn't most of those builds be better transformed into wonder builds, stock exchanges and the like? Once our mobilization ends, can we build Sistine, Bach's and Smith's? And Magellan?

    DeepO

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    • #62
      Nope, destroyed wonders can't be rebuild.
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

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      • #63
        Good. Otherwise we would end up in a race again with GoW and ND.

        DeepO

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        • #64
          I agree on the less airfields btw. We may still want to build to them, but I don't think we need them that urgent.
          A lesson we learned though, is that having a good naval army is a good thing to have.
          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
          Then why call him God? - Epicurus

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          • #65
            PMs sent to Vel and Nathan.

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            • #66
              If we want to hold the land to have the saltpetter and rubber we could use the airports, but they can wait.

              We will need fighters to forstall any bomber blitz from the Bobians down the road.

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              • #67
                Originally posted by Cort Haus
                PMs sent to Vel and Nathan.
                There's a few more you could send that PM to.

                GS memberlist

                Not saying you should send it to all them, mind you.
                Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                Then why call him God? - Epicurus

                Comment


                • #68
                  I agree on the airports. We need a couple of them for fighters. Transport capability is not really an issue right now, we should be able to take Abilene without any further reinforcements.

                  Further, once this is finished, we need to have a very decent conversation with GoW. I don't know about you guys, but this war as worn we out. I do not intend to stay the player of GS for much longer, and the moment I get a new job this certainly has to end. If I can take us, so that we get into some kind of settlement for Legoland, and get some kind of defense of Stormia going, I consider it mission accomplished

                  For the moment, the war hasn't ended, though. We might need to concentrate for a couple of turns longer... there now is no way to foresee how Lego is going to react. With all the baits we're leaving in the open, they might go for that to get some kind of revenge.

                  That said, we need to get the last bits right as well, and my concentration is gone. I want to end this turn tonight, otherwise we risk my pc crashing, wasting everything. So any thoughts, please let us hear them!

                  DeepO

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                  • #69
                    okay, here's what I'll do:
                    First of all, get Stormia sorted out. Do those worker actions we need to get the demob bug gone in the cities we need it (the rifle builds). The cities where we get too much spt, so be it.

                    After that, let's focus on how we're going to attack Abilene next turn. The plan for MZ has to wait until tomorrow (which will be in time), what to post publicly and how we're going to break the news to Lego has to wait as well.

                    I think we need to be able to connect to the RRs next turn, so somehow, we need those workers in the open, so they can build at least a road. (one worker, or 2 slaves). We can't risk too much here, Lego will have at most 16 tanks to attack us, so NI has to have a minimum of 20 defenders. Damaged MIs have to stay put to heal. But if we move our workers, we need to defend them perfectly, or we risk that Lego captures our workers, builds a road, and gets here with their infs. NI 88 will still have a Lego RR next turn, as will NI 87.

                    I think that we need to move 1 worker plus protection to NI 9. If Lego captures it, it won't create a way where they can move their infs on, so it only leaves their tanks to attack.

                    Also, the defense can't be too large, so NI is under threat.

                    Things to ponder on. I'm going to do the economical things right now, trying to make everything so that we can switch during build phase next turn without any problems.

                    DeepO

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                    • #70
                      NI: we can rush something there. If we add 2 workers, and scrap a marine, we can build a settler.
                      Otherwise, we might want to build a barracks (instant healing of all bombarded units would be nice). Seeing as next turn, we'd possibly lose our chain, I'm inclined to go for a settler.

                      Anyway, I'm going to add 2 workers, and rush a settler (with a marine and some cash). If we decide otherwise, this can still be corrected during build phase.

                      DeepO

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                      • #71
                        movement continued
                        - 1 worker added to Tornado. mob bonus corrected.
                        - 1 worker added to Typhoon. mob bonus corrected.

                        workforce shuffles
                        - Cyclone: set a desert to the mountain.

                        - Blizzard: moves a coast to a desert.

                        - Tornado: movess off wheat, onto coast
                        - Cyclone takes wheat instead of plain

                        (Cyclone finishes worker next turn. I'm not sure anymore if Cyclone come for Tempest or not, if it is behind Tempest, set it to a settler instead.)

                        - Sufa needs to be checked next turn, to see if we don't have to set an entertainer there due to increased ww.

                        - 3 workers added to NI (one extra, in case we would lose one to bombardment).
                        - marine disbanded in NI
                        - settler rushed (5 shields, 20 gold)
                        In case for some reason this does not work, we rush a barracks instead next turn during build phase

                        DeepO

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                        • #72
                          movement continued
                          - captured explorer moved into NI.
                          - MI moved on top of our damaged tanks next to Stanwix
                          - slave next to ahhmyfoot moved 7 , to get cover from a 4/4/ marine, instead of a 3/4 marine.
                          - slave at Quanto 1 creates radar tower (I made a mistake with the explorers, it seems. I should have put them either here, or moved them around to let Lego capture them instead. Oh well.)
                          - 1 slave at forest at Dye 47 moves 4. another moves 7. a third moves 9.
                          - 1 slave at forest at Dye 41 moves 4. another moves 7 another moves 2
                          - the 3 slaves of the forest near Legopolis move to Tarzania 8, 9, and 6
                          - all MI on Stormia distributed, so all cities have one, most coastal cities on the Bobian side have 2, WoC has a few more, and Elipolis has a few more. This will have to do for now.
                          - Further, all workers and settlers on Stormia create a carpet, stretching from Elipolis down. If anyone wants to enter, they will need a lot of units just to get through the workers.
                          - 2 workers which used to be a settler, and the 2 last forest ones distributed over Quanto 77, 78, 8, 9.

                          DeepO

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                          • #73
                            this leaves our defense near NI. We know have a radar tower which we need to protect (as I said, I made a mistake with stakcing the 2 explorers. We are going to have 2 explorers next turn anyway, so I don't care that much.)

                            movement continued
                            - 8 tanks move to radar tower.
                            - 8 inf load onto transport in NI, and unload on the radar tower.

                            - last worker from NI moves 9. This is our road builder.

                            Netscape is crashing. Let's hope this doesn't mean my pc is gone. I'm trying to post this, and will continue on the save. I'll do the rest from memory...

                            DeepO

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                            • #74
                              hum. I could restart Netscape.

                              One of these days, I'm going to reinstall my system again. Funny thing is, I've been saying that for over 4 years now

                              DeepO

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                              • #75
                                movement continued
                                - 8 infs move to NI 8.
                                - 22 marines follow.

                                That still leaves 84 units in New Inchon, of which 8 are arts, 4 transports, 1 fighter, 1 CV, 2 explorers. Lego can't break through.

                                I hope this does it...

                                DeepO

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