Announcement

Collapse
No announcement yet.

The Reign of Panzer II

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • The Reign of Panzer II

    From a long noble line, once the winning faction in the early civil wars and now settled down in Isolationia comes a new power. Panzer II, the grandson 26 generations removed of the great Panzer I, leader of the Glory of War up until the golden age and the southern wars, has stood up in the absence of the great Emperor Zen to once again hold power in the greatest empire the world has seen.

    And its about to get greater...
    Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
    King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
    ---------
    May God Bless.

  • #2
    playing 1180 AD. Accepted stuff from ND, and sent them wines to play with.

    MZ I don't know how you figure those <100 shield cities are going to churn out a tank per turn.
    Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
    King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
    ---------
    May God Bless.

    Comment


    • #3
      Does this help

      Originally posted by Master Zen
      *** BUILDER STUFF ***



      Disbandings and Shortrushes

      GoW is capable of producing eight 100-shield units per turn in eight cities. Three of them already have a production of 100spt so no problem here. The others range from 76spt to 96spt so disbandings/rushes are necessary. These are as follows:


      Imperial City - 96spt - must disband an Explorer (+5s) OR disband two workers (+4s)

      The Hill - 104spt - no rushes necessary

      Yellowknife - 100spt - no rushes necessary

      Irongard - 100spt - no rushes necessary

      Trafalgar - 96spt - must disband an Explorer (+5s) OR disband two workers (+4s)

      Skulgaria - 90spt - must disband TWO Explorers (+10s) OR shortrush a worker (+5s cost 80g).

      Killdaria - 80spt - must disband a Cavalry (+20s)

      Macao - 76spt - must disband an Explorer (+5s) AND a Cavalry (+20s)


      Explorers are being built in 4 cities. 3 of them are built in 1 turn (Zayrut, Alert and Resolute). MacKenzie builds it in 2 turns. In Skulgaria's case, shortrushing should only be done if there aren't two extra Explorers available for it.

      I havent opened a save for quite some time .. so I havent checked the above
      "No Comment"

      Comment


      • #4
        So much for paying attention. Poor MZ.

        Comment


        • #5
          what? didn't even see that thread :/

          I was doing what it said in the war plans thread... why didn't MZ put all the stuff in the one thread...? Anyways we won't have quite as many tanks now
          Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
          King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
          ---------
          May God Bless.

          Comment


          • #6


            my perfectly timed builds... gone forever...
            A true ally stabs you in the front.

            Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

            Comment


            • #7
              you did the same thing to me & my worker schedule... we're even
              Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
              King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
              ---------
              May God Bless.

              Comment


              • #8
                but we're going to war now

                btw, have you contacted ND or GS as of late?
                A true ally stabs you in the front.

                Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                Comment


                • #9
                  from GS:

                  Dear Master Zen,

                  This is coming from me rather than Cort Haus simply because I happen to be around at the moment. Feel free to send responses to whoever you prefer.

                  First, to clear up the timing. Be aware that turns change from 10 years to 5 years in 1250 AD. As we understand it, the proposed timeline (with 1 turn delay for 5 more tanks) is therefore:
                  Turn Year Event
                  233 1180 Current turn (as of time of writing)
                  234 1190
                  235 1200 Celebrate start of 13th century
                  236 1210
                  237 1220
                  238 1230 GS southern task force loads up and moves out from T-5 to T-4
                  239 1240 GS South moved from T-4 to T-3
                  240 1250 GS Northern group sets sail, GS South moves (T-3->T-2) GoW group sets sail
                  241 1255 GS North and South move (T-2->T-1)
                  242 1260 All groups at T positions, hoping not to get to slaughtered by Lego
                  243 1265 D-Day. Amphibious invasions by GS and GoW

                  Does this match up with your plans, or do we have a mis-communication somewhere? We are fine with the extra turn delay. Five more tanks in the initial turn's invasion force is probably worth more than what Lego can produce in the extra turn.

                  Second issue: strategy.

                  Our plan is to do the amphibious assault, move transports into the city, unload, and go on the offensive on the same turn. Tanks only have 2 moves, which isn't enough to take more than one or two cities normally, so we're taking along several settlers to allow us to reach further. If the interior cities are lightly defended, that allows us to get a whole load of them in one turn (with the aim of razing their FP city).

                  From your plans, it looks like you're planning to take a coastal city, and then sit in it to ride out the Lego counter-attack. With no settlers you won't be able to hit any new cities on the first turn. You need two to get from Jackson or Dye Fields to Legopolis. And your rally point for the final assault is (we think) one tile too far from Dye Fields - the transports will only be able to move next to it, so all units will have to move into the city, and therefore can't do anything else (or fortify).

                  While it is obviously up to you what strategy you go for, it would probably be good to know what to expect from each other. Currently we are planning to take and raze as many cities as possible in the first turn, whilst also holding a heavily defended coastal city to channel reinforcements through. What is your overall strategy?

                  Regards

                  vulture

                  Actually the settler bit I had completely forgotten about when I rushed to make the spreadsheet. The three camps should be able to build 3 settlers, and we can delay 1 turn to get 5 extra tanks + 3 settlers in an extra transport built in DDDungeon.

                  Also, check the dates and we can launch from one tile south so we can hit Dye Fields and put in our transports directly into the city (I made a mistake on that map)
                  A true ally stabs you in the front.

                  Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                  Comment


                  • #10
                    Hi MZ,

                    Sorry, forgot to mention the troop numbers. The plan is for:

                    50 marines
                    50 tanks
                    30 infantry
                    20 destroyers
                    6 settlers

                    More or less. Exact numbers subject to slight changes and interference from pollution. Also, RP are contributing some conquistadors (not sure how many, probably one or two boatloads) for pillaging purposes.

                    Regards

                    vulture
                    Wrote back to vulture and got this. Man, I'd hate to have to defend against this combo....
                    A true ally stabs you in the front.

                    Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                    Comment


                    • #11
                      hey, what am I supposed to research next?
                      Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
                      King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
                      ---------
                      May God Bless.

                      Comment


                      • #12
                        I believe Radio is the only remaining requisite tech. Also, don't forget to send Amph. to ND and GS once we get it (this turn IIRC)

                        Two more things:

                        1) Get ND to help out with Radio.

                        2) Talk to ND about espionage with Lego. They should build their Intelligence Agency soon. We will need a map of Lego, and then spying on their cities too (Dye Fields and Jackson on D-Day).
                        A true ally stabs you in the front.

                        Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                        Comment


                        • #13
                          okay, playing the next turn.

                          500 gold sent to GS for whatever it was we owed them. Also amphib sent to ND and GS. Going for radio in 6 turns, -125 deficit. Builds somewhat sorted out, 5 smaller cities building settlers.

                          MZ, you're taking this operation back over once you've got a steady internet connection right?
                          Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
                          King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
                          ---------
                          May God Bless.

                          Comment


                          • #14
                            Yes. Which will be not earlier than Oct 1.

                            Questions. Why 5 settlers? Are we going to have enough ship space for them? We will be needing a 19th transport which I'm not sure if it was in the plans or not. The 3 camps should be able to build 3 settlers in 4 turns.

                            Remember that the most important thing is to get those 8 units in the 8 cities. It is CRUCIAL. One turn delay is not a problem if it can add us some tanks, thus compensating the lost builds. We should be launching in 1250 AD with no less than 40 tanks (the more the merrier).

                            Also, get ND TO HELP WITH RADIO!
                            A true ally stabs you in the front.

                            Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                            Comment


                            • #15
                              Originally posted by Master Zen
                              Yes. Which will be not earlier than Oct 1.

                              Questions. Why 5 settlers? Are we going to have enough ship space for them? We will be needing a 19th transport which I'm not sure if it was in the plans or not. The 3 camps should be able to build 3 settlers in 4 turns.
                              the 3 camps are doing settlers so thats okay there, the other 2 cities doing settlers are junk cities in the south. Might as well have a couple extra lying about if we need them.

                              Remember that the most important thing is to get those 8 units in the 8 cities. It is CRUCIAL. One turn delay is not a problem if it can add us some tanks, thus compensating the lost builds. We should be launching in 1250 AD with no less than 40 tanks (the more the merrier).
                              Yes, I've got the system down now.

                              Also, get ND TO HELP WITH RADIO!
                              done 150 gpt for a 6 turn research.
                              Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
                              King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
                              ---------
                              May God Bless.

                              Comment

                              Working...
                              X