The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Just to let you know: I'm on vacation starting yesterday , which means my posts will be scarse in the next two weeks
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
GS must have upgraded probably all their defenders. They have had rubber last turn and have risen to average vs. us. I fail to see what good is upgrading right now, unless GS do not trust GoW/ND and decided to "play it safe", upgrading while there was the chance. If that's not it, then I am lost, as they are only drawing attention to themselves.
Scientific Method now distributed to everybody (GoW & ND got it immediately after we had discovered it).
Thanks to all those added workers, our research output has improved considerably. With just few more beakers per turn (should be easy to gain, as we are finishing a new uni in K'ville), we should be able to nail Mass Production in 4t without going to 70% research at all.
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+720+480=5160g
Security threats IWS Enterprise (GoW), formerly near Jackson, has been replaced by IWS Thunderflare (a destroyer), which means the only real security threat has been removed IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1090AD (Turn 225):
Unit Movement/Actions
1) L.V. (N of Castlea) to move SE-SE-SE-SE, sailing to Pt. Hammer for an upgrade
2) H.N. (the one GS felt so nervous about, E of Hurricane) to move NE-NE-NE-EN, sailing to Invoice for an upgrade
3) I.N. (W of Invoice) to move SE-SE-E-E, sailing to Invoice for an upgrade
4) G.H. (E of Tornado) to move E-E-E-E, sailing to Q.M. for an upgrade
5) new destroyer finished in F'mouth to be named 'H.B.S. Achilles' and moved S-SW-SW-SW-SW-SW
6) new ('10th' & '11th') artilleries finished in Dye Fields & Sharpehaven to fortify at the Cannon Hill
7) new ('8th') infantry finished in Tarzania to be moved to Kloreepville and fortified there
8) new ('9th') infantry finished in Camp David to be moved to Port Hammer and fortified there
9) disband 1 cannon in Q.M. to speed the uni build by a turn there
10) disband 1 rifle in Logville to speed the hospital build by a turn there
Worker Movement/Actions
11) Charlie, Logger, & Paddy to road (S of Crossing) 12) Bruno, Patrick, Chris, George, & Keith to move to the mountain S of Crossing and mine 13) Ken, Francis, Dean, David, & Jacob to move to S of Crossing and rr
14) Duncan & Eric to move to SW-SW of Legopolis and mine
15) new workers to be sent to Vox
City Management
16) Legopolis labourer from the rred/mined grassland W-SW to the newly rred/mined grassland SW-SW of the city
freeing the tile for K'ville
17) Farmerville to keep cranking out 1t workers
18) Forkmouth to start an ironclad
the very last ironclad we need for picket duties
19) Zargonia labourer from a coast to the hill NW-NW; start destroyer
should be exactly 60spt -> 2t destroyer; if there are no more signs of GS preparing for a war, we can switch to university before finishing the destroyer
20) Dye Fields labourer from a rred/minde grassland to coast; start another artillery
21) Sharpehaven to start another artillery
22) Tarzania to start another infantry
23) Camp David to start another infantry
24) Kloreepville labourer from the coast to the rred/mined grassland E-NE; start coal plant
police station would probably be enough to bring the city to 60spt at pop 17, but then we would be limited to destroyers here (battleships cost 200S, stock exchange we will still need costs 200S as well). With a police station, we will be able to easily crank out 2t destroyers OR 3t battleships.
25) Invoice to start another worker
26) Ahhmyfoot labourer from the hill S-SE to the mountain N
more commerce, food wasted anyway
1080AD replayed. ND forgot to accept the lux deal this time, but it has had no effect on our economy. The turn report was updated - nothing major, mostly just units lining up in a different order, plus some error corrections - you know how well I do with East/West...
GS must be up to something - we have fallen down to #2 in Military Service. Still average vs. GS, though - and everybody else is weak vs. us.
Espionage coming our way next turn (see the Voxian diplo thread about the good news on their increased research power). Not known to anybody yet.
Mass Production now easily in 2t, as expected - no need to go to 70% at all. Known only to GS so far (just like Atomic Theory).
Flight not known to anybody yet.
Our military that needs to be upgraded:
53 riflemen ... 53 * 2g/S * (90S-80S) = 1060g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
24 cannons ... 24 * 2g/S * (80S-40S) = 1920g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1060+800+1920+720+480=4980g
Security threats IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1100AD (Turn 226):
Unit Movement/Actions
1) L.V. to move SW-SW-W and upgrade to transport (120g)
2) H.N. to move NE-NE-NE-NE, sailing to Invoice for an upgrade
3) I.N. to move NE and upgrade to transport (120g)
4) G.H. to move E-E-E-E, sailing to Q.M. for an upgrade
5) H.B.S. Achilles to move SW-SW and fortify
6) new ('12th') artillery finished in Panama to fortify at the Cannon Hill
7) new ('10th') infantry finished in Karina to be moved to Port Hammer and fortified there
8) disband 1 rifle in Ahhmyfoot to speed the university build by a turn there
Worker Movement/Actions
9) Duncan & Eric to move to N of Red Bricks and irrigate 10) Charlie & Logger to move to NW of Red Bricks and irrigate 11) Bruno & Paddy to move to NE of Red Bricks and irrigate 12) Patrick & Chris to move to SE of Red Bricks and irrigate
changing the setup of Red Bricks for easy 2t artilleries and fine (+4fpt) growth
13) George & Keith to move to N of Logville and mine 14) Ken & Francis to move to W-NW of Logville and mine
changing the setup of Logville for 2t artilleries
15) Dean, David, & Jacob to be sent to Vox, unless needed elsewhere 16) new worker to be sent to Vox
we do not really need those three workers of ours this turn, so I guess that unless there is pollution to clear, we should send them to Vox. If we need them on the following turn, we simply keep the newly built workers in Invoice & F'ville.
City Management
17) Legopolis labourer from the rred/mined desert NE-NE to the hill E-NE 18) Legopolis labourer from the rred/mined grassland SW-SW to the mountain SE-SE
stops growth, but puts some shields into a reserve (2t*66S+4t*67S=400S, no reserve at all)
19) Jackson labourer from the hill SW-SW to the rred/mined desert W-NW; start destroyer (a BB prebuild actually)
20) Farmerville to keep cranking out 1t workers
21) Port Hammer to work fish, both hills, iRRigated plains N & SW, and coasts
freeing the third iRRigated plains for Panama - no loss of spt, actually (that 1spt was wasted anyway), just slower growth - but we are already at pop 11... and a hospital in Port Hammer is faaaar into the future.
22) Panama labourer from a coast to the iRRigated plains N-NW; start (2t) infantry
23) Red Bricks to start artillery
24) Karina to start another infantry
25) Logville to start (2t) artillery
26) Invoice labourer from the coal mountain to a coast
27) Crossing to work iRRigated grassland, horse & coal hills, and 3 iRRigated deserts; start factory
28) Q.M. to start cathedral
29) send 100+120g to Vox
30) check research slider for possible savings
probably not a chance, but...
Well, if GS is building up military, that doesn't leave them too many options... the question is whether it is us, or if they and GoW have something worked out to smash ND (this doesn't seem to likely). I'd imagine GS' plan would be to take out Lego via Vox, which we've considered before. Let's make sure our transit system into Voxtavia is solid, and lets get a RoP with them set up sooner rather than later...
Later today, I've realized that perhaps GS need not be building up that much... we may be increasing pop (much) faster than they are now, which may affect the Military Service inversely... so, while the number of units built may be comparable or only slightly in their favour, the Military Service reading would go in their favour.
I am working on setting up that backup naval transport route to/from Voxtavia ASAP. All our caravels returning from their former picket positions are to be - after being upgraded to transport - anchored in The Legoon (W-NW of Pt. Hammer is the tile, I think) - that will allow them to transport troops to/from Voxtavia in a single turn (using an emergency port built with a special settler Voxes are going to keep in reserve - see the Vox diplo thread for details).
RoP is a matter of a single turn, as we already have embassies established. I would not rush this, as an RoP would actually make a backstab by Vox easier to carry out (even if such a scenario is purely theoretical...).
Nothing really new... one notable thing this turn was that (probably because of the temporary improvement of our luxury situation), we have started to rise on the scoregraph. However, on the powergraph, we are still on the decline, though this turn only because of Voxes gaining (others stayed pretty much as they were the turn before).
Still #2 in Military Service, average vs. GS and strong vs. everybody else. The world seems to enjoy a naval build-up. I can see three GoW DDs, two GS DDs, one Voxian DD - and one DD of ours. No BB in sight yet.
Mass Production in 1t while staying at 60% (known to GS only so far - they must be waiting for us to discover it before distributing it to others). Espionage with us, Legopolis build updated. Flight not known to anybody yet (Rhothaerill reports Flight in 11t ATM, to go down to 10t soon), Atomic Theory known to GS only.
Our military that needs to be upgraded:
52 riflemen ... 52 * 2g/S * (90S-80S) = 1040g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
24 cannons ... 24 * 2g/S * (80S-40S) = 1920g needed for upgrades to artillery
4 caravels ... 4 * 2g/S * (100S-40S) = 480g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1040+800+1920+480+480=4720g Though, that's what we'd need to upgrade all we have got ATM - but many rifles, cannons, and all caravels will be disbanded, being replaced by newly built units.
Security threats IWS Black Pearl (GoW) formerly N-N-N-N-N of Castlea removed, replaced by IWS Chimaera (DD) IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1110AD (Turn 227):
Unit Movement/Actions
1) L.V. to be designed "LNT-LV" (Legoland Naval Transport), moved W-NW and fortified, becoming part of our emergency route from/to Voxtavia.
2) H.N. to move N-N-NE-NE, sailing to Invoice for an upgrade
3) I.N. to be designed "LNT-IN" and moved N-N-N-N-NE-E, joining LVT-LV next turn (part of our emergency route to/from Voxtavia)
4) G.H. to move E and upgrade to transport (120g) NW-N-NE-NE, heading for Sandonorico to be disbanded there (shall be replaced by a new transport built in Panama)
5) new ironclad finished in Forkmouth to be named "Southfork" and moved SW-W-W-NW-NW, heading to replace Intrepid
6) new destroyer finished in Zargonia to be named "H.B.S. Perseus" and moved E-N-N-N-NW-NW, covering that single shrouded water tile 6xNE of Tarzania
7) new ('1th') artilleries finished in Dye Fields & Sh'haven to fortify at the Cannon Hill
8) new ('11th') infantry finished in Tarzania to be moved to Dye Fields and fortified there
9) disband one cannon in Tiberium to speed its hospital build by 1t
10) disband one cannon in Panama to allow for a 2t transport build
Worker Movement/Actions
Workers to take care of whatever pollution we might take. Having nothing better to do, they should build some fortresses on the access routes to Legopolis.
11) two workers to mine the desert NW of Panama
to allow for 2t transport production even if being hit by pollution once (Panama will be 48spt working all shield producing tiles, at least 42spt losing any one of them but the iron hill - only losing the iron hill would prevent the transport from being done in 2t then)
12) new workers to be sent to Vox
City Management
13) Jackson to change production to battleship
14) Farmerville to keep cranking out 1t workers
15) Panama to change production to transport
see my post here for the reasoning.
16) Forkmouth to start destroyer
17) Zargonia to start another destroyer
18) Dye Fields to start another artillery
19) Logville labourer from the rred/mined grassland SW-SW to a coast
just micromanaging... if we get unlucky and are hit next turn, missing the completion time, we do a DD or sub here instead
20) Sharpehaven to start another artillery
21) Tarzania to start another infantry
22) Kloreepville labourer from a mined grass to the mountain, ensuring we do finish the coal plant even if K'ville gets hit by a pollution
23) Invoice to start another worker
24) Ahhmyfoot to start infantry stock exchange
ok, I know... but it's not the builder thing... Ahhmyfoot was meant to start building infantries this turn. However, a stock exchange will add 6gpt at 60% science here - that's roughly 1 infantry upgrade every 3t. We miss 2 infantries now (3-4t to build the stock exchange, depending on whether we use a disband or not), but shall recover the "loss" within 10t from now simply because of not having to build those infantries in the first place, upgrading them from existing rifles. Generally, cities should only be building infantries if they have nothing better to do - and Ahhmyfoot can build the stock exchange.
25) Tiberium labourer from a coast to the rred/mined grassland N-NE, ensuring the hospital completes in 1t
26) Horsefish to start a submarine
27) send Mass Production and 100+120g to Vox
28) start researching Atomic Theory at 60%
Atomic Theory is now 4800-10%=4320 beakers. Our current research output ranges as follows (figures rounded to tens):
Obviously, to do Atomic Theory in 4t, we'd have to go at least 80% on all 4 turns, losing -70gpt*4t=-280g (in addition -220gpt*4t=-880g would be sent to Vox, unless we stop their funding for those 4t). Dropping by -1160g, below 1000g in bank in mere 4t does not sound like a sound strategy to me... if we are attacked, I think 1000g to upgrade rifles/cannons will do us more good than the fact that we would be one turn closer to tanks (we'd have to slow the research down anyway). Plus, keeping Vox at 100% research is going to net us Flight in 10t (instead of, say, 14t) - which I think is more important than getting Tanks in 12t instead of 13t.
All in all - I do not believe the game could be decided by the single turn we are able to gain on others by doing AT in 4t. OTOH, short term, I believe it's a good idea to keep a healthy cash reserve, making sure Voxes get to full strength ASAP... it's their ability to research along with us that might decide the game.
I suggest we do AT in 5t, going 60% for 3t, then 1t for 70% and 1t for 80% - that should hopefully be enough to make it, with three new universities coming online over the next 3 turns.
21) Ahhmyfoot to start infantry stock exchange
ok, I know... but it's not the builder thing... Ahhmyfoot was meant to start building infantries this turn. However, a stock exchange will add 6gpt at 60% science here - that's roughly 1 infantry upgrade every 3t. We miss 2 infantries now (3-4t to build the stock exchange, depending on whether we use a disband or not), but shall recover the "loss" within 10t from now simply because of not having to build those infantries in the first place, upgrading them from existing rifles. Generally, cities should only be building infantries if they have nothing better to do - and Ahhmyfoot can build the stock exchange.
I suggest we do AT in 5t, going 60% for 3t, then 1t for 70% and 1t for 80% - that should hopefully be enough to make it, with three new universities coming online over the next 3 turns.
You make a solid argument Of course, if the game really is decided by the 1 turn to AT, won't we feel silly?
Funny, how easy it is to forget WHY you are doing something once you actually start doing it... my own argument about the stock exchange in Ahhmyfoot has made me realize there's at least one other city set to suboptimal production - Panama.
Panama is 45spt (could be 48spt after mining one of the currently irrigated tiles). ATM, it's building 2t infantries - which saves us 20g every 2t, basically by-producing 20S we get by disbanding an old rifleman. Now, is there any better way to save gold by building modern units here?
Panama is a coastal city with a harbour. Unlike in Karina and Tarzania (which are our other infantry producers), we can build navy here, too. 2t*45spt=90S, only 10S short of a new transport. 10S we can easily get from a disbanded cannon (our arty production is now at full speed and we'll have a number of obsolete cannons available over the next few turns).
Building 2t transports in Panama would allow us to not upgrade our remaining four caravels, disbanding them instead - we'd be saving 120g (!) every 2t, with the only associated "cost" being the loss of 20S coming from a disbanded obsolete unit (as the cannon needed to do the transport in 2t equals the caravel we'll eventually be able to disband). However, saving (120g+0S)/2t instead of (20g+20S)/2t is huge - that's 5 more rifles we could upgrade every 2t (or 5 less infantries we would have to build from scratch).
Even after running out of caravels to replace, it would still be better to keep building transports, trashing galleons (we've got 6 of them), instead of doing infantries (saving 80g+0S/2t instead of 20g+20S/2t).
Thus, I suggest to change the production of Panama from infantry to transports, at least until we replace our remaining 4 caravels (8t total, including the one we have already played, 1100AD).
Alright... if there was a slightest doubt about something brewing out, it's gone. GS went strong vs. us this turn, GoW has become average. ND remained weak. We are still #2 in Military Service.
There's no way GS could go from weak to strong vs. us over these few turns unless they were building up for an attack on somebody. Not sure where GoW fits in this, though - they may be just upgrading their rifles... We really need those spies planted ASAP.
Mass Production known to GS only (shall undoubtedly change next turn). Amphibious Warfare and Flight not discovered yet. Rhothaerill reports Flight now in 9t (1200AD).
Atomic Theory in 6t, though we shall easily do it in 5t as planned, by going 70% & 80% on the last two turns of our research (see at the bottom).
I sent twice as much gold/workers to Vox this turn, because next turn, we will be establishing an ongoing dyes for 1gpt deal (was not possible this turn yet) to get rid of the "bumps" between "gift" deals. I believe that sending this and another deal could mess things up, so we better avoid it. We just keep the new workers and gold next turn. I am also going to update Voxes on the situation and ask for an update on theirs.
Otherwise, pretty much nothing exciting - but considering the fast GS build-up, I believe we should upgrade some of our rifles next turn. We do have the money and we do not really need them for upgrades anywhere else - caravels shall be replaced with newly built transports, cannons shall be replaced by newly built artilleries (now being built in 4 cities). We will certainly not replace more than half of our rifles with newly built infantries - so I suggest upgrading 25 rifles (500g). We should still have money enough to plant a spy with GS (and GoW, possibly) in 1140AD, after our IA is completed, without going under 1000g.
Our military that needs to be upgraded:
52 riflemen ... 52 * 2g/S * (90S-80S) = 1040g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
22 cannons ... 22 * 2g/S * (80S-40S) = 1760g needed for upgrades to artillery
4 caravels ... 4 * 2g/S * (100S-40S) = 480g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1040+800+1760+480+480=4560g Though, that's what we'd need to upgrade all we have got ATM - but many rifles, cannons, and all caravels will be disbanded, being replaced by newly built units.
Security threats IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter) veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1120AD (Turn 228):
Unit Movement/Actions
1) LNT-IN to move N and fortify, becoming part of our naval emergency route to/from Voxtavia
2) new transport finished in Panama to be named 'LNT-GH' (to honor Golden Hind that will be scrapped in Sandonorico this turn), move W-N-N-N-NW, and fortify, becoming part of our naval emergency route to/from Voxtavia
3) Southfork to move NW-NW-NW-NW, heading to replace Intrepid on the next turn
4) H.N. to move SE-SE-SE-SE, sailing to Sandonorico to be scrapped
5) G.H. to move NE-NE and disband, being effectively replaced by the transport just completed in Panama
6) H.B.S. Perseus to fortify, covering that single shrouded water tile 6xNE of Tarzania
7) 57th Infantry (Camp David) and 58th Infantry (Nou Camp) to move to S'haven and fortify there
8) new ('15th' and '16th') artilleries finished in Red Bricks and Logville to fortify at the Cannon Hill
9) new ('12th') infantry finished in Karina to be moved to Dye Fields and fortified there
10) disband 1 regular rifle in Oasis to shave a turn off the uni build there
11) disband 1 rifle in Quanto Mechanico to shave a turn off the cathedral build there
Worker Movement/Actions
Workers to take care of whatever pollution we might suffer. Having nothing better to do, they should build some fortresses on the access routes to Legopolis and Karina.
12) one new worker to be added to Horsefish
City Management
13) Legopolis labourer from the mountain SE-SE to the rred/mined grassland E-SE
brings the city to 67spt... we'll need only 2*64=128S to finish the IA in time, which is going to be well covered - time to resume some slow growth
14) Farmerville to keep cranking out 1t workers
15) Panama to start another transport
16) Red Bricks to start another artillery
17) Karina to start another infantry
18) Logville labourer from a coast to the rred/mined grassland SW-SW; start another artillery
19) Sharpehaven labourer from a rred/mined grassland to coast
arty still safely in 1t
20) Kloreepville to start a 3t battleship at ~70spt (adjust WF accordingly)
not sure about the exact WF setup - we should be able to return the mountain labourer back to the mined grass
21) Invoice labourers from the coal mountain & rred/mined grassland W to coast, as usually
22) Crossing labourer from iRRigated desert to a hill
growth still in 1t, more shields
23) Tiberium labourers from the tiles SW-SW & N-NE to coasts; start bank
Logville and Horsefish are assigned to military production -> higher priority
24) Horsefish to work all land tiles except the hill NW-NW
thanks to an added worker and shield-maxxing, we should be able to nail the sub in just 1t
25) Tipperary labourer from the hill E-NE to coast; change production to battleship
ok, this is probably unexpected, but here is the reasoning... a factory (the build will be at 182/240S, so 4t to go) in Tipperary would raise the spt output by 14*50%=7spt (to 21spt). Means Tipperary would be able to build 5t subs or 6t destroyers - with several our cities doing 2t/3t naval builds, that's little difference... We'd be paying 3gpt factory maintenance and it would take ~34 turns to just recover the factory shield investment. It just does not seem worth it. OTOH, we could have a nice shiny vet BB sailing out of Tipperary in mere 2t - considering the GS buildup, I'd say that such a BB could easily be golden in few turns.
26) nothing to be sent to Vox this turn
to not mess with establishing a lux-for-gpt deal
--) researching Atomic Theory at 60%
Atomic Theory is now 4800-10%=4320 beakers, we should be having ~790 beakers accumulated. Our current research output ranges as follows (figures rounded to tens):
Alright... if there was a slightest doubt about something brewing out, it's gone. GS went strong vs. us this turn, GoW has become average. ND remained weak. We are still #2 in Military Service.
Hrm... well, the obvious would be a two-pronged attack on both our coasts from GS and GoW. But I can't imagine they would leave ND out of that, because a GS-GoW alliance to topple Lego would then leave ND in the dust if they didn't get a piece of it. I suppose ND itself could be the target... *sigh* It's all very confusing...
Originally posted by ZargonX
Hrm... well, the obvious would be a two-pronged attack on both our coasts from GS and GoW. But I can't imagine they would leave ND out of that, because a GS-GoW alliance to topple Lego would then leave ND in the dust if they didn't get a piece of it. I suppose ND itself could be the target... *sigh* It's all very confusing...
Perhaps.
But ND made it clear they believed their only chance was to let everybody else beat the crap out of each other, while gaining (relative) strength. It's what I think, too. Irrespective of if they are part of the attack at us or not, the victorious GS & GoW (if victorious, that is) would cut them to pieces. ND is weak. Too weak to play an important role. They can only pray to not be the target.
No, I believe it will be us (and Vox) vs. GS & GoW... with ND sitting by the sideline, building up, hoping nobody would achieve a decisive victory. Most probably getting marginally/indirectly involved to prolong the slaughtery.
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