Everything still quiet. GS submarine gone (prolly to the East). GS have built 6 more tanks since the previous turn, making their tank forces 69 strong. 2 new combat settlers, but nothing else built this turn. No bombers, nor marines. 20 DDs, no BBs.
Spy now with GoW/China:
29 workers
7 explorers
28 cavalries
58 infantries
36 tanks
19 artillery
15 transports
2 carriers
19 destroyers
9 bombers
4 riders
This suggests GoW have been having Motorized Transport for quite some time now.
Electronics now a 4t project, as expected (it's close, but we should be ok). ND still lacking Atomic Theory (why?). Amphibious Warfare discovered! (with one team) Espionage still with us & Vox only. We are maintaining our relative strenght on the powergraph - GS gained some at the expense of ND and GoW. No change in our military ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, gone (we can't see the ship). However, IDT Muli now E-E-E-E-NE of Zargonia. Means we have two ND transports around there... We remain prepared with 9 infantries in both Crossing and Zargonia.
Our current military:
1 settler
14 workers
75 infantry
8 horsemen
51 cavalry
61 artilleries
15 transports
16 ironclads
5 destroyers
7 battleships
3 submarines
Our military that is not upgraded yet:
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
(though we may never upgrade these)
Security threats
IDT Muli (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
Plans for 1200AD (Turn 236):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move NW-NW-W-W-SW-SW
staying out of the GoW's DD sight, heading for Port Hammer and Kloreepville
2) LNT-TR to move SE-SE and fortify in K'ville
3) new submarine finished in Kloreepville to be named 'U-K1' and moved NW-NW-NW-W, sailing into the Western Ocean
4) LNT-GG to move N-N-N-N-NE-E, heading for Kloreepville
5) H.B.S. Karina to fortify in Sharpehaven
6) LNT-CA to move N-N-N-N-N-N, heading for Kloreepville
7) U-H2 to move NW-NW-NW-W
8) new destroyer finished in Q.M. to be named 'H.B.S. Athena' and moved W-W-W-NW-NW-NW
9) LNT-FE to fortify
10) new submarine finished in Horsefish to be named 'U-H3' and moved SE-S-W-W; if GS sub spotted, shadow her (?)
11) U-Z1 to move S-S-S-SE
sailing to somewhere near Zegu to look for bad things coming from that direction
12) H.B.S. Myrmidon' to move S-S-S-S-S-S
13) new ('76th') infantry finished in Panama to fortify SW-SW of Kloreepville
14) new ('77th', '78th') infantries finished in Karina and Dye Fields to fortify S-S of Sharpehaven
Worker Movement/Actions
15) 1 worker to join Red Bricks
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
NE-NE of Horsefish - to prevent the landing force from double-checking Horsefish & Tiberium
SW-SW of Tiberium - to prevent the landing force from double-checking Horsefish & Tiberium
E-NE of Tipperary - to prevent the landing force from double-checking Tipperary & Horsefish
S, S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
City Management
16) Farmerville to keep cranking out 1t workers
17) Panama to start battleship (hydro plant prebuild)
18) Red Bricks to start palace (hydro plant prebuild)
18a) Karina to start airport (hydro plant prebuild)
19) Dye Fields to start another infantry
20) Sandonorico to work 7 iRRigated deserts
if we can still nail Electronics in 2t
21) Kloreepville to start battleship
after we grow one more pop (70+spt), we do 3t stock exchange here
22) Quanto Mechanico labourer from the hill E-NE to a coast; start submarine
23) Abilene to start hospital
24) Horsefishlabourer from the coast to the hill W-SW; to start another submarine settler
a quick 1t settler to be ready for two independent landings (we will add workers to gain the pop back on the following turn)
25) Tipperary labourer from the hill E-NE to a coast
26) keep the research output close to 870bpt to nail Electronics in 2t
27) try planting a spy with ND
last team we should have a spy with...
Spy now with GoW/China:
29 workers
7 explorers
28 cavalries
58 infantries
36 tanks
19 artillery
15 transports
2 carriers
19 destroyers
9 bombers
4 riders
This suggests GoW have been having Motorized Transport for quite some time now.
Electronics now a 4t project, as expected (it's close, but we should be ok). ND still lacking Atomic Theory (why?). Amphibious Warfare discovered! (with one team) Espionage still with us & Vox only. We are maintaining our relative strenght on the powergraph - GS gained some at the expense of ND and GoW. No change in our military ratings vs. GS, GoW, nor ND.
Arabian (ND) transport, IDT Lastkahn, gone (we can't see the ship). However, IDT Muli now E-E-E-E-NE of Zargonia. Means we have two ND transports around there... We remain prepared with 9 infantries in both Crossing and Zargonia.
Our current military:
1 settler
14 workers
75 infantry
8 horsemen
51 cavalry
61 artilleries
15 transports
16 ironclads
5 destroyers
7 battleships
3 submarines
Our military that is not upgraded yet:
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
(though we may never upgrade these)
Security threats
IDT Muli (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
Plans for 1200AD (Turn 236):
Unit Movement/Actions
1) LNT-FD & LNT-VI to move NW-NW-W-W-SW-SW
staying out of the GoW's DD sight, heading for Port Hammer and Kloreepville
2) LNT-TR to move SE-SE and fortify in K'ville
3) new submarine finished in Kloreepville to be named 'U-K1' and moved NW-NW-NW-W, sailing into the Western Ocean
4) LNT-GG to move N-N-N-N-NE-E, heading for Kloreepville
5) H.B.S. Karina to fortify in Sharpehaven
6) LNT-CA to move N-N-N-N-N-N, heading for Kloreepville
7) U-H2 to move NW-NW-NW-W
8) new destroyer finished in Q.M. to be named 'H.B.S. Athena' and moved W-W-W-NW-NW-NW
9) LNT-FE to fortify
10) new submarine finished in Horsefish to be named 'U-H3' and moved SE-S-W-W; if GS sub spotted, shadow her (?)
11) U-Z1 to move S-S-S-SE
sailing to somewhere near Zegu to look for bad things coming from that direction
12) H.B.S. Myrmidon' to move S-S-S-S-S-S
13) new ('76th') infantry finished in Panama to fortify SW-SW of Kloreepville
14) new ('77th', '78th') infantries finished in Karina and Dye Fields to fortify S-S of Sharpehaven
Worker Movement/Actions
15) 1 worker to join Red Bricks
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
NE-NE of Horsefish - to prevent the landing force from double-checking Horsefish & Tiberium
SW-SW of Tiberium - to prevent the landing force from double-checking Horsefish & Tiberium
E-NE of Tipperary - to prevent the landing force from double-checking Tipperary & Horsefish
S, S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
City Management
16) Farmerville to keep cranking out 1t workers
17) Panama to start battleship (hydro plant prebuild)
18) Red Bricks to start palace (hydro plant prebuild)
18a) Karina to start airport (hydro plant prebuild)
19) Dye Fields to start another infantry
20) Sandonorico to work 7 iRRigated deserts
if we can still nail Electronics in 2t
21) Kloreepville to start battleship
after we grow one more pop (70+spt), we do 3t stock exchange here
22) Quanto Mechanico labourer from the hill E-NE to a coast; start submarine
23) Abilene to start hospital
24) Horsefish
a quick 1t settler to be ready for two independent landings (we will add workers to gain the pop back on the following turn)
25) Tipperary labourer from the hill E-NE to a coast
26) keep the research output close to 870bpt to nail Electronics in 2t
27) try planting a spy with ND
last team we should have a spy with...
Comment