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  • 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) Horsefish labourer 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...
    Last edited by vondrack; September 20, 2004, 14:35.

    Comment


    • OK, I have gone through the plan, focusing on possible extra infantry builds - but found no cities suitable for that type of production. Everything capable of efficient infantry production already is building infantries.

      The only change made is in Horsefish - instead of another submarine, I suggest we do 1 more defensive settler (to be ready for landings by both GS and GoW). And one addition - hydro plant prebuild to be started in Karina (Karina should be able to build 1t infantries once having a hydro plant).

      Comment


      • I suggest we do 1 more defensive settler (to be ready for landings by both GS and GoW).
        I make movies. Come check 'em out.

        Comment


        • I was about to suggest the same thing.
          "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

          Comment


          • Everything still quiet. GS have built 6 marines since the previous turn and 1 tank (70 tanks total). 7 combat settlers total. 2 new DDs (22 total), still no BBs. One new fighter (what!?), no bombers.

            GoW puzzles me... they've built 8 new tanks (44 total now) and 1 carrier, but LOST 1 explorer & 1 destroyer! Why would anyone scrap a DD???

            Electronics research proceeding as planned, we should nail it easily in 2t. Amphibious Warfare now with THREE teams (cost down 30%, Vox report to have it for us in 4t). ND have received Atomic Theory, but they're still lacking Electronics. Espionage still with us & Vox only. We have lost a wee bit on the powergraph - but it was GoW gaining, not GS. No change in our military ratings vs. GS, GoW, nor ND.

            I'm sorry to report that ND is showing signs of EXTREME hostility towards us. Their settler stands on the hill E-E-E-NE of Crossing. The ONLY reason to build a city there is to threaten us (economically, it's total crap - there is better land in the Far East). We made it very clear back in Zayxus times the we did NOT want their city there. And U-Z1 spotted 2 Arabian transports W of Zegu. They are too close to the coast to be pickets. I am totally puzzled what ND is up to - but it's nothing good for us. Perhaps this could be why Darekill resigned? That his teams decided to attack us? Darekill told me more than once he would never attack GoW, nor us... call me naive, but I believed him - and still do.

            Unless I screwed with my notes, there's something fishy going on with ND transports. NDT (hm, it was IDT...) Muli was E-E-E-NE of Zargonia last turn (1190AD). But it's now (1200AD, one turn later) W of Zegu! IDTs changed to NDTs... prolly a lot of renaming going on.

            Pity we failed to plant a spy with ND - we could really use some ND marine numbers...

            Our current military:
            1 settler
            14 workers

            78 infantry (+3)

            8 horsemen
            51 cavalry

            61 artilleries

            15 transports

            16 ironclads
            6 destroyers (+1)
            7 battleships
            5 submarines (+2)


            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
            NDT Lastkahn (ND) E-E-E-E of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 9 infantry defenders in Crossing.


            Plans for 1210AD (Turn 237):


            Unit Movement/Actions

            1) LNT-FD & LNT-VI to move W and fortify in Port Hammer, joining the Voxtavia Ferry Fleet

            2) H.B.S. Legopolis & H.B.S. Jackson (currently anchored in Port Hammer) to sail W-W-S-S-S-S
            heading to join Task Force North

            3) LNT-GG to move SE-SE-SE and fortify in Kloreepville, joining the Invoice Ferry Fleet

            4) U-K1 to move SW-SW-SW-SW, sailing to the Task Force North deployment area

            5) H.B.S. Kloreepville (SW-SW of Invoice) to move SW-S and fortify
            6) H.B.S. Panama (W-W-W of S'haven) to move N-N and fortify
            7) H.B.S. Karina (S'haven) to move NW-NW-NW-NW-W and fortify
            forming Task Force North

            8) LNT-CA to move N-N-N-N-N-N, heading for Kloreepville to join Invoice Ferry Fleet

            9) H.B.S. Athena to fortify, allowing H.B.S. Tipperary to withdraw a bit, staying outside of the range of GS DDs

            10) H.B.S. Tipperary to move N-N-N-N-N-N, heading to join Task Force North

            11) U-H2 to move N-N-N-NW

            12) U-H3 to move W-W-W-NW, sailing into the Western Ocean

            13) U-Z1 to move SE-SE-SE-SE
            almost there... should look for bad things coming from Southeast

            14) H.B.S. Myrmidon' to fortify

            15) new destroyer finished in Zargonia to be named 'H.B.S. Artemis', moved E-SE-S-S-SW, and fortified in Crossing

            16) 72nd Infantry (Tarzania) to move to SE-SE of Zargonia and fortify

            17) new ('79th') infantry finished in Tarzania to fortify SE-SE of Zargonia

            18) new ('80th', '81st') infantries finished in Camp David and Ahhmyfoot S-SE of Zargonia

            19) 28th Infantry (Red Bricks) to move to S-SW of Crossing and fortify
            20) 42nd Infantry (Farmerville) to move to S-SW of Crossing and fortify

            21) all horses to move from Karina to Crossing
            just raising the troop numbers as high as possible to make it real difficult for ND to pull anything...

            22) new settler finished in Horsefish to be named 'Stormstopper' and fortified at Rich Twin


            Worker Movement/Actions

            23) 2 workers to mine the iRRigated grassland SE of Red Bricks
            already at max pop, so let's maxx shields out

            24) 1 worker to join Karina
            to work the iron hill, allowing a hydro plant in 3t

            25) 1 worker to join Oasis
            to make it a metro (extra shields/commerce in the city tile)

            Workers not assigned to more important duties (pollution cleaning) shall build fortresses:

            S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary


            City Management

            26) Farmerville to keep cranking out 1t workers

            27) Karina (the joined worker aka new labourer) to work the iron hill freed by Oasis
            helps complete the hydro plant in 3t

            28) Zargonia to start another destroyer

            29) Sharpehaven to start infantry

            30) Oasis to work floodplains, 4 rred/mined grasslands, hill, and 7 iRRigated deserts incl. the oil one; start stock exchange (a hydro plant prebuild, to be completed in 8t while growing fast)

            31) Tarzania to start another infantry

            32) Camp David to start another infantry

            33) Ahhmyfoot to start another infantry

            34) Horsefish to start barracks at ~20spt
            with a very small investment (40S barracks), we can have a city producing 3t infantries - I suspect we still have not enough of those... actually, we will NEVER have enough of them, I'd say...

            35) Nou Camp to start another worker


            36) nail Electronics in 1t
            Last edited by vondrack; September 26, 2004, 03:55.

            Comment


            • I'm sorry to report that ND is showing signs of EXTREME hostility towards us. Their settler stands on the hill E-E-E-NE of Crossing. The ONLY reason to build a city there is to threaten us (economically, it's total crap - there is better land in the Far East). We made it very clear back in Zayxus times the we did NOT want their city there. And U-Z1 spotted 2 Arabian transports W of Zegu. They are too close to the coast to be pickets. I am totally puzzled what ND is up to - but it's nothing good for us. Perhaps this could be why Darekill resigned? That his teams decided to attack us? Darekill told me more than once he would never attack GoW, nor us... call me naive, but I believed him - and still do.
              Hrm... this is unsettling. Perhaps ND is the one they've gotten to agree to do most of the dirty work? The only upside is that ND might be played by GoW, and they may turn around to smash them once they've comitted troops fighting us. Might just be a pipe dream, but it's a possiblity.
              I make movies. Come check 'em out.

              Comment


              • How long do we have to wait between tries for planting spies?

                Comment


                • Originally posted by Kloreep
                  How long do we have to wait between tries for planting spies?
                  Unfortunately, I have no idea. Anyone knowing of a reliable information source?

                  Comment


                  • Turn plan amended/changed according to the plan posted in the Military Architect thread. Mostly navy movement affected.

                    Comment


                    • Originally posted by vondrack
                      I'm sorry to report that ND is showing signs of EXTREME hostility towards us. Their settler stands on the hill E-E-E-NE of Crossing. The ONLY reason to build a city there is to threaten us (economically, it's total crap - there is better land in the Far East). We made it very clear back in Zayxus times the we did NOT want their city there. And U-Z1 spotted 2 Arabian transports W of Zegu. They are too close to the coast to be pickets. I am totally puzzled what ND is up to - but it's nothing good for us. Perhaps this could be why Darekill resigned? That his teams decided to attack us? Darekill told me more than once he would never attack GoW, nor us... call me naive, but I believed him - and still do.
                      I have an idea that I don't like. What if ND is building a city for GS there? A fort city, a naval and air base close to us. This could suggest a GS attack coming from the east.

                      Of course, the city could be for anyone. Maybe ND is building marines, or planes, or the city is for GoW and their bombers. Either way, it is not good. We need some fighters in the area.

                      One more possibility is that the city is a hoax, meant to split our forces (we would concentrate our military in the east, making room for a westen GS invasion) However I don't find this possibility very probable. I haven't seen such elaborated tricks in a civ game yet.

                      Edit: One more thing. ND is democracy so the WW hit would be worse for them. I don't think ND will attack us. The city should be for someone else.

                      Edit2: and one more: maybe the fighter is for this city? To protect it from our bombers?
                      Last edited by Tiberius; September 26, 2004, 06:38.
                      "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

                      Comment


                      • Originally posted by Tiberius
                        I have an idea that I don't like. What if ND is building a city for GS there? A fort city, a naval and air base close to us. This could suggest a GS attack coming from the east.
                        Interesting idea... but to be honest, I do not think it's the case. GS (or GoW, for that matter) would have to get their units to that city somehow, especially transports, to make it a real threat for us. Bombers bombing Crossing? Heh... whatever you wish, no big deal... as long as there are no marines/transports enough to benefit from that bombing.

                        But it's a good thing we have U-Z1 near Zegu - we can watch for GS transports coming from the East.

                        Originally posted by Tiberius
                        Of course, the city could be for anyone. Maybe ND is building marines, or planes, or the city is for GoW and their bombers. Either way, it is not good. We need some fighters in the area.
                        A couple of fighters generally is a pretty good idea. Red Bricks should be ideal fighter producer once the hydro plant is up. Prolly a 2t airport then and fighters all the way.

                        Originally posted by Tiberius
                        One more possibility is that the city is a hoax, meant to split our forces (we would concentrate our military in the east, making room for a westen GS invasion) However I don't find this possibility very probable. I haven't seen such elaborated tricks in a civ game yet.
                        This "hoax" may be ND's contribution to the war... a single settler founding a city that will tie some of our forces down. Quite likely, IMHO.

                        Originally posted by Tiberius
                        Edit: One more thing. ND is democracy so the WW hit would be worse for them. I don't think ND will attack us. The city should be for someone else.
                        ND have a crapload of luxes to counter that WW... plus, they are religious. I would not rely on them not getting involved anymore.

                        Comment


                        • I know it's a bit nutty but maybe we could send our horsemen to ND/GOW and pillage some improvements. We won't be using transports anytime soon so maybe we could send out a guerilla party just to annoy and frustrate. After all we have no plans to use them.

                          Comment


                          • There is no horseman or any other unit that would survive the turn after the landing. It'd be killed instantly. Besides every single unit will be needed at home.
                            "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

                            Comment


                            • Originally posted by Kloreep
                              How long do we have to wait between tries for planting spies?
                              From civfanatics: A Study of Espionage missions ( http://forums.civfanatics.com/archiv...p/t-97042.html or http://forums.civfanatics.com/showthread.php?t=97042)

                              Plant Spy
                              Regular spy 50%
                              Veteran spy 60%
                              If a spy plant fails you will get a flag saying so. You cant plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn. Failing other spy mission, does not trigger the flag. You can plant a spy the same turn your spy has been exposed by a failed mission.


                              A bit more detailed, answering some questions:

                              "What flag do you mean? The only thing I see is a pop-up which gives the result.And means "you can't plant a spy", you are prevented from trying it or you fail everytime you try? And most important: is there a way to see if you are still "flagged"? (I assume the flag is only for the civ you try to plant the spy, correct?)"

                              The flag is just a mark in the save file saying that a spymission resently failed (Your assumation is correct, 1 flag for each civ). You can still try planting spies, but you will fail. Ever tried to plant a spy 100 times in one turn? You will fail each time because of the flag. If you wait 1 turn there is 33.3% chance for the flag to disapear, so 16.7% chance of success for a regular spy. If you wait 2 turns the flag has a chance of (2/3)^2 of still beeing there, giving a total chance of 27.8% planting a spy.

                              ...

                              The probability that the flag will disappear is 1/3, no matter how many turns has past. So the flag has a chance of about 1.7% of remaining after 10 turns.
                              "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

                              Comment


                              • I always thought that I have to wait a certain nr. of turns after a failed plant spy mission. I believe I even read somewhere that it was 5 turns. This is a total surprise for me.
                                "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

                                Comment

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