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Next turn plans 60AD to 1240AD

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  • As reported by Tibi in another thread, the most notable event of the last turn was that GoW and ND acquired Espionage and are now capable of planting a spy with us. BTW... this means that it was ND researching the tech.

    On the domestic front, we have moved pretty much all our picket ships to their positions and have the high seas well covered now. More submarines to hit the waves soon. Motorized Transport research proceeding as planned.

    We successfully planted a spy with ND - to make the long story short: they are as weak as a fly. They must be bending over backwards to keep others friendly... if GoW and GS unleashed their armies at ND, ND would be done in less than 5 turns, IMO.

    We have gained some back on the powergraph, with Vox and GoW losing (GS gained some, too). No change in our military ratings vs. GS, GoW, nor ND.

    Tibi's Table:

    Code:
    GSGoWNDLego
    Compared to usstrongaverageweak-
    Settlers9 (+2)4 (+2)12
    Workers24296115
    Explorers4500
    Medieval Infantry1 (-1)000
    Horsemen/Knights04(R)11(A)8(H)
    Cavalries0201451
    Riflemen20000
    Marines28 (+8)1450
    Infantries57586485 (+3)
    Tanks704400
    Artilleries1427061
    Galleys2000
    Galleons1000
    Transports2218915
    Carriers2300
    Submarines3006
    Frigates0010
    Ironclads00016
    Destroyers241818 (+1)
    Battleships0019 (+1)
    Fighters1000
    Bombers010 (+1)81 (+1)
    Security threats
    NDT Schlepper (ND) E-E-E-E of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.

    ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.


    Plans for 1240AD (Turn 240):

    Unit Movement/Actions

    1) H.B.S. Farmerville to move SW-S-NW (checking for the GS sub) or SW-SW and fortify, joining Task Force North

    2) U-K1 to fortify, watching Inchoff for outgoing transports

    3) new submarine finished in Quanto Mechanico to be named 'U-Q2' and moved W-W-W-NW, replacing U-Q1 as the GS submarine babysitter

    4) U-Q1 to move W-W-W-NW, replacing U-H2

    5) U-H2 to move W-W-W-W, heading for the spot E-E-NE of Tornado

    6) H.B.S. Hades to move N-N-N-N-NW-NW, heading for Jackson to join H.B.S. Dye Fields & H.B.S. Red Bricks

    7) new submarine finished in Jackson to be named 'U-J1' and moved E-NE-NE-NE, heading for the waters between Zenophobia and Trafalgar

    8) all picket ironclads to flex-there-and-back-again

    9) new ('86th') infantry finished in Dye Fields to fortify in Invoice

    10) new ('2nd') bomber finished in Legopolis to be rebased to Invoice


    Worker Movement/Actions


    11) Ken to road
    12) 2 workers to railroad W of Red Bricks
    I believe the time has come to connect this source. Having a spare source of coal is no longer of such an importance - we've got two more elsewhere. Better get that extra shield/commerce out of the tile.

    13) 6 workers to mine 3 currently irrigated tiles around Jackson

    14) 1 worker to irrigate 1 currently mined tile in the Karina radius
    back to food neutral setup, maxxing out shields

    15) 1 worker to join Karina


    City Management

    16) Legopolis to start another bomber

    17) Jackson to start battleship
    we'd need colosseum to let Jackson grow to pop 19... but somehow, I do not think bulding a colosseum here is the right thing to do at this moment... so back to BB production - reigning the sea between us and Bob is a fine goal

    18) Farmerville to keep cranking out 1t workers

    19) Red Bricks to start police station
    I am not 100% sure about what to do with Red Bricks now... after finishing its hydro plant, R.B. should be generating about 85spt. That's good enough for 1t fighters, arty, and marines. Not sure whether we need large numbers of these... we could try building a courthouse (1t) and police station (2t) here, hopefully bringing the city to at least 90spt minimum - which would mean 1t infantries. Or... we could set the city to a wonder prebuild. We can use the palace here, so no problem. We could have a wonder-enabling tech in 2+4+4=10t, so leaving Red Bricks on a wonder build should be just enough to leave a small time reserve... any one of the modern tier 1 tech wonders to come would be welcome: UN would be great, SETI would be fine here, too. And who knows... if we are lucky, we could even give Internet a try...

    So... I would start with the police station. Grants us one more turn to decide and helps once the war starts. Plus, together with a 1t courthouse, we might be able to reach 90spt needed for 1t infantries here (sure thing if we go fpt negative).

    20) Karina to start infantry
    1t build - working the rred/mined grassland N-NW, too

    21) Dye Fields to start coal plant
    needed for 2t tanks here; with a shortrush from 96 to 120S, we do a coal plant here in 3t

    22) Logville to start barracks (1t) before switching to 2t tank production

    23) Oasis labourer from the rred/mined grassland S-SW to the mountain NE-NE

    24) Invoice to start another worker
    back to the 2t worker routine

    25) Tiberium to switch production to marine

    26) Quanto Mechanico to start a 2t marine (a tank prebuild actually)

    27) Abilene to start marine

    Comment


    • OK, I guess you've heard the news.

      Surprise, surprise! We've been attacked!

      The good news is that GS waited a tad too long – we‘ll have 10-20 tanks to greet them. We have got the counter-settlers, we have got a crapload of arty, we basically have our hydros up, and we have got a nice sum of gold to fund our war efforts. I believe we have done everything we could to get ready for this war - and we are ready, as much as a team in our position can be.

      One thing I am not sure about is whether there are GS infantries or mechanized infantries sailing to our shores. GS have had time more than enough to get computers and upgrade their assault infantries to MIs - I guess we better expect MIs to land. GS could have used the Shift-U trick on already boarded units (I am not sure if that's possible, though), or they can use transport chaining to get the units across the sea quickly even if they're not ready this turn. Hopefully, with our first tanks rolling out in 1260AD, this should not be as lethal as GS might have hoped for.

      I have reviewed the 1240AD save one more time and I still do not see where they could get to us faster than in 2t (and 2t would imply a landing around Invoice, on flat land, with a beachhead fort city out of question).

      Tibi's Table:

      Code:
      GSGoWNDLego
      Compared to usstrongaverageweak-
      Settlers95 (+1) 0 (-1)2
      Workers2427 (-2)62 (+1)13 (-2)
      Explorers43 (-2)00
      Medieval Infantry0 (-1)000
      Horsemen/Knights04(R)11(A)8(H)
      Cavalries018 (-2)1451
      Riflemen20000
      Marines36 (+8)24 (+10)9 (+4)0
      Infantries57586486 (+1)
      Tanks704400
      Artilleries1427061
      Galleys2000
      Galleons0 (-1)000
      Transports25 (+3)18915
      Carriers2300
      Submarines3008 (+2)
      Frigates0010
      Ironclads00016
      Destroyers241818
      Battleships0019
      Fighters1000
      Bombers01010 (+2)2 (+1)
      Security threats
      NDT Schlepper (ND) SE of Louisxiveau - can carry up to 8 units capable of amphibious attack on Crossing
      ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.


      Plans for 1240AD (Turn 240):

      Unit Movement/Actions

      Naturally, all unit movement plans noted below are just tentative and subject to change according to the battlefield situation.

      1) Task Force North
      Hunt down and sink that GS submarine SW of Invoice to blind GS in that area, if possible. Otherwise, I would not stretch too much - even if we have a good shot at some of the GS DDs to the South, I would not chase them, keeping Task Force North around Invoice. Preventing a GS landing W or S of Invoice means having 20+ tanks to pummel landed GS with (instead of 10).

      If U-K1 reports the GS armada E-E-E-E-E of Inchoff, then we'll have to decide whether to strike or pull back. Will depend on the GS armada escort strenght, methinks. Quite likely we would only be throwing our BBs away... Then it might be time to turn southwards and sink some DDs...

      2) U-Q2
      if operational, U-Q2 should participate in locating the GS subs along our Western coast - will depend on what we learn from the battle reports. I'd expect it to be sunk by the GS submarine (the chances were 2:1 if GS attacked)

      3) U-Q1
      this one might be intact, if we were lucky... if so, it would probably be best to pull it back a bit to around where U-Q2 was and use it to track down the GS sub, allowing H.B.S. Athena or H.B.S. Poseidon to sink her.

      4) U-H2 to move W-SW and fortify, staying out of likely routes GS should be taking, watching the waters between Hurricane and Tornado.

      5) all surviving picket ironclads between Stormia and Legos to pull back, the northernmost and southernmost ones to stay, if possible
      I do not really believe we will see many of them still there... but that's what they were for - to force GS to reveal their attack early enough to give us time to prepare. We salute the ironclad crews!

      6) new submarine finished in Zargonia to be named 'U-Z2' and moved NE-NE-NE-N, replacing Warhammer
      7) Warhammer (E-E-SE of Zargonia) to move W-NW and fortify
      8) H.B.S. Artemis (Crossing) to move NE-N-N-NW and fortify
      unless ND add more combat vessels (they currently have 1 BB we can see and 1 DD that we cannot see, but which must be outside of striking range, speaking about the tile E of Zargonia), this will prevent them from carrying out a seaborne sneak attack at Zargonia, effectively freeing all our Zargonia garrison units for duties elsewhere. We may further bolster the naval defenses with H.B.S. Perseus - though I would prefer leaving her where she is (she covers one tile we otherwise cannot see).

      9) H.B.S. Hades to move NW-W and fortify in Jackson, joining H.B.S. Dye Fields & H.B.S. Red Bricks. We'll see if that's enough to control the seas to the Northeast of Legos.

      10) U-J1 to move NE-NE-NE-N, heading for the waters between Zenophobia and Trafalgar (prolly SE-SE-SE of Zenophobia)

      11) new ('87th', '88th', '89th, & '90th') infantry finished in Karina, S'haven, Tarzania, and Ahhmyfoot to fortify wherever it seems they could be of most help
      probably Invoice and Crossing

      12) al three bombers to be rebased to Crossing
      to be ready to soften the ND BB in 1260, should we decide to sink it; all bombers to be eventually assigned to H.B.S. Tiberius, which is to hit waves in 1260AD, sailing from K'ville to join Task Force North


      Worker Movement/Actions

      13) 2 workers to bring Panama back to food neutral setup
      with the hydro plant finished, the city can return back to a balanced state, cranking out 1t tanks.

      14) 2 workers to mine a currently irrigated tile in the Tarzania radius

      15) new workers to be kept probably
      I added some idling workers to Zargonia last turn, getting to as low as 13 workers - we should aim for 15 again.

      Idling workers to idle at strategic locations.


      City Management

      Extreme Tank Productions commencing!

      16) Legopolis to start another bomber

      17) Jackson to keep building the bomber (tank prebuild)

      18) Farmerville to keep cranking out 1t workers

      19) Panama to have 2 cavalries disbanded there and start bomber (tank prebuild)

      20) Red Bricks to have 1 cavalry disbanded there and start bomber (tank prebuild)

      21) Forkmouth to start bomber (tank prebuild)

      22) Karina to have 1 horseman disbanded there, short-rush to 10S and switch to bomber (tank prebuild)

      23) Zargonia to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)

      24) Dye Fields to keep building the bomber (tank prebuild)

      25) Logville to start bomber (tank prebuild)

      26) Sharpehaven to start bomber (tank prebuild)

      27) Tarzania to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)

      28) Kloreepville to make sure to nail the carrier in 1t

      29) Ahhmyfoot to start another infantry

      30) Crossing to work all available land tiles; start a 4t submarine

      31) Tiberium to start bomber (tank prebuild)

      32) Quanto Mechanico to make sure to nail tank in 1t (being prebuilded as a bomber)

      33) Abilene to start bomber (tank prebuild)
      new citizen to work the rred/mined grassland S-SW of the city

      34) Tipperary to switch production to carrier
      no real need for a police station here - as K'ville is going to crank tnanks out for some time, we better build our second carrier here (Legopolis will build the needed bombers before the carrier is finished). Free the rred/mined grassland N-NW of the city for Abilene.

      35) Nou Camp to start another worker


      36) check research slider for possible savings

      37) luxury slider to 10%
      I believe this is a necessary precaution now - better "waste" 80gpt (that's how much it's going to cost) then have a number of cities riot after intense GS attacks

      Also... on the diplomatic front... what about trying to contact GoW and ND, asking about what side they side with? Because, basically, who's not with us is against us. We should make it clear to e.g. ND that unless they move that BB away, it may be sunk at any time as a precautionary measure. It's also time to express our feelings on Louisxiveau - and warn them that we consider it a clearly hostile outpost and we are ready to attack it at any time (nevermind we do not have the marines yet...).

      In short: we should avoid the mistake GS did in the Stormian War, allowing Vox to gain support right and left. We should try to "sell" how difficult a time this is for us and how helping GS could prematurely end the whole war (and game!).

      Any volunteers?

      Zargon - I think you are on friendly terms with Master Zen, aren't you? We could definitely try a probe there...

      Feedback! Comments, guys! The motherland needs you!

      Comment


      • Let me add that it is definitely a good sign that GS didn't declare war to Vox

        However the huge nr of marines worries me a bit.

        I think ND and GoW will declare war on us as well. If they do not, then we can definitely talk with them.
        "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 will talk to MZ, but I don't know who is really in charge over at GoW anymore. I have a bad feeling that the sides are probably already pretty stiffly lined up against us. I'll give it a shot, though.
          I make movies. Come check 'em out.

          Comment


          • As for who's in charge in GoW... seems like MZ is their only player ATM. Panzer being done with this game, Hot_Enamel travelling to a funeral - nobody's left.

            I agree that the sides are most likely drawn - but that does not mean we should simply "put up". We need to sell our thing. The tech lag, GS' superefficiency - you know the game... Just making them press less hard would help. Every bit of reluctancy and hesitation on their side would be golden.

            I know we can handle GS alone. But handling GS from one side, GoW from the other, and having troops tied in the Southeast because of ND marines... well... that would be rough...

            Comment


            • Well, one positive sign of the dissarry at GoW is that they probably aren't planning a massive invasion Unless this has all been a front and they really aren't disorganized at all
              I make movies. Come check 'em out.

              Comment

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