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:
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
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:
GS | GoW | ND | Lego | |
Compared to us | strong | average | weak | - |
Settlers | 9 (+2) | 4 (+2) | 1 | 2 |
Workers | 24 | 29 | 61 | 15 |
Explorers | 4 | 5 | 0 | 0 |
Medieval Infantry | 1 (-1) | 0 | 0 | 0 |
Horsemen/Knights | 0 | 4(R) | 11(A) | 8(H) |
Cavalries | 0 | 20 | 14 | 51 |
Riflemen | 20 | 0 | 0 | 0 |
Marines | 28 (+8) | 14 | 5 | 0 |
Infantries | 57 | 58 | 64 | 85 (+3) |
Tanks | 70 | 44 | 0 | 0 |
Artilleries | 14 | 27 | 0 | 61 |
Galleys | 2 | 0 | 0 | 0 |
Galleons | 1 | 0 | 0 | 0 |
Transports | 22 | 18 | 9 | 15 |
Carriers | 2 | 3 | 0 | 0 |
Submarines | 3 | 0 | 0 | 6 |
Frigates | 0 | 0 | 1 | 0 |
Ironclads | 0 | 0 | 0 | 16 |
Destroyers | 24 | 18 | 1 | 8 (+1) |
Battleships | 0 | 0 | 1 | 9 (+1) |
Fighters | 1 | 0 | 0 | 0 |
Bombers | 0 | 10 (+1) | 8 | 1 (+1) |
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
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