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  • We definitely need to get those land units upgraded. Though easier said than done. But Cannons are far less useful than arty, and Inf hold back Marines much better.

    I'll try to actually load up the save later and see if I have any helpful comments to make.

    Comment


    • Kloreep, see the War Is Coming: what do we do about it thread, please - and put your comments there.

      Thanks.

      Comment


      • Almost a tradition now... news first:

        GS traded Atomic Theory to someone (research cost now down 20%). Most probably to GoW, in exchange for their Flight, which has been discovered (cost 10% down). Would be nice to see Flight 20% down next turn, as it would allow Vox to deliver it approximately 2t faster. Less funding needed, airforce available 2t sooner...

        Vox report all their defenders and artillery upgraded while still having almost 500g in reserve. If things go wrong, they should be able to survive on their own for few turns. Rhothaerill promised to report on the new Flight ETA next turn.

        A new security threat identified - an Arabian (ND) transport, IDT Lastkahn, within the striking range of Zargonia. Reinforcements moved to Zargonia to rule out a successfull seaborne attack and ND asked to remove or replace the vessel.

        Other than that... still weak vs. GS, even after upgrading 24 rifles to infantries. Average vs. GoW and strong vs. ND. I did a number of minor changes to city setups to make sure we do not suffer from unhappiness due to the fake war with ND (declared to get rid of a bug). Science knocked down to 10%.


        Our current military:
        (10 workers)
        8 horsemen
        26 riflemen
        51 cavalry
        40 infantry
        22 cannon
        16 artillery
        3 caravels
        6 galleons
        16 ironclads
        5 transports
        2 destroyers

        Our military that needs to be upgraded:
        26 riflemen ... 26 * 2g/S * (90S-80S) = 520g 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
        3 caravels ... 3 * 2g/S * (100S-40S) = 360g needed for upgrades to transports
        6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
        Total funds needed for upgrades: 520+800+1760+360+480=3920g


        Security threats
        IWS Imperator (GoW) formerly E-E-E-NE-NE-NE of Dye Fields - removed, replaced with IWS Iron Duke (DD)
        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)
        IDT Lastkahn (ND) E-E-E-NE-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 8+ infantry defenders in Zargonia.


        Plans for 1120AD (Turn 228):

        Unit Movement/Actions

        1) Southfork to move W-W-NW and fortify, allowing Intrepid to head home next turn (to be scrapped)

        2) H.N. to move SE-SE-E-E and disband (if possible)

        3) J.K. to move N-NE-NE-NE, sailing to Panama to be scrapped

        4) new destroyer finished in Zargonia to be named 'H.B.S. Poseidon', moved E and fortified, further strenghtening Zargonia defenses

        5) new battleship finished in Jackson to be named 'H.B.S. Jackson' and move E-N-N-N-NW-NW, sailing to the Hammer Bay (better have her capable of moving to both theatres fast and unchallenged)

        6) new ('17th', '18th', '19th', & '20th') artilleries finished in Ahhmyfoot, Dye Fields, Forkmouth, and Sharpehaven to fortify at the Cannon Hill

        7) new ('26th' & '27th') infantries finished in Tarzania and Nou Camp to be moved to Sandonorico and fortified there

        8) shuffle garrisons so that rifles end up in barracked cities


        Worker Movement/Actions

        9) one worker to irrigate the currently mined desert W-SW of Jackson

        Remaining workers to take care of whatever pollution we might suffer. Having nothing better to do, they may build some fortresses on the access routes to Legopolis and Karina.

        10) one new worker to be added to Crossing

        11) one new worker to be added to Tiberium


        City Management

        12) Legopolis labourer from the hill E-NE to the mountain SE-SE
        hill needed for Jackson

        13) Jackson to work all land tiles and one coast; start artillery
        if everything works as expected, 1t builds

        14) Farmerville to keep cranking out 1t workers

        15) Forkmouth to start another artillery

        16) Karina to max growth while finishing the infantry in 1t

        17) Zargonia to start another destroyer

        18) Dye Fields to start another artillery

        19) Sharpehaven to start another artillery

        20) Oasis labourers from iRRigated deserts to the mined desert NW-NW and newly mined grassland S-SW of the city; start cathedral
        should be a 4*40=160S build

        21) Tarzania to start another infantry

        22) Invoice to start another worker

        23) Ahhmyfoot to start another artillery

        24) Crossing to work all land tiles

        25) Q.M. labourer from a regular hill to iRRigated plains; start hospital
        last infra build, then military

        26) Castlea to work all three food-producing land tiles and coasts

        27) Nou Camp to work 4 iRRigated deserts, rred/mined grassland, and 1 hill; start worker
        1t build, no growth yet - we repeat it next turn and then make Nou Camp a nice 2t worker pump

        28) Port Hammer labourers from a hill and iRRigated plains to coasts


        29) send 100g to Vox

        30) research slider to 20%
        see the war thread for a detailed calculation

        Comment


        • The only news worth reporting is Flight from Vox in 6t, which is 1190AD. Yay!

          Flight obviously traded to GS (cost now down by 20%). Amphibious Warfare not discovered yet. Espionage still not known to anyone but Vox and us. Atomic Theory still with only two teams (cost down by 20%).

          Weak vs. GS, average vs. GoW, strong vs. ND.

          Arabian (ND) transport, IDT Lastkahn, moved to W-SW of Preusul, posing a direct threat to Crossing instead of Zargonia now. Defenses shuffled accordingly. Hope ND moves it further away.


          Our current military:
          (10 workers)

          26 riflemen
          42 infantry

          8 horsemen
          51 cavalry

          22 cannon
          20 artillery

          3 caravels
          6 galleons
          6 transports

          16 ironclads
          3 destroyers
          1 battleship


          Our military that needs to be upgraded:
          26 riflemen ... 26 * 2g/S * (90S-80S) = 520g 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
          3 caravels ... 3 * 2g/S * (100S-40S) = 360g needed for upgrades to transports
          6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
          Total funds needed for upgrades: 520+800+1760+360+480=3920g


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


          Plans for 1140AD (Turn 230):

          This turn will be quite important. We shall finish IA in Legopolis and plant spies with GS & GoW. It will be the first thing I do playing the turn - I will then post what our spies find out and probably wait for team input before finishing the turn.


          Unit Movement/Actions

          1) Intrepid (our last caravel in the Western Ocean) to move E-NE-NE-NE, sailing to Castlea or Port Hammer to be scrapped

          2) H.N. to disband for 10S in Sandonorico

          3) J.K. to move W-SW-S-SE to Castlea to be scrapped there

          4) H.B.S. Poseidon to move S-S-SE-SE-SE-SE
          moving into the Western Ocean - we do not and for some time will not have enough navy to cover both oceans properly, so we have to choose. I believe the Western Ocean should be our priority - that's where I expect heaviest fights. H.B.S. Poseidon should join H.B.S. Tipperary (to be commissioned this coming turn).

          5) H.B.S. Jackson to move NW-NW-W-W-SW-SW, then anchor in Port Hammer, ready to be deployed in both oceans quickly

          6) new ('21st', '22nd', & '23rd') artilleries finished in Jackson, Red Bricks, and Logville to fortify at the Cannon Hill

          7) new ('28th') infantry finished in Karina to move to Red Bricks and fortify there

          8) new submarine finished in Horsefish to be named 'U-H1' and moved SE-S-W-W, moving into the Western Ocean

          9) new battleship finished in Tipperary to be named 'H.B.S. Tipperary' and moved NW-NW-N-N-N-N to join H.B.S. Achilles (and later be joined by H.B.S. Poseidon sailing from the East Coast)

          10) new transport finished in Panama to be named 'LNT-HN', moved W-N-N-N-NW and fortified
          joining our emergency naval route to/from Voxtavia; named in memory of Horatio Nelson being scrapped in Sandonorico this turn

          11) upgrade some cannons and rifles - numbers to be decided upon determining the GS force composition


          Worker Movement/Actions

          12) two workers to mine the currently irrigated grassland W-NW of Legopolis
          13) three workers to be added to Legopolis
          in order to bring Legopolis to 81spt/-2fpt (1t arty, 2t airport, 3t hydro)

          Remaining workers to take care of whatever pollution we might suffer. Having nothing better to do, they may build some fortresses on the access routes to Legopolis and Karina.


          City Management

          14) Legopolis to start 1t artillery, working all available land tiles except the iRRigated desert NE-NE

          15) Jackson to start 3t battleship
          Legopolis and Jackson can both generate 80spt only if Jackson runs at -4fpt. I believe that's too much, when it's able to crank out 3t battleships with a food neutral setup - we better use for that purpose. With the extra gold, we will be able to upgrade all our cannons, so let's hope we'll be able to do without the arty from Jackson (plus, it's 2t later and everything is still quiet).

          16) Farmerville to keep cranking out 1t workers

          17) Panama to start another transport

          18) Red Bricks to start another artillery

          19) Karina to start another infantry

          20) Logville to start another artillery

          21) Oasis tax collector to work the floodplains N
          thanks to the re-established lux deal with ND

          22) Invoice labourers from the coal mountain and
          mined grasses to coasts


          23) Abilene tax collector to work a land tile; start artillery

          24) Horsefish to start another submarine

          25) Tipperary to start 1t worker
          one quick worker, then something infra again (not sure what - everything will take quite some time)

          26) Nou Camp to work 4 iRRigated deserts and rred/mined grassland; start another worker
          one more 1t worker (balanced by the city growth this turn) and then 2t worker pump

          27) Port Hammer tax collector to become a labourer, work all land tiles and coasts; start courthouse


          28) send 100g to Vox

          29) research slider to 60%
          see the war thread for a detailed calculation

          30) plant spies safely with GS & GoW

          Comment


          • 1140AD was the longest turn I have ever played for Lego (but some of the DoN turns topped even that ). I messed the arty renaming part several time and had to replay over and over...

            Anyway, here is a quick run-down of the changes against the plan as posted above:

            - Jackson switched to BB after missing the arty build due to pollution
            - Panama switched to BB after missing the transport build due to pollution
            - all but 2 cannons upgraded to artillery (having 42 of them now)
            - G.B. (galleon) in Jackson upgraded to transport (to balance the cancelled transport build in Panama)
            - Q.M. hospital build shortrushed to shave a turn off
            - research slider set to 10% (we should now be able to finish AT in exactly 3t at 60%)
            - H.B.S. Achilles searched for subs, in vain
            - just a tad under 1000g left in bank, but thanks to the extra turn of 10% research, we shall be good in 1150AD

            Well, that just about sums it.

            News:

            You all know about our new spy in Eye of Storm. His findings are... somewhat alarming, somewhat encouraging. GS has loads of tanks and infantry, but lacks marines and bombers. Our attempt to plant a spy with GoW failed - Tibi's hotseat test indicate, though, they might never find out.

            Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered yet (good!). Our decline on the powergraph has stopped, but we are still weak vs. GS, average vs. GoW, and strong vs. ND.

            Flight coming from Vox in 1180AD (one more turn earlier than anticipated).

            Arabian (ND) transport, IDT Lastkahn, still W-SW of Preusul, posing a direct threat to Crossing. Crossing defenses sufficient to rule out a successfull seaborne attack.


            Our current military:
            (9 workers)

            26 riflemen
            43 infantry

            8 horsemen
            51 cavalry

            2 cannon
            42 artillery

            2 caravels
            5 galleons
            7 transports

            16 ironclads
            3 destroyers
            2 battleships
            1 submarine


            Our military that needs to be upgraded:
            26 riflemen ... 26 * 2g/S * (90S-80S) = 520g needed for upgrades to infantry
            8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
            2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
            2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
            5 galleons ... 5 * 2g/S * (100S-60S) = 400g needed for upgrades to transports
            Total funds needed for upgrades:
            520+800+160+240+400=2120g
            (though we may never upgrade the horses...)


            Security threats
            veteran galleon (GS) formerly W-W-W-W-NW-NW of Quanto Mechanico removed
            IDT Lastkahn (ND) E-E-E-E of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 8+ infantry defenders in Crossing.


            Plans for 1150AD (Turn 231):


            Unit Movement/Actions

            1) Intrepid to move NE-NE-NE-NE, sailing to Castlea or Port Hammer to be upgraded

            2) J.K. to move W and fortify
            to be upgraded as soon as we have gold to do so

            3) LNT-GH, LNT-IN, & LNT-LV to move to Port Hammer and fortify
            I've realized that before our units actually move to Voxtavia, there's no need to park the ferry fleet W-NW of Port Hammer - that will only be useful after having units in Voxtavia. It's actually better to anchor in Port Hammer, since transports would be able to move the units in through the temp port in Voxtavia on turn 1, still move back out to W-NW of Port Hammer on that very turn, and be ready to bring the troops back on turn 2.

            4) LNT-GB (Jackson) to move E-N-N-N-NW-NW, sailing to Port Hammer to join the Voxtavia Ferry Fleet

            5) H.B.S. Poseidon to move SE-SE-SE-SE-SE-SE
            moving into the Western Ocean - we do not and for some time will not have enough navy to cover both oceans properly, so we have to choose. I believe the Western Ocean should be our priority - that's where I expect heaviest fights.

            6) H.B.S. Jackson to move W and fortify in Port Hammer, ready to be deployed in both oceans within 2t

            7) H.B.S. Tipperary to move N-N-N-N-N-N, getting within the striking distance of the GS destroyer next to Triumph, while staying outside of his striking range

            8) new ('43rd', '44th', '45th', '46th', & '47th') artilleries finished in Legopolis, Forkmouth, Dye Fields, Sharpehaven, and Ahhmyfoot to fortify at the Cannon Hill

            9) new ('29th' & '30th') infantries finished in Tarzania and Camp David to move to Sandonorico and fortify there

            10) U-H1 to move W-W-NW-NW, moving into the Western Ocean

            11) new destroyer finished in Zargonia to be named 'H.B.S. Argonaut' and moved E-SE-S-S-S-S
            moving into the Western Ocean

            12) new battleship finished in Kloreepville to be named 'H.B.S. Kloreepville' and moved NW-NW-NW-W-SW-SW
            heading to cover a blind spot SW of Invoice

            13) upgrade all galleons in Crossing and all remaining rifles
            should need just about all we will have above the base 1000g


            Worker Movement/Actions

            14) one worker to irrigate one of the currently mined Red Bricks grasslands
            to bring the city to +10fpt

            15) three workers to clean pollution SE-SE of Jackson

            All 4 new workers to be kept (not joined to cities) to bring us back to ~15 workers. Workers not assigned to moer important duties shall build fortresses along the Isthmus of Invoice.


            City Management

            16) Legopolis to start another artillery
            in case we miss the build due to pollution, shortrush to 90S, labourer from mountain to iRRigated desert NE-NE and change build to coal plant - even if we use it for just few turns, it will be better than wasting all those shields in bank

            17) Jackson to be set to produce 66spt while maxxing out commerce and growth (in this order)
            the BB build shall be at 76+68=144S/200S. Means we will need 56S to nail it in 1t. The worst that can happen to us is losing the coal mountain to pollution (net 10spt), so we need to be producing 56spt+10spt here to be safe.

            18) Farmerville to keep cranking out 1t workers

            19) new Red Bricks labourer to work the newly iRRigated grassland
            10fpt with nice 2t arties

            20) Forkmouth labourer from the rred/mined desert SE-SE to the rred/mined desert E-SE; start another artillery
            freeing the mined desert for Sandonorico

            21) Karina labourer from the iRRigated grassland W-NW to the hill W-SW
            22) Karina labourer from the rred/mined desert NE-NE to the rred/mined grassland NW
            ensures the infantry in 1t at maximum growth

            23) Zargonia labourers to work all land tiles but three hills - and 1 coast; start submarine
            we grow in 2t instead of 4t this way while nailing a nice 2t sub (we are short of subs anyway)

            24) Dye Fields labourers from a rred/mined grassland to the hill; BARRACKS or another ARTY?

            25) Sandonorico labourers from 2 iRRigated desert to mined deserts
            shaving off a turn from the aqueduct build here (if we lose some shields because of the loss of WLTKD, we shortrush to 90S on the next turn - will be cheaper or same cost as to 80S this turn)

            26) Sharpehaven to start another artillery

            27) Tarzania to start another infantry

            28) Camp David to start another infantry

            29) Kloreepville labourer from the rred/mined grassland W-NW to the mountain; start another battleship

            30) Invoice to work all 5 land tiles; start walls
            just slipping in quick 1t walls so that we can continue using Invoice as a worker pump while having its defenses as good as in 6+ pop city (Invoice is one of our most vulnerable spots)

            31) Ahhmyfoot to start another artillery

            32) Q.M. labourer from a hill to iRRigated plains
            hospital in 1t even if we lose a hill to a pollution

            33) Tipperary to start police station
            this is pretty much just a placeholder for now

            34) Nou Camp to work 3 iRRigated deserts, iRRigated grassland SE, and iRRigated plains SW-SW; start another worker
            great 2t worker pump

            35) Port Hammer labourer from hill to coast
            we get the shields anyway, more commerce this way


            36) send 100g to Vox

            37) research slider to 60%
            three more turns at 60% should net us AT just fine

            Comment


            • Originally posted by vondrack
              Plans for 1150AD (Turn 231):

              City Management

              24) Dye Fields labourers from a rred/mined grassland to the hill; BARRACKS or another ARTY?
              Dye Fields could build nice 2 turn infantries, so barracks would make sense. I think we have enough cities building arties right now.
              There is also one more possibility, related with the barracks build, just maybe not quite now: a courthouse would hopefully bring the city's production to 50 spt (?), making it a perfect tank building center.

              On the other hand, Dye Fields could also build 3 turn destroyers.

              30) Invoice to work all 5 land tiles; start walls
              just slipping in quick 1t walls so that we can continue using Invoice as a worker pump while having its defenses as good as in 6+ pop city (Invoice is one of our most vulnerable spots)
              I agree with the walls here, this is a very good idea! Actually after the walls I'd strongly suggest barracks, because Invoice is one of the strategically most important cities on our continent, so GS may very well target it in their invasion.

              Can we also build a fortress on the mountain W-NW from Invoice (and move an infantry there) ? If there are available workers, that is.
              "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 am also leaning towards barracks in Dye Fields. We are quickly approaching 50 arty pieces, which is the least we need, IMHO - after having 50 of them, we should probably focus more on infantries (where possible).

                As for walls in Invoice - it was actually Kloreep suggesting the idea in the chat. I thought it was a very good one. And I kinda agree that barracks could become useful, if the RR link to Invoice gets cut (we could still ferry fresh reinforcements into the city from Kloreepville, though).

                I will divert as many workers to the Invoice area (to build fortresses) as possible. The only problem is that we are having more and more troubles with pollution, while being temporarily a bit short of workers to clean the mess...

                Fortresses along the whole isthmus are definitely planned, though.

                Comment


                • One point on the walls: walls are the first thing targetted by land bombardment. They'd serve as a decoy in that case, not as the +50% defense the civilopedia primarily advertises them as.

                  However, does sea/air bombardment target them specifically? If so, they're not worth it IMO. However, if they don't, they would be quite useful in case of a marine invasion.

                  Comment


                  • Almost no changes this turn, everything going smoothly on.

                    GS have built 8 new tanks since the previous turn, making their tank forces 42 strong ATM. 1 new settler, 1 new explorer, 1 new destroyer. 11 workers & 1 knight gone. No changes in arty, rifle, & infantry departments.

                    Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good!). We have risen up a wee bit on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.

                    Flight coming from Vox in 3t - 1180AD.

                    Arabian (ND) transport, IDT Lastkahn, moved again, from a position posing a direct threat to Crossing to the position E-E-E-E-NE of Zargonia. Zargonia defended by 9 infantries to rule out a successful seaborne attack. If Lastkahn does not move away this turn, we may consider bugging ND about it.


                    Our current military:
                    (13 workers)

                    1 rifleman
                    70 infantry

                    8 horsemen
                    51 cavalry

                    2 cannon
                    47 artillery

                    2 caravels
                    12 transports

                    16 ironclads
                    4 destroyers
                    3 battleships
                    1 submarine


                    Our military that needs to be upgraded:
                    1 rifleman ... 1 * 2g/S * (90S-80S) = 20g needed for upgrades to infantry
                    8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
                    2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
                    2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
                    Total funds needed for upgrades:
                    20+800+160+240=1220g
                    (though we may never upgrade the horses, so it's more like 420g in fact - ~3-4 turns at our current research rate...)


                    Security threats
                    IDT Lastkahn (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 8+ infantry defenders in Zargonia.


                    Plans for 1160AD (Turn 232):


                    Unit Movement/Actions

                    1) LNT-GB to move NW-NW-W-W-SW-SW, sailing to Port Hammer to join the Voxtavia Ferry Fleet

                    2) new battleship finished in Jackson to be named 'H.B.S. Legopolis' and moved E-N-N-N-NW-NW
                    sailing to Port Hammer to join H.B.S. Jackson there

                    3) J.K. to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet

                    4) new battleship finished in Panama to be named 'H.B.S. Panama' and moved W-SW-SW-SW-SW-SW
                    sailing to the Western Ocean

                    5) Intrepid to move NE-E-SE-SE
                    sailing to Kloreepville to be upgraded and anchored there, forming the basis of the Invoice Ferry Fleet (emergency naval transport route from Kloreepville to Invoice - needed in case Invoice gets cut from the mainland)

                    6) H.B.S. Kloreepville to fortify
                    effectively covering the "hole" SW-SW-SW-SW-SW and SW-SW-SW-SW-S of Invoice

                    7) H.B.S. Tipperary to skip turn

                    8) U-H1 to move NW-NW-NW-NW, moving to check the area around G.G. (seemingly not covered by GS)

                    9) H.B.S. Poseidon to move W-W-W-W-NW-NW
                    moving into the Western Ocean

                    10) H.B.S. Argonaut to move S-S-S-S-SW-SW
                    moving into the Western Ocean

                    11) LNT-NC, LNT-BD, & LNT-FE to move SE-S-S-S-S-S
                    sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet

                    12) LNT-FD & LNT-VI to move NE-N-N-N-NW-NW
                    sailing over to Port Hammer or Kloreepville; this means we are effectively ruling out the possibility of helping ND in case they get attacked - but that's how the situation has developed, IMHO. No other choice for us ATM.

                    13) new ('32nd') infantry finished in Karina to move to S-SE of Invoice and fortify there

                    14) new ('48th', '49th', '50th', & '51st') artilleries finished in Legopolis, Red Bricks, Logville, and Abilene to fortify at the Cannon Hill


                    Worker Movement/Actions

                    The new worker to be kept (not joined to a city) to bring us slowly back to ~15 workers. Workers not assigned to pollution cleaning shall build fortresses:

                    S-SE of Invoice - to prevent the landing force from double-checking Invoice & Kloreepville
                    SW-SW of Kloreepville - to prevent the landing force from double-checking Kloreepville & Sharpehaven
                    S-S of Sharpehaven - to prevent the landing force from double-checking Sharpehaven & Forkmouth
                    SE-SE of Forkmouth - to prevent the landing force from double-checking Forkmouth & Sandonorico


                    City Management

                    15) Legopolis to start another artillery
                    in case we miss the build due to pollution, shortrush to 90S, labourer from mountain to iRRigated desert NE-NE and change build to coal plant - even if we use it for just few turns, it will be better than wasting all those shields in bank

                    16) Jackson to start another battleship at 66spt
                    not maxxing out shields because to keep the commerce high - the research schedule is quite tight ATM (until discovering Atomic Theory)

                    17) Farmerville to keep cranking out 1t workers

                    18) Panama to start transport
                    one last 2t transport at -4fpt to bring the Voxtavian Ferry Fleet to 6 transports, then back to food positive setup and 2t infantries

                    19) new Red Bricks to start another artillery
                    one last arty piece, then an airport and 2t bombers (with a hydro plant inserted when available)

                    20) Karina to start another infantry

                    21) Dye Fields to start infantry

                    22) Logville to start another artillery

                    23) Kloreepville labourers from the mountain and 1 hill to coasts; start submarine
                    a quick 2t submarine while growing by 1 pop in 2t (we badly need at least one sub in the Northern part of the Western Ocean - subs coming from Horsefish are too slow to make it there in time)

                    24) three Q.M. labourers hills to iRRigated plains; start artillery
                    quick 2t arties at +3fpt until pop 13, then 2t destroyers (?)

                    25) Abilene to start cathedral (?)
                    with arty production taken over by Q.M., Abilene is one of our last cities without a cathedral - we will need it once the hostilities break and we lose luxuries (Abilene would be difficult to manage with just entertainers); or - do we have a more urgent goal for Abilene?

                    26) Horsefish labourer from the hill W-SW to a coast
                    in case we are really unlucky and miss the build because of losing another hill, we just go ahead and build a hospital or coal plant here (but the probability of this happening is quite low - the city produces only 2 pollution)

                    27) Tipperary labourer from the coast to the hill E-NE
                    to make the best use of available shields

                    28) Port Hammer to work all land tiles, fish, and coasts


                    29) send 100g to Vox

                    Comment


                    • Originally posted by vondrack
                      Worker Movement/Actions

                      Workers not assigned to pollution cleaning shall build fortresses:

                      S-SE of Invoice - to prevent the landing force from double-checking Invoice & Kloreepville
                      SW-SW of Kloreepville - to prevent the landing force from double-checking Kloreepville & Sharpehaven
                      S-S of Sharpehaven - to prevent the landing force from double-checking Sharpehaven & Forkmouth
                      SE-SE of Forkmouth - to prevent the landing force from double-checking Forkmouth & Sandonorico
                      Of course, the same applies for the mountain SW-S from Kloreepville. It is also 1 tank-move away from both Kloreepville & Sharpehaven, while being in a more easily defendable position.

                      Then further S-SW from Sandorico, and so on. A lot of worker turns. Hopefully we will have the time to finish them all. Not only that, but we shouldn't neglect the north-eastern part of our continent, where GoW could provide us a nasty surprise.
                      "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
                        Of course, the same applies for the mountain SW-S from Kloreepville. It is also 1 tank-move away from both Kloreepville & Sharpehaven, while being in a more easily defendable position.
                        Good point about the mountain, I missed that one. Mountains are generally quite easy to defend against seaborne attacks - with a fortress, a fortified infantry is actually D=10+100%+50%+25%=27.5; marines with A=8 have little chance to even scratch it... their odds of winning are 5%. You need about 4 marines to have ~50% chance to take out an infantry fortified in a mountain fortress.

                        Originally posted by Tiberius
                        Then further S-SW from Sandorico, and so on. A lot of worker turns. Hopefully we will have the time to finish them all. Not only that, but we shouldn't neglect the north-eastern part of our continent, where GoW could provide us a nasty surprise.
                        Yes, and so on... you got the idea correct. I was only listing ones for this turn. I believe we should start in the Northwest and go down along the Western coast. Unless really urgent, I will try keeping all new workers, so that we can do this real fast.

                        Comment


                        • Originally posted by vondrack
                          Good point about the mountain, I missed that one. Mountains are generally quite easy to defend against seaborne attacks - with a fortress, a fortified infantry is actually D=10+100%+50%+25%=27.5; marines with A=8 have little chance to even scratch it... their odds of winning are 5%. You need about 4 marines to have ~50% chance to take out an infantry fortified in a mountain fortress.
                          Don't forget they can have low-level bombardment from ships in the area, though it wouldn't have much chance of hitting individually.

                          Comment


                          • Almost no changes this turn, everything going smoothly on. (yes, applied to this turn, too )

                            GS have built 7 new tanks since the previous turn, making their tank forces 49 strong. 5 settlers & 18 destroyers total. No changes in arty, rifle, & infantry departments.

                            Flight & Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good!). Espionage still with us & Vox only. We've continued to slowly rise on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.

                            Arabian (ND) transport, IDT Lastkahn, moved back to near Preusul again (becoming a threat for Crossing). I am sorry to say so but this is clearly a hostile activity - there is NO need to shuffle that transport there back and forth, unless it's sole purpose is to make us "used to" seeing it there, becoming less vigilant. We have to keep an eye on it very firmly.


                            Our current military:
                            (14 workers)

                            1 rifleman
                            71 infantry

                            8 horsemen
                            51 cavalry

                            2 cannon
                            51 artillery

                            2 caravels
                            12 transports

                            16 ironclads
                            4 destroyers
                            5 battleships
                            1 submarine

                            I haven't upgraded J.K. this turn, as we would go below 1000g. No big deal, but the upgrade did not seem to be all that urgent to justify losing even a single gold piece.


                            Our military that needs to be upgraded:
                            1 rifleman ... 1 * 2g/S * (90S-80S) = 20g needed for upgrades to infantry
                            8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
                            2 cannons ... 2 * 2g/S * (80S-40S) = 160g needed for upgrades to artillery
                            2 caravels ... 2 * 2g/S * (100S-40S) = 240g needed for upgrades to transports
                            Total funds needed for upgrades:
                            20+800+160+240=1220g
                            (though we may never upgrade the horses, so it's more like 420g in fact - ~3-4 turns at our current research rate...)


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


                            Plans for 1170AD (Turn 233):


                            Unit Movement/Actions

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

                            2) H.B.S. Legopolis to move NW-NW-W-W-SW-SW
                            sailing to Port Hammer to join H.B.S. Jackson there

                            3) J.K. to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet

                            4) H.B.S. Panama to move S-S-S-S-S-S
                            to take a position along the coast between S'haven and F'mouth

                            5) Intrepid to move SE
                            to be upgraded as soon as we have the gold; shall be anchored there, forming the basis of the Invoice Ferry Fleet (emergency naval transport route from Kloreepville to Invoice - needed in case Invoice gets cut from the mainland)

                            6) H.B.S. Tipperary to move W-W and fortify
                            to be closer to the GS destroyer, able to retreat after (hopefully) sinking it, instead of remaining there ripe for a retaliation

                            7) U-H1 to move W-W-SW and fortify
                            if spotting an enemy submarine, should try to remain unseen (possibly backtracking)

                            8) H.B.S. Poseidon to move NW-NW-NW-NW-NW-NW
                            allowing G.G. to sail to the North on the following turn

                            9) new submarine finished in Horsefish to be named 'U-H2' and moved SE-S-W-W, heading West

                            10) H.B.S. Argonaut to move SW-SW-SW-SW-SW-SW
                            moving into the Western Ocean

                            11) LNT-NC, LNT-BD, & LNT-FE to move S-SW-SW-SW-SW-SW
                            sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet; one of them shall fortify on the next turn, the other two shall continue westwards

                            12) LNT-FD & LNT-VI to move NW-N-N-N-N-N
                            sailing over to Port Hammer or Kloreepville

                            13) new ('52nd', '53rd', '54th', & '55th') artilleries finished in Legopolis, Forkmouth, Sharpehaven, and Ahhhmyfoot to fortify at the Cannon Hill


                            Worker Movement/Actions

                            The new workers to be kept (not joined to a city) to bring us slowly back to ~15 workers. Workers not assigned to pollution cleaning shall build fortresses:

                            S-SW of Kloreepville - to prevent the landing force from double-checking Kloreepville & Sharpehaven
                            N-N of Quanto Mechanico - to prevent the landing force from double-checking Q.M. & Sandonorico
                            N-N of Abilene - to prevent the landing force from double-checking Q.M. & Abilene

                            If we manage to clean and build everything, workers over 15 total can be added to cities as needed.

                            City Management

                            14) Legopolis to start coal plant (airport prebuild)
                            Flight to be delivered in 1180AD (one turn later), so it's high time to squeeze the airport in. Then a 3t hydro plant (should just fit into our research schedule) and 1t bombers all the way.

                            15) Farmerville to keep cranking out 1t workers

                            16) Forkmouth to start one last artillery
                            then a 4t hydro plant and probably 2t infantries or submarines

                            17) Zargonia to work all land tiles; start destroyer
                            though it will be freeing up the iRRigated bonus grassland for Tarzania

                            18) Sandonorico to work six iRRigated deserts; start cathedral
                            quite likely, it will be changed to something else along the way

                            19) Sharpehaven to start coal plant
                            with ~60 arty pieces, we can start thinking of other builds, too. Sharpehaven has a fine selection of tiles and with a coal plant, it will be able to crank infantries out in 2t (plus, 160S build, like hospital or police station, will only take 3t).

                            20) Oasis to start hospital
                            the last (4t) thing to be built before we free the high-shield tiles for Karina and Zargonia

                            21) Tarzania labourer from a hill to the iRRigated bonus grassland SE-SE
                            growth in 1t, we still get the shields (not that we'd need them so much for this build...)

                            22) Kloreepville labourer from the mountain to a coast
                            BB safe in 1t, more food/commerce

                            23) Invoice labourer from the coal mountain to the iRRigated grassland S-SE; start worker
                            a quick 1t worker, then 4t barracks

                            24) Ahhmyfoot to switch a bonus for non-bonus grassland with Abilene; start infantry

                            25) Crossing labourer N-NW back to the iRRigated desert

                            26) Tiberium to start coal plant to finally become useful...

                            27) Horsefish labourer from the coast back to the hill W-SW; start submarine

                            28) Tipperary labourer from the hill E-NE to a coast

                            29) Nou Camp to start another worker

                            30) Port Hammer to change production to settler
                            see a separate thread for explanation (to be posted in a few hours)

                            31) send 100g to Vox
                            the last payment (at least for some time)

                            Comment


                            • As reported in another thread, GS entered modern times last turn - we are ~13 turns behind, research-wise. Nothing else worth pointing out, I guess - everything still quiet.

                              GS have built 7 new tanks since the previous turn, making their tank forces 56 strong. Nothing else built this turn, it seems. Still no bombers, nor marines!

                              Flight with everybody now, Atomic Theory still with GS & GoW only (cost down 20% only), Amphibious Warfare not discovered by anyone yet (good! Vox promise to have it for us in 10t - with no extra funds needed). Espionage still with us & Vox only. We've lost what we had gained over the previous 2t on the powergraph, but no change in our ratings vs. GS, GoW, nor ND.

                              Arabian (ND) transport, IDT Lastkahn, continues to shuffle back and forth between W-SW of Bonigo and W-SW of Preusul again. Clearly a hostile activity - there is NO need to shuffle that transport there back and forth, unless it's sole purpose is to make us "used to" seeing it there, becoming less vigilant. We are keeping an eye on, having 9 infantries in both Crossing and Zargonia.


                              Our current military:
                              (16 workers)

                              72 infantry

                              8 horsemen
                              51 cavalry

                              1 cannon
                              56 artillery

                              1 caravel
                              13 transports

                              16 ironclads
                              4 destroyers
                              5 battleships
                              3 submarines


                              Our military that needs to be upgraded:
                              8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
                              1 cannon ... 1 * 2g/S * (80S-40S) = 80g needed for an upgrade to artillery
                              1 caravel ... 1 * 2g/S * (100S-40S) = 120g needed for an upgrade to transport
                              Total funds needed for upgrades:
                              800+80+120=1000g
                              (though we may never upgrade the horses, so it's more like 200g in fact - we should finish all our upgrades on the following turn)


                              Security threats
                              IDT Lastkahn (ND) W-W-W-W-NW of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.


                              Plans for 1180AD (Turn 234):


                              Unit Movement/Actions

                              1) LNT-FD & LNT-VI to move N-NW-NW-NW-W
                              staying out of the GoW's DD sight, shall continue to Port Hammer and Kloreepville on the next turn

                              2) H.B.S. Legopolis to move W and fortify in Port Hammer, joining H.B.S. Jackson

                              3) J.K. (Port Hammer) to be upgraded to transport, effectively joining the Voxtavian Ferry Fleet

                              4) new transport ('LNT-15') finished in Port Hammer to fortify there, joining the Voxtavia Ferry Fleet

                              5) LNT-ID to fortify in Kloreepville

                              6) new battleship finished in Kloreepville to be named 'H.B.S. Karina' and moved NW-NW-NW-W-SW-SW

                              7) H.B.S. Panama to move NW-NW-N and fortify

                              8) H.B.S. Achilles to move NW-NW-NW-N-N and fortify, replacing Triumph

                              9) Triumph ('LNT-TR') to move N-N-N-N-N-N, heading for Kloreepville

                              10) H.B.S. Tipperary (SW of F'mouth) to move S-SW-SW and fortify, replacing H.B.S. Achilles

                              11) U-H1 to move SW-SW-SW-S
                              if spotting an enemy submarine, should try to remain unseen (possibly backtracking)

                              12) H.B.S. Poseidon to fortify

                              13) G.G. ('LNT-GG') to move NE-N-N-N-N-N, heading for Kloreepville

                              14) U-H2 to move W-W-W-W, heading to replace Cartographer

                              15) H.B.S. Argonaut to move W-W-W-W-W-W
                              moving into the Western Ocean

                              16) LNT-BD to move SE and fortify

                              17) LNT-NC & LNT-FE to move SW-SW-SW-SW-SW-SW
                              sailing to the Southern Sea to cover the parts of the Orange Perimeter currently not covered yet

                              18) U-Z1 to move SE-SE-SE-S
                              sailing to somewhere near Zegu to look for bad things coming from that direction

                              19) new ('73rd' & '74th') infantries finished in Karina and Dye Fields to fortify S-SW of Kloreepville

                              20) new ('57th', '58th', & '59th') artilleries finished in Red Bricks, Logville, and Quanto Mechanico to fortify at the Cannon Hill

                              21) new settler finished in Port Hammer to be named 'Stormpinner', moved to S-S of Legopolis and fortified

                              22) 29th Cannon (Cannon Hill) to be upgraded to artillery
                              finishing the upgrades


                              Worker Movement/Actions

                              23) irrigate 3 currently mined tiles in Panama radius

                              24) mine 4 currently irrigated tiles in Red Bricks radius

                              25) irrigate 1 currently mined tile in Kloreepville radius

                              26) 1 worker to join Red Bricks

                              27) 3 workers to join Quanto Mechanico

                              Workers not assigned to more important duties shall build fortresses:

                              SE-SE of Tarzania - to prevent the landing force from double-checking Tarzania & Zargonia
                              SE-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
                              S-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
                              S-SW of Crossing - to prevent the landing force from double-checking Crossing & Logville
                              SW-SW of Logville - to prevent the landing force from double-checking Logville and Tiberium

                              Workers over 15-16 total can be added to cities as needed.


                              City Management

                              28) Jackson labourers from 2 iRRigated and 1 rred/mined deserts to coasts

                              29) Farmerville to keep cranking out 1t workers

                              30) Panama to start infantry
                              back to 2t infantry production while slowly growing

                              31) Red Bricks to work all tiles but 1 iRRigated grassland (60spt); start colosseum
                              a quick 2t colosseum to allow pop 20, then 4t hydro plant (80spt) and either 1t arty or 2t airport and 1t fighters

                              32) Karina to start another infantry

                              33) Zargonia labourer from the coast to the iRRigated grassland N-NW

                              34) Dye Fields to start another infantry

                              35) Logville to start battleship (a hydro plant prebuild)

                              36) Tarzania to work all available land tiles, fish and 1 coast
                              returning the iRRigated grassland SE-SE to Zargonia

                              37) Kloreepville labourer from the mountain to a coast; start submarine
                              a quick 2t submarine while growing by 1 pop in 2t (we badly need at least one sub in the Northern part of the Western Ocean - subs coming from Horsefish are slow to make it there in a reasonable time)

                              38) Invoice to work all mined tiles and fish; start barracks
                              4t barracks, then back to worker pumping

                              39) Quanto Mechanico to work all land tiles (61spt); start destroyer

                              40) Castlea to work all food generating tiles

                              41) Port Hammer to start courthouse


                              42) start researching Electronics as fast as necessary to get the tech in 4t (probably 70%)

                              Comment


                              • Still nothing that would suggest an imminent military action by GS - we have discovered their submarine S of Tipperary (they know we have spotted it), but that's about the only thing we could "object". Not sure what good this sub is to them there - do they want to watch what kind of ships we are moving to the Western Ocean? This area is unlikely to become a landing zone... :shrug:

                                GS have built 7 more tanks since the previous turn, making their tank forces 63 strong. Almost nothing else built this turn, it seems. Still no bombers, nor marines! 20 DDs, though. No BBs.

                                Atomic Theory discovered on schedule (and sent to Vox). Electronics started on 60% instead of 70%, since it's already with two teams (GS & GoW, ND lacks Atomic Theory). Hence, the cost is down to 4320-20%=3456 beakers. 3456/4t=864bpt. At 60%, with some harmless labourer tweaking, we are generating 862bpt this turn - just 2-3 new pop points (2 cities to grow next turn, 1-2 workers to be added next turn) and we should be doing exactly what we need to nail it in 4t. Even if not, it will be better to have the cash now than later - we need to plop few more spies around ASAP.

                                Amphibious Warfare not discovered by anyone yet! Espionage still with us & Vox only. We are maintaining our relative strenght on the powergraph - GS gained some at the expense of ND. No change in our military ratings vs. GS, GoW, nor ND.

                                Arabian (ND) transport, IDT Lastkahn, continues to shuffle back and forth along our Eastern coast, now appearing W-W-W of Crossing. We remain prepared with 9 infantries in both Crossing and Zargonia.


                                Our current military:
                                (14 workers)

                                74 infantry

                                8 horsemen
                                51 cavalry

                                60 artilleries

                                15 transports

                                16 ironclads
                                4 destroyers
                                6 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 Lastkahn (ND) W-W-W of Crossing - can carry up to 8 units capable of amphibious attack on Crossing; countered with 9 infantry defenders in Crossing.


                                Plans for 1190AD (Turn 235):


                                Unit Movement/Actions

                                1) LNT-FD & LNT-VI to move E-N-N-N-NW-NW
                                staying out of the GoW's DD sight, heading for Port Hammer and Kloreepville

                                2) new battleship finished in Jackson to be named 'H.B.S. Red Bricks' and fortified
                                let's leave one around here in case GoW does something wrong... we've got 4 BBs in the Western Ocean, 2 more in Port Hammer - I guess we can afford to have one around Jackson

                                3) H.B.S. Karina to move S-SE-SE-SE-SE-SE to Sharpehaven (we better not show all of our BBs)

                                4) LNT-TR to move NE-NE-NE-NE-E-SE
                                5) LNT-GG to move N-N-N-N-N-N
                                both heading for Kloreepville

                                6) U-H1 to fortify

                                7) H.B.S. Argonaut to move W-W-W and fortify, replacing Cartographer

                                8) Cartographer (W of Tipperary) to be renamed 'LNT-CA' and moved NE-NE-N-N-N-N, heading for Kloreepville

                                9) U-H2 to skip turn in Tipperary, unless the GS sub is gone
                                if gone, move NW-NW-NW-NW

                                10) LNT-NC to move S-SE and fortify
                                11) LNT-FE to move SW-SW-SW-W-W-W
                                covering the parts of the Orange Perimeter currently not covered yet

                                12) U-Z1 to move SE-SE-S-S
                                sailing to somewhere near Zegu to look for bad things coming from that direction

                                13) new destroyed finished in Zargonia to be named 'H.B.S. Myrmidon' and moved E-SE-S-S-S-S, sailing to the Southern Sea (shall become part of the 'second picket/first-response defense line' in there)

                                14) new ('75th') infantry finished in Ahhmyfoot to fortify SW-SW of Kloreepville

                                15) new ('61st') artillery finished in Forkmouth to fortify at the Cannon Hill



                                Worker Movement/Actions

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

                                SE-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
                                S-SE of Zargonia - to prevent the landing force from double-checking Zargonia & Crossing
                                S-SW of Crossing - to prevent the landing force from double-checking Crossing & Logville
                                SW-SW of Logville - to prevent the landing force from double-checking Logville and Tiberium

                                Workers over 15 total can be added to cities as needed (Jackson would be the prime candidate, because of its low corruption).


                                City Management

                                16) Legopolis to start Battlefield Medicine (a hydro plant prebuild)

                                17) Jackson labourer from iRRigated desert to coast; start destroyer
                                in case we do not need all those coasts (to keep our research fast enough), then work iRRigated deserts

                                18) Farmerville to keep cranking out 1t workers

                                19) Forkmouth to start battleship (hydro plant prebuild)

                                20) Zargonia to start another destroyer

                                21) Tarzania to start infantry

                                22) Kloreepville to work all land tiles sand the mountain

                                23) Ahhmyfoot to start another infantry

                                24) Horsefish labourer from the hill W-SW to a coast

                                25) Tipperary labourer from the coast to the hill E-NE

                                26) Nou Camp to start another worker

                                27) try setting the cities so that we generate 864+bpt


                                28) try planting a spy with GoW
                                we should have the gold to give it a try...

                                Comment

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