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Turns 160-179

Discussion in 'Team Doughnut' started by killercane, Jul 25, 2006.

  1. Aigburth

    Aigburth Sea Dog

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    Location:
    London
    Stationing privateers for recon leaves them open to attack from MIA frigates, is it not better to have them target MIA galleons?

    The rest of the plans look good to me.

    We should organise our workers into stacks that will rail flat land in one turn and build a basic railnet connecting our core cities to the extremities ASAP though you may want to spare some workers for mining / railing the city building the intelligence agency
     
  2. dl123654

    dl123654 King

    Joined:
    Nov 30, 2004
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    Turn 175 (550AD):
    Steam->Medicine
    Shelbyville Cav->Barrack
    Oliebollen Settler->Worker
    Tiao Worker->Worker
    Homer's Special Worker->Worker
    TNT's Cage Worker->Worker
    Robi's Bakery Warrior->Warrior

    Found one of KISS's galleys in the east, sending them a message not to attack us, sent KISS steam but will have to wait for them to accept before we can send coal

    Based on Aigburth advice pirvateers are forming a line on our west to see if anything approaches, there is currently nothing to attack currently, would still like to put boats off of MIA coast

    We have 10 coals and see another 15 at least that are not hooked up, Krispy Kreme has 2 and the jungle has some every few squares

    Workers start to railroad

    Found Oka

    Upgrade all Treb to Cannons for 180 gold

    Embassy with Greece for 64 gold (PIC)

    First looks:
    They are in their golden age (from the war most likely)
    4 turns to Cop
    Currently making 150 sci per turn although that will likely decrease after their golden age is done
    Have science at 70% currently
    Have 568 gold in the bank
    They will have roughly 140 sci (depending on rounding) after Cop is finished and their golden age ends
    Note: Newton is the only wonder that is not visible in the picture

    Safe stealing costs 1984 gold

    We get +680gpt at 0% science and all tax

    It looks like Electricity costs ~4250 beakers

    We will have enough for 2 steals in 6 turns, it will take 5 turns to research Electricity but we could be running as low as -132gpt (all scientists)

    Currently 87 gold 0% sci +680gpt
     

    Attached Files:

  3. RickFGS

    RickFGS Deity

    Joined:
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    Location:
    Lisboa, Portugal
    Well, i´ve taken a look at the save and this is how i see it:

    1st -Why are we building settlers? have those cities build workers.we have too few, we need at least 50 more, besides KISS is crap, and as all the new cities we need. MIA will go for KISS first probably. I´m sry but settling one skare is all good but im afraid that time as passed, railroads must be priority number one! our survive will depend on this.

    2nd-We dont have railroads but i see we´ve started it, by now MIA as railroads from north to south and all the coast cities connect so he can have all cities empty including capital.

    3rd-I sugest put all production in 2 things: Core cities - Riflemen Other - workers , no settlers pls.

    4th-To railroad with the workers we have, put them in teams of 3, they make the railroad in 2 turns and start to connect the coast line in the south of core cities and move your way up the coasts asap! MIA is almost finished with railroading and new cities by now or soon.

    5th-MIA will have 2 armies, 25% or so in mainland to kill invanding troops and 75% crossing the sea in one turn by galleon tranfer at sea or even direct...its army is all probably in the north and its for sure all cavalry and nothing else. He will land and kill KISS and then go for us working is way down...we will counter attack on their mainland and get hammered for sure...our privateers will be useless because he will make the crossing in a turn with all of his army, his navy is probaly all galleys and he will upgrade all to galeons in a turn of course.

    6th-Dont turn the tech off!!! Make your way to Electricity and Replacement parts ASAP, then turn off tax for one turn or 2 and upgrade all riflemem to infantry, with lower production cities you can even rush a medieval inf and then upgrade to guerrila. Infantry will beat cavalry any day so we need this as fast as we can because MIA will invade soon. Waste the money on upgrades and rushing infantrys and medieval.

    8th-After this kill KISS (begin your attack on Left-over city - ivory - and go staright to capital after dont look back) and take along the workers to railroad the new lands fast.

    7th-Stop with the buildings on our core cities, the time for that as passed, we will be hit in the next 20 turns or so..

    8th-When in replacement parts will have the deadly army of infantry and artillery - no more is needed.

    8th-Dont draft ever, try to reach 150 workers or more, MIA prob as even more then that, all MIA land is prob railroaded and city one skare colonized, we have no chance on an invasion now...we need to kill is obsolet army in a turn, cavalry cant be upgraded! stop building cavalry! they are 6/3 - infantry is 6/10! and riflemen 4/6! with railroads all along the coast and a center crossing who needs horses????? MIA as wasted all in cavalry because they are the always offensive units never defensive for sure type, so go for infantry, they arent fast units, but then again they are 6/10, veteran preferable and upgradable to mech infantry, what more do we want.

    9th-Can we get replacement parts in 10 turns or so? if yes those 10 turns we have too build riflemen and lots of it...if not enough we can even postpone the getting of replacement parts to cash in and get more riflemen for the final upgrading. We have cannons wich will go artillery which is good.

    10th-Last we have an 12 unit of so landbloking on the west, with railroading we can use the guys to make a permanent landblocking all over the continent instantly, using the privateers as scouts. Except on the north where the land is closer and MIA can make the crossing in a turn. - so and as i said earlier KISS is dead already so best we take the cities then MIA.

    11th - I´ve i said this already? well her eit goes again - workers and riflemen - workers --> railroads and roads no minning etc.

    I hope you have some use for this analyses, i´ve just write it by a 20m or so look at the save, but i think this is a good way to go.

    PS: And can someone explain Eureka Stockade (MIA city ) in the midle of us pls???? lol

    Also: Privateers arent upgradable so dont build this too much, build ironclads and a lot when we get ironclads tech after replacement parts it should be our priority and then go for destroyers and upgrade all clads
     
  4. RegentMan

    RegentMan Deity

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    Are you saying you moved units around in the save? That is a major breach of the rules.

    Please edit that part out of your post.
     
  5. RickFGS

    RickFGS Deity

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    Location:
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    edited sry im a bit new in the rules he he
     
  6. RegentMan

    RegentMan Deity

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    Please familiarize yourself with the basics of them. This'll be a warning.
     
  7. dl123654

    dl123654 King

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    Save is in will be playing tomorrow:

    I didn't send them Gems and will be sending them coal next turn.

    IIRC the peace ends 177

    @RickFGS:
    I agree we don't have enough workers, which is why more then half are building workers

    Settlers are only being built in 2 or 3 production cities for every other build, I think settlers are necessary to keep military costs down, they produce 10 science or 7 money when fully improve (population 6 with 3 specialists), these cities are building many workers for us and its one less square to improve

    The Rifle->Inf idea over Cav is a good one once we have rails up and will switch many builds (but not all, I still like the speed of cav until we get our railroad going) next turn

    Workers are currently paired building railroads, the amount doesn't matter because in multiplayer you don't lose worker movement for worker overflow (4 workers will finish a 6 worker job in 2 turns but on the second turn you will be able to move 2 of them). I was worried we wouldn't have coal based on how few roads we have through the jungle and the availability of saltpeter, which is why we have workers in the jungle, but they are on their way home building rails.

    Disagree on the killing of KISS, as someone mentions before a diplomatic victory would be the least painful and most realistic way of victory.

    We can't have RP in less then 10 turns at least given Ele is 5 turns itself at full science (which we can maintain now that we have waited one turn)

    Was thinking of building a few more building and then suggesting switching to militarization for the production benefit

    Drafting is a last ditch effort, and would be done only if it meant keeping the city

    Ironclads need a non required tech, and there are so many better things to research

    And MIA city came about during our war with TNT, they rushed a settler over here while we were fighting and before either of our cities even reached the jungle

    I think I have hit all your points, as I said will be playing tomorrow so anyone feel free to give input

    PS: Will be setting up election threads for next set of turns
     
  8. killercane

    killercane Deity

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    TN
    Welcome RickFGS, it is good to hear some strong opinions. Our current philosophy is to steal techs from MIA, upgrade the army, and build some more troops. I hope you can review all the previous discussion and catch up on things.
     
  9. RickFGS

    RickFGS Deity

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    Location:
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    The continous bulding of cavalry seems to be a mistake as also settlers..half building workers while in scientist is not enough, we need non-core all workers and the cities buildind settlers are the best for pumping workers, core - rifleman, position the privateers that we have, covering alll coast if possible, to allow te movement of a blokade land force rapidly...and once in replacement parts upgrade all infantry and prepare to kill KISS in a 5 turns or so. I believe Diplomatic victory is not an option, MIA will kill KISS to avoid this and will have more population then us.

    1 privateer - 2/1/3 cost 60 - cheap but wont be a force for the future

    1 destroyer - 12/8/5 cost 120 - willl be too expensive to build when we get tech

    1 ironclad - 4/4/4 cost 80 - now this is more like it, not so cheap but 4 movement naval, and upgradable - sure we lose 4 turns for researching but we will get a destroyer navy in the future that will sure give MIA a good headhack.
     
  10. dl123654

    dl123654 King

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    Turn 176 (560AD):
    Powdered Uni->Rifle
    Hot Doughnuts Settler->Worker
    Spurgos Worker->Worker

    Changed many builds from cav to rifles
    Likewise changed settler builds to workers in cities that would not lose production
    Most settlers will finish within 3 turns

    Currently 768gold making +663gpt
     
  11. Robi D

    Robi D Minister of (Dis)Order

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    Here is the latest from MIA


    MIA has gone to war with us so we can not use our embassy but we not attack.

    Personally i think thats against the rules of the game, because its a phoney war which are not allowed.

    I will send a PM to regentman to ask for a ruling.
     
  12. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

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    RM forwarded me the PM and I replied, so I'm awaiting his comments, but seeing as the purpose of the war is not to inflict WW (which is against the rules) but rather to prevent embassy use, I have no choice but to say it's legal. Nothing in the rules prevents a "phony" war, just a war for the purpose of WW.
     
  13. Nobody

    Nobody Gangster

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    Wellington New Zealand
    Such is life, Lets take that little city first of all.
     
  14. dl123654

    dl123654 King

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    Still seems exploitive in nature, the idea of a war without actual fighting, maybe an admentment is in order. Didn't this break our treaty of guranteed peace until turn 177, if so what was the was the penitalty for that.

    Since they went to war they lost their silks, I'm sure that has hurt them with the WW already in place.
     
  15. RegentMan

    RegentMan Deity

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    I responded to Robi D's PM, with the above as the general message.

    Propose one. :)
     
  16. Aigburth

    Aigburth Sea Dog

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    Location:
    London
    Here is the relevant section of the treaty: -

    1.1 Neither side will attack the other's units or end their turn inside the others borders without express permission.
    1.2 This nonaggression treaty will last a minimum of 35 turns.
    1.3 It can be cancelled anytime after the 35th turn by 10 turns written notice to the other team.


    It is worded as 'non-aggression' rather than 'gauranteed peace'.

    Interesting though is 1.3 which implies MIA can not attack us until T186 at the earliest as they need to give us 10 turns written notice!
     
  17. Robi D

    Robi D Minister of (Dis)Order

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    In my mind its still a dubious move, but i'm happy to go with the ruling.

    MIA may not have the intension of attacking us, but a far as i see it MIA has broken their treaty and gone to war with us, so we should act accordingly.
     
  18. Emp. Killyouall

    Emp. Killyouall EVIL Emperor

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    Do not attack them! That should be an exploit, but we should play by the rules too. If they don't give us WRITTEN NOTICE on turn 77 then we can cry foul.
     
  19. dl123654

    dl123654 King

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    Here is the question then, did what they send declare that they will be hostile in 10 turns?
     
  20. Robi D

    Robi D Minister of (Dis)Order

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    Adelaide, Australia
    To go to war with us whether they send units or not is a hostile act, it can't in my mind be classified as non-aggression. I think we should "rezone" their city near the silks.

    Also should i write a response to the "friendly" letter.
     

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