February 6th, 2015, 02:40
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February 6th, 2015, 02:56
(This post was last modified: February 6th, 2015, 03:46 by Old Harry.)
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Hi noble - its good to hear from you! Were you dedlurking someone or have you been away?
THH and Fintourist - how about moving our attack forward a turn? I think we can load 38 drafted infantry on t202 and attack t203... I *think* that's the earliest our galleons can all be there. If pindicator doesn't increase his stack size we could even go t202 with a galleon or two fewer.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
February 6th, 2015, 04:26
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(February 6th, 2015, 02:56)Old Harry Wrote: THH and Fintourist - how about moving our attack forward a turn? I think we can load 38 drafted infantry on t202 and attack t203... I *think* that's the earliest our galleons can all be there. If pindicator doesn't increase his stack size we could even go t202 with a galleon or two fewer.
Definitely, we will easily get enough units in place, it's all about galleon logistics and if that works... (of course infantry logistics need thought and work too, but they aren't really the bottleneck)
Great work with drafting plan & illustrations. I'll try to provide more concrete feedback and suggestions once I'll log in next time and can go through our cities, but my intuition is that we will lower the amount of drafts a bit during t195-203. IIRC our next GA starts on turn 210 so we have until then to draft as much as we want and spreading the drafts more evenly might be a better economical solution. I'm thinking more like ~30-35 drafts during t195-203 and ~15-20 drafts during t204-210.
Reg our attack I think we can easily fill our boats in the first wave with ~30 existing units ~20 draftees and ~15 units that will be finished during the next turns. The 2nd wave can ship in e.g. ~20 draftees and ~10 normally produced units. Assuming our initial attack is successful those combined ~100 units (maybe half of them infantry, rest cavs/cuirs/cannons/grens/rifles) should be easily enough to take pindi's land and defend our gains on the island against dtay and then hopefully continue our greediness with Dreylin. Meanwhile we still have a decent amount of units remaining in the mainland, have infantry+rifles guarding our visible coastal cities near BGN and dtay and are still in nationhood --> We should not look too tasty and there is a chance that we get to pull this attack off without major disturbances from competitors.
February 6th, 2015, 12:20
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Comparing Pindi's stack on t193 with the picture from t189 will give us an idea of how fast he's building units and what we need.
I think that we'll have ~15 Cav (including 3 commandos), ~10 Cuirs, 2-4 workers, 3 Amphi Grenadiers and 15 normally built Infantry. That leaves another 15-20 drafted Infantry able to fit on our boats. I'm happy to ditch the Cuirs for more drafted Infantry, but if we can destroy his stack I think 2-movers will be more useful than Infantry for holding the cities our commando's plan to capture.
In fact it may even be possible to stage the attack with 18 Galleons on t201, once we have Railroad. But that could be cutting things a bit close to destroy the stack and capture the cities we want on t1 of the war. Better to be able to commando and keep the capital on t1 of the war rather than letting Pindi kill our commando and recapture. I'm imagining a force of five Cav would be enough to hold the capital until reinforcements get there.
I'm not around tonight, but will play in the morning tomorrow, so feel free to leave signs...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
February 6th, 2015, 13:22
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Going earlier would of course be ideal, though not at the risk of not accomplishing our objectives, as you mentioned in your last post. To me, it all depends on how much Pindicator reinforces, which we can't know yet. His pattern of reinforcement might change as he sees our power increase.
One thing I'm not sure was fully resolved from the chat was the number of worker turns the railroad requires against how many we have available. Are we good in that regard?
February 7th, 2015, 05:16
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BGN offered this when I logged in. I declined for now, I wonder if there is an angle we should consider here:
I did some math reg tech situation as I logged in. Currently we are leading BGN by 10 000 beakers and TBS by 35 000 beakers. 10 000 beakers against BGN isn't really much after he gets his new conquests consolidated. And BGN is currently catching up with his 3-man GA, but we have still our own coming in ~15 turns, which will compensate for that. 35k lead against TBS is actually a bit less than I imagined, but that should still grow turn by turn for a while. Espeacially as we are getting Statue of Liberty now.. (1 turn to go and nobody has Democracy, so unless there is someone who can bulb Democracy and complete the SoL in one turn with Great Engineers we have it in the bag..)
BGN is currently investing more frigates to our border than we are. That's not a huge problem, but I would like to see our vision/sentry net improved with our own frigates that are nearby. That's probably what you are doing already.
Reg attack composition you described: It's true that we should have odds in every fight when we attack pindicator and collateral isn't absolute necessary, but sending couple of cannons to wound pindi's stack might still be the most efficient approach. We will surely produce couple of cannons as Steel comes in, so let's see if we want those on-board. If for nothing else we should have bunch of cannons as reinforcements so that we can discourage dtay+dreylin from being annoying or deal with their stacks if needed.
What's your EP plan reg Dreylin and pindicator? We are currently a bit short of Dreylin's research and pindi's city visibility. Maybe we should take Dreylin's research visibility and start working slowly towards city visibility. With pindi we might slowly put some EPs that we get full city visibility or just dump a bunch of EPs on the turn before the attack? I understand the not-giving-anything-away point here of course. With Gertie having Jail + Security Bureau + Sacrificial Altar and working some spy specialist we are making 100+ EPs currently per turn, which gives us plenty of EPs to work with. Of course we could consider dumping everything into BGN so that we maybe could pull off a crucial tech steel in a possible tech race :P That would probably need a huge chunk of EPs though and I haven't done the math if that's even remotely possible.
Comments for drafting plan:
- Butterscotch could draft once if we want
- 3 drafts from Englbert makes it a bit tight happy-wise so if you want to do it, the first draft should come pretty early so that there is time for unhappy to wear off. Preliminary (I know that those turns are mostly illustration) plan says to draft on turn 200, 201 and 203. It probably should be more like 195, 201 and 205
- The above applies for some other 3-draft cities too, like Ophelia, Pickle, Rocky, Twinkle, Domino
- Quincy is a bit behind in growth so it probably only manages one draft before the attack
- Poppet could maybe draft twice?
So overall if we adjust for above (mostly those 3-draft cities), we can easily get those 30+ drafted infantrys in time for the attack. Current plan is still pretty merciful for many former cities of Mardoc (probably due to logistics) so by drafting some of those and getting 3rd drafts out of the abovementioned cities should get us comfortably to a total of 50 drafted infantries before we switch back to Bureaucracy. Of course we can get more if we feel like we need 60 or even 70 drafted infantries as you have previously analyzed.
February 7th, 2015, 06:11
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On the BGN border I haven't thought beyond "have some Frigates nearby but not threatening" and getting city visibility with EP spending. I'd like to put some drafted Infantry in the important coastal cities over there soon, but I don't feel an urgent risk. Perhaps that's a bit naive...
I like trickling EPs onto Dreylin and dumping them onto Pindi the turn before we attack . I'm not so sure about the cannons though - they get six collateral each I think, so the chances that they wound the high-strength units in Pindi's stack seem low, I guess we need to run a sim once we uncover his stack this turn and estimate how things are going to change over the next ten turns.
I like the idea of a tech steal too, I'll let you figure out if it's worth it!
Drafting:
I was assuming we'd cut out the 3rd drafts in places like Englebert and Ophelia first if we needed less than 40 Infantry for the attack, the southern infrastructure-light cities will be the ones to feel the real weight I think. Again dependent on what our scouting worker reveals.
In fact I'll go and play the turn now and find out...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
February 7th, 2015, 12:07
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Turn 193
Pindicator has upgraded his Knights to Cuirassiers (I assume that means he's not planning on Cavalry soon), but hasn't added any units to the stack .
Founding Amber and Bimble at the south pole seems to be worth about ten beakers per turn. Amber will just work a merchant and build wealth, whereas Bimble can actually grow to about size three four on its crabs.
Leaves is nearly at its maximum production now the engineer can work coast once a grass farm is workshopped to make up the food needed before Biology. Factory + Harbour + Coal Plant when AL comes in?
What's BGN up to here? :Mischief:
Dreylin has Rifling.
A wild new plan appears!
Right now, on the boats or nearby we have:
3 commando cav
10 cav
12 cuirs
1 knight
3 Amphi Grens
1 Rifle
1 Medic Chariot
To be built:
Daisy: Cav eot195, Inf eot199
Hazelnut: Inf eot195, 197
Q: eot196, 200
Izzy: eot?
Nina: eot?
To be drafted:
195 - S, T, I, N, Poppet
196 - P, R, S, T, Domino - dropped: I, N, O
197 - O, P, R, T, Domino - dropped: Q
198 - O, P, Q, R, Domino - dropped: E
199 - E, B?
200 - E, J, M?
Which makes 63 units. With 22 boats that lets us take three workers.
Demos and power.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
February 7th, 2015, 13:25
(This post was last modified: February 7th, 2015, 13:26 by Fintourist.)
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Excellent, so now we have drafting plan for the faster attack in place and our 1st wave totals:
31 existing units you mentioned
25 drafted infantry
2 workers (at least)
Here is my take on what we will produce still normally and manages to join the attack:
Cornelius: Inf eot196
Daisy: Inf eot196 Cav eot198
Hazel: Gal eot194 Inf eot 195 (Gal eot 196?) Inf eot 197(/198)
Q: Inf eot195
Izzy: Inf eot196 (I reconfigured this - requires one road)
Nina: Inf eot197 (I reconfigured this - requires 2 new roads)
Xigua Cav eot195
Leaves Cav eot193
Notes:
- Hazelnut eot 198 infantry requires that we have a galleon NW-NW of Hazelnut at the start of T199
Ok, so that's a total of 10 units that can still join the attack and our total is 68 units. We have a bunch of cuirs in the west that you haven't planned to use in this attack so I would just take one of them and then we are at 69 units. I got the impression from you that we can get 23 galleons in place.
Just to have some breathing room I would send actually couple of cuirs towards east. BGN has cossacks so cuirs are pretty useless in the west in any case.
Gotta run, in case you have time we can chat tomorrow again.
February 7th, 2015, 13:30
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Those must be some hardy settlers to be settling a home in the Antarctic in ~ the 19th century real-world time.
Are we the global tech leaders?
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