Played turns

Summary: No enemy transports in sight. SABER has 4 destroyers and a cruiser (all vets) in one stack off our west coast and within range of all 11 of our bombers.FREE has 16 transports, 31 marines, 82 mech infantry and 80 modern armor (same as last turn) and also has two stealth bombers. SABER and FREE still both need nuclear power and miniaturization. We have learned robotics but turn research off to pile some gold. We have officially begun 4 (battleship) pre-builds for our spaceship parts. :)

BABE offers peace with accept. We don't want this do we? I press 'escape'. (The offer is still there (with accept) if we go to the trade screen with BABE. Maybe it will just stay there until we need it.
SABER offers peace without accept. I press 'escape'.

We learn robotics, choose space flight.

Builds:
Spoiler :
The Meeting Room: nuke sub ---> nuke sub (4 turns)
The Nursery: nuke sub ---> nuke sub (12 turns)
The Pier: nuke sub ---> nuke sub (6 turns)
The Old Gong Isle: walls ---> harbor
EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement oints left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.

EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. Vet cruiser 8SW-1S of The Dislodged. (Exactly the same as last turn.)
SABER: 4 vet destroyers and a vet cruiser 4W-4SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range.

Moves:
Spoiler :
Carrier and sub move back to The Dislodged; destroyer moves back to The Shallows; nuke sub moves back to The Pier.
Nuke sub in The Meeting Room moves to The Marina.
Transport in The Marina moves to The Hideaway.
Nuke sub NE of The Ways moves into that port.
Nuke sub in Chamsuri's Cove moves into The Ways.
Nuke sub in The Nursery moves to The New Yard.
Added one worker to The New Yard and changed tax man to clown.
Workers continue barricade ring.
Specialists:
Spoiler :
Switch The Bayou.
Switch engineer to taxman in The Whale Pond.
Switch specialists to police in The Treasury, The Arboretum, The Institute and The Gulag.
Switch remaining scientists to tax men.
Switch taxman to civil engineer in The Old Gong Isle.
14 taxmen total.
MM stuff:
Spoiler :
The New Yard: irr grass to coast (clown back to tax man)
The Pier: ocean to irr grass and ocean to coast
Camsuri's Cove: lake to coast
The Aerie: bg to lake
The Shallows: coast to bg
City builds adjusted:
Spoiler :
The Admiralty: continues nuke sub (1)
The Bayou: continues nuke sub (1)
The Red Tape finishes carrier (2)
The Phoneix: continues nuke sub (2)
Chamsuri's Cove: continues nuke sub (2)
The Hideaway: change to worker (1), 4 shields dumped
The Whale Pond: change to wealth, 2 shields dumped
The Greenhouse: change to paratrooper (pre-build for settler in 5)
The Beach: Change to coastal fortress (1), to be sold next turn for 10g
The Squeeze: Change to nuclear sub (13)
The Dislodged: Continues mobile SAM (8)
The New Yard, The Nursery, The Shallows and The Marina all switch to battle ship pre-builds.
The Old Gong Isle starts harbor(20 with engineer).
All other cities build wealth. (The Pier, The Meeting Room are switched.)
Jet in OGI does recon (and our homeland, too):


Science rate lowered to 0%.
2497g, +807gpt, space flight in --- turns.
 
Summary: No enemy transports in sight. SABER has 3 destroyers and a cruiser (all vets) in one stack off our west coast and within range of all 11 of our bombers. FREE has six stealth bombers. Saber has seven armies. SABER and FREE still both need nuclear power and miniaturization.

BABE offers peace with accept. I press 'escape'.
SABER offers peace without accept. I press 'escape'.

Builds:
Spoiler :
The Admiralty: nuke sub ---> wealth
The Bayou: nuke sub ---> wealth
The Hideaway: worker ---> wealth
The Beach: coastal fortress ---> wealth
EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.

EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery, Vet cruiser 8SW-1S of The Dislodged. (Exactly the same as last two turns.)
SABER: 3 vet destroyers and a vet cruiser 5W-4SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range.

moves:
Spoiler :
EWS ships moved back to port.
Worker in The Hideaway boards transport, transport moves to The Dislodged, worker disembarks.
Nuke sub in The Marina moves to tile NW of The Beach.
Nuke sub in The New Yard moves to The Pier.
Workers extend barricade ring. Can I build a barricade on a radar tower without losing the tower?
Sold costal fortress in The Beach. for 10g. Changed taxman to clown there.
Jet in OGI does recon. Should we relocate it to The Pier to recon the 11-tiler?


3314g, +836gpt, space flight in --- turns.
 
Summary: No enemy transports in sight. FREE has eight stealth bombers (two more than last turn). SABER and FREE still both need nuclear power and miniaturization. I raised the lux slider to 10% which eased the unhappiness in all cities except one. Hiring specialits would have put some cities into starvation. Left research off since raising lux to 10% means it will take three more turns for research (one turn for each ech) and we'll need another turn or two to pile gold. The pre-build plan must still be looked at in light of this development. So research left off this turn. Meanwhile FREE builds more stealth bombers.

BABE offers peace with accept. I press 'escape'.
SABER offers peace without accept. I press 'escape'.

Builds, aka riots:
Spoiler :
The Chamber riots.
The Admiralty riots.
The Treasury riots.
The Silo riots.
The Bayou riots.
The Ways riots.
The Aerie riots.
Chamsuri's Cove riots.
The Meeting Room riots.
The New Yard riots.
The Nursery riots.
The Pier riots.
The Marina riots.
The Phoenix riots.
The Dislodged riots.
The Squeeze riots.
The Red Tape riots.
EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery, Vet cruiser 8SW-1S of The Dislodged. (Exactly the same as last two turns.)
SABER: 3 vet destroyers and a vet cruiser 5W-4SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range. (Same as last turn.) Plus 3 vet cruisers 11SW of The Greenhouse.

Moves:
Move EWS ships back into port.
Workers extend barricade ring.
Nuke sub NW of The Beach moves to tile N-NW of The Ways.
Jet in OGI does mod[/URL]

Restoring peace to our cities:
Spoiler :
Have to up lux to 10% otherwise we'll have massive food shortages.
The Chamber: ok
The Admiralty: ok
The Treasury: ok
The Silo: ok
The Bayou: ok
The Ways: ok
The Aerie: ok
Chamsuri's Cove: ok
The Meeting Room: ok
The New Yard: clown to tax man.
The Nursery: coast tile to tax man.
The Pier: ok
The Marina: ok
The Phoenix tax man to clown.
The Dislodged: ok
The Squeeze: ok
The Red Tape: ok
The Beach: clown to coast.
Left research at zero to pile more gold.

4150g, +543gpt, space flight in --- turns.
 
Summary: No enemy transports in sight but some FREE cruisers get a lot closer. SABER has 19 marines now and two nuclear subs. FREE still has eight stealth bombers (two more than last turn). SABER and FREE still both need nuclear power and miniaturization. Research still on hold.

BABE offers peace with accept. I press 'escape'.
SABER offers peace without accept. I press 'escape'.

Builds:
Chamsuri's Cove nuke sub--->nuke sub (8 turns).
The Phoenix nuke sub--->nuke sub (7 turns).
The Red Tape carrier--->battleship (8 turns).

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery, Vet cruiser 8SW-1S of The Dislodged. (Exactly the same as last three turns.) AND 3 vet cruisers 3W of The Nursery.
SABER: 3 vet destroyers and a vet cruiser 6W-2SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range.

Moves:
Spoiler :
Moved EWS ships back into port.
Moved nuke sub N-NE of The Ways into The Admiralty.
Moved nuke sub from Chamsuri's Cove to The Ways.
Carrier in The Red Tape moves N, 4 bombers from The Dislodged rebase to carrier, carrier moves to The Dislodged.
No bombing.
Nuke sub in The Phoenix moves to The Nursery.
No pollution so workers extend barricade ring.
Jet on OGI rebases to The Whale Pond.
4693g, +720gpt, space flight in --- turns.
 
Summary: No enemy transports in sight but some FREE cruisers still a lot closer. SABER has 22 marines now and 4 nuclear subs. FREE still has 31 marines and 20 transports. SABER and FREE still both need nuclear power and miniaturization.

BABE offers peace with accept. I press 'escape'.
SABER offers peace without accept. I press 'escape'.
I send a peace offer to FREE with accept.

Builds:
none.

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery, Vet cruiser 8SW-1S of The Dislodged, and 3 vet cruisers 3W of The Nursery. (Exactly like turn 258.)
SABER: 3 vet destroyers and a vet cruiser 6W-2SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range. (Exactly like turn 258.)

MM stuff:
The Marina: clown to tax man
The Squeeze: clown to tax man
The Bayou: clown to tax man

Moves:
EWS ships moved back to port.
No bombing.
Workers extend barricade ring.
Nuke sub moved from The Nursery to The New Yard.
Jet in The Whale Pond does recon near SCI taking care no to even look into SABER territory. We see a vet battleship and 2 vet destroyers:



Set research to 80% and switch two tax men to scientists (in The Chamber) to guard against lost beakers from pollution.

5413g, -136gpt, space flight in 6 turns.
 
Summary: No enemy transports in sight. SABER has 22 marines now and 5 nuclear subs. FREE still has 31 marines, 20 transports and 10 stealth bombers.

SABER and FREE still both need nuclear power and miniaturization.

SABER offers peace without accept. I clear the table.
The peace offer I sent FREE pops up - they have not accepted it. I clear the table.
Send FREE a new peace treaty with accept.

Builds:
none.

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The

Nursery; Vet cruiser 8SW-1S of The Dislodged (like last turn); and 3 vet cruisers 4S-1SE of The New Yard.
SABER: 3 vet destroyers and a vet cruiser 6W-2SW of The Dislodged. 4 bombers on the carrier and 7 in The Dislodged are in range. (Exactly like last two turns.)

Moves:
EWS ships moves back to port.
No bombing.
Clean pollution near The Chamber (and work the polluted tile) and extend barricade ring.
Nuke sub moves from The New Yard to The Pier.
The Red Tape switches to a nuke sub (3 turns) since it's too early to do a battleship prebuild.
Extra jet in The Whale Pond does recon of SCI taking care to avoid SABER territory. It sees two stacks of Saber ships:
Elite and vet cruiser 5NW-3W of The Whale Pond.
Vet battleship and 2 vet destroyers 6NW-1N of The Whale Pond.


5277g, -136gpt, space flight in 5 turns.
 
Summary: No enemy transports in sight. SABER has 22 marines now and 5 nuclear subs (same as last turn). FREE still has 31 marines, 20 transports and 10 stealth bombers (same as last turn). SABER and FREE still both need nuclear power and miniaturization.

The peace offer I sent FREE pops up - they have not accepted it. I press escape.

Builds:
none.

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE:
  • 1 vet cruiser 9SE of The Admiralty.
  • 3 vet cruisers 3SE-5S of The Pier (New postion).
  • 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard.
  • 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery.
  • 1 Vet cruiser 8SW-1S of The Dislodged.

SABER:
  • 3 vet destroyers and a vet cruiser 6W-2SW of The Dislodged.

Moves:
EWS ships return to port.
Workers idle. Do we need a doulbe barricade ring?
Jet in The Whale Pond does recon of SCI taking care to avoid SABER territory. See vet battleship and 2 vet destroyers.


Cost to steal military plans (immediately/carefully/safely):
FREE: 3848g/5772g/7696g
SABER: 4844g/7266g/9688g

5141g, -136gpt, space flight in 4 turns.
 
Summary: No enemy transports in sight. Free has combined some of their cruisers into one stack. SABER has 22 marines now and 5 nuclear subs (same as last turn). FREE still has 31 marines, 20 transports and 10 stealth bombers (same as last turn). SABER and FREE still both need nuclear power and miniaturization.

Peace offer from SABER pops up (not accepted by them). I press 'escape'.
Peace offer from FREE pops up (we accepted, they didn't). I press 'escape'.

Builds:
none.

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE:
1 vet cruiser 9SE of The Admiralty. (Same as 261.)
5 vet cruisers and an elite cruiser 7S-1SW of The New Yard.
2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Same as 261.)
1 Vet cruiser 8SW-1S of The Dislodged. (Same as 261.)

SABER:
3 vet destroyers and a vet cruiser 5W-2SW of The Dislodged. (Close to 261 position.)
2 vet cruisers and 1 elite destroyer 6W-1NW of The Greenhouse. (Not seen on 261.)

Moves:
EWS ships move back to port.
Workers moved to ruins of old FREE city to build a road.
Jet in OGI does recon near SCI:


5005g, -134gpt, space flight in 3 turns.
 
Summary: No enemy transports in sight. SABER is up to 6 nuke subs and now has a stealth bomber. FREE still has 31 marines and 20 transports but is up to 13 stealth bombers (same as last turn). SABER and FREE still both need nuclear power and miniaturization. We have a battleship due ot complete in 8 turns - we'll have to drop out of mobilization in 6 turns or change this pre-build. I guess it's time to recalculate our prebuild plan. I've been too busy lately. :(

Peace offer from SABER pops up (not accepted by either). I press 'escape'.
Peace offer from FREE pops up (we accepted, they didn't). I press 'escape'.

Builds:
The Red Tape: nuke sub ---> nule sub (5 turns)

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.

EWS report:
FREE:
1 vet cruiser 9SE of The Admiralty. (Same since 261.)
5 vet cruisers and an elite cruiser 7S-1SW of The New Yard. (Same as 262.)
2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Same since 261.)
1 Vet cruiser 8SW-1S of The Dislodged. (Same since 261.)

SABER:
3 vet destroyers and a vet cruiser 6W-2SW of The Phoenix. (Moved since last turn.)
2 vet cruisers and 1 elite destroyer 6W-1NW of The Greenhouse. (Same as last turn?)

Moves:
EWS ships move back to port.
Workers built road on hill where old FREE city was.
Nuke sub in THe Red Tape moved to The Marina.
Workers clean pollution near The Chamber.
Jet in The Whale Pond does recon of SCI:


4871g, -136gpt, space flight in 2 turns.
 
Summary: No enemy transports in sight. All enemy ships in same position as last turn. SABER is up to 7 nuke subs and 2 stealth bombers, one more of each than last turn. FREE still has 31 marines and 13 stealth bombers but is up to 21 transports. SABER and FREE still both need nuclear power and miniaturization. Pre-build plan put into effect.

Double peace offer from SABER pops up (not accepted by either). I press 'escape'.
Peace offer from FREE pops up (we accepted, they didn't). I press 'escape'.

Builds:
The Dislodged: Mobile SAM ---> wealth

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.

EWS report:
Spoiler :
FREE:
1 vet cruiser 9SE of The Admiralty. (Same since 261.)
5 vet cruisers and an elite cruiser 7S-1SW of The New Yard. (Same since 262.)
2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Same since 261.)
1 Vet cruiser 8SW-1S of The Dislodged. (Same since 261.)

SABER:
3 vet destroyers and a vet cruiser 6W-2SW of The Phoenix. (Moved since last two turns.)
2 vet cruisers and 1 elite destroyer 6W-1NW of The Greenhouse. (Same as last two turns?)
MMing for pre-build plan:
The Phoenix gives two tiles to The Arboretum which uses two cops to work them.
Chamsuri's Cove - forest to lake. The Igloo - lake to forest.
The Igloo: wealth ---> radar artillery (pre-build)
The Arboretum: wealth ---> radar artillery (pre-build)
Chamsuri's Cove is working on a nuke sub and has 108s in the bin. Too much for the pre-build but not enough to spt for the pre-build if we finish the sub. Change nuke sub to battleship and hire 2 taxmen (from forest tiles) to reduce shield output.
The New Yard: mbg to sea - switch back on turn 266.

Moves:
EWS ships move back to port.
Nuke sub from The Marina to 1 tile NW of The Beach.
Transoirt from The Dislodged to The Hideaway.
OGI jet recons open sea near old Babeland. Nothing in view.
Workers build railroad on site of old FREE city.

Science rate lowered to 60%.

4735g, +40gpt, space flight next turn.
 
Summary: No enemy transports in sight. All FREE ships in same position as last turn, SABERS ships are different.

SABER still has 7 nuke subs and is up 3 to 5 stealth bombers. They also have 8 explorers, 18 transports, 6 carriers, 5 battleships and 38 destroyers. FREE still has 31 marines and 21 transports but is up to 14 stealth bombers and 2 stealth fighters. SABER and FREE still both need nuclear power and miniaturization. They also both need space flight.

Note: Ok, you guys aren't paying attention - you let me use radar artillery for the two pre-builds last turn and they do not get the mobilization shield bonus. This made me realize that when we use an airport or wonder for the pre-build we will not get the shield bonus either - so some of my figures were incorrect. :( I had to make some adjustments on the fly to the plan. The upshot is The Aerie and The Arboretum cannot do 640s pre-builds and I had to switch them to 500s pre-builds for Apollo. Luckily, The Gulag and The Treasury can switch from 500s to 640 pre-builds easily. I just don't know if our gold will hold out.

Double peace offer from SABER pops up (not accepted by either). I press 'escape'.
Peace offer from FREE pops up (we accepted, they didn't). I press 'escape'.

We learn space flight! Begin superconductor.

Builds:
The Phoenix: nuke sub ---> nuke sub (8 turns)

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.

EWS report:
FREE:
1 vet cruiser 9SE of The Admiralty. (Same since 261.)
5 vet cruisers and an elite cruiser 7S-1SW of The New Yard. (Same since 262.)
2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Same since 261.)
1 Vet cruiser 8SW-1S of The Dislodged. (Same since 261.)

SABER:
1 elite cruiser 6W-2SW of The Phoenix. (A different stack was here last turn.)
3 vet cruisers 5W-2SW of The Dislodged. (New stack.)
2 vet battleships and 2 vet destroyers 6NW-2N of The Whale Pond. (This may be the stack we saw earlier around SCI.)

Moves:
EWS ships move back to port.
Clean pollution near The Chamber.
Nuke sub NW of The Beach to Chamsuri's Cove.
Transport from The Hideaway to The Marina.
Nuke sub from The Phoenix to The Nursery.
The Meeting Room: wealth ---> battleship (pre-build).
The Aerie: wealth ---> modern armor (pre-build).
The Igloo: radar artillery ---> mech infantry (1 turn).
The Arboretun: radar artillery ---> modern armor.
The Shallows - mbg to coast. The Marina - mbg to sea (with cop and tax man). The Aerie takes the two mbgs.
Jet in The Whale Pond does some recon NW of the SABER stack with 2 battleships - nothing new spotted.

Raise science to 90% and change all 18 tax men to scientists.

4775g, -342gpt, superconductor in 5 turns.
 
Summary: No enemy transports in sight. All FREE ships in same position as last turn, SABERS ships are different.

Double peace offer from SABER pops up (not accepted by either). I press 'escape'.
Peace offer from FREE pops up (we accepted, they didn't). I press 'escape'.

Builds:
The Phoenix: Mech Inf ---> Mech Inf (2 turns)

SABER still has 8 (+1) nuke subs and 7 (+2) stealth bombers. They still have 8 explorers, 18 transports, 6 carriers, 5 battleships and 38 destroyers.
FREE still has 31 marines and 21 transports, 14 stealth bombers and 3 (+1) stealth fighters. SABER and FREE still both need nuclear power, space flight and miniaturization. And Advanced Flight.

Argh. This turn demobilization was scheduled. :ack:
I don't have the time to dig through donsig's plans and I did not follow too thoroughly lately... :blush:
This is a real tough turn and I apologize to donsig that I'm not able to check and follow his plan. I hope I don't spoil it too much... :rolleyes:

There's no chance to make peace now so I play on and switch two MA ready next turn to different prebuilds.

EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
I send some ships to uncover some tiles in the fog. Not quite according to the plan but successful.

Here's the EWS template.

EWS report:
FREE:
1 vet cruiser 9SE of The Admiralty. (Same since 261.)
5 vet cruisers and an elite cruiser 9S-1E (formerly 7S-1SW) of The New Yard.
2 vet cruisers and 2 vet destroyers 5W-2S (formerly 6SW-1S) of The Nursery.
1 Vet cruiser 8SW-1S of The Dislodged. (Same since 261.)

SABER:
1 vet destroyer 6W-2S of The Dislodged. (new ship.)
5 vet cruisers, 2 e cruisers 6W-1S of The Dislodged. (3 new ships)
2 vet battleships and 2 vet destroyers 5NE-3E (formerly 6NW(E?)-2N) of The Whale Pond. (This may be the stack we saw earlier around SCI.)

Moves:
EWS ships move back to port.
Move some workers to important tiles for instant re-roading.
Move some tanks to real important commerce tiles.
Put one jet fighter near The Treasury on sentry and move the one from the Northern coast to The Admirality for sentry missions next turn.
4433g, -342gpt, superconductor in 4 turns (after some MM).

 
Summary: No enemy transports in sight! SABER and FREE both need space flight, miniaturization and nuclear power. SABER is up to 9 stealth bombers and 8 nuclear subs. FREE has 15 stealth bombers. FREE has single ships close to our coast. Are they hunting for our subs or forming a screen to alert us to incoming SABER transports? They seem a bit close to the coast for the latter.

News flash! Unhappiness increases. Luxury rate raised to avert riots. Superconductor research delayed one turn. Satellites will also take an extra turn. Prebuild plan seems ok, we'll just have some cities start a turn or two later.

No peace offers. Paul must have cleared the tables.

Builds:
None.

EWS notes:
Spoiler :
Used 22 jets for EWS recon per template. One jet in The Institute was unavailable.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.
Nuclear sub in The Admiralty moves E-3SE to scout tile usually covered by jet from The Institute. It has 3 movement points left.

Here's the EWS template.


EWS report:
Spoiler :
FREE:
1 vet cruiser 9SE of The Admiralty. (Same since 261.)
1 elite cruiser 7S-2SW of The Pier. (This and other ships were there on turn 265.)
1 vet cruiser 6S-1SW of The Bayou.
1 vet cruiser 2S-1SW of The Pier.
1 vet destroyer 2SW-1S of The Nursery.
1 vet cruiser 3W-2NW of The Dislodged.
1 vet cruiser 5NW-1N of The Greenhouse.
1 vet destroyer 2W-2NW of The Whale Pond.

SABER: 6 vet destroyers 5SW-2S of The New Yard.
6 vet and 2 elite cruisers 6SW-2W of The Phoenix.
2 vet battleships and 2 vet destroyers 5NE-1E of The Beach.
Moves:
Spoiler :
EWS ships move back to port, except nuke sub from The Admiralty which is E-SE of that city.
Nuke sub form The Nursery to The New Yard.
Nuke sub from Chamsuri's Cove to The Ways.
Jet in The Institute moves to the southern airfield.
Jet in The Admiralty does air superiority mission.
Cleaned polluted tile. Cleared, irrigated and railroaded one of the bombed tiles but The Treasury will starve any way. :(
The Igloo switch from mech inf to modern armor.
Ok, in checking our pre-build status I see many unhappy people. Looks like we've gone up yet another war weariness notch. :( I raised the lux slider to 20% to counter this.
So this puts us back one turn on getting superconductor. We can still get it in four turns by changing all scientists to taxmen and setting science at 70% so I do that.
The Institute and The Silo switch to producing modern armor.


4086g, -292gpt, superconductor in 4 turns.
 
Summary: No enemy transports in sight! SABER and FREE both need space flight, miniaturization and nuclear power. SABER is up to 10 stealth bombers. FREE has 15 stealth bombers. Free seems to be slowly forming a sea based EWS of their own around our continent. SABER's bombing runs continue and part of our barricade ring has been destroyed. Still on target for superconductor in 3 turns. SABER must be bombing us from carriers. They cannot reach all the tiles they've bombed from their cities. The carriers must be within a tile or two of the edge of our EWS. They could be staged near the coastal cities of Estoc and Kukri, move a few tiles towards us, make their bombing runs then return. This would also explain the large naval stacks SABER has in the region.

No peace offers.

Builds:
The Gulag: modern armor ---> modern armor (1 turn).
The Igloo: modern armor ---> modern armor (2 turns).
The Hideaway riots.

EWS notes:
Spoiler :
Used 22 jets for EWS recon per template, with the exception that we now have only one jet in The Institute and it recons the ares SW of The Nursery and The New Yard.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.
Nuclear sub E-SE of The Admiralty moves 2SE to scout tile once covered by jet from The Institute. It has 4 movement points left.

Here's the EWS template.


EWS report:
Spoiler :
FREE:
1 vet cruiser (Marriage of Meleet) 4SE of The Ways.
1 vet battleship (John McClane) 9SE of The Admiralty. (Listed as a cruiser since 261. Not sure if this was a mistake or the battleship moved in.)
1 vet cruiser (Teal Twins) 4SE-1S of The Bayou.
1 elite cruiser (Mercy of Meleet) and 1 vet cruiser (Teal Cruiser) 4S-2SW of The New Yard.
1 vet destroyer (Sub Seeker) 2SW-1S of The Nursery.
1 vet cruiser (Marriage of Meleet) 10SW of The Dislodged).
I vet destroyer (Sub Jumper) and 1 ver cruiser (Teal Terror) 4SW of The Dislodged.
1 vet destroyer (Sub Opener) 2NW-1N of The Greenhouse.
1 vet cruiser (Free-Bird) 3NW of The Marina.
1 vet destroyer (Sub Basher) N-NE of The Whale Pond.
1 vet destroyer 9NE of Chamsuri's Cove.

SABER:
6 vet destroyers, 2 elite destroyers, 1 vet cruiser and 1 vet battleship 9SW of The Pier (stack enlarged and moved since last turn).
6 vet and 2 elite cruisers 5SW of THe Nursery (moved since last turn).
2 vet battleships and 2 vet destroyers 7NE of The Ways (moved since last turn).
Moves:
  • The five EWS ships move back to port.
  • Nuke sub from THe New Yard to The Pier.
  • Jet on the southern airfield does air superiority mission.
  • Clean polluted tile in The Bayou, work the tile and change a cop to a clown to avert a riot. :crazyeye: No more food shortage here.
  • Hire a taxman in The Hideaway to quell the riots. :crazyeye:
  • Near The Treasury: cleared, irrigated and railroaded the bombed tile that still had a road. Took the hill tile from The Gulag but there is still a food shortage. :(
  • We still have 4 cratered tiles and one partially bombed tle. Moved a worker/slave pair to the two grasslands between The Treasury and The Gulag and one slave to one of the plains. No more workers.
  • Two mobile SAMs moved from The Ways to The Treasury.
  • Change The Pier from a battleship to a nuke sub.
  • I put together six stacks of twelve units (armor and marines) to cover targeted tiles. I put 12 per stack because SABER has 10 stealth bombers and might have a couple more next turn. We don't have enough mech infantry to leave one in all our cities. Most of our mech infantry are stationed on islands.

The tiles outlined in orange have been bombed. The orange line in the sea shows the furthest the bombers could have been to make those runs.
The pic of OGI shows a couple FREE ships nearby. I never noticed the name Space Colony Free before.

3797g, -290gpt, superconductor in 3 turns.
 
Summary: They've cratered up a bunch of tiles Near The Gulag and The Institute. We also have two polluted tiles this turn. FREE and SABER still both need space flight, miniaturization and nuclear power (among other things). SABER is up to eight armies and ten stealth bombers (which we knew form the battle log). FREE has 15 stealth bombers and 5 stealth fighters. SABER has gotten a bit braver - some of their carriers are withing our EWS. We are still on target to demobilize on turn 271.

No peace offers.

Builds:
The Gulag: modern armor ---> modern armor (1 turn).
The Silo: modern armor ---> modern armor (2 turns).
The Squeeze: nuke sub ---> wealth
The Red Tape: nuke sub ---> nuke sub (7 turns)

EWS notes:
Spoiler :
Used 21 jets for EWS recon per template. We no longer use a jet from The Institute to cover the tile SE of The Admiralty.and The New Yard.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W to scout for the carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.
Destroyer in The Admiralty moves E-3SE to scout tile once covered by jet from The Institute. It has 5 movement points left.

Here's the EWS template.


EWS report:
Spoiler :
FREE:
1 reg destroyer 4NE-2E of The Ways.
1 vet destroyer 5NE-4E of The Ways.
1 vet cruiser (Marriage of Meleet) 5E-1SE of The Admiralty.
1 vet battleship (John McClane) and 1 vet cruiser (Teal Twins) 1E-3SE of The Bayou.
2 vet destroyers (Sub Looter and Sub Finder), 1 elite cruiser (Mercy of Meleet) and 3 vet cruisers (Teal Cruiser, Free-Ride

and Free-Registration) 4S-2SW of The New Yard.
1 vet destroyer (Sub Seeker) 2Sw-1S of The Nursery.
1 vet cruiser (Teal Terror) 2SW-1S of The Phoenix.
1 vet destroyer 6NE-1N of The Whale Pond.
1 vet destroyer (Sub Squasher) 2N-4NE of The Beach.
FREE also has 2 vet destroyers (Sub Cracker and Sub Vacater) near The Old Gong Isle.

SABER:
2 vet battleships and 2 vet destroyers 2E-3SE of THe Ways (moved since last turn).
6 vet and 2 elite cruisers 6SW-2S of The New Yard. (moved since last turn).
6 vet destroyers, 2 elite destroyers, 1 vet cruiser, 1 vet battleship and 5 vet carriers 9SW of The Pier (same position as last turn, carriers added to stack).
Moves:
  • All EWS ships moved back to port.
  • Nuke sub from The Red Tape to The Greenhouse.
  • Nuke sub from The Squeeze to The Greenhouse.
  • Transport from The Marna to The Whale Pond.
  • Transport from The Phoenix to The Greenhouse.
  • Sent 4 worker / slave pairs to cratered tiles. Built roads on 2 cratered tiles and irrigated and railroaded one of them.
MM stuff:
  • The Gulag borrowed a tile each from The Admiralty and The Chamber to avoid starvation.
  • The Nursery and The Arboretum donate some tiles to The Institute to stave off starvation there.
  • Despite fixing one of the cratered tiles, The Treasury will starve.
  • The Chamber starts its prebuild (an airport). Give a tile to The Admiralty to get The Chamber under 80spt.
  • Hire a tax man in The Meeting Room to reduce shield output.
  • The Gulag missed its armor build by 8 shields. Switching it to Mnahattan as it is scheduled for a 620s pre-build. Better start it now.
  • The Admiralty switches to a battleship to start its prebuild early.
  • The Igloo and The Pier switch to jets (1 turn)
  • The Phoenix and The Silo switch to jets (2 turns).
  • The Red Tape stays on nuke sub for mob shield bonus but will switch to jet later.
Raised the science slider back up to 80% to get superconductor in 2 turns.



3506g, -452gpt, superconductor in 2 turns.
 
Summary: Garrisoned The Nursery with over 90 units and placed three worker pairs to ensure a road connection to The Institute. The Treasury is close to being cut off and our communication between The Pier and The Bayou is also threatened. Placed 6 slaves on Aluminum Hill to reconnect it next turn. Forgot to check the oil! :mad: Accepted peace with BABE and left their settler in place. Pre-build plan still going though a couple cities now showing shortages. Good thing we have some redundancy. Set to get superconductors next turn but I chose not to use scientists for insurance. For one thing we have no idea how close we are, though 60% would not get us there. The problem we now face (since we had to raise lux to 30%) is we don't have enough gold to do satellites in six turns. So if we miss superconductor next turn we should be able to gather enough gold by lowering science (and still getting superconductor the turn after) to ensure satellites in 6. If we do get superconductor next turn we can look for the needed gold elsewhere. Much depends on what SABER (and FREE) do anyway.

Peace offer from BABE (with Accept). I press escape.
Peace offer from SABER without accept. They must have forgotten to click on 'clear table'. I press escape.

Builds:
The Igloo: fighter ---> fighter (2 turns).
The Pier: fighter ---> fighter (3 turns).

EWS notes:
Spoiler :
Used 21 jets for EWS recon per template. We no longer use a jet from The Institute to cover the tile SE of The Admiralty.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
The sub in The Dislodged moves W-W-SW to scout tiles not covers by jets. It has 2 movement points left.
Did not use the carrier this time just in case we want to use it for something else this turn.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.
Destroyer in The Admiralty moves E-3SE to scout tile once covered by jet from The Institute. It has 5 movement points left.

Here's the EWS template.


EWS report:
Spoiler :
FREE:
1 reg destroyer 4NE-2E of The Ways. (Same as last turn.)
1 vet cruiser (Marriage of Meleet) and 1 vet destroyer (sub Detector) 5E-1SE of The Admiralty.
1 vet battleship (John McClane) and 1 vet cruiser (Teal Twins) 1E-3SE of The Bayou. (Same as last turn.)
2 vet destroyers (Sub Looter and Sub Finder), 1 elite cruiser (Mercy of Meleet) and 3 vet cruisers (Teal Cruiser, Free-Ride and Free-Registration) 1S-5SE of The Bayou.
1 reg destroyer (Sub Uproar) 4NE-2E of The Ways.
1 vet destroyer (now called Sub Infector) 6NE-1N of The Whale Pond. (Same as last turn.)
1 vet destroyer (Sub Squasher) 2N-4NE of The Beach. (Same as last turn.)
No ships visible near The Old Gong Isle.

SABER:
2 vet destroyers 2E-3SE of The Ways.
2 vet battleships 9SE of The Admiralty. (The tile occupied a FREE ships for a long time.)
4 vet cruisers and 7 vet destroyers 2SE-4S of The Pier.
2 vet battleships and a vet cruiser 2Sw-6S of The Pier.
Large stack 5SW-3S of The New Yard:
  • 1 vet battleship
  • 6 vet carriers
  • 2 elite cruisers
  • 7 vet cruisers
  • 3 elite destroyers
  • 3 vet destroyers
  • 4 vet transports
  • 2 reg transports
Lowered science rate to 70% and raised lux rate to 30%.

MM stuff:
Spoiler :
  • Hired a scientist in The Nursery to avoid unhappiness.
  • Was able to change a clown to a scientist in The Pier and The Squeeze.
  • Taxman to clown in The Marina, The Bayou and The Phoenix.
  • Taxman works open tile for The Meeting Room to avoid food shortage.
  • The New Yard gives the fish tile to The Nursery to alleviate food shortage.
  • The Greenhouse has lots of extra food so I hire two scientists there.
  • Switch from mined plains to coast in The Phoenix to alleviate food shortage.
  • Put two taxmen to work on the coasts near The Admiralty to eliminate food shortage.
  • Serious food shortages remain in The Chamber, The Treasury, The Gulag, and The Insitute.
  • The starving Treasury gives two tiles to The Gulag for a surplus there.
  • The Gulag, The Treasury and The Bayou then all give a tile to The Chamber. minor food shortages all around (except for The Treasury which will starve anyway).
  • Change remaining 17 taxmen over to scientists as insurance for getting superconductor next turn. 27 scientists = 81 :science: extra - at least since I have no idea how close we are to finishing superconductors.
  • Note: We can still get satellites in 6 turns @ 70% science with the current scientists working as taxmen - but this leaves us about 300g-500g short. We'll need to address this somehow. On second thought the insurance doesn't seem worth it. Since we're so tight on cash I'm switching all the scientists back over to taxmen. If we don't get superconductor next turn then we'll be able to make enough cash the turn after to ensure satellites in 6 turns whereas if we do get superconductor next turn we might have to wait 7 for satellites anyway.
Pre-build planning:
Spoiler :
  • Go to BABE trade screen (which I had escaped from earlier). Their peace offer with accept is still here. I click accept. Yilar is right we are not demobilized. Now the question is will we get the shield bonus next time.
  • The Igloo and The Treasury are scheduled to begin pre-builds so I switch them to mech inf (in case we do get shield bonus next turn).
  • The Gulag and The Treasury are now projecting shortages of 45 and 160 shields respectively on their 640 shield pre-builds. Assuming we build Apollo in The Arboretum then The Aerie might be able to pick up one of these 640 shield pre-builds. I switch the scientists in The Arboretum over to cops to get that city within 6 shields of a 640 shields pre-build.
  • The Meeting Room will build a battleship next turn if it gets the shield bonus. I try swapping a tile with The Red Tape and The Silo but still can't lower the shield output enough. This city is projecting a 45 shield over-run so I decide to play it safe and switch to an airport dumping 13 shields and then switch back to the battleship. This way the pre-build continues no matter what.
Military preparation:
Spoiler :
  • Moved worker / slave pairs N, 2N and N-2NE of The Nursery for emergency road building duty next turn. This leaves 2 workes and 21 slaves. Send six slaves to the aluminum hill.
  • Move a mobile SAM from The Nursery and The Dislodged to the New Yard; and from The Treasury to The Pier per Yilar's suggestion. Our other 4 mobile SAM's are guarding our rubber.
  • Note: The Treasury is almost cut off from the rest of the country.
  • Time to garrison The Nursery. Worst case scenario: 6 marine armies (4 units each), plus 3 more marines plus 11 stealth and 20 regular bombers = 64 possible kills. Plus any new bombers they might make next turn in range makes another 10 to 12 means we need at least 76 units.
  • Moved 1 TOW, 10 mech inf, 13 marines and 68 armor to The Nursery. Also moved our two carriers and all our bombers.
  • This left 36 armor which I put into 3 stacks of 12 to cover the following tiles: N of The Treasury; E and 2NW of The Bayou
Moves:
Spoiler :
  • Roads built on these cratered tiles since the workers were sent there last turn:
  • N of The Institute.
  • N, SE and W-SW of The Gulag.
  • Last slave starts irrigating N of The Institute.
  • Transport from The Greenhouse to The Hideaway.
  • 2 nuke subs form The Greenhouse to The Dislodged.
  • Move Destroyer, transport and a Nuke sub from The Bayou to the The Pier.
  • Move 3 Nuke subs from The pier to The New Yard.
  • Moved 3 nuke subs from The Admiralty along the coast towards the Bayou.
  • EWS ships moved back into port (except sub which can only make to to the tile W of The Dislodged.
  • New jet from The Igloo to The Chamber.
  • (4/4)Jet on southern airfield does air superiority mission, (3/4)jet there heals.
  • Didn't move our artillery or any of our cruise missiles.
3032g, -498gpt, superconductor in 1 turn (with 26 taxmen).
 
Summary: Garrisoned each of the three threatened cities with 20+ units and a few SAM each. Spread out a few stacks of ~10 units each on a number of tiles that risk bombing. Sunk two destroyers off The Bayou through some timely moves from the carriers, now they are blind in that direction. Roaded and irrigated a number of tiles, and MMed to avoid starvation as much as possible.

Moves:
  • Carriers moved to The New Yard, bombers could reach from there. It took exactly 8 bombers to bring two destroyers to the bottom.
  • All ships ended turn in port, the 3 nuke subs from The Admiralty moved into The Bayou.
  • The huge stack in The Nursery was made somewhat smaller and spread out between The Nursery, The Pier and The New Yard.
  • I didn't note all the worker moves, but they were concentrated on building roads and irrigations. Three slaves moved to each of The Chamber's FPs.
  • Several jets on air superiority, all that weren't used for the EWS.

MMing stuff:
Spoiler :
Big guns:
The Chamber: Set to Manhattan. 158 shields, 86 spt, but will drop due to bombing. Prebuild for 640, will reach it 6 turns.
The Aerie: Doing UN, 325 shields, 50 spt. So far safe from bombing. Backup prebuild for 640, will reach it in 7 turns.
The Arboretum: 356 shields, 48 spt, safe from bombing. Will reach 640 in 6 turns.
The Gulag: 277 shields, 80 spt. Can build Apollo in 3 turns, 517/500 so a small margin.

Medium guns:
The Silo: No shields, 50 spt. Can build a 320 in 7 turns.
The Institute: No shields, 50 spt. Can build a 320 in 7 turns. I'll deliberately starve it one pop.
The Treasury: 48 shields, 48 spt. Can build a 320 in 6 turns, but will starve a few pop. Should still manage in 8 turns.
The Admiralty: 122 shields, 42 spt. Can build a 320 in 5 turns. Will starve, but that won't affect the building capacity.
The Igloo: 44 shields, 44 spt. Can build a 320 in 7 turns.
The Meeting Room: 187 shields, 27 spt. Can build a 320 in 5 turns.

Small guns:
Chamsuri's Cove: Already beyond 160.
The New Yard: Already beyond 160.
The Nursery: Already beyond 160.
The Shallows: Already beyond 160.
The Marina: 144 shields, 4 spt. Will reach 160 in 4 turns.
The Pier: Will reach 160 in 8 turns.

Most other cities are on Wealth, with the exception of The Squeeze which will build a worker.

The Admiralty, The Treasury and The Institute will all starve, the last one deliberately since working a 1F tile is useless. I favored The Gulag and The Chamber over The Treasury and The Admiralty respectively, since the latter would starve no matter what. A lot of tiles switched back and forth, I didn't note them all.


2547 gold, -491 gpt, reads Satellites in 6.

Sorry I have no screenshots, the MMing took longer than I expected and I had to end abruptly. Sorry also for the somewhat paltry AAR. :(
 
Summary:

BABE offers WM with accept. I accept, not sure if we learnt anything.
SABER offers peace without accept. I press cancel.

"Our people want to build the Apollo Program! Maybe we should..."

Well, if I had been living on this scorched continent I would have wanted that too.

The Chamber has lost four tiles since last time, can't immediately spot where the other two were taken.
The Pier is hit by pollution.

Builds:
The Squeeze: worker ---> worker (4 turns).

EWS notes:
Only ran enough EWS to confirm FREE's word, and a few more runs at random. See the overview shot at the end.

MM stuff:
Spoiler :

Several cities will starve this turn. The Chamber, The Admiralty, The Treasury and The Nursery to be precise. I hire scientists en mass in the latter since there's no difference between 1 food short and 10 food short, and it is corrupt enough to make it worth the while. The New Yard borrows the fish. I continue to do the same all over the place, prioritizing yields in the following order:
  • Food, if the city would otherwise starve within 10 turns (but not if it would starve anyway)
  • Hammers, if the city would otherwise not complete a prebuild in time
  • Beakers
  • Food
  • Hammers
Since The Treasury is beaten down to a shadow of its former self, our gold-to-research ratio is no longer in favor of running taxmen. I switch all specialists to scientists, Satellites in 5 at -566 gold (we can sustain 3 such turns). Current best estimate says 7 turns to Satellites, 8 to launch.
Pre-build planning:
Spoiler :

Note that these numbers are taken before my MMing drive above, so are likely off a bit, especially in those cities that will complete early.

Big guns:
The Chamber: 226 s, 68 spt, @640 in 7. Severe drop from last turn.
The Aerie: 375 s, 50 spt, @640 in 6.
The Arboretum: 394 s, 48 spt, @640 in 6.
The Gulag: 352 s, 75 spt, @500 and Apollo in 2.

Medium guns:
The Silo: 50 s, 50 spt, @320 in 6.
The Institute: 0 s, 50 spt, @320 in 7.
The Treasury: 96 s, 48 spt, @320 in 5.
The Admiralty: 148 s, 46 spt, @320 in 4.
The Igloo: 88 s, 44 spt, @320 in 6.
The Meeting Room: 214 s, 28 spt, @320 in 4.

Small guns:
Chamsuri's Cove: Beyond 160.
The New Yard: Beyond 160.
The Nursery: Beyond 160.
The Shallows: Beyond 160.
The Marina: 148 s, 4 spt, @160 in 3 turns.
The Pier: 35 s, 17 spt, @160 in 8 turns.

Most other cities on wealth.
Moves:
Spoiler :
  • Carriers leave port but return again. Bombers hit the two battleships, two are shot down, battleships sunk.
  • Move Nuke subs from The Bayou to The Pier.
  • Set most Jets on Air Superiority duty.
  • Workers spread out to road tiles near The Chamber and The Treasury in particular.
  • Move our buffer stacks to prioritize tiles near The Chamber.
2043 g, -566 gpt, satellites in 5 it reads, more likely 7.

 
Summary: Nothing different from before. We keep MMing, hunkering down, and hoping we'll reach the stars.

SABER offers peace without accept. I press cancel.

The Gulag, The Silo and The Arboretum all lost tiles, as did The Institute and The Treasury. We also got a really badly placed pollution at The Bayou.

EWS notes:
Most jets on interception again, a handful checked out SABER's forces and a few other places.

MM stuff:
Spoiler :

Same direction as previously. Emphasize beakers to keep research at a reasonable clip, except where hammers are really needed.

Pre-build planning:
Spoiler :


Big guns:
The Chamber: 294 s, 68 spt, @640 (+62) in 6. Same as last turn.
The Aerie: 425 s, 50 spt, @640 (+35) in 5.
The Arboretum: 434 s, 44 spt, @640 (+14) in 5. List one tile since last turn - danger! Could reach 500 (+22) in 2.
The Gulag: 417 s, 65 spt, @500 (+47) and Apollo in 2, one turn delayed due to tile loss. Could reach 640 (+33) in 4.

We are in danger of being delayed here, shouldn't be much of a problem since research is still the limiting factor. Still, it may be an idea to not complete Apollo early. On the other hand, building wealth in The Gulag would certainly help a bit, and we should still manage the prebuilds on time. We may want to build Apollo in The Arboretum instead of The Gulag though, something to consider next turn.

Medium guns:
The Silo: 96 s, 46 spt, @320 (+6) in 5. Lost at least two tiles to bombing.
The Institute: 47 s, 47 spt, @320 (+39) in 6. Starving and being bombed.
The Treasury: 144 s, 46 spt, @320 (+8) in 4. Starving and being bombed.
The Admiralty: 214 s, 46 spt, @320 (+32) in 3. No bombed tiles since last turn, stopped starving.
The Igloo: 128 s, 40 spt, @320 (+8) in 5. Nothing bombed yet.
The Meeting Room: 241 s, 27 spt, @320 (+2) in 3. Lost one tile to bombing.

Small guns:
Chamsuri's Cove: Beyond 160.
The New Yard: Beyond 160.
The Nursery: Beyond 160.
The Shallows: Beyond 160.
The Marina: 152 s, 4 spt, @160 in 2 turns.

I'm taking The Pier off SS duty to finish the fighter instead, and then possibly wealth. It needs to lend a tile to The Bayou that was struck hard by pollution, which puts The Pier down to 15 spt, it won't reach the necessary 160 in time. It should be more than enough with 5 prebuilds in this category, since we can use any of the extra ones from the upper categories as well.

Most other cities on wealth.
Moves:
Spoiler :
  • No lone SABER ships in range for bombing, so the bombers stay put.
  • Since SABER now threatens The Bayou with 6 transports, I move in some 22 units to cover it.
1475 g, -566 gpt, satellites in 4 it reads, more likely 6.

 
Summary: Nothing different from before. We keep MMing, hunkering down, and hoping we'll reach the stars.

No peace deal from SABER this time, presumably Calis went in and cleared it.

Some tiles lost at The Bayou, including two that were already pollutioned. :lol:
But what's potentially worse, only a single road is connecting The Bayou to the rest of our lands.

EWS notes:
Most jets on interception again, a handful checked out SABER's forces and a few other places.

MM stuff:
Spoiler :

Same direction as previously. Emphasize beakers to keep research at a reasonable clip, except where hammers are really needed.

Pre-build planning:
Spoiler :


Big guns:
The Chamber: 294 s, 64 spt, @640 (+38) in 5. Lost 4 spt and a lot of our margin.
The Aerie: 475 s, 50 spt, @640 (+35) in 4. No change.
The Arboretum: 476 s, 42 spt, @640 (+4) in 4. Lost 2 spt from last turn. Could build Apollo, but see below.
The Gulag: 477 s, 60 spt, @500 (+37) and Apollo in 1. Will keep losing tiles, so I will complete Apollo here as per the original plan, to be safe with it and go wealth after.

Medium guns:
The Silo: 142 s, 46 spt, @320 (+6) in 4. No change, but will start starving in 3 turns (assuming no more tiles are bombed down).
The Institute: 94 s, 47 spt, @320 (+39) in 5. Stopped starving for now, no change.
The Treasury: 190 s, 46 spt, @320 (+8) in 3. Starving, but no change for now.
The Admiralty: 252 s, 46 spt, @320 (+32) in 2. No change (and building too fast even). I will deliberately starve it one pop though, no sense working a 1 fpt tile.
The Igloo: 168 s, 40 spt, @320 (+8) in 4. Nothing bombed yet, no change.
The Meeting Room: 268 s, 27 spt, @320 (+2) in 2. No change (building too fast)

Small guns:
Chamsuri's Cove: Beyond 160.
The New Yard: Beyond 160.
The Nursery: Beyond 160.
The Shallows: Beyond 160.
The Marina: 156 s, 4 spt, @160 in 1.


We still have more than enough prebuilds that will complete on time, since it's still at least 5 turns until Satellites, possibly 6 turns. We'll have to start looking how to slow some builds down. The Admiralty could be reset to 240 shields each turn and still reach 320 in 2, assuming it gets to keep its tiles. Same with The Treasury, though we know it will starve so we should probably count 3 turns there. The Meeting Room is worse, would take 4 turns to 320 for 240, I could reset it next turn. We do still have Manhattan and US as unused prebuilds too.

Most other cities on wealth.
Moves:
Spoiler :
  • No lone SABER ships in range for bombing, so the bombers stay put.
  • Unit concentrations stay in the four threatened cities.
  • Cover important tiles with other unit concentrations, including the lone road connecting The Bayou.
910 g, -567 gpt, satellites in 3 it reads, more likely 5 (or 6).

 
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