donsig
Low level intermediary
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:
EWS notes:
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:
Specialists:
MM stuff:
City builds adjusted:
Jet in OGI does recon (and our homeland, too):
Science rate lowered to 0%.
2497g, +807gpt, space flight in --- turns.
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
The Nursery: nuke sub ---> nuke sub (12 turns)
The Pier: nuke sub ---> nuke sub (6 turns)
The Old Gong Isle: walls ---> harbor
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.
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.
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.
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.
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.
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.
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
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
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.)
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.)
Science rate lowered to 0%.
2497g, +807gpt, space flight in --- turns.