Played turns

Builds:
Spoiler :
The Treasury: worker
The Gulag: switches to ICBM because SABER built Manhattan
The Aerie: jet
The Arboretum: worker
The Meeting Room: mech infantry
  • Switch The Igloo from UN to Battlefield Medicine.
  • Switch The Silo from the engine to the UN.
  • Switch The Gulag from ICBM to the engine (8 turns).

EWS:
Didn't record all the specifics. Moved most of the privateers around counter-clockwise and used our jets to recon the rest. We are threatened by only the two SABER transports that we already knew about. (NOTE: That isn't correct. We were not able to recon enough in the south. There are two tiles we cannot see that could contain transports that could make an amphibious assault on The Nursery though they would not be able to enter the city.)


  • Cleared, mined and railed the wheat tile between The Gulag and The Silo.
  • Moved a worker/slave pair to the grass south of The Gulag.
  • Joined a worker to The Gulag. Engine is back down to 7 turns (using the wheat tile).
  • Cleared a grass tile so The Silo would not starve.
  • The remaining workers begin railing the iron tile between The Gulag and The Treasury.
  • Move our artillery to the gem mountain and shell the SABER naval stack:
  • (Babe) artillery hits the elite battleship for 1 hp.
  • Radar artillery hits elite cruiser for 2 hps.
  • Radar artillery hits elite battleship for another 1 hp.

  • Radar artillery move to The Arboretum.
  • Moved our new mech inf and the garrison in Chamsuri's Cove to The New Yard.
  • SABER has 24 transports. We can see 2 and 18 were in the stack up by FREE. This leaves 4 unaccounted for which could possibly threaten The Nursery.
  • Put one mobile SAME in The Nursery, The New Yard, The Gulag and The Silo.
  • Garrison The Nursery and The New Yard with 42 units each (plus the mobile SAM).
  • The Silo and The Gulag have 7 unit garrisons (plus the mobile SAM).
  • Our remaining land units guard resource tiles.

  • Switched The Aerie over to mech inf for the mobilization bonus.
  • Rush the nuke sub in The New Yard for 380g.
  • Rush the nuke sub in The Nursery for 340g.

We have 2357g and are running a 76gpt deficit. Stealth in 38 turns with one scientist.
 
Summary: We run our EWS and continue to improve tiles around The Gulag. Barring sabotage or renewed bombing we should be able to complete the engine in four turns.

SABER builds the UN and The Silo switches to an ICBM. (No shields lost.)
The Arboretum builds a worker.
The New Yard builds a nuclear sub.
The Nursery builds a nuclear sub.

EWS report:
Spoiler :
Jet in western airfield recons 6W of The Greenhouse.
Jet in western airfield recons 2SW-3S of The Nursery.
Jet in The Treasury recons 1SW-4S of The New Yard.
Jet in The Treasury recons 3SE-4S of The Treasury.
Jet in the southern airfield recons 2SE-3S of The Chamber.
Jet NE of The Gulag recons 3E-3SE of Chamsuri's Cove.
Jet NE of The Gulag recons 5NE-1E of The Chamber.
Jet in northern airfield recons the northern most tile in range.
Jet in The Aerie recons 3NE-3E of Chamsuri's Cove.
Jet in eastern airfield recons 7E-1SE of Chamsuri's Cove.
Privateer northwest of The Whale Pond moves 2S-3N.
Privateer west of The Whale Pond moves S-N.
Privateer west of The Hideaway moves 2SW-S-N-NE.
Privateer west of The Dislodged moves E-S-E-2SE.
Privateer west of The Nursery moves 2SE-3NW.

Still only two SABER transports threatening The New Yard. Units could attack from these transports but the ships could not enter the city if taken. This is the only threat to our coastal cities this turn and we have a 43 unit garrison in The New Yard.
Mined the iron tile near The Gulag. Cleared, mined and railed a bg near The Gulag. This takes us up to 26spt. We need another 4spt to shave another turn off the engine time. Not sure if we can pull that off but we can try. Move a worker/slave pair onto a cratered bg in order to build a road next turn. Mined the irrigated plains tile and we're up to 28spt. We show the engine in 5 but in 4 turns we'll have 522+4*28=634 shields - just 6 shy of the 640 we need. We should be able to find those.

Nuke sub moved from The Nursery to The New Yard.

We should have three new workers next turn. Oh, and a couple new slaves if we take the BABE settler. Switched The Meeting Room to a settler which will be ready next turn. Switched The Nursery, The Dislodged and The Squeeze over to workers also, for three more workers next turn.

We have 2285g with a 74gpt deficit.
We are 37 turns from stealth with one scientist working away.
 
Summary:
Our citizens rejoice as BABE is eliminated, FREE luxuries roll in, our economy returns to normal, taxes are lowered and spending on luxuries is increased! Our war torn cities plan multiple celebrations as our gallant air force sinks two SABER destroyers, damages four more and returns to base safely. Our workers continue to clear rubble and rebuild our mines and railroads. We are officially 20 years away from launching our spaceship! Rumor has it that five years will soon be shaved from the official timetable as our government formulates plans to foil SABER sabotage.

BABE offers 38g. We accept.
FREE offers furs, spices and silk. We accept.

Builds:
Spoiler :
The Treasury: worker
The Arboretum: worker
The Meeting Room: settler
The Marina: privateer
The Phoenix: nuclear sub
The Dislodged: worker
The Squeeze: worker
EWS moves:
Spoiler :
  • Privateer in The Marina: moves 5NW
  • It looks like we are missing some privateers. :hmm:
  • Privateer 2NW of the one just moved: moves 5SW
  • Privateer 2SW of the one just moved: moves 5SW
  • Privateer west of The Nursery: moves N-4NW
  • Privateer northwest of The Whale Pond: moves S-4NE
  • Privateer northeast of The Shallows: moves E-4SE
  • Privateer S of the one just moved: moves E-4SE (listed incorrectly as E-4NE in pre-turn thread)
  • Nuclear sub in The New Yard: moves SW-S-SE-2E
  • Nuclear sub in The New Yard: moves SW-S-SE-2S
  • Nuclear sub in The Phoenix: moves SW-4S
  • Jet in The Treasury: recons at the southernmost tile of its range
  • Jet in The Treasury: recons SW of our southernmost nuclear sub
  • Jet in southern airfield: recons 3W of same sub
  • Jet in western airfield: recons SW of nuclear sub that is southwest of The Nursery
  • Jet in western airfield: recons 5W-1NW of The Dislodged
  • Jet in northern airfield: recons 5NE of The Whale Pond
  • Jet in The Aerie: recons 4E-1SE of Chamsuri's Cove
  • Jet in eastern airfield: recons 6NE-1E of The Chamber
  • Jet N of The Gulag: recons 3SE-4S of The Treasury
  • Jet N of The Gulag: recons 2SE-3S of The Chamber
  • Privateer west of The Marina: moves 3SW-2S (not listed in pre-turn thread)
  • Sent dyes to FREE with accept.
  • Joined settler to The Gulag.
  • Send a modern armor from The Gulag to take the BABE settler
  • Raise lux slider to 50% (from 40%). We now have one scientist, one engineer and two content citizens. All others are happy. :) Not sure what this will do to our production since we should get a WLTKD.
  • Switch The Silo from ICBM (2 turns) to the palace (7 turns). It has 476 shields in the bin and is making 20spt after waste.
  • The Igloo has 488 shields but is only making 3spt.
  • We'll have three new workers next turn.
Worker and misc. moves:
Spoiler :
Our two new BABE slaves begin building a road.
Worker / slave pair build a road E of The Gulag.
Cleared the railed tile SW of The Gulag.
Cleared the tile E of The Gulag and reallocated worked tiles. Still making 29spt but no food shortage now.
We have 11 workers and 11 slaves left to move.
Mined and railed the tile 2NE of The Silo. (Used 3 workers and 6 slaves.) The Silo now makes 22spt and has six turns left on the palace pre-build. Shows the engine in 8 turns.
Moved a worker/slave pair to the tile N-NE of The Silo so they can build a road next turn.
Railed the tile E of The Gulag. (Used 3 workers.)
Moved a worker/slave pair to the tobacco tile near The Gulag so they can build a road next turn.
Railed the tile W-SW of The Gulag.
Moved the BABE killing modern armor back to The Gulag.
The remaining worker/slave pair moves to the tile W of The Igloo.
Switched The Aerie to a settler. (Too many shields stored up to switch to worker.)
Switched a few cities over to jet builds. None that will finish soon.
Battle log to SABER:
Spoiler :
3/3 bomber knocks 1hp off 2/4 destroyer off our south coast.
3/3 bomber knocks 1hp off 2/5 destroyer off our south coast.
5/5 bomber sinks 1/4 destroyer off our south coast.
5/5 bomber sinks 1/5 destroyer off our south coast.
3/3 bomber takes 2hps off 5/5 destroyer south of The Nursery.
4/4 bomber takes 1 hp off 4/4 destroyer south of The Nursery.
3/3 bomber hits 4/4 destroyer for 3hps south of The Nursery.
4/4 bomber knocks 2hps off 4/4 destroyer south of The Nursery.

We have 2251g and are now running a 138gpt deficit since we raised the lux slider a tad. Stealth in 36 turns with one scientists working away.
 
Summary: We continue along. Sank the SABER cruiser. Improved a couple tiles, cleared a couple more and build some roads. Tried exposing SABER's spy and failed. Succeeded in replanting a spy and tried the exposure again. It failed again but I was able to replant our spy once more. We are two turns from finishing the engine in The Gulag. The next save will be interesting.

Builds:
The Aerie: settler
The New Yard: worker
The Nursery: worker
The Shallows: worker

EWS moves:
Spoiler :
  • Jet NE of The Gulag recons 7SE of The New Yard.
  • Jet in The Treasury recons 5S of The New Yard.
  • Jet in The Treasury recons 5SW of The New Yard.
  • Jet in southern airfield recons 7 SW of The Phoenix.
  • Nuclear sub moves SW-4SE.
  • Jet in western airfield recons 2W-2SW of The Phoenix.
  • Privateer west of The Greenhouse moves 5S.
  • Privateer west of The Marina moves 5SW.
  • Privateer west of The Whale Pond moves 5NE.
  • Privateer east of The Whale Pond moves W-N-NW-W-NW.
  • Privateer northeast of Chamsuri's Cove moves NW-4S.
  • Jet NE of The Gulag recons 5NE-1E of The Chamber.
  • Jet in northern airfield recons the northern most tile in its range.
  • Jet in The Aerie recons 3N-3NE of Chamsuri's Cove.
  • Jet in eastern airfield recons 4NE-2E of Chamsuri's Cove.
  • Jet in western airfield recons 6N-1NE of The Greenhouse.
Battle log:
Artillery (moves E to mountain and) shells 4/4 cruiser (SABER) for 1 hp damage.
Radar artillery (moves to same mountain and) shells same cruiser for 2 hp damage.
(Elite) bomber sinks same cruiser.
Worker moves:
Spoiler :
Worker/slave pair build road W of The Igloo.
Worker/slave pair build road W-2NW of The Igloo.
Worker/slave pair build road W-NW of The Silo.
Worker/slave pair move to tile N-NE of The Silo so a road can be built next turn.
Worker/slave pair move to tile NW of The Silo so a road can be built next turn.
Mined tile E of The Gulag. (worker and 4 slaves)
Mined tile SW of The Gulag. (2 workers and 2 slaves)
1w/1s left
Cleared tile N-NE of The Silo, (5 workers and 2 slaves) then mined (2 workers and 2 slaves) and railed (2 workers and 2 slaves) it.
Cleared tile W-NW of The Silo. (5 workers and 2 slaves)
Moved a worker/slave pair to the tile S-SE of The Silo so a road can be built next turn.
  • Joined the settler to The Silo. It now has 498 shields in the bin and is making 25spt (out of 28, 3 are wasted).
  • Moved the radar artillery back to The Arboretum.
  • Almost forgot to try to expose SABER's spy! It costs 216g to do this safely.

  • Well that isn't good. I'm not sure how spying works but I'll go ahead and try to replant the spy. It is only 88g.

  • Ok, at least that worked. Yikes, we can try to expose the spy again. I am way out of my league here with this espionage stuff but it seems foolish not to try to expose the spy again. So here goes another 216g. :hmm:. We failed again and I spent another 88g to successfully plant another spy. We still have over 1550g but I'm not trying to expose the spy a third time since I'm too worried it may be an automatic failure.
  • The Gulag has 580 shields in the bin and is making 34spt (36spt with 2spt wasted). So the engine is due to complete in two turns with a slight over-run. There are fireworks in The Gulag even without a food surplus. :confused:
  • The Silo has 498 shields in the bin and is making 25spt (28spt with 3spt waste). No fireworks since there are two unhappy citizens. The engine would finish in six turns. Current pre-build is the palace (5 turns).
  • The Igloo has 491 shields in the bin but is only making 3spt (with no waste). Current pre-build is Battlefield Medicine (3 turns).
  • We have 1513g and are running a deficit of 136gpt. Stealth in 35 turns with one scientist plugging away at it. Raising the luxury rate to 60% (a 10% increase) makes everyone in The Silo happy and only increases our deficit to 169gpt so I do that.

 
So we are going to win? 2 turns till final victory? is that it? :D Ups, just finished reading the atom bomb on The Gulag by SABER, nasty :(
 
Summary: The Gulag was nuked, is down to 6 pop and we lost some units but we're still 3 turns from completing the engine there. We concentrated on improvements near The Silo and that city can complete the engine in 4 turns. We did not find any SABER transports but we are unable to run a full EWS. The New Yard, The Shallows, The Marina and The Squeeze could potentially be attacked by SABER though the odds seem low. We've left The New Yard open but have garrisoned the other three cities.

FREE sends us stealth and we accept.

Builds:
The Squeeze: worker

EWS moves:
Spoiler :
Jet in The Treasury recons 5S-1SE of The New Yard
Jet in The Treasury recons 4SW-1S of The New Yard
Jet in southern airfield recons 6SW of The Nursery
Jet in western airfield recons 1W-5SW of The Phoenix
Jet in western airfield recons 5W-1NW of The Phoenix
Privateer west of The Hideaway moves 2SW-3S
Jet in northern airfield recons 2N-3NW of The Greenhouse
Jet in The Aerie recons 5NW of The Marina
Privateer northeast of The Whale Pond moves 3NW-W-SW
Privateer east of The Igloo moves 2N-3NW
Jet in the eastern airfield recons 4N-2NE of Chamsuri's Cove
EWS report:
That nuclear strike also destroyed the two jets we had on the mountain NE of The Gulag. We also lost some privateers and so we were unable to do a complete EWS. There are a few tiles in the north that are still in the fog. We did not find any SABER ships but if there are SABER transports hidden in the fog then The Shallows, The Marina and The Squeeze are vulnerable. There are also a couple tiles in the south where transports could reach (but not enter) The New Yard. There are 43 units each in The New Yard and The Nursery. There are a few other units guarding resources. I think we lost some land units around The Gulag as well. I doubt there are any SABER transports in the fog near our coast but we need a garrison plan anyway.

Garrisons:
  • The New Yard is vulnerable to capture but transports could not enter the city and unload so I will leave that city undefended. If Saber does take the city we will hopefully get a chance at a leader next turn.
  • The Squeeze, The Marina and The Shallows could possibly be entered by transports so I will redistribute the 86 units in the The New Yard and The Nursery (plus the armor sitting between The Meeting Room and The Red Tape) among these three cities. Also move one artillery piece into each city. That will give them 30 units each.

Workers and prebuilds:
  • We have 20 workers and 14 slaves available.
  • Of these, there are 3 worker/slave pairs in position to build roads near The Silo.
  • Another worker/slave pair started a railroad W of The Igloo. (I thought they were there to build a road so I typed 'R' without thinking.)
  • So there are 16 workers and 10 slaves left. (42-12=30-22=8)
  • The Gulag has 596 shields in the bin and is making 16spt after waste. There is one plains tile that can be cleared, mined and railed this turn. That would add 2 or 3 spt after waste if we joined a worker to the city. That would put us at 614 or 615 shields next turn. Even clearing, mining and railing two bgs next turn wouldn't be enough to shave a turn. Looks like we're still three turns away here.
  • Switching The Silo over to Universal Suffrage. Don't want to risk building the palace there by mistake. The Silo has 524 shields in the bin and is making 26spt after waste. We only need an increase of 3spt to shave a turn off the engine here (bringing it down from 5 to 4). So, we will improve tiles around The Silo.
  • Mine and rail tobacco tile W-NW of The Silo.
  • Clear, mine and rail grass W of The Igloo (it's in The Silo's BFC).
  • Begin to clear plains S-SE of The Silo.
  • Switch The Igloo to the palace.
Miscellaneous:
  • Set our lone scientist to work on smart weapons.
  • Our trade route with FREE is open again! Send dyes and sanitation to them with accept. We should ask for those furs, spices and silks.Lowered lux rate to 40%.
  • SABER has a communist government. Is this old news? :dunno:
  • We'll have a new jet and another worker next turn.
  • Waiting till next turn to try to expose SABER's spy.
  • We have 1366g and are running a 69gpt deficit. Smart weapons in 50 turns.

SABER'S military:
Spoiler :
1 settler
44 workers
23 marines
1 infantry
1 tank
92 mech infantry
112 modern armor
6 artillery
7 tactical nukes
18 transports
8 carriers
23 destroyers
4 battleships
16 nuclear subs
44 jets
2 stealth fighters
23 stealth bombers
9 armies
4 cruisers
12 mobile SAMs
about 27 slaves
 
Summary: Rail connection to The Chamber restored as workers are positioned to build more roads around our capital. Our land forces are repositioned in an effort to minimize impact from SABER nukes. No espionage activity this turn. We have two cities that can complete the engine in three turns. We sit and wait now to see what SABER does and whether FREE sends those luxes.

FREE sends their world map and we accept.

Builds:
Chamsuri's Cove: jet
The Dislodged: worker

EWS:
Spoiler :
  • Privateer NE of Chamsuri's Cove moves 2SE-S-N-NW
  • Jet in Chamsuri's Cove recons recons 4N-2NE of Chamsuri's Cove.
  • Jet in Eastern Airfield recons northernmost tile in its range.
  • Jet in The Aerie recons 8N of The Aerie.
  • Privateer north of The Whale Pond moves 5SW.
  • Jet in the Northern Airfield recons 4NW-1N of The Hideaway.
  • Jet in Western Airfield recons 5NW-1W of The Greenhouse.
  • Privateer west of The Dislodged moves 2N-3S.
  • Jet in Western Airfield recons 2W-3SW of The Phoenix.
  • Jet in Southern Airfield recons 1W-5SW of The Nursery.
  • Jet in The Treasury recons 4S of The Nursery.
  • Jet in The Treasury recons 5S of The New Yard.
No enemy ships in sight.

Moves:
Spoiler :
  • Move the garrison from The Marina to the mountain midway between The Treasury and The New Yard.
  • Move the garrison from The Squeeze to the bunker 2N of The Chamber.
  • Move the garrison from The Shallows to the bunker midway between The Arboretum and The Phoenix.
  • Move our bombers to The Treasury.
  • Moved three workers to the aluminum hill and let them start railing.
  • Move worker/slave pairs into position N and E of The Gulag to rebuild roads next turn.
If SABER is coming they will want to destroy our spaceship by capturing The Chamber. We need to make sure we have roads in the area.
Spoiler :
  • 3 workers rail the gems S of The Igloo.
  • Worker/slave pairs move into position NE, NW and W of The Chamber.
  • 3 workers mine plains 2NW of The Gulag.
  • 3 workers rail the tile 2SE of The Treasury.
  • 3 workers rail the tile 3SW of The Chamber.
  • Worker/slave pair moves into position SW of The Chamber.
  • 4 slaves and a worker rail N of The Chamber.
  • Slave begins to clear damage S of The Igloo.
  • Move a mech inf from the bunker 2N of The Chamber to our coal tile.
  • Move the nine units out of The Silo and into The New Yard. Move 3 units from each of our 3 stacks into The New Yard making an 18 unit garrison.
  • Now the stack on the mountain is too close to the stack in The Nursery so I move the former to the bunker midway between The Nursery and The Institute.
Note: Not rushing workers or settlers in our coastal cities just yet. Want to keep the pop up in case we want to draft. This also helps with our big deficit. Leaving lux at 40% in case CommandoBob sends those three luxes he has.

We have 1293g and are running a 75gpt deficit. Smart weapons in 49 turns with one scientist working on it.
 
Summary: Coastal cities draft and get set to build something next turn as they prepare for possible abandonment. Mostly settlers and workers who are anxious to board the spaceship but we will have a couple tactical nukes. No ICBMs though. Most interior cities work on jets though none will be ready for some turns. The Council prepares to move the capitol inland to The Gulag as the Last First Councilor makes an executive decision to have The Silo openly work on the engine. We tried and failed twice to expose SABER's spy though we were able to replant a new spy both times. The Council raises the luxury rate to 50% in hopes of orchestrating spontaneous 'We Love the Councilors Days' across the country. Now we sit tight and see what SABER does.

FREE sends us furs, spices, silks, 1000g and iron with accept. We accept.
The Squeeze builds a worker.EWS moves:
Spoiler :
  • Jet in Chamsuris' Cove recons 4E-3SE of Chamsuri's Cove.
  • Privateer northeast of Chamsuri's Cove moves 2E-3NW.
  • Jet in eastern airfield recons 4N-2NE of Chamsuri's Cove.
  • Jet in The Aerie recons 5NE of The Whale Pond.
  • Jet in Northern Airfield recons 4N of The Whale Pond.
  • Privateer west of The Whale Pond moves N-W-3SW.
  • Jet in western airfield recons 8NW of The Red Tape. Finds a FREE stack: cruiser and 2 destroyers.
  • Privateer west of The Phoenix moves 4N-1NE.
  • Jet in western airfield recons 3SW-2W of The Phoenix.
  • Jet in southern airfield recons 5SW-1W of The Nursery.
  • Jet in The Treasury recons 5SW of The New Yard.
  • Jet in The Treasury recons 5S of The New Yard.
Worker moves:
Spoiler :
  • Six roads built by worker slave pairs that were positioned last turn.
  • Three workers sent to our iron hill so they can road next turn.
  • Five workers and a slave cleared the gems tile south of The Igloo and another slave begins mining it.
  • Worker/slave pairs moved to tiles 2N of The Institute, 1S of The Gulag and 1N of The Treasury to build roads next turn.
Redeploying our units:
Spoiler :
  • Two bombers moved to The Chamber, The Arboretum and The Institute.
  • Stack of land units moved from bunker 2N of The Chamber to The Gulag.
  • Stack moved from the bunker between The Phoenix and The Arboretum to 1NE of The Greenhouse.
  • Stack moved from bunker between the Nursery and The Institute to Tile between The Squeeze and The Marina.
  • Time to try to expose SABER's spy. It costs 216g to do it safely. We failed again. Try to replant our spy for 88g. It worked. Spend another 216g to try to expose the spy again. Failed again. Replanted for 88g. That's 588g we spent. That's enough of that.
  • Drafted in Chamsuri's Cove, The Marina, The Squeeze, The Meeting Room, The Red Tape, The Dislodged, The Phoenix, The Nursery and The New Yard.
Build queues
Spoiler :
  • The Igloo: Battlefield Medicine (1 turn)
  • The Gulag: palace (1 turn, burned 13 shields)
  • The Igloo: engine (47 turns)
  • The Red Tape: tactical nuke (10 turns), disbanded 4 newly drafted units then rushed it for 88g
  • The Greenhouse: worker (1 turn, took a tile from The Red Tape)
  • The Dislodged: worker (1 turn, took a tile from The Red Tape)
  • The New Yard: settler (1 turn, with fish from The Nursery)
  • The Nursery: settler (1 turn)
  • The Shallows: worker (1 turn)
  • Chamsuri's Cove: worker (1 turn)
  • The Squeeze: worker (1 turn, with a couple tiles from The Meeting Room)
  • The Marina: settler (1 turn, burned 7 shields)
  • The Meeting Room: tactical nuke (35 turns), disbanded 5 newly drafted units 4 conscript mech infantry we already had so it will complete next turn
  • The Phoenix: privateer (1 turn)
  • All our interior cities (except for The Gulag, The Silo and The Igloo) are working on jets.
  • Gave the wheat tile to The Silo, putting it up to 32spt after waste. (It has 582 in the bin and the magic number is 640. Upped the lux rate to 50% (from 40%) for a WLTCD all over the place.
  • We have 1531g and are running a 155gpt deficit. One scientist is working on smart weapons.
  • Have I forgotten anything? You know, if SABER nukes our aluminum tile and FREE doesn't send us any then we cannot switch over to the engine until we get aluminum. I didn't station workers on the aluminum and even if I had, they would die in a nuke strike anyway. I think the risk of not being able to switch over to the engine next turn is greater than any benefit we'd get by trying to hide the switch another turn. So I'm switching The Silo over to the engine now. {Have to put The Igloo back on Battlefield Medicine (1 turn), then put The Silo on engine (2 turns) then The Igloo on Universal Suffrage (100 turns).} If SABER has a spy can't they figure out which of our cities has the most shields saved up by looking at the cost of sabotage? If so, then they probably already guessed The Silo has the best chance of building the engine. :dunno: In any event, we're not gonna make it easy on them by giving them the chance to delay us merely by cutting our aluminum supply.
 
Summary:SABER nuked us good, putting us eleven turns away from completing the engine. We moved our capital city to The Gulag. Put workers into position to build roads next turn. Maybe we'll be able to improve a tile or two next time and shave some turns. No sabotage. No transports in sight.
  • FREE sends us horses and we will accept.
  • We lost furs, spices and silk. :(
  • The Gulag builds the palace.
  • We also build three workers, two tactical nukes, a privateer and three settlers.
EWS moves:
Spoiler :
  • Jet in Chamsuris' Cove recons 4E-1SE of Chamsuri's Cove.
  • Jet in eastern airfield recons 3S of The Chamber.
  • Privateer northeast of Chamsuri's Cove moves 4NW-S.
  • Jet in The Aerie recons 4NE-1E of The Whale Pond.
  • Jet in Northern Airfield recons 4N-1NE of The Whale Pond.
  • Privateer west of The Whale Pond moves E-N-3NE.
  • Jet in western airfield recons 8NW of The Red Tape.
  • Privateer west of The Greenhouse moves 5S.
  • Jet in western airfield recons 4SW-2W of The Phoenix.
  • Jet in southern airfield recons 5SW-1W of The Nursery.
  • Jet in The Treasury recons 5SW of The New Yard.
  • Jet in The Treasury recons 5S of The New Yard.
  • Privateer in The Phoenix moves 2S-3SE
.
I reported earlier that no rival ships were spotted. I should have said no rival transports were spotted. There were three FREE ships off our southwest coast.
  • 4 roads built (including one on the iron hill).
  • Finished mining the gems S of The Igloo.
  • Workers (and slaves) moved to six tiles to build roads next turn.
  • Cleared the tile N-NW of The Silo.
  • Lowered lux rate to 20% and hired taxmen and clowns to avoid rioting.
  • Queued up more workers and settlers in coastal cities.
  • Left land units where they were.
  • Engine in eleven turns in The Silo.
1380g, -83gpt, smart weapons in 47 turns.
 
Summary: We disband three coastal cities, build some roads and clear one tile. Hired ten civil engineers in The Silo so we can make some progress on that engine!
  • FREE sends us horses, coal spices and Tujana. We accept.
  • The Silo riots. :(
  • We have four new workers and a SAM battery in Old Gong Isle.
EWS moves:
Spoiler :
  • Jet in The Aerie recons 6NE-1N of The Shallows.
  • Jet in northern airfield recons 5N-1NE of The Shallows.
  • Privateer northwest of The Whale Pond moves 1NE-2SW-1S-1W. Note: ends 3W-2NW of The Whale Pond.
  • Jet in western airfield recons 6NW of The Hideaway.
  • Jet in western airfield recons 8NW of The Dislodged.
  • Privateer northeast of Chamsuri's Cove moves 5SE.
  • Jet in Chamsuri's Cove recons 4E-2SE of Chamsuri's Cove.
  • Jet in eastern airfield recons 7E-1SE of Chamsuri's Cove. Finds a SABER carrier and destroyer.
  • Jet in The Treasury recons the westernmost tile in its range.
  • Privateer S of The Nursery moves W-3SW-SE.
  • Jet in The Treasury recons 3SW-2S of The New Yard.
  • Jet in southern airfield recons 6S-1SW of the airfield.
So, we have a problem here. Since we lost that privateer we cannot do a complete EWS. The image below shows the area we are unable to see.

  • Worker S of The Gulag moved N into the city. (We did this in the pre-turn to check to see if we could trade workers with FREE.)
  • The Council has decided to play it safe and disband The Greenhouse, The Dislodged and The Phoenix. Draft a unit in The Phoenix then sell the harbor, courthouse and market in that city. Sell the harbor and courthouse in The Dislodged and the harbor in The Greenhouse. Disband the three cities.
  • The Silo is starving and no tiles are making two shields so I hire ten civil engineers. (I do hope this will end the riots.
Worker moves:
Spoiler :
Built six (or so roads).
Six workers cleared the tile N-NW of The Silo, two workers irrigated it
Worker/slave pair moves to tile SW of The Silo in order to build a road next turn.
Three workers move from the iron hill to the tile N of The Gulag.
Worker in The Gulag move 2N, slave S of The Gulag moves 3N.
Worker/slave pair N of The Treasury moves NE-2N (ends N of The Gulag).
Two workers and a slave begin clearing the tile 2N of The Gulag.
  • Move a settler from The Nursery to The Arboretum, another from The New Yard to The Aerie and another from The Marina to the tile NW of The Silo.
  • Move a tactical nuke from The Red Tape to The Institute and another from The Meeting Room to The Arboretum.
  • Airlift a conscript mech infantry from Old Gong Isle to airfield N of Tujana.
  • Move garrison from The New Yard to The Arboretum.
  • Move newly conscripted unit to tile N-NW of The Silo.
  • Switch remaining coastal cities over to worker production, except for The Red Tape which begins a transport.
  • Send dyes to FREE with accept.
We have 1407g and are losing 163gpt. Smart weapons in 46 turns.
 
Summary: We improve a couple tiles near The Silo. We no longer mine, we irrigate and then use our excess food to hire civil engineers. We show the engine in 8 turns. FREE sent us form workers. We declared war on FREE and captured 29 workers. We began airlifting the new slaves back home. Our EWS has a blind spot and we had to abandon Chamsuri's Cove to be safe. Lost a jet in doing so. Our EWS did find a SABER transport off our southwest coast. It is escorted by a couple destroyers. We bombed them but only had two bombers in range. Units on that transport could capture either The Nursery or The New Yard but the ship cannot dock so we did not abandon those cities.

FREE sends workers, we accept.
We build two new workers.

EWS:
Spoiler :
  • Privateer southwest of The Nursery moves 4SE-E. Found a SABER transport escorted by two destroyers. Units on this transport could attack either The Nursery or The New Yard but the transport could not enter either city. We could nuke 'em but it's not worth it. Sent our two bombrs from The Institute to bomb them and took two hit points off each destroyer. Our bombers in The Treasury and The Arboretum cannot reach them.
  • Jet in western airfield recons 3NW-2W of The Hideaway.
  • Privateer west of The Whale Pond moves 2SW-E-2NE.
  • Jet in northern airfield recons 3N-1NW of The Whale Pond.
  • Jet in The Aerie recons 5N-1NE of The Shallows.
  • Jet in eastern airfield recons 6N-1NE of Chamsuri's Cove.
  • Jet in Chamsuri's Cove recons 1N-5NE of Chamsuri's Cove.
  • Jet in The Treasury recons 3SE-3S of The Chamber.
  • Jet in western airfield recons 4SW-1S of The Nursery.
  • Jet in The Treasury moves to The Igloo.
Once again (even with FREE's help this time) we have a blind spot. This time it is Chamsuri's Cove in the blind spot. Will abandon it. :hmm: We have a jet there that already moved. I wonder what will happen to it? Oh, we lose it.
  • Railed the tile N-NW of The Silo. Cleared, irrigated and railed the tile W-SW of The Silo. The city now has +6 food per turn but is still only making one shield per turn. Moved our three settlers in but they have no movement points left and so cannot join the city. Hire three engineers and we show the engine in 8 turns. (We have 589 shields in the bin.)
  • So, now would be the time to declare war on FREE and capture those settlers. We will lose spices and coal. Not sure this is a good idea since I doubt we can airlift workers anyway. Well, here goes nothin'. Order the mech inf to attack the stack of FREE settlers and eclare war on FREE. We have 29 workers (28 Freebie and one entertaining.) Well, that shows you what I know. We can airlift these slaves into The Institute and our airfields. Well, we can only airlift four per turn but it helps.
  • Send FREE a peace offer with accept.
  • Lowered lux rate to 10% to reduce our deficit. Hired specialists where necessary to avoid riots.
  • Move units out of The Gulag and The Arboretum (afraid of a nuke strikes there).
  • We have 1290g and are running a deficit of 117gpt. Smart weapons in 45 turns with one scientist.
 
  • FREE sends us their world map and 100g, which we accept.
  • The Silo riots. I noticed on the trade screen pic that FREE sent that we have no luxes and no resources. Not sure what is going on there but this must be why we have riots.
  • We have a new worker and a new settler.
  • We can still see SABER's military in the F3 screen so our spy is still there.
  • The Silo is down to 4 pop and is unconnected. 589 shields in the bin so no savotage, but then again, why would they ever need to sabotage our production?
  • Can see the SABER transport off our coast so we'll be able to bomb it. We can take care of the marine that razed The New Yard, too. Do not see those two SABER subs. Maybe FREE sunk them already? :dunno:
  • We only have about ten workers/slaves left on our continent so SABER nuked a good many of them plus the settlers.
EWS:
Spoiler :
Jet in western airfield recons 4NW of the whale off our western coast.
Jet in western airfield recons W-SW of same whale.
Privateer west of The Whale Pond moves 5 SW.
Jet in northern airfield recons 3N-1NW of The Whale Pond.
Jet in The Aerie 4N-2NE of The Shallows.
Jet in The Igloo recons 6N-3NE of The Igloo.
Jet in eastern airfield recons 5NE-2E of the airfield.
Jet in The Treasury is not needed for recon.
Our southern airfield is gone.
No new enemy ships sighted.

Think I will just go ahead and play the turn since there are no threats.

Bombers sink SABER transport off our southern coast.
Armor kills SABER marine.

  • Airlift 4 workers from Tujana area to our home continent.
  • Move settler next to The Silo.
  • Hire two civil engineers in The Silo.
  • Began clearing a tile near The Silo.
  • Switched some cities over to markets and lowered lux to zero.

We have 1271 gold and are running a 78gpt deficit. Smart weapons in 44 turns with
one scientist working on it.
 
Summary: We plod along. No coastal cities threatened. We quadruple our production in The Silo. Don't get excited, we went form one shield per turn to four and we still have to see if SABER nukes us again.
  • SABER offers peace without accept. Guess they forgot to clear the table.
  • FREE sends us a worker and their world map which we accept.
  • The Igloo and The Hideaway have riots.
  • We complete a new worker.
  • We have 590 shields in The Silo. It is population 2 and makes one shield per turn.
  • Our capital city is population 1 and is not connected by road.
SABER's military:
Spoiler :
1 settler
53 workers
20 marines
1 infantry
1 tank
92 mech infantry
100 armor
6 artillery
1 tactical nuke
16 transports
5 carriers
19 destroyers
4 battleships
18 nuclear subs
41 jets
8 stealth fighters
18 stealth bombers
1 leader
8 armies
1 cruiser
12 mobile SAMs
uncounted slaves
EWS:
Spoiler :
  • Privateer moves 4SW-1S.
  • The intel we have from FREE covers the area from the privateer in a counter-clockwise direction.
  • Jet in western airfield recons 5N of The Hdeaway.
  • Jet in northern airfield recons 2N-2NW of The Whale Pond.
  • Jet in The Aerie recons 5N-1NE of The Shallows.
  • Jet in The Igloo recons 7N-2NE of The Igloo.
  • Jet in eastern airfield recons 6NE-2N of the airfield.
No new ships sighted. No coastal cities threatened.
  • We have two jets left. I'd like to recon the SABER stack Free showed us but we can't reach it. I'll rebase them to The Silo and if they survive we'll put them on air superiority next round.
  • Airlifted four more FREE workers over to our home land.
  • Hired taxmen in The Hideaway and The Igloo. What a way to end a riot.
  • Moved a settler into The Silo.
  • Irrigated a tile near The Silo. We work it for another shield and hire an engineer. We show the engine in 13 turns.
  • Checked the builds. We'll have a couple new markets next turn. I'm going to let them complete. I'm guessing SABER would rather invade FREE than us since the don't want to risk us getting a leader.
  • We have 1193g and are running a deficit of 86gpt. Smart weapons in 43 turns.
 
Summary:Our EWS is incomplete and we do not know if The Nursery is threatened. The Last First Chairman decides to keep the city but breaks all rail and road connections to the city. We hire a civil engineer to work on the engine and four more to work on the pre-build in The Igloo. We position workers to rebuild roads. We almost sink a SABER battleship.
  • The SABER diplo screen pops up again. Since they did not accept the peace offer I'll clear the table.
  • FREE sends 200 gold and three workers which we accept.
  • We have two new markets and two new workers.
  • We can see a SABER naval task force of an elite battleship, 3 vet carriers and a vet destroyer 4SE-1S of The Chamber.
SABER's forces:
Spoiler :
1 settler
54 workers
20 marines
1 infantry
1 tank
92 mechinfantry
100 armor
6 artillery
1 tactical nuke
1 ICBM
16 transports
5 carriers
19 destroyers
3 battleships
18 nuclear subs
41 jets
9 stealth fighters
18 stealth bombers
1 leader
8 armies
1 cruiser
12 mobile SAMs
Note they have an ICBM now as well as a tactical nuke.
We have only 4 jets and a privateer left for the EWS:
Spoiler :
  • 1 privateer west of The Hideaway moves 5NE.
  • 1 in the western airfield recons 5N of The Hideaway.
  • 1 in The Igloo recons 5E-1NE of The Shallows.
  • I in the eastern airfield recons 3E-3NE of The Whale Pond.
  • 1 in the northern airfield recons 2N-2NW of The Whale Pond.
With FREE's help we know most of our coastal cities are not threatened. We weren't able to check the coast around The Nursery. Do we risk it, abandon it or keep it and just pillage the roads around it? I think we should keep it since it is worth 9gpt so I'll pillage the roads.

Bombers in The Treasury attack the carrier group:
Spoiler :
  • 3/3 bomber hits 5/5 battleship for 1hp
  • 4/4 bomber redlines 4/5 battleship
  • Our other 4 bombers are not in range. :(
  • Moved two bombers from The Arboterum to The Chamber.
  • Moved two bombers from The Institute to The Gulag.

  • Airlifted 4 more workers over from the Tujana area.
  • Moved a couple workers next to The Silo in hopes of entering the city next turn.
  • Positioned other workers to build roads next turn trying to keep them separated to minimize losses from the inevitable nuclear strikes.
  • Hired all engineers in The Silo (1) and The Igloo(4).
  • We show the engine completing in 16 turns in The Silo.
  • Sent our world map to FREE.
  • We have 1310g and are running a deficit of 94gpt. Smart weapons in 42 turns with a scientist working.
 
Summary: We eliminate SABER's landing force but there are no promotions. No coastal cities threatened. 15 turns till the engine is complete. Two settlers are should complete next turn.

FREE sends us four workers and 300g. We accept and send our world map back.
First priority is to eliminate the SABER landing forces:
Spoiler :
Bomber run on 17/17 army fails.
Bomber run on 17/17 army hits for 2 hps damage.
Bomber run on 15/17 army does 1 hp damage.
Time to build roads before we attack with the armor. All workers standing on on roaded tiles begin roading.
Oh, we have artillery:
Artillery shells 14/17 army and misses.
But our radar artilley must have been nuked. :(
Time for the armor. We have only regular and vet units:
4/4 armor attacks 14/17 army and does 2 hps damage.
4/4 armor attacks 12/17 army and does 5 hps damage.
3/3 armor attacks 7/17 army and does 1 hp damage.
3/3 armor attacks 6/17 army and destroyes the army.
4/4 armor attacks 4/4 marine and destroyes it.

We succeed but get no promotions.
SABER's forces:
Spoiler :
1 settler
56 workers
19 marines
1 infantry
1 tank
92 mech infantry
96 armor
6 artillery
1 tactical nuke
2 ICBMs
15 transports
6 carriers
19 destroyers
3 battleships
18 nuclear subs
41 jets
10 stealth fighters
18 stealth bombers
1 leader
7 armies
1 cruiser
13 mobile SAMs
Time for the EWS:
Spoiler :
Jet in western airfield recons 4W of THe Hideaway.
We send and armor along the rails to the tile W-2SW of The Red Tape.
Privateer moves 5NE.
Jet in northern airfield recons 3N-1NW of The Whale Pond.
Jet in The Igloo recons 7N-2NE of The Igloo.
Jet in the eastern airfield recons 6NE-2N of its base.
Our coastal cities are safe this round.

We have 595 shields in the bin in The Silo (3 spt) and 529 in The Igloo (9 spt).

Lots of food in Tujana and it's capped at size six. Hire engineers and switch to aqueduct.
Remaining worker moves:
Spoiler :
3 FREEdom workers in The Gulag move E to build road next turn.
1 FREEdom worker in The Gulag moves 2W.
FREEdom worker in the western airfield moves to tile NW of The Silo.
FREEdom worker in northern airfield moves to tile 2S of The Igloo.
FREEdom worker in eastern airfield joins The Igloo.
FREEdom workers airlifted from the Tujana area to the three home continent airfields (two to the northern airfield). The Institute had our only home continent airport. :(
We have 1479 gold and are running a 34gpt deficit. Smart weapons in 41 turns with one scientist working on it.
 
Summary: We trudge along. Joined a couple workers to The Silo and now we have three engineers working there. Show the engine in six turns.

FREE sends world map, two workers and 125 gold. We accept.
We send FREE world map and economics. (SABER is already nuking us so why hold back the tech?)
We have two new settlers.
We still have a spy with SABER. Here are their forces:
Spoiler :
1 settler
56 workers
19 marines
1 infantry
1 tank
92 mech inf
96 armor
6 artillery
2 ICBMs
15 transports
7 carriers
19 destroyers
3 battleships
18 nuclear subs
41 jets
12 stealth fighters
18 stealth bombers
1 leader
7 armies
1 cruiser
12 mobile SAMs
uncounted slaves
Looks like they nuked more of our armor. Here's what we have:
Spoiler :
2 settlers
4 workers
4 marines
23 mech inf
38 armor
1 tactical nuke
4 jets
1 privateer
3 TOW inf
6 mobile SAMs
uncounted slaves

We have 598 shields in the bin in The Silo and show 14 turns from completing the engine.
There is a small SABER naval task force off our south-east coast. 4/4 destroyer, 4/4 and 1/5 battleship and 4/4 transport. We have no bombers left. No other forces in sight.
Built two roads. The Silo is reconnected.
EWS:
Spoiler :
Jet in northern airfield recons 3N-1NW of The Whale Pond.
Jet in The Igloo recons 6NE of The Shallows.
Jet in eastern airfield recons 6NE-2N of its base.
Privateer moves 5SW.
Jet in western airfield recons 6NW of it's base.
No coastal cities are threatened.
Ir we rail the tile W-NW of The Silo we can get our two settlers into the city and join them. We have three lakes to work, maybe that's enough food to join them. Then we can make them all engineers. Sounds like our best bet. Oh, no iron, can't build any rails. Sigh. Well, we have a couple workers we can move in and join. Let's do that. Nice. We show the engine in 6 turns. 7 food in the bin and a shortage of 4fpt so no starvation.
Moved 6 slaves onto the iron hill so they can start roading next turn.
Airlifted 4 more FREEdom workers over form the Tujana area.
Positioned workers to build more roads next turn.
Joined a worker to The Igloo and hired a couple engineers.
Move a couple more workers into The Silo but left the settlers in place. Don't want to lose them all if the nukes fall again.
Airlifted a mech inf back from The Old Gong Isle.
Not sure if I should move the land units or not. We have them in three stacks. Don't really see any point in moving them. Trying to keep them in places that will do minimal damage to our roads and workers if they are nuked.
We'll have one new worker next turn.
We have 1578g and are running a deficit of 31gpt. Smart weapons in 40 turns with one scientist working.
 
Summary: We abandon two more coastal cities but keep The Chamber and The Treasury despite the six SABER armor poised to strike them. We dispatch 16 armor (two-thirds of our armor force) to protect The Gulag and The Treasury. We move our lone tactical nuke into position to nuke The Chamber if necessary. The Republicans pick up 60 seats on the Council and eliminate the deficit. They then increase defense spending about by 1700 gold and rush a couple tactical nukes.
  • FREE sends their world map and 140g. We accept and send our world map in return.
  • The Shallows makes a worker.
  • Move two armor into The Chamber.
  • Moved some workers away from the SABER armor and used one to build a radar tower two tiles form both The Chamber and The Gulag.
  • Build a road on the iron and this allowed me to move the marine into The Gulag.
  • Jet in northern airfield recons 2W-2NW of The Whale Pond.
  • Privateer moves 4SW-1S.
  • Jet in western airfield rebases to The Gulag.
  • We cannot tell if there are any SABER ships in the northwest so we abandon The Marina and The Shallows. Made 80g selling improvements first.
  • Built a city in the south and named it The Bunker.
  • Joined our other settler to The Bunker.
  • Hired an engineer in The Silo. Show the engine in 14 turns.
  • Moved a mech inf and a marine next to The Treasury.
  • Airlifted two workers from the Tujana area to each of our home airfields. There a re two left.
  • Airlifted a mech inf from The Old Gong Isle to the western airfield.
  • Don't want to switch to mobilization just yet since we will finish a library in The Whale Pond next turn. The border pop will let us see SABER coming one tile sooner. :rolleyes:
  • Thanks to SABER's nukes we are no longer running a deficit. We can also afford to rush two tactical nukes. No sense in waiting. Rush a tactical nuke in The Aerie for 768 gold and one in The Meeting Room for 936 gold.
  • Now we have to get some forces in position to defend the southeast. Can't send all of them in case SABER lands somewhere else and have to spread them out so they don't all get nuked. We have 24 armor left. Maybe we do have to send them all. Sigh. Ok, we'll make three groups of 8 armor each. I'll send 2 groups and keep one group near the western roads. Move one group to the tile 2W-1NW of The Gulag. It can reach either The Gulag or The Treasury next turn. We cannot reach The Chamber in two turns. I'm a bit worried that SABER could capture it and rush an airport right away. They could then airlift in more units than we could possibly counterattack. Moved the tactical nuke one tile. It is away from the coast now and within 6 tiles of The Chamber. Might as well chance it and leave The Chamber there. The second group goes to the tile SE of The Silo. It can reach The Gulag next turn. The rest stay near The Red Tape.
SABER's units:
Spoiler :
1 settler
58 workers
19 marines
1 infantry
1 tank
92 mech inf
96 armor
6 artillery
1 ICBM
16 transports
7 carriers
19 destroyers
3 battleships
19 nuclear subs
Visible units:
  • 6 armor 2SW-1S of The Chamber.
  • Destroyer and transport south of that armor stack.
  • Carrier and destroyer 3 SW of the destroyer/transport.
  • Battleship, cruiser and transport 2SW-1S of the Carrier/destroyer.
We have 91g and have a surplus of 1gpt. Smart weapons in 39 turns.
 
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