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Played turns

Jennifer Hawkins sends all her maps. :thanx:

The Chamber, The Treasury Mech Inf -> Mech Inf
The Institute jet fighter -> palace (nuclear plant prebuild)
The Aerie factory -> hydroplant (nuclear plant prebuild)
The Arboretum jet fighter -> jet fighter (one more before switching at the end of our GA)
The Dislodged harbor -> destroyer (to debate)

no pollution :)

Internal stuff
Switch The Meeting Room to harbor.
Switch The Igloo to bomber.

Set a jet fighter in The Bayou on sentry mission.

Navy
EWS reports: No enemy ships in range. :salute:
SABER ships leave a narrow corridor between BABE's and our land. A transport chain could sneak through, might be spotted though if SABER's ships move that way... :shifty:
I send this shot to SABER with the save.

:eek: Just in time - I rather send it to BABE ;)

SABER made some progress in BABEland...


research
Science to 70%. +146gpt. 1742bpt, 170g in treasury. Subtract 150g sent to BABE one more time.
Nuclear Power in 3 they say.

F3
We are still weak compared to SABER and FREE and average to BABE.
We exceed our free unit supply of 85 by 12 units for 24gpt.

F4
FREE lacks Fission, Miniaturization. They acquired Computers.
SABER lacks Miniaturization.
BABE lacks Scientific Method. We send 150g with accept.

map
 
FREE has not accepted peace :( - send it back with Accept.

The Chamber, The Treasury: Mech -> Mech
The Admiralty, The Ways: Destroyer -> Destroyer
The Gulag: Cathedral -> Mech
The Igloo: Bomber -> Bomber
The Silo: Mech -> Courthouse
The Meeting Room: Harbor -> Sub
The New Yard: Sub -> Sub
The Squeeze: University -> Sub

no pollution :)

Internal stuff
Hire a policeman in The Silo to get 80 spt, Court in 1.
The Ways gives a BG to Chamsuri's Cove, for completing the Court in 2.

Navy
EWS reports: FREE ships around as before, no transports anywhere of course.
I see no point in sending maps to BABE, we've seen no SABER ships that they cannot see themselves. That information should be enough to send, which I will do.

SABER continues to make slow but inevitable progress against the BABEs (didn't bother to take a shot).

Research
Science still at 70%. +127gpt. 1758bpt, 166g in treasury. Subtract 150g sent to BABE one more time.
Nuclear Power in 2 with some overflow (3044 beakers left).

F3
We are still weak compared to SABER and FREE and average to BABE.
We exceed our free unit supply of 85 by 19 units for 38 gpt. Maybe time to disband some of those floating wooden contraptions? Our jets, subs and destroyers should have most if not all of the EWS covered by now.

F4
No changes from last turn:
FREE lacks Fission, Miniaturization.
SABER lacks Miniaturization.
BABE lacks Scientific Method. We send 150g with accept again.

Sorry for the lack of pictures, I simply forgot. If you want I can go back and take a few shots, otherwise I promise to show some next turn.
 
The Chamber, The Treasury: Mech -> Mech
The Silo: Courthouse -> Mech
The Arboretum: Jet -> Jet
The Marina: University -> Sub
The Tower: Barracks -> Harbor

No pollution this turn either! :)

Send Peace with Accept to FREE again.

Internal stuff
The Treasury maxes out at 20 worked tiles, stealing the last mountain tile from The New Yard. The latter works a coast instead, to avoid starvation.
The Ways gets the BG back from Chamsuri's Cove, the latter works a coast instead of forest to grow in 1 and get the forest back on growth.
Change The Gulag to a Nuke Plant prebuild.
Upgrade Inf -> Mech on SCI.

Navy
EWS reports: Nothing new on the high seas. The BABE fleet should make it through.

A Jet Fighter spots something interesting though:



Nothing new happening (visibly) in the SABER-BABE war.

Research
Science still down to 50%. +369 gpt. 1313 bpt, 81g in treasury.
Nuclear Power in 1 with 9 scientists, 27 beakers, margin. :shifty:

F3
We are still weak compared to SABER and FREE and average to BABE.
We exceed our free unit supply of 85 by 22 units for 44 gpt upkeep. Several wooden ships are sailing towards harbor for scrapping.

F4
No changes from last turn:
FREE lacks Fission, Miniaturization.
SABER lacks Miniaturization.
BABE lacks Scientific Method.

Overview of our main continent:

 
BABE sends Espionage + 92 gp + World Map. :high5:
We send peace offer to FREE again. :trouble:

Our GA ends. NOT how it works in solo games. :gripe: As a result we don't complete a single build, go figure.

Internal stuff
Pollution outside The Institute, easily cleared.

Lots of MMing in high- to mid-producing towns:
The Chamber: 84 spt, 84 gathered. Switch to Bank (160), it will easily repay itself even at 90% science.
The Admiralty: 46 spt, 112 gathered. Steals a BG from The Chamber to get to 52 spt and switch to Cruiser (160).
The Treasury: 98 spt :cry:, 98 gathered. Switch to IA, mine a BG to get to 102 spt and -2 fpt, IA in 3.
The Gulag: 37 spt, will keep prebuilding Nuclear Plant.
The Igloo: 38 spt, 88 gathered. The 38 spt comes after regaining the forest from Chamsuri's Cove. Switch to Mech (110) wasting 16 shields, since there's nothing useful costing 120, and Bank here doesn't seem too useful.
The Silo: 60 spt, 60 gathered. Build Mech (110).
The Institute: 42 spt, will keep prebuilding Nuclear Plant.
The Bayou: 9+2 spt, keeps chugging on that Offshore Platform. Will grow to 17 next turn, and I will assign at least one more CE then.
The Ways: 10 spt, 21 gathered. Switch to Court (80) for now, 6 turns, so speak up if you disagree.
The Aerie: 28 spt, 108 gathered, will keep prebuilding Nuclear Plant. No way to speed it up beyond 5 turns.
Chamsuri's Cove: Missed Courthouse by 3 shields thanks to the cutoff. :mad: Will complete it anyway. Gives the borrowed forest back to The Silo.
The Arboretum: 36 spt, 36 gathered. Switch to Court, plant-chop a forest for 10, ETA now 1.
The Meeting Room: 24 spt, 60 gathered. Keep building the Submarine (100).
The New Yard: 15 spt, 40 gathered. Perfect for a Submarine in 4 turns.
The Nursery: 9 spt, 119 gathered. Missed to complete the Destroyer by 1 shield. I'll complete it anyway, no matter what I switch too will get overflow anyway.
The Pier: 12 spt, 134 gathered. Keeps slogging towards an Offshore Platform.
The Marina: 10 spt, 10 gathered. Builds Submarines.
The Phoenix: 10 spt, 119 gathered. 4 turns to Hospital if I assign a CE on the last turn.
The Red Tape: 13 spt, missed factory by 4. Will complete it anyway.

Navy
Prime Minister dl becomes 15 shields in The Pier. An unnamed Frigate meets the same fate in The Beach. :salute:

There are no ships that could possibly threaten the BABE settler. [party]

F1:
Research to 20%, 375 bpt with ~300 needed (couldn't get closer than that). 546 gpt, Nuclear Power in 1.

F3:
As expected, Strong to BABE and weak to SABER and FREE.
105 units with support for 86, that's down to 38 gpt upkeep.

F4:
Whomp offered to send more gold if we could send some luxuries. We send Dyes and Gems with accept. :)

F11:
The top 5 towns are ours. :)
At only 20% research we drop below both SABER and FREE in productivity. At 50% (2134) we would be in 2nd, but it would take 90% (2488) to reclaim the 1st spot. SABER is still in their GA though, and we aren't. :mischief:
Our Military Service level is below even BABE's. :scared:

Sorry, forgot the screenshots again. Nothing really interesting to report though, no scary ships in range.
 
BABE sends 175 gp and WM. :thanx:
SABER sends Ecology. :high5:
Cancel the peace offer to FREE.

We learn Nuclear Power :nuke:

The Chamber: Bank -> Mech
The Admiralty: Cruiser -> Destroyer
The Igloo, The Silo: Mech -> Mech
Chamsuri's Cove: Court -> Submarine
The Arboretum: Court -> Jet
The Nursery: Destroyer -> Submarine
The Red Tape: Factory -> Submarine

BABE's settler has reached our shores. We throw a beach party! :band: :cool:

Internal stuff
The Admiralty switches the lake for the coal with The Ways, going to 60 spt for Destroyer in 2.
The Gulag, The Institute, The Aerie switch their prebuilds to :nuke: plant.
The Bayou has grown and would be unhappy, but I hire three more CEs to get down to Offshore Platform in 5.
The Pier also hires a CE, at -2 fpt but it won't starve for a few turns yet.
The Marina fires its CE. :blush:
The Whale Pond fires its CE, we won't complete that Courthouse anyway. Switch to Submarine.
The Tower won't complete its Harbor either - switch to Submarine and fire CE.

Perform the last possible forestry operation at The Bayou. None are possible at The Pier.
Plant-chop a forest outside The Aerie. One more will speed up the plant there with 0 overflow.

Airlift a Mech to SCI.

Navy
Caravel becomes 10 shields in The Phoenix, dropping hospital ETA to 3 turns.
Another Caravel becomes scrap wood in The Dislodged, no better target in range.
Frigate disbands in The Beach, another in The Bayou.

No dangerous ships in range. :shifty:

F1:
1734 bpt, Synthetic Fibers in 1, at -175 gpt with 1096 gp in treasury.

F3:
Our military advisor tells me that sleep is for the weak. At 2:46 AM I wonder if he's trying to tell me something. :dubious:
No changes in strength relations of course. Down to 38 gpt upkeep now, with 105/86 units.

F4:
We can't offer BABE an ROP since we don't have an embassy. Establishing one would cost 74 gp. Should we? I don't this turn at any rate.
Send a new Peace offer to FREE with accept. We did say we would send one each turn.

F7:
No wonder builds by anyone.

F11:
At 90% research we are #1 by far in GNP but only #2 in productivity. At 100% we would be #1, despite not being in GA or Mobilized. We're #3 in MFG obviously.

Overview of our mainland:
 
We accept WM, 330 gp and Incence from BABE.
FREE accepts peace and offers Spices. We add Dyes to the table and send it back with accept.

The Treasury, The Bayou, The Ways, The Aerie, Chamsuri's Cove, The Meeting Room, The New Yard, The Nursery, The Pier, The Marina, The Phoenix: RIOT!!! :trouble:
The Institute: Nuclear Plant -> Mech (at 70 spt)

Pollution in The Gulag - will still manage the Nuclear plant in 2 turns.
Pollution in The Admiralty. I short-rush a Frigate (60) for 16 gp to get back to Destroyer in 1.

Internal stuff
Ok, damage control:
The Treasury hires a taxman from an irrigated grass. We'll do -6 fpt for this turn, but when we get Spices from FREE next turn it should be back to normal.
The Gulag can borrow that grass in the mean time, not for growth (it'll grow in 1 anyway) but for the research.
The Bayou switches one of the CEs to a clown.
The Ways hires a CE.
I have no idea why The Aerie is revolting, nor Chamsuri's Cove, The Meeting Room, The New Yard, The Pier or The Marina.
The Nursery hires a taxman.

Navy
Frigate disbanded in The Dislodged.
No dangerous ships in range.

F1:
We continue at 1.9.0, 1723 bpt and -170 gpt. SF in 4.

F3:
104/86 units, 36 gpt in upkeep.

F4:
We've sent dyes back to FREE with accept.

F11:
No changes from last turn: 1st in GNP, 3rd in MFG means 2nd in Productivity.

Overview of our mainland:
 
We accept world map and 400 gold from the Babes.:thanx:

Another turn without pollution is always nice.:)

The Chamber: mech infantry->mech infantry
The Admiralty: destroyer->destroyer
The Silo: mech infantry->mech infantry
The Meeting Room: submarine->submarine
The Greenhouse: worker->walls
BabeColony: worker->walls
Oka: harbor->walls

Internal Stuff

-We plant and chop 2 forests at the Aerie for 20 shields making its nuclear plant due in 2 turns. The tiles are re-irrigated and mined back to before.
-A worker on SCI starts a railroad on the airfield (I thought airfields automatically built railroads:hmm:)
-Workers complete a fortress and almost finish a barricade between The Institute and The Nursery
-The Treasury gets its irrigated grassland back from The Gulag. It's still losing 2 food this turn, but we'll re-irrigate the plains next turn to cap it at size 20
-Specialists are fired at The Nursery and The Pier and The Bayou has its clown switch to an engineer for an offshore platform in 2 turns
-Sir Kaiser Danilot is disbanded in The Beach for 15 shields and an aqueduct in 2 turns. It switches one citizen from a forest to a coastal tile for growth in 2 as well. (I didn't re-assign the forest to Chamsuri's Cove this turn to keep it growing)
-A policeman is hired in The Whale Pond and is now making 2 shields. Beakers are the same there and it will not grow past size 6.
-A small number of policemen and engineers are hired in various towns where nothing is lost and to speed the building of walls. The Tower is switched from a submarine to walls.
-One of our new mechs is airlifted to SCI island to start beefing defenses there.

Navy and EWS

No transports are sighted anywhere near our shores and their are no large stacks of ships approaching anywhere. A jet observes Free's 11-tiler but all is quiet as their airfield is empty. Free has built some new settlements in former Gong land and Saber has trimmed several towns from the Babes.

F1:

We are now due synthetic fibers in 3 turns at 90% science with 1465 gold in the treasury at -185gpt

F3:

We now have 109 units with 86 allowed free and a unit support of 46gpt. We are still strong versus the Babes and weak to Free and Saber. Our total forces and upgrade costs are in the following spoiler.

Spoiler :
15 workers and 25 slaves
4 marines
2 infantry (120 gold)
31 mech infantry
6 tanks (360 gold)
6 guerilla (540 gold)
5 cruisers
3 battleships
1 carrier
2 transports
6 destroyers
5 submarines
2 frigates
10 jet fighter
11 bombers
1 captured artillery


F4:

We accept 400 gold and world map from the Babes. No new tech is learned this turn. I checked to see if anyone learned advanced flight, space flight and communism. It has now been 6 turns since Free learned computers and they still don't have ecology or fission.

F7:

No wonders are currently in production.

F11:

We are now #1 in productivity despite being 3rd in MFG. We are still last in military service behind even the battered Babes.



We should be able to finally mobilize in 2-turns as we'll complete all infrastructure builds by then only needing to rush the courthouse in The Ways and the offshore platform in The Pier next turn. Finally, here's a zoomed out look of our lands in 1070AD

 
We accept 320 and world map from the Babes and then get this message::D



The Institute and The Admiralty get hit with pollution this turn.:(

The Treasury: Intelligence Agency-->tank
The Gulag: nuclear plant-->barracks
The Igloo: mech infantry-->mech infantry
The Institute: mech infantry-->mech infantry
The Arboretum: jet fighter-->jet fighter

Internal Stuff

-Our workers clear both polluted tiles.
-We spend 24 gold to rush a frigate at The Admiralty and switch back to destroyer due in 1 turn after cleaning pollution.
-We don't have enough workers to plant/chop two forests at The Ways so we rush a frigate for 44 gold and plant/chop one forest for a courthouse in 1-turn.
-We spend 204 gold to rush an offshore platform at The Pier and we should be able to mobilize next turn with all non war-time improvements finished.:hammer:
-Our remaining workers start another fortress between The Institute and The Nursery.
-I must remember to reirrigate the plains at The Treasury next turn, but for now it is building a tank in 1-turn rather than a mech infantry in 2-turns.
-The Red Tape is scheduled to build a submarine in 2 turns. It will be a regular since we have no harbor there. I switch the mined bg and the lake between it and The Arboretum making the submarine due in 3 turns. It should still complete in 2 turns with mobilization next turn, but The Arboretum with an airport can now build jets or bombers in 2 turns instead of 3 by hiring 2 policemen.
-Engineers are fired at The Pier as its offshore platform is rushed and they are assigned to sea-tiles.
-Chamsuri's Cove gains some bpt by firing its policeman and working the forest tile which should have been done last turn.
-The Whale Pond hires another policeman and has no growth at size 6 picking up a third shield and losing no bpt.
-Oka hires another engineer for walls due in 4 turns.
-We'll try to optimize things for mobilization next turn when I can see the shields but no major changes are expected.
-One new jet is reassigned to Oka on SCI and another mech infantry is airlifted there as SCI's rubber source is key.

Navy and EWS

-No transports are in range of our shores or large stacks of ships.
-Both Free and Saber increase shipping around our shores, however, especially between Saber's lands and Free's 11-tiler.
-Both of Free's 11-tilers were observed to have no units on their airfields this turn.
-The frigate Tsar Paulski I was disbanded for 15 shields in The Shallows shaving 3 turns off the transport there. Our final frigate will be disbanded in Babe Colony to speed the walls there next turn.

F1:

We are due synthetic fibers in 2 turns at 90% science with 1328 gold in the treasury and -196gpt.

F3:

Of course, we are still strong versus the Babes and weak versus Saber and Free. Here's a picture of the power graph in the spoiler which looks a little scary. Military is the biggest difference here as we have more techs and culture than both although they both also have more towns. The Babes have allowed a disturbing number of artillery to be captured by Saber and from Whomps accounts are also using a number of jets and bombers against them.

Spoiler :


F4:

-We accept 320 gold and world map from the Babes.
-Free has now learned ecology taking 7-turns to do so. Presumably, they are now working on synthetic fibers. No other new tech is learned.
-We send horses and oil to the Babes, though they may find them useless. We can ask Whomp to decline if he can't use them.

F7:

No wonders are currently shown in production.

F11:

We are still #1 in gnp and productivity but have dropped to #2 in life expectancy. All other demographic numbers are the same.

I've put zoomed out shots of Babes land and former Gong territory in the following spoilers. Free has now got 27 towns there and some of them have interesting names. Does Space colony-Free, Corporation Free, or Free World mean anything? Sabers 11-tile islands are full of size 1 towns, so they have probably rushed either settlers or workers there to develop Babes lands quickly.

Spoiler :


Spoiler :
 
We accept the Babes world map. They apparently have no more gold and are now down to 5 cities. They will likely declare on us next turn giving us +25% war happiness. We should tell Whomp to move his settler SW, I guess. They did accept our oil and horses sent last turn.

A forest tile near the Igloo is polluted this turn. 5 workers and 14 slaves clean it up.

The Chamber: mech infantry-->mech infantry
The Admiralty: destroyer-->cruiser
The Treasury: tank-->mech infantry
The Gulag: barracks-->tank
The Silo: mech infantry-->tank
The Bayou: offshore platform-->destroyer
The Ways: courthouse-->submarine
The Aerie: nuclear plant-->tank
The New Yard: submarine-->submarine
The Pier: offshore platform-->destroyer
The Phoenix: hospital-->submarine
The Beach: aqueduct-->submarine

All new tanks being built will switch to modern armor next turn.

Internal Affairs:

-We are now mobilized and will remain so until peace is declared in our next war. We'll be building up our modern armor supply quickly as both The Treasury and The Chamber will be able to do 1 turn modern armor and many metros 2 turn modern armor. The Admiralty will do 2 turn cruisers which will upgrade to Aegis cruisers for free when we get robotics. We'll also add at least 10 jets and 10 bombers over the next 20 turns from The Arboretum and The Igloo which was switched to a bomber. There are some funky micromanaging possibilities but I'm not sure it's worth the effort. There is also quite a bit of shield overruns in many places, perhaps someone could advise on tile reassignments.
-We re-irrigate the plains at The Treasury to stabilize growth there.
-We airlift a guerilla from SCI to the mainland to be dibanded next turn.
-We airlift 3 mech infantry to SCI.
-We disband an infantry at The Greenhouse to get walls there next turn.
-We disband an infantry and 2 guerillas at The Dislodged for a destroyer next turn.
-A guerilla is disbanded at The Squeeze for 22 shields lowering its build time on a submarine by 16 turns.
-We complete a fortress/barricade between The Institute and The Nursery and start another near The Chamber.
-Our last frigate Archduke Franz Niklas II is disbanded at BABEcolony for 15 shields and an engineer is hired there to build walls next turn.
-The Chamber is reassigned the desert tile assigned to The Bayou giving it 114 shields for a 1-turn mech infantry increasing both gpt and bpt a bit. Next turn it will gain a mined bg from The Admiralty and will have 122 shields increase its gpt and bpt and enable 1-turn modern armor.
-Chamsuri's cove gives its forest to The Beach and a policman is hired to lower the time on a submarine by one turn. The Beach will become a city and The Nursery will become a metro increasing our free unit support by 3 next turn.
-Four engineers are fired at The Bayou and 2 are assigned sea tiles while 2 others become engineers allowing 4-turn destroyers.
-The Pier gives up its lake tile and moves to a sea tile to allow 4 turn destroyers. It's not growing so two worker add-ins would raise shields and commerce there.
-Several policemen are no longer improving build rates so are switched to tax-men, while a couple of tax-men are switched to policemen to save a turn on their builds in coastal towns.
-The Gulag where we just built a barracks could make 100 shields exactly by hiring 2 police. I leave it on tax-men and it will switch to a modern armor next turn. Should we build an airport there and then do 1-turn jets?

Navy and EWS

No scary ships are spotted and Free's 11-tilers show no activity on their airfields. We should have a complete EWS with ships only next turn, so jets can be assigned where we might expect a sudden bombing soon and do air superiority missions. Perhaps our bombers should be concentrated on SCI to do maximum damage to a sudden invasion fleet there? We will soon have enough surface ships for a complete EWS without movement each turn and I've begun pulling subs back and rotating them towards SCI.

Domestic Advisor

We have 1132 gold in the treasury and lower science to 80% to get synthetic fibers next turn losing 93 gpt. There's quite a bit of over-run so we'll not come up short/

Military Advisor

We are still strong versus the Babes and weak versus Free and Saber. We have 110 units with 86 allowed for free costing 48 gpt. I've put our updated military totals in the spoiler.

Spoiler :
15 workers and 25 slaves
4 marines
7 tanks
35 mech infantry
1 captured artillery
2 transports
1 carrier
6 submarines
7 destroyers
3 battleships
11 bombers
11 jet fighters
3 guerillas (to be disbanded over next few turns)
5 cruisers


Foreign Advisor

No new tech is learned this turn as we would expect. Space flight, advanced flight, communism and economics were checked .

F7:

No wonders showing as builds.

F11:

We move to #1 in life expectancy and had dropped to #2 in productivity before mobilization. Under mobilization we move to #2 in mfg and #1 in productivity.:D

I couldn't think of a really useful picture to show this turn. Any requests for screenshots? I had to replay the turn from the log as my power went out just before I hit end-turn. I believe everything was done the same, but might not have been in the exact order. Should we inform the administrators of this? It happened a couple of times at GONG and when they were informed they didn't seem to have a problem with the replay.
 
I think a note informing the admins is wise. It certainly can't hurt, and it will only help if there's a problem down the line.
 
We accept world map frome the Babes. They are down to 4 cities and now lack rubber and will likely dow us very soon.

We learn synthetic fibers and set research to advanced flight due in 4 turns with positive gpt.:)

The Chamber: mech infantry-modern armor
The Treasury: mech infantry-modern armor
The Institute: mech infantry-modern armor
The Arboreteum: jet fighter-jet fighter
The Greenhouse: walls-worker
The Dislodged: destroyer-submarine
BABEcolony: walls-worker
The Red Tape: submarine-submarine

We have 2 plains polluted, one at The Aerie and one at The Admiralty.

After sending Saber synthetic fibers the first thing I did was attempt to plant a spy on Free. After I thought I hit execute there was no message or evidence that a spy was planted. I'm pretty sure there should have been a message, but are PBEM games different? Since money was not removed from the treasury, I must assume I misclicked and will have to try again next turn. I didn't attempt again in case somehow an attempt had already been made and PBEM was just doing things differently. Does anyone know?

Internal Affairs

-pollution is cleaned up at The Aerie and The Admiralty.
-The Chamber is gets a mined grassland from The Admiralty and is now making 1-turn modern armor.
-A mined bg is irrigated at The Admiralty and its coal is given to The Ways lowering build time of its submarined by 1 turn. The Admiralty is switched to a destroyer due next turn and can now make 2-turn destroyers.
-The Nursery gets two tiles from The Institute and the build time of its submarine is lowered by a turn. It has a barracks it does not need and still low shield output so the barracks is sold for 10 gold saving 1 gpt.
-The Institute has three grasslands irrigated and is now making modern armor every 2-turns and also hires 2 tax men.
-The Meeting Room is switched to a destroyer.
-The Bayou hires a taxmen losing no build time on its destroyer.
-The Red Tape gets a bg mined lowering build time on its next one by 1 turn. Since it has no harbor these will be regulars. Does it need a harbor?
-A grassland is mined at The Aerie to get its modern armor next turn. It can give tiles away and still get modern armor every 2 turns from now on.
-A guerilla is disbanded at The Squeeze for 22 shields and its submarine is now due in 13 turns.
-BABEcolony assigns its engineer to work a coastal tile and is making a worker.
-The Hideaway is switched to walls due in 3 turns as it will never make its submarine.
-The trasport at The Marina is switched to submarine to gather more shields and can be swithced back in 2 turns. We need another transport to allow for shipchaining 12 units to SCI in the event of an emergency.
-One of our last two guerillas is airlifted from SCI to the mainland to be disbanded there next turn.
-Three mech infantry are airlifted to SCI for defense and mech infantry are now on each tile there around our towns.
-Our new jet is reassinged to BABEcolony for maximum recon there and air superiority in case of attack. I think planes will play an important role in defense at SCI as any attack by Saber is sure to use many bombers and jets really punish them. I think our bomber stack should also be concentrated here for maximum damage should a fleet of transports appear in EWS there. If our EWS spots a fleet in range of the mainland they can be rebased to soften any stack that lands there.

Navy and EWS

No scary stacks of ships this turn, but Saber's overall naval presence strengthens in our area. One escorted Saber transport is spotted east of Babes lands. All submarines are now behind our surface ship screen and are sailing to the north to concentrate near SCI, but new builds will also produce more subs for the mainland area.

Domestic Advisor

We have 1069 gold in our treasury with advanced flight due in 4 turns at 70% science making +17gpt.

Military Advisor

No changes in relative strength as you would expect. We have 115 units with 89 free unit support costing -52gpt. The power graph continues to go against us, but some of this is due to new towns by both Free and Saber.

Foreign Advisor

We send synthetic fibers to Saber with accept. No new techs are learned and advanced flight, space flight, and communism remain at monopoly research prices. Free is 4 modern age techs behind and Saber is 2 techs behind.

F7

No wonders are shown as being built.

Demographics

All remains the same and we are still #1 in gnp and productivity and #2 in mfg.

The following spoilers show a zoomed out look at our lands and the victory screen.

Spoiler :


Spoiler :


EDIT: Sorry for not noticing this turns report had not actually been posted.
 
The Babes have declared war on us and are down to two cities. We no longer have incense, but war declaration makes our people very happy.:) Saber did not forget to send the 150 gold which is the 25% difference in beaker cost between ecology and synthetic fibers.

At the very end of the turn, we attempt to plant a spy for 108 gold on Free and get this message:



Obviously, a misclick was made on the last attempt since we do get a message and we can expect Free will get a similar message next turn. Since our spy was caught no other attempt to plant spies was made since this would automatically fail. We'll need to try again in three turns, though we could try again next turn. Next turn their is a 1/3 chance that the caught spy flag will be removed and each turn after that.

The Chamber: modern armor-->modern armor
The Admiralty: destroyer-->destroyer
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Igloo: bomber-->jet fighter
The Silo: modern armor-->modern armor
The Aerie: modern armor-->modern armor
The Meeting Room: destroyer-->submarine
The Tower: walls-->harbor

We have one polluted tile between the Gulag and The Institute which is cleaned.

Internal Affairs

-The Gulag gets the iron hills from The Treasury and a grassland is mined and a taxman switched to a policeman to get modern armor in 1-turn. The Treasury is losing 1 food per turn, but still has food stored in the granary. We now have three metros producing 1-turn modern armor.
-A bg is mined at The Phoenix reducing build time on its submarine by a turn.
-A guerilla is disbanded at The Squeeze for 22 shields. It gets a mined grassland and its submarine is now due in three turns.
-The Aerie gives a mined tobacco to The Marina but production times stay the same for both cities.
-The Greenhouse is switched to a submarine to gather more shields and will switch back to a worker later.
-An engineer is switched to a taxman at Oka and the walls will still complete next turn.
-The shallows works two coastal hills for some growth and will still complete its transport next turn.
-An engineer remains at The Tower to help with building its harbor. Harbor is build to help with redundant delivery of our rubber supply in case of bombing or blockade.
-Three mech infantry are airlifted to SCI and we now have two mechs on each mountain there to make it tougher to establish a foothold. All our bombers are repositioned on or near SCI spread out between the towns.
-Our last guerilla is airlifted from SCI to the mainland to be disbanded next turn.


Navy and EWS

No stacks of scary ships are seen, but Saber is still slowly increasing its naval presence in our area and with many destroyers know locations of much of our subs. Free has yet to show that it can see our subs as we have never seen a destroyer. Both of Free's 11-tilers remain inactive for now. Movement of subs continue to be towards SCI.

Domestic Advisor

We have 1128 gold and are now due advanced flight in 3 turns at 70% science making 7 gpt.

Military Advisor

No changes in relative strength. We have 122 units with 89 free unit support and losing 66 gpt. The power graph curve turns in our favor a very small amount as Free continues to build towns in former Gong-land and Saber in Babes territory. Here's our updated military numbersin the following spoiler.

Spoiler :
15 workers and 25 slaves
4 marines
7 tanks
38 mech infantry
5 modern armor
7 submarines
10 destroyers
5 cruisers
2 transports
1 carrier
1 captured artillery
12 bombers
12 jet fighters


Foreign Advisor

Saber sends us 150 gold which we accept and The Babes declare war on us. No new techs were learned this turn as space flight, communism and economics were checked.

F7

No wonders being built.

Demographics

We are now #1 in approval rating, but have dropped to 3rd in family size. We are still #1 in gnp and productivity and #2 in mfg.
 
The Chamber: modern armor-->modern armor
The Institute: modern armor-->modern armor
The Arboretum: jet fighter-->jet fighter
The Shallows: transport-->walls
Oka: walls-->submarine(worker prebuild)

We have pollution on a mountain at The Treasury and The Bayou.

I can't explain why The Gulag failed to produce its modern armor. The picture posted in the last turn showing the failed spy attempt was taken just before the end-turn button was pressed and you can see the modern armor was due in 1 turn.

Another strange occurence was that one of our bombers reassigned to The Tower on SCI was stationed on the mountain NW of The Tower this turn. Can anyone explain this?

Internal Affairs

-It takes all of our workers except one slave to clear the pollution at The Treasury and The Bayou this turn. We'll need more workers to build airfields and implement Yilar's EWS plan. The Treasury gets the iron hills back from The Gulag this turn to preserve food in its granary and The Gulag will get a plains mined next turn to get it to 120+ shields per turn.
-The Shallows goes back to working two hills to complete its walls in 5 turns.
-We disband our last guerilla for 22 shields at The Dislodged lowering the build time on its submarine by 5 turns.
-A coastal tile is switched from one to another at The Nursery allowing The Phoenix to switch from a sea tile to a coastal tile allowing for more bpt.
-Oka hires a policeman to put 4 shields into its submarine build and will be switched back to a worker in 2 turns.
-3 more mech infantry are airlifted to SCI which now has 18 mech infantry and a tank for defense. In two turns we'll have 4 transports and be able to shift as many as 15 units in one turn there in response to an impending attack.
-The Nursery is switched to a sam missile battery to get that build done. Saber still hasn't built an airfield on its 11-tiler to reach it, but it's better to have it done.
-The Red Tape is switched to a harbor due next turn so it can make vet subs and allow for more flexibility in tile assignments each turn with nearby cities.

Navy and EWS

No stacks of ships or transports within range in our EWS. Both of Free's airfields on their 11-tilers are checked and remain inactive this turn. Saber's 11-tiler is checked with a destroyer and it is still being defended by infantry and not mech infantry. Submarines continue to move to the north between the mainland and SCI. I'm trying to position them outside of the 3 tile observation zone of fortified ships as it appears Saber is positioning its destroyers to see as many tiles as possible. We need more jets and workers to implement Yilar's plan. Also, where are we going to build mobile sam's if the team feels they are needed?

Domestic Advisor

We have 1135 gold makin 5 gpt with advanced flight due in 2-turns at 70% science.

Military Advisor

Relative strength is unchanged and we have 125 units with 89 free unit support costing 77 gpt.

Foreign Advisor

No new techs are learned this turn and the cost to research communism, economics, space flight and stealth remains unchanged.

F7

No wonders being built at this time.

Demographics

No changes in demographics this turn. On the power graph it appears Saber is growing faster than Free.

We do not attempt to plant spies this turn as attempting this every turn would cost too much cash and no consensus has been reached. Discussions for defense continue to go well, but we need more specifics on changes in the short-term in the pre-turn information thread and a bit more consensus. We still have a few turns before we can expect a possible attack, but in my opinion Free and Saber just have to worry too much about each other to commit to an attack on us. It never hurts to prepare for the worst, though.:)
 
Nice suggestions and discussion in the pre-turn information and other threads, fellow Councilors.:goodjob: Keep them coming. Consider all of our builds up for discussion until they have one turn left and remember that some builds are pre-builds for other units and buildings to get extra shields under mobilization.

We didn't attempt to plant spies this turn to save some gold and as per the consensus of the team.

The Chamber: modern armor-->modern armor
The Admiralty: destroyer-->destroyer
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Igloo: jet fighter-->jet fighter
The Bayou: destroyer-->submarine(pre-build for sam missile battery)
The Aerie: modern armor-->modern armor
The Nursery: sam missile battery-->submarine
The Pier: destroyer-->submarine
The Marina: submarine-->submarine
The Hideaway: walls-->submarine(switcht to worker?)
The Red Tape: harbor-->submarine

We have our aluminum hills polluted at The Institute with no loss on build time of its modern armor.

Internal Affairs

-We clean the pollution at the Institute and it gets a grassland tile from The Arboretum for a turn to add a bit of food to it's granary. There is no loss of build time at either city.
-We switch The Squeeze to a transport due next turn to give us the ability to chain 12 units instead of 6 to SCI in an emergency.
-A mine is completed on a plains at The Gulag and it gets the iron hills from The Treasury and hires a policeman to get to exactly 120 uncorrupted shields per turn for 1-turn modern armor.
-A couple more fortresses and barricades are finished and started between The Institute and The Phoenix near The Nursery.
-A jet is switched to air superiority mission at The Bayou.
-Some of our marines and tanks take positions on our oil, aluminum, uranium and ivory resources to make disconnect by bombing more costly in numbers of bombers.
-A worker is transferred from SCI to the mainland to help with the construction of airfields for our EWS plan next turn. No units are airlifted to SCI this turn.


Navy and EWS

No transports or stacks of ships are in our EWS and Free and Saber's 11-tilers remain inactive.

Domestic Advisor

We have 1140 gold in our treasury losing 17 gpt with advanced flight due in next turn at 70% science. Lowering science and hiring scientists could not get advanced flight next turn.

Military Advisor

Relative strength remains the same and we have 135 units with 89 free unit support costing 92 gpt in unit support. Our updated military totals are in the following spoiler.

Spoiler :
15 workers and 25 slaves
4 marines
7 tanks
38 mech infantry
12 modern armor
1 captured artillery
3 transports
1 carrier
8 submarines
13 destroyers
3 battleships
14 jet fighters
12 bombers
5 cruisers


Foreign Advisor

No new techs are learned by the other teams and research costs on unknown techs remain the same.

F7

No wonders being built at this time.

Demographics

No changes in demographics.

I didn't take any pictures this turn, but will happy to provide any a councillor may ask for on any turn.:)
 
We learn advanced flight and turn research off for a turn to save gold.

The Chamber: modern armor-->modern armor
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Institute: modern armor-->modern armor
The Arboretun: jet fighter-->jet fighter
The Meeting Room: submarine-->mobile sam
The New Yard: submarine-->mobile sam
The Squeeze: transport-->submarine

We have one polluted tile at The Arboretum.

The first order of business was planting spies. We spend 108 gold for an attempt on Free and get this happy message::D



The composition of Free's military is in the following spoiler. Note the lack of destroyers or fighter jets and the scarcity of marines and low number of transports.

Spoiler :
10 workers
4 marines
46 tanks
75 mech infantry
5 artillery
6 transports
2 battleships
1 leader
12 cruisers
22 bombers


Since we succeeded with the first attempt we spend 98 gold to attemp a plant on Saber and also get good news.:D



The composition of Saber's much stronger army is in the following spoiler. This is a bit surprising as the power graph appears to show Free with a healthy lead on Saber.

Spoiler :
4 mobile sams
12 cruisers
6 sipahi
1 army
10 jet fighter
13 bombers
1 battleship
2 carriers
12 transports
16 artillery(not counting many captured artillery)
53 modern armor
63 mech infantry
19 tanks
17 infantry
6 marines
1 settler
0 workers but many slaves


Internal Affairs

-We clean up pollution at The Arboretum and irrigate two bg's and give a mined grassland to The Dislodged which lowers its submarine build time by six turns.
-The Red Tape gets the mined dyes and The Marina gets an irrigated plains not changing build times but allowing The Marina to grow next turn.
-Our workers complete a barricade between The Institute and The Phoenix.
-We build four airfields with workers saving 8 gpt in unit costs. Three are on tiles as per Yilar's plan while the 4th is on our oil tile in the tundra. Two tiles are remined immediately while the mountain airfield at The Treasury starts its mine to complete next turn. The Treasury hires a policeman for a turn to keep making 1-turn modern armor.
-The Red Tape is switched to a mobile sam as is The Phoenix after seeing Free's stack of 22 bombers. We need these soon as they very well may be coming after The Bayou, although I hope their attention is on Saber.
-Our new jet is assigned to The Bayou while a tank from SCI is airlifted to the mainland and a mech infantry is airlifted to SCI. SCI will be difficult to take unless Saber and Free build more marines and a much bigger air force, imo.

Navy and EWS

No stacks of ships or transports are spotted. Submarines all end their turns out of range of destroyers, but Saber moves destroyers each turn making this difficult.

Domestic Advisor

We have 917 gold in the treasury making 738 gpt this turn with research turned off.

Military Advisor

We have 139 units with 89 free unit support costing us 100 gpt. We are still weak versus Saber and Free and strong versus the Babes. Interesting that Free has an unused leader which they must have got on the last turn of the war with Gong.

Foreign Advisor

Free learns synthetic fibers in only 6 turns and has made a small gain in culture per turn now making 276 cpt. They might have built a few research labs and are of course making gains in science farms on former Gong lands. We still outresearch them by quite a bit and retain a three tech lead in the modern age. No other techs are learned this turn.

F7

No surprise wonders are being built.

Demographics

Most demographics are the same, but unsurprisingly we drop to 3rd in gnp and productivity with science rate at 0%.

Here's a zoomed out look at The Council's lands at the end of the turn.

 
We open the save and get a bit of a scare with a lone Saber transport near SCI. The situation is defused and further exploration with our EWS reports no other stacks of ships or transports in our EWS.

The Admiralty: destroyer-->destroyer
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Igloo: jet fighter-->jet fighter
The Silo: modern armor-->modern armor
The Aerie: modern armor-->modern armor
The Phoenix: mobile sam-->mobile sam

We have polluted tiles at The Bayou and The Chamber causing us to miss the modern armor at The Chamber. We can expect pollution to reduce our expected builds just a bit for the rest of the game, but we should be able to clear it each turn.

Internal Affairs

-Our workers clear pollution at The Treasury and The Chamber and citizens are put back to working the tiles.
-Workers complete the mine on our new airfield at The Treasury and its policeman is switched to a scientist still allowing modern armor in 1-turn.
-Two workers join The Pier raising shields and commerce there and two workers join The New Yard raising commerce there. Our unit support is reduced by 8 gpt also with this move.
-The Greenhouse is switched to a worker due next turn.
-Oka puts its citizens to work the coastal tiles and is switched to a worker due next turn.
-The Hideaway switches from a coastal tile to a sea tile and The Squeeze fires its policeman and works a coastal tile for a net gain of +2 bpt and faster growth at The Squeeze.
-Our new mobile sam is airlifted to SCI to position on the ivory and guard our new radar tower which will be built there next turn.
-Two mech infantry are added to BABEcolony and one to Oka to keep the temptation for Saber low. Two jets on SCI are put on air superiority duty.
-One jet fighter is added to each of our new airfields and new jets will be assigned there until we have the full complement needed for our jet based EWS at which point we can discontinue building jets. Building airfields there early has saved us 8 gpt in unit support for redundant workers.
-Two workers start another fortess on the plains near The Treasury.
-All taxmen are switched to scientists to maximize the return on commerce as we are going with 100% science for a turn.

Navy and EWS

Our shield of surface ships continues to strengthen. Our battleship Chamsuri moves to cover our stack of two transports which are in position to chain 12 units to SCI if needed. With our new airfields we can now move 19 units in 1-turn to SCI if needed. For all practical purposes it is as well defended as our homeland for now. Submarines are gathering in position around SCI and to the east and south near Free. They are staying out of sight of fortified destroyers each turn.

Domestic Advisor

We have 1655 gold in the treasury and turn science up to 100% for a turn. We are losing 385 gpt and with 18 scientists are generating 2051 bpt this turn. We'll be able to lower the rate to get the laser in 5 turns with some expenditure of gold or in six turns if we wish to preserve our treasury.

Military Advisor

We have 142 units with 89 free unit support costing us 106 gpt. Refer to the new military stats thread for totals of our team and for spy reports on other teams. The power graph is no longer going against us and though it is hard to tell appears to have had a slight uptick in our favor.

Team Free has been building bombers, just a few tanks and a few mechs since their war with Gong. They have also had a small uptick in culture per turn so most likely have also built some research labs as well as many workers and settlers that have been populating the former Gong territory rapidly.

Foreign Advisor

No new techs are learned this turn as space flight, stealt, communism and economics remain at the same research rates.

F7

No wonders are being built at this time.

Demographics

At 100% science we move back to #1 in gnp and productivity and have moved to 3rd in military service, while remaining #2 in mfg. Saber should be ending its GA soon according to the report of Whomp some time ago about their Sipahi victory.
 
The Chamber: modern armor-modern armor
The Treasury: modern armor-modern armor
The Gulag: modern armor-modern armor
The Institute: modern armor-modern armor
The Ways: submarine-submarine
Chamsuri's Cove: sumbmarine-->submarine
The Arboretum: jet fighter-->jet fighter
The Greenhouse: worker-->submarine (worker prebuild)
Oka: worker-->submarine (pre-build)

No tiles are polluted this turn.

Internal Affairs

-Workers complete a two fortresses and barricades between The Chamber and The Treasury. They also start a fortress on the mountain south of The Treasury.
-A mined bg is irrigated at The Nursery allowing it to grow next turn and lose no time on its submarine build.
-We move our new mobile sam on SCI to the ivory and our new worker their builds a radar tower covering the whole island and also out of range of bombardment by naval forces.
-Three more jets are moved to the airfields on the homeland. We need 21 jets in total to have a complete EWS here. More jets are put on air superiority missions on SCI as a bombing campaign before transports are in range could cut off our critical luxury and rubber resources. One jet is left on air superiority at The Bayou as there is a slight threat Free may use its bombers to attack but this should still be two turns away.
-Chamsuri's Cove gets a forest tile while The Beach switches to a coastal tile. Our total commerce improves and build time on two units in these towns remains the same.
-We switch The Pier to a destroyer due next turn rather than waste 20 shields on a submarine build. We still need more surface ships, imo.
-The Ways hires a policeman lowering build time on its submarine by a turn.
-Oka hires a policeman to gain a shield on its pre-build and will still grow soon.
-Scientists are fired across the board and turned to tax-men. We should be able to lower the slider by 10% on the last turn of laser research by hiring just a few scientists.
-Suggested changes at The Red Tape and The Meeting Room are put off this turn to allow completion of their mobile sams.

Navy and EWS

There are no transports in range of our land so a landing or attack is at least two turns away. As reported Saber is now stacking ships in some locations as they no longer need naval support for their invasion of the Babes. Their strategy seems to be fortifying destroyers spaced out to make placement of submarines out of sight difficult. We move all submarines out of view of destroyers again this turn and none of them are stacked or on the same tiles as surface units now. Saber's destroyers move each turn as do ours, so it is difficult to keep our subs hidden for long in this cat and mouse game. Free also has built its first destroyer and spotted a sub to the south which was moved out of range this turn. Free's airfields on its 11-tilers remain inactive and Saber still has no units on its 11-tiler in place to build an airfield that could reach The Nursery. Our carrier moves to help support SCI and is covered by our battleship Chamsuri protecting our transport chain in support of SCI. No enemy vessels are in range of this force at this time. We spot three unescorted Saber transports between their homeland and former Babe lands. We can probably expect them to fill out the continent and defend it just as Free did in former Gong land. Sabers ships also seem to be defending against Free's navy as much as ours.

Domestic Advisor

We lower the science slider to 80% with 1270 gold in the treasury losing 148 gpt for the laser due in 4 turns. We can continue on and get the laser in 4 turns costing about 600 gold or we can just run a modest surplus and settle for the laser in 5 turns. We will still comfortably have the means to upgrade our 7 tanks for 420 gold in an emergency.

Military Advisor

We have 150 units costing 122 gpt and still remain weak to Free and Saber, but not by a very scary amount since we are not planning an offensive. Team Free has more bombers and mech infantry and almost as many modern armor as Saber, but Saber still maintains a very well-rounded force of many types of units.

Foreign Advisor

No new techs are learned and unknown techs remain at the same research rate. Both Saber and Free have built more towns, but only Saber continues to grow in the power ratings relative to us.

F7

Saber is shown as building the UN in the unknown city of Yataragan. We'll know soon if they are serious about this build or if it is a pre-build. They may actually build it to prevent any diplomatic upset of there plans since they are now aware The Babes have a settler somewhere.

Demographics

All demographics are the same at 80% science as we remain #1 in approval, gnp and productivity and #2 in mfg. Saber's GA should end next turn if the Babe's report of Saber's sipahi win on turn 212-213 was accurate. We should soon see a slowdown in their military build rate if this is true. Free continues to have a small uptick in culture per turn.
 
Another turn and we are a bit stronger. For the first time we actually gain on both Saber and Free in the power graph by just a bit. Also, as expected Saber's GA must have ended last turn as for the first time we are #1 in mfg as well as gnp and productivity.:D I don't know about you guys, but each turn I feel a little better about our chances. If only we had a source of rubber on our home island...

The Chamber: modern armor-->modern armor
The Admiralty: destroyer-->destroyer
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Igloo: jet fighter-->jet fighter
The Silo: modern armor-->modern armor
The Bayou: submarine-->destroyer
The Aerie: modern armor-->modern armor
The Meeting Room: mobile sam-->submarine
The Pier: destroyer-->destroyer
The Shallows: walls-->submarine
The Red Tape: mobile sam-->submarine

We have 3 polluted tiles at The Arboretum, The Red Tape and The Bayou.

Internal Affairs

-Our workers clean pollution at The Red Tape and The Arboretum. We start to clean pollution at The Bayou which will be done next turn. Some of our workers are still building the fortress on the mountain at The Treasury. No harm is done this turn as it is a floodplain tile uncleared.
-The Aerie gets a lake tile from Chamsuri's Cove which gets a tax-man.
-The Bayou hires a policeman to reduce build time on its destroyer to 4 turns.
-The Arboretum gets an irrigated plains tile from The Meeting Room to get its jet in 1 turn as scheduled.
-I inadvertantly leave our new jet in The Igloo this turn.
-One new mobile sam is airlifted to SCI while another is fortified in The Bayou.

Navy and EWS

Saber continues to stack its ships to our west and north tightening its destroyer coverage to make it harder to place submarines out of its sight. We spot no activity on Free's or Saber's 11-tilers and no transports are in our EWS. Saber's transports between its homelands and Babeland have disappeared. Submarines are scattered around SCI and a few are now in the south all ending their turns out of range of fortified destroyers. Two escorted Free transports are located just SW of Weltonspolt on its SW coast within two turns of SCI.

Domestic Advisor

We have 1122 gold in our treasury losing 168gpt at 80% science for the laser due in 3 turns.

Military Advisor

We have 161 units costing us 144 gpt in unit support. Free appears to have built some more modern armor, while Saber has 2 fresh settlers and 2 more marines for a total of eight. Their number of mobile sams has me hopeful that they are still planning an invasion of Free as they would be good counters to Free's 22 bombers.

Foreign Advisor

Again, no new techs are learned by the other powers.

F7

Saber continues to show the UN being built in Yatagan.

Demographics

Free now has the #5 city in the world as Kazugundom just edges in with Sun-Tzu's, Hoover's, and Theory of Evolution. We are still #1 in approval, life expectancy, literacy, productivity, and gnp and for the first time are also #1 in mfg. Besides military service it's hard to ask for more than this.:)
 
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Institute: modern armor-->modern armor
The Arboretum: jet fighter-->jet fighter

Pollution strikes three tiles again at The Bayou, The Chamber and The Ways. Yet another modern armor is lost to pollution.:(

Internal Affairs

-We clean pollution at The Bayou and The Chamber, but come up a few workers short of cleaning the pollution at The Ways which will be done next turn.
-Due to a slowing of production, the fact we have a barracks at The Admiralty and at the suggestion of Counsellors Yilar and donsig it is switched to a modern armor due on the next turn. We have another 8 ships due at various towns over the next three turns so it might be prudent to build another modern armor there at which point we will have 50+ modern armor and can resume the still needed ship production.
-Oka is switched to a worker and hires a taxman for this turn.
-The Ways hires a policeman to get its sub build time reduced by one turn.
-We switch a citizen from a mountain to a sea tile at The New Yard to put food in its box as it will complete a mobile sam next turn
-Three mech infantry and another mobile sam are airlifted to SCI as air defense at The Bayou does not appear to be important atm and it has a sam missile battery. One mobile sam takes a position on our rubber source there while our mountain tiles now have three mech infantry each on them.
-Six jets are now deployed on our airfield in the west and next turn it will have all the jets it needs for an air based EWS in the west. We still need a few more jets to have a complete air EWS, but this will be completed within 5-6 turns.
-All of our battleships are now grouped with our carrier guarding the ship-chain to SCI. Saber does not have enough ships in range to destroy even these battleships due to subs screening their attack routes and I don't fancy their chances of destroyers winning these battles anyway. It's unclear if Saber is even aware of ship-chain here as they mainly seem interested in stacking ships to blunt the effectiveness of our bombers and still increase their line of sight of our submarines.

Navy and EWS

There are no transports in our EWS and besides some movements of Saber's small stack of ships there is not more in the area than there has been for many turns. Free and Saber's 11-tilers show no activity in scouting. Submarines were again moved outside of the visible three tile range of destroyers.
I would point out that our ship-based EWS has not just been floating. Each ship has used all its movement points every turn to scout outside the range of our EWS looking for transports. This turn I let many of our ships end their turn extended outside of this range rather than returning back to redundant EWS positions. No Saber or Free transports were spotted within 2 turns of our shores this turn, though either could be building stacks in port. The last known position of Saber's transports were in between theirs and Babe's land north of SCI, but these have been missing the last two turns.

Domestic Advisor

We have 954 gold losing 180 gpt at 80% science for the laser due in two turns. I tried lowering the slider and hiring scientists as specialists, but could not get the laser due in 2 turns.

Military Advisor

We have 165 units with 89 free unit support costing 152 gpt. Our force totals and those of each team are being updated each turn in the first post of Yilar's military stats thread in case any have missed this like I have until this turn.:)

Foreign Advisor

Still no new techs learned. Space flight, stealth, communism and economics are still at the same research rate.

F7

Saber continues to build the UN in Yatagan.

Demographics

We drop to #2 in population and also in gnp while remaining #1 in mfg and productivity. Since we go to #1 in gnp at 90% science we can assume either Saber or Free has ramped up their research rate for at least this turn. I think it more likely this is Free as their production has really slowed, while Saber is suffering from some war-weariness for sure and has just ended its GA.

One more comment is that we can draft twice as many mech infantry as Saber has marines so can totally prevent the loss of any town if they pull transports in our range by simply stuffing towns with more units than they have attackers. Since it takes more than one bomber to kill a unit it is impossible for Saber or Free to take one of our towns and then perform a blitzkrieg so our concern about that should be put to rest for now. Since we always have advanced notice of a landing we can also move our bombers where they are needed before they land at any time. I don't think many changes in our defense plans need to be made.
 
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