Played turns

The Chamber: modern armor-->modern armor
The Admiralty: modern armor-->modern armor
The Treasury: modern armor-->modern armor
The Gulag: jet fighter-->jet fighter
The Silo: modern armor-->modern armor
The Aerie: modern armor-->modern armor
The New Yard: mobile sam-->mobile sam
Oka: worker-->submarine

We have pollution only on the mountain at the Silo:

Internal Affairs

-Our new jet fighter goes to the airfield in the west. So airlift a worker back to the mainland.
-Since I started the turn trying to get done by the deadline, I made a few movements of our workers before realizing Yilar and donsig had made some excellent suggestions. I started a barricade on the fortress at the The Treasury and then used 17 slaves to start on the pollution at the Silo. Neither of these will cause delays in production. I'll take the next turn much slower and get Yilar's suggestions for irrigation done.:)
-We hire a policeman in The Bayou for a destroyer in one less turn.
-A policeman was put to work at The Ways.
-We now have 4 mobile sams on SCI.

Navy and EWS

Saber's ships have spread out more and there are less of them in our area as they shift more towards Free. There are no transports within range of our shores. I'm still making movements outside of the range of our EWS and there are no transports seen anywhere. Free and Saber's 11-tilers still show no sign of activity.

Domestic Affairs

We have 774 gold losing 197 gpt with science set at 80% for the laser due next turn.

Military Affairs

We have 169 units making 160 gpt.

Foreign Advisor

No new techs are learned this turn.

F7

Saber is no longer building the UN, so they must have either built the Pentagon or the Military Academy.

Demographics

We drop to #3 in approval and are still #1 in mfg and productivity.
 
We learn the laser and set research temporarily to robotics, though we won't be putting any research towards it this turn.:) The first order of business was to open the foreign advisor and send dyes to Saber with accept.:)

The Chamber: modern armor-->modern armor
The Treasury: modern armor-->modern armor
The Gulag: modern armor-->modern armor
The Arboretum: jet fighter-->jet fighter
The Institute: modern armor-->modern armor
The Meeting Room: submarine-->submarine
BABEcolony: worker-->worker

The Bayou, The Ways, The Meeting Room, The Nursery and The Pier go into civil disorder this turn.:(
We have new sources of pollution at The Admiralty and The Silo.

Internal Affairs

-We clear pollution on the mountain SW of The Silo with one worker (AutomatedTeller) and put its citizen back to work. Four workers and a slave start to clear pollution on the mined grassland west of The Silo. We do not set the citizen to work the polluted tile as the modern armor will complete next turn anyway. This will save us 2 gold this turn.
-We clear pollution at The Admiralty with four slaves and four workers and put its citizen back to work to allow for the modern armor to complete next turn.
-We move a mobile sam on SCI to the rubber source and leave two on our ivory source.
-We airlift our new worker from BABEcolony to the mainland to help complete worker tasks.
-The Marina is set to a transport.
-Sigh, again I didn't pay close enough attention so our new jet at The Arboretum was used on a reconnaissance mission. This, however, did aid in revealing all of Saber's ships to the west. It will or should redeploy to the airfield near The Treasury next turn.
-One mechanized infantry at The Admiralty is airlifted to SCI.
-Two policemen are changed to entertainers at The Bayou for this turn.
-A citizen is taken off the irrigated grassland at The Igloo this turn and given to The Ways which hires an entertainer, if I'm reading my notes correctly. This will keep The Ways from losing a population this turn as its granary is empty and will not slow production at The Igloo. One gold is lost, but even more would be lost next turn if The Ways lost a citizen, so I believe this will be a net gain.
-Two citizens are taken off the mountains at The Pier and The New Yard gets switches a citizen from one mountain to the gem mountain this turn gaining four gold. The Pier has its citizens switched to specialists to keep it from rioting next turn.
-We set The Greenhouse to a worker as it is not getting a bonus from mobilization with its tile assignments anyway.
-We switch The Hideaway to a worker for the same reason as above.
-A policeman is switched to a taxman at The Whale Pond saving a gold and its submarine will still complete in 2 turns.
-The Phoenix has a citizen removed from a coastal tile this turn and made into a taxman for a turn. It has a nearly full granary.
-Oka will grow in two turns and is not getting any mobilization bonus so is switched to a worker.



Navy and EWS

Our navy and air force reveal no transports within range of our homeland and ship traffic is normal. Free and Saber's 11-tile islands were scouted for activity at their airfields and none was noticed. A cruiser joins the Chamsuri battlegroup north of The Whale Pond.

Domestic Affairs

We set the luxury slider to 0% and have 577 gold with 664 gpt in the treasury.

F3

We have 181 total units costing us 184 gpt in support. We are still weak to Free and Saber and strong versus The Babes.

Foreign Advisor

We send dyes to Saber with accept.:) No new techs were learned by the other teams this turn.

F7

No new wonders are shown being built.

Demographics

At 80% science at the start of the turn most of the demograpics are the same, though we drop to 3rd in approval rating with our lack of luxes. We are now #2 in military service which is a nice improvement. At 0% luxury rate we are 3rd in productivity and gnp, but are still #1 in manufacturing.

I don't feel this was the best turn I could have played, but everything is still going alright.:)
 
Notes for the turn:

Music: Wish you were here - Pink Floyd.

Baby_puss has wines for dyes, I accept/send

Chamber MA->MA (1 turn)
Admiralty MA->MA (2 turns)
Treasury MA->MA (1 turn)
Gulag MA->MA (1 turn)
Igloo Jet->Jet(2 turns)
Silo MA->MA (2 turns)
Aerie MA->MA (2 turns)
Nursery Sub->Sub (8 turns)
Marina Transport->Transport (12 turns)
Red Tape sub->Sub (4 turns)

No disorder, no pollutions

Internal Affairs

Not a lot - there is probably a lot more I could have done, but I wanted to get the save out and I spent a lot of time figuring out what was what.



Navy and EWS

Our navy and air force reveal no transports within range of our homeland and ship traffic is normal. Free and Saber's 11-tile islands were scouted for activity at their airfields and none was noticed.

Domestic Affairs

We kept the slider at 0%. I spent a lot of time trying to figure out what the effect of this would be - if we run 2 turns at 70%, 2 at 80, 1 at 90 and 1 at 100%, we can get robotics in 6 and spend 7 more gold than if we got it in 7 (once we take into account the extra gold we make for 0%) If we researched 7 turns at 70%, we would get robotics, but we would not be able to turn research down at all along the way. This way, we have flexibility. I'll set up a discussion on what to research next so we know what to do by the time the save comes around next.

F3

We have a 191 total units costing us 204 in support. We are still weak to Free and Saber and strong versus The Babes. However, I think we are close to being average to FREE (they have 201 units) - SABER has over 300 units.


Foreign Advisor

We send dyes to Saber with accept. I don't know if any new techs were learned this turn.

F7

No new wonders are shown being built.

Demographics

I didnt' look at the demographics - I will be sure to do so next turn. One thing I noticed is that FREE has a lot of culture - not as much as us, but a lot anyway.

I did a quick count of what I think the other teams have in terms of units and unit support:

FREE (based on our most recent maps) has 51 towns, 30 cities, no metros, for 141 free units. they have 212 total units, so are paying 142 gpt in maintenance.

SABER (based on our most recent maps and what I extrapolate is in the core) has 20 cities and 47 towns, for 107 free units. they have 312 units, so they are paying 410 gpt in maintenance!! Course, they have smith's, so they aren't paying upkeep on markets, etc. (they do have smiths, right?)

We could reduce our unit upkeep by adding a few aqueducts - they would easily pay for themselves (2 more free units each vs. 1 upkeep).

Next turn set will have more detail and I'll MM better.
 
Turn 238 1220 AD

Lots of cities finish stuff.
Find a stack of 9 transports, 2 carriers, 4 cruisers and a destroyer southwest of the council, threatening The Nursery. Plus some other random stuff, but no other transports in range of our land.

Investigate Kukri, Estoc and Cattauragus, assuring that no other forces are sitting around.

Airlift a mobile sam onto our airfield in the mountains near The Pier.

Upgrade all tanks to MA.
MM according, mainly, to Yilar's great guide, setting The beach, the red tape and the Nursery to build mobile sams instead of MA. Move the MS from the phoenix to The Institute to protect the airunits there. (The Nursery has a SAM battery)

Draft Mechs from The Red Tape, The Squeeze and The Marina.

Battle log:

Jet tries to bomb a 1/4 cruiser east of SCI, misses.
Cruiser attacks 4/4 destroyer south of the new yard, promotes to 2/5.

I moved a bunch of workers around so they can reroad/rail enough so that units should be able to get any landing force that ends up in the clear.

Stack 9 vet mechs, 3 conscript mechs, 4 marines, 10 MA in The nursery. Stack 4 mechs on the radar tower.

If they can get through that with 8-12 bombers, 12 marines and not a lot of shore bombardment... well, I think there are too many units to kill, to be honest.

We have 59 MA currently, with 13 more finishing next turn.

Set lux to 10%, fire all entertainers.

We have 61 gold, making 562 next turn.

Move 2 transports up to SCI, in case we want to move Mechs to the mainland next turn. Move BB and carrier group south.

Relocate all bombers to mainland.

We now have 59 MA
 
Chamber MA->MA
Admiralty MA->MA
Treasury MA->MA
Gulag MA->MA
Igloo MA->MA
Silo MA->MA
Bayou MA->MA
Ways MA->MA
Aerie MA->MA
Chamsuri's Cove MA->MA
Meeting Room MA->MA
New Yard MA->MA
Nursery Mobile SAM->Mobile SAM
Pier MA->MA
Hidewar worker->Worker
Dislodged MA->MA
Red Tape SAM->SAM
Beach SAM->SAM


Moves:

Sub from nursery -> The New Yard

Battle log:

Bomber vs. 4/4 Cruiser sw of The Nursery -> 2/4 Cruister
Bomber vs. 2/4 Cruiser sw of The Nursery -> cruiser sunk

Bomber vs. destroyer NW of The Squeeze - shot down by jet fighter!!

Battleship bombards 4/4 destroyer -> 2/4 destroyer
4/4 cruiser -> 4/4 destroyer 4/4 cruiser
4/4 battleship -> 4/4 destroyer + defensive shot 2/4 battleshiper
4/4 battleship -> 4/4 Carrier 3/4 carrier


3 jets NE of the The Pier go on CAP.
Figher in the Arboretum goes on CAP

Screw up, have another bomber shot down.

Mobile SAM in The Shallows

Airlift a SAM to the airbase near The Pier


Builds

Rush a MA in the squeeze for 296 gold
Rush an MA in the Shallows for 360
Rush an MA in The Marina for 408
Rush a worker in the greenhouse for 36
Short rush a worker then settler in The Silo and MM to get an MA next turn



Draft from The Beach, The Marina, The Silo, The Chamber, The Bayou, The Treasury
Move carrier into the Squeeze, put Jet on CAP, move carrier to The Meeting Room

Abandon The Whale Pond, leaving 4 Mechs on the island

We should get another 9 MA next turn.

We'll almost certainly lose 2 transports, probably 1 destroyer, maybe 2 BB and a cruiser, maybe not.

If they land in force on the clear, we'll have nearly as many MA as they land forces, which will make the battles very interesting indeed.

Unless I missed something (and I checked closely), every Metro/mountain is set up as close to the plan as is possible. The northern cities each got a mobile sam and cities that had regular MA or conscript mechs got marines or additional conscripts. I also covered the radar towers with conscripts and put 1 conscript mech in The Greenhouse.
 
Accept 500 gold

Chamber MA->MA
Treasury MA->MA
Gulag MA->MA
Silo MA->MA
Institute MA->MA
Arboretum MA->MA
Greenhouse worker->worker
Marina MA->MA
Shallows MA->MA
Squeeze MA->MA


Battlelog:
SE of The Pier
Sub vs. 4/4 transport -> 2/4 sub

SW of our mainland
Bomber bombards 4/4 destroyer -> 1/4 destoyer
Bomber bombards 1/4 destroyer, destroyer sinks



Rush a worker in The Hideaway, cause we are using some for radar towers (36 gold)
Short rush a barracks in the red tape, then swtich to cruise missile (64 gold)
Switch the institute to a cruise missile, changing the tax man to a cop
Switch the Silo to a cruise missile
Short rush a worker in The Arboretum, turn to a cruise missile (80 gold)
Short rush a privateer in The Nursery, switch to cruise missile (140 gold)
Short rush a privateer in The Phoenix, switch to a cruise missle (92 gold)
Short rush a privateer in the Bayou, switch to a cruise missile (80 gold)

Build Radar Tower North of the arboretum


Afer sinking, SABER has 5 armies, 72 MA and 77 Mechs - we killed a MA ARMY!!
 
EMS]
Find destroyer west of The Dislodged
Find southern stack 6 tiles south.
Northern stack is all at SCI
Investigate cattaraugus (44) The Bangles (46) and Caughnawaga (37)

SCI

Ohka
Sell harbor
Sell Walls
Abandon city.

BabeColony
sell harbor
Sell walls
Abandon city

Move everything to The Tower

On the high seas:

Move carrier out to bomb the destroyer, then next to The Dislodged.
Move 1 transport from The Greenhouse out to point Red Dot.
Move sub from The Phoenix to point Red Dot
Move 1 transport from The Greenhouse to The Dislodged
Move transport from The Shallows to The Hideaway

Mainland:

Clean pollution near The Treasury
Change all builds in buildings not having a barracks to marines - they can be changed later.

Battlelog:

Bomber on 4/4 destroyer east of The Dislodged: 2/4 destroyer
Bomber on 2/4 destroyer: 1/4 destroyer
Bomber on 1/4 destroyer: destroyer sunk

4/4 Modern Armor razes Free the Council

Military:

We are average to FREE, weak to SABER

US - 87 MA, 45 mechs.
SABER - 10 tanks, 75 MA, 78 mechs, 19 bombers, 13 jets, 5 armies, 12 cruisers, 16 transports, 8 Sams.
FREE - 8 transports, 16 settlers, 70 MA, 75 Mechs, 15 marines, 22 bombers,

Rush a worker The Greenhouse
Rush an airport in The Tower

Builds:

The Shallows: Marine 23
The Marina: Marine 9
The Squeeze: Marine 23
The Meeting Room: Marine 4
The Red Tape: Marine 5
The Dislodged: Marine 19
The Phoenix: Marine 9
The Ways: Marine 6
Chamsuri's Cove: Marine 7
The Beach: Marine 58

The Igloo: Modern Armor 2
The Aerie: MA 2
The Silo: MA 2
The Gulag: MA 1
The institue: MA 2
The arboretum: MA 2
The New Yard: Nuke Sub 5
The Pier: Nuke Sub 3
The Bayou: Nuke sub 5

Hideaway and Greenhouse are making workers (good for airfields/towers)
The Nursery: Helicopter 10 (No, I don't think we'll use it, but it gives us some flexibility later, if we want)

Build another airfield on the mountain next to the treasury, rebuild the mine.

Airlift 1 worker, 6 vet MA and 1 regular MA to SCI.

Set 1 citizen in The Marina to a taxman, so losing ivory won't send it to a riot.

I think we should set science to 10% next turn, btw.
 

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Not much happening

I tried bombing the battleships and destroyers off of SCI. That was a bad idea.

Battlelog:

3 Jets bomb the battleships and destroyers.
1 gets shot down by AA
1 misses
1 does 1 hp damage

Rushed a transport in The Phoenix, set up a 2 transport invasion of Cattaraugus next turn.

Moved a destroyer closer to that 1 hex tile (I had moved it some in the EWS before)

Turned the builds that had been MA into TOW builds - did you guys know that TOW's are more expensive than Mechs? It's cause of the bombardment, I'm sure.
 
The Counterstrike is successful!!

Repeated from the other thread:

Chamber TOW->TOW
Admiralty MA->SAM
Treasurty TOW->TOW
Gulag TOW->TOW
Igloo MA->SAM
Silo MA->SAM
Institute MA->SAM
Aerie MA->SAM
Arboretum MA->SAM
Phoenox transport->transport

44 gold to investigate cattaraugus.

Pollution at The Admiralty and The Arboretum

SABER

5 settlers
8 Explorers
12 Marines
4 infantry
10 tanks
78 mechs
71 MA
3 battleships
32 destroyers
13 cruisers
8 Sams
4 carriers
17 transports
20 bombers
14 jets
5 armies


FREE

16 settlers
38 (native) workers
15 marines
78 mechs
71 MA
7 arty
12 transports
6 destroyers
4 battleships
22 bombers
9 jets
21 cruisers
4 sams

Our military

88 MA
33 mechs

Bomber vs. Cattaraugus
Bomber injure bomber
bombing run fails
bombing run kills bomber
bombing run hits 4/4 mech-> 3/4 mech

4/4 Marine vs. 3/4 mech-> 3/4 Mech
4/4 marine vs. 3/4 mech -> 1/4 marine
4/4 MA vs 4/4 mech on airfield-> 3/5 MA
4/4 MA vs. 4/4 mech on airfield -> 1/4 MA, a settler captured

cruise missile on 4/4 in The Bangles -> 3/4 mech
4/4 MA vs 3/4 mech in the bangles -> 2/4 MA
4/4 MA vs 4/4 mech in Caughnawaga-> 2/4 Mech
3/5 MA vs 2/4 mech in Caughnawaga-> 2/5 mech
4/4 MA vs 2/5 mech in Caughnawaga-> 1/4 MA

The Bangles is in resistance, the other two are not.

Went leaderfishing there and lost the MA :(

moved 1 worker back to mainland.
Set the two cities there to have 1 cit, 1 taxman.
Rushed settler in one of our cities on The Greenhouse
Short rush a cav in The Bayou, switch to transport and MM to get it next turn.

Airlifted 1 conscript Mech and 2 SAMs to new SCI.

We have:

2 4/4 Marines
1 1/4 marine
1 2/4 MA
2 1/4 MA
4 SAMs
1 2/2 mech
1 slave

2 transports
1 sub just outside cattaraugus.

In and near New SCI.

We have ivory and rubber, 1269 gold, making 501 gpt
 
Gold 1799. 517 gpt.

Did Yilar's MM (Mountains gems from The new Yard to The pier, instead of policemen. (use another mountain tile instead)
Mined sugar from the Bayou to the Pier, instead of lake tile. (use flood plains instead).
The Bayou will be at 30spt and The Pier 35spt then, enabling them to produce 1 nuke sub and 1 destroyer every 4 turns.
Cut forest at The ways and mine it (+1 food).
Change 1 Policemen in The gulag to taxmen
Switch mobile sam build to MA build in The Aerie.
Irrigate bg 2 squares south of The Aerie and give it to The igloo instead of The silo (move forest tile).
Build Bomber in The Igloo.
Give newly freed forest tile instead of taxmen in Chamsuri's Cove.
Switch build to nuclear sub in Chamsuri's Cove to minimize waste without having to utilize gold.)

Also, changed The Treasury and The Chamber to build Marines (120 shields), so we had a couple more of those.

Non MA cities are building SAMs/ships.

Moved transport with 1 settler, 3 Mechs, 2 Sams to spot 7 tiles from 1 tiler with rubber.

Moved 2 transports with 3 marines from ACI west
Moved sub west
Airlifted worker to mainland. Fortified rest of units on ACI. If we still want the rest off, we can shipchain most of them off next turn (unless SABER sinks our ships, of course)
 
Summary:

Landed on the one tile rubber island. Evacuated ACI except for one mech infantry. Started economics at 20%, lowered lux to zero and hired clowns and specialists to avoid riots if we lose ivory. Sold some buildings. Continued building units (3 jets, some nuke subs, marines and armor). Moved 3 jets into place as we work towards a standard EWS. Workers inactive. No pollution. We have two cities with food deficits that should be addressed.

Turn log:
SABER offers peace. We assume it is a mistake. I click on Clear Table.

Builds:
Spoiler :
The Chamber: marine ---> marine
The Admiralty modern armor ---> nuke sub
The Treasury: marine ---> marine
The Gulag: modern armor ---> modern armor
The Igloo: bomber ---> jet
The Silo: modern armor ---> marine
The Institute: modern armor ---> jet
The Aerie: modern armor ---> marine
The Arboretum: Mobile SAM ---> jet
The Red Tape: Mobile SAM ---> nuclear sub

Checked diplo screens:
SABER still needs: music theory, navigation, advanced flight, nuclear power and miniaturization.
FREE needs all those and sanitation.

EWS recon
EWS shows only 3 FREE cruisers - no rival transports.
Spoiler :
(Points are numbered according to Yilar's map in a clockwise manner starting at the point W-NW-NW-NW from the one tile island where The Whale Pond used to be):
Northern airfield jets: points 1, 2, and 20
The Aerie jet: point 3
Eastern airfield jets: points 4 and 5
The Admiralty jets: points 6 and 7
Southern airfield jets: points 11, 12 and 14
The Institute jet: point 13
The Western airfield: points 15, 16, 17, 18 and 19

Notes:
Point 4 on Yilar's map cannot be reached from the eastern airfield so I made it one tile closer to The Beach.
Points 8, 9 and 10 are not covered by jets. Our stack heading for the one tile rubber island is currently sitting on point 9. Will cover points 8 and 10 with ships.



Moved nuclear sub from The Pier E-E-E-SE-SE-SE to cover EWS point 10.
Moved destroyer from eastern transport stack NE-NE-N-N to cover EWS point 8. The destroyer still has 5 movement points remaining.

Moved other destroyer in eastern transports stack to scout one tile rubber island. After moving E-E-E we see a FREE battleship (the John McClane) two tiles to the south. Continued moving E-E-E and the rubber tile is still open. Looks like BuyOneGetOneFree is not garrisoned. This destroyer has 3 movement points.


Set research to 20%, lux to zero and start economics (4 turns).

Builds and MM:
Spoiler :
The Ways: gave a mined bg tile each to The Admiralty and Chamsuri's Cove. Hired clown. Work coast from Chamsuri's Cove.
The Admiralty: Using mined coal tile from The Ways to finsih nuke sub in 2.
Chamsuri's Cove: Working mined bg from The Ways, hired clown.
The Bayou: Changed from destroyer to nuclear sub (5 turns) and changed cops to clowns.
The Nursery: Changed from destroyer to nuclear sub (9 turns) and hired a clown and tax man.
The Pier: Hired two clowns. Gave up mountain tiles, nuke sub in 4.
The Phoenix: Change from sub to nuclear sub (5 turns) and hired a clown and a tax man.
The Marina: Hired a clown and a tax man.
The Aerie: Changed tax man to a clown.
The Red Tape: Hired a tax man.
The New Yard: Hired a tax man.
The Squeeze: Hired a clown.
ACI cities: Hired all tax men.

Buildings sold:
Barracks: The Admiralty (10g)
Temples: The Admiralty, The Treasury, The Gulag, The Igloo, The Silo, The Institute, The Chamber and The Arboretum (120g)
Granary: The Gulag (15g)

Moves:
Spoiler :
Jet from northern airfield to eastern airfield.
Jet from The Arboretum to the southern airfield.
Jet from The Institute to the southern airfield.
Fortified modern armor in The Silo, The Aerie, The Gulag, The Admiralty and The Institute.
Fortified marine in The Treasury and The Chamber.
Empty western transport goes to The Nursery.
Other western transport goes to The Phoenix, unloads three marines (they all fortify).
Bomber goes from The Igloo to The Nursery.
No pollution so workers fortify.
Mobile SAM's from The Red Tape and The Arboretum to The Nursery and fortify.
4 mobile SAMs and 2 armor loaded onto transport in Cattaraugus. Transport moves 4 E and 3 NE.
Mech inf on ACI moved to rubber and fortified.
Remaining armor on ACI airlifted to The Igloo.
Sub near ACI moved 3 N and 2 NE.
Transport with settler moves 7 E and unloads everything onto one tile rubber island.
Destroyer near that transport moves NE-E (Freethinking looks empty, too) then SW back to transport.
Destroyer off our east coast moves 4 N and 1 NE.
Destroyer between the two SABER continents moves 9 SE.
Destroyer in The Beach moved to The Shallows and fortified.

2461g, +385gpt, economics in 4 turns.

 
The Chamber: marine ---> marine
The Treasury: marine ---> marine
The Gulag: armor ---> armor
The Ways: mobile SAM ---> mobile SAM
The New Yard: nuke sub ---> waelth

Ran EWS. It's all clear of rival transports. Still 3 jets short:
Transport in The Nursery moves SW-SW-SW-S-S to cover one of The Intsitute's points. It has 2 movement points left to move back.
Destroyer east of The Ways moves E-NE to cover one of the missing points that can't be covered by the eastern airfield.
Destroyer in The Shallows moves N-N. Has 7 movement points left to move back.
Nuke sub in The New Yard moves SW-S-SE-SE-SE and has 1 movement point to move back.

Destroyer east of The ways continues to move 5 tiles SW to cover THe Igloo's point. Still has 2 movement points to move back.


Destroyer east of The ways continues to move W-W back towards home.
Tranport from The Nursery comntinues to move NE-NE towards home.
Destroyer from The Shallows moves S-S back to port.
Nuke sub from The New Yard continues to move N.

Founded The Old Gong Isle. Rushed a worker for 80g. Switched to airport and rushed for another 600g. Fortified all units there.
Destroyer and transport near The Old Gong Isle move 7 tiles W and the destroyer fortifies.
Western transport moves into The Nursery and unloads.
Western sub moved into The Dislodged so FREE doesn't accidently sink it.

Built two forts near The Arboretum.

The Treasury is low on food, gave it a tile from The Bayou.
Changed police in The Institute to tax men.
Changed ACI cites to wealth and moved mech inf to The Bangles to quell resistance.

We have 2170g, +401gpt and econ in 3.
 
Summary: Airlifted units to The Old Gong Isle. Moved most ships back into port. Jets in place for improved EWS. We Sank a SABER cruiser and damaged some more ships but lost a bomber. :(

Builds:
Spoiler :
The Chamber: marine ---> marine (1 turn)
The Admiralty: nuclear sub ---> nuclear sub (2 turns)
The Treasury: marine ---> marine (1 turn)
The Gulag: modern armor ---> modern armor (1 turn)
The Igloo: jet ---> modern armor (bomber pre-build, no barracks here)
The Silo: marine ---> modern armor (2 turns)
The Institute: jet ---> modern armor (2 turns)
The Aerie: marine ---> modern armor (2 turns)
The Arboretum: jet ---> modern armor (bomber pre-build, no barracks here)
The Meeting Room: mobile SAM ---> nuclear sub (4 turns)
The Old Gong Isle: airport ---> walls (20 turns)

EWS notes:
  • Used 22 jets for recon. Departed from normal with one jet from The Institute since it's normal area is already covered by ships. Used this jet to recon the one tile south of The Pier that would normally be covered by a sub from The Pier. This leaves the sub free to attack SABER ships if we decide to do that.
  • Have to cover one spot NE of The Shallows with a destroyer. The new jet in The Arboretum will move to the eastern airfield this turn to complete the air part of the EWS.
  • The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It then moves E-4NE-E to cover the hole mentioned above. It has two movement pointf left.
  • The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left and will move back to port.

Here's the EWS template.
[/SPOILER]
EWS report:
FREE: cruiser 5E-NE of The Bayou; destroyer 4SE-3S of The Pier; cruiser W-5SW of The Phoenix. (Seems normal.)
SABER:
  • A) (e)cruiser, (v)cruiser and (v)destroyer 6S-SW of The New Yard.
  • B) 2 (v)destroyer 3SW-4W of The Dislodged.
  • C) 3 (v)destroyer 3W-4NW of The Greenhouse.
  • D) (v)cruiser and (v)destroyer W-5NW of previous site of The Whale Pond.
The four bombers on our carrier can reach stacks B and C.
A bomber in The Nursery and six in The Institute can reach stack A.
We have a nuclear sub SW-SW of The Pier that can attack stack A.
The pic shows stacks A, B and C in a counter-clockwise fashion.


Battle Log:
Spoiler :
On the high seas between The Council continent and SABER's home continent:
Bomber bombs elite (5/5) cruiser doing 1 hp damage.
Bomber bombs vet (4/4) cruiser doing 1 hp damage.
Bomber bombs elite (4/5) cruiser doing 1 hp damage.
Bomber bombs vet (4/4) destroyer doing 2 hp damage.
Bomber sinks vet (3/4) cruiser.
Bomber bombs elite (3/5) cruiser doing 1 hp damage.
Bomber bombs elite (2/5) cruiser doing 1 hp damage.

On the high seas near Cattaraugus:
Bomber bombs vet (4/4) destroyer doing 1 hp damage.
Bomber bombs vet (4/4) destroyer and is shot down.
Bomber bombs vet (4/4) destroyer doing 1 hp damage.
Bomber bombs vet (3/4) destroyer doing 2 hp damage.


Moves:
Spoiler :
Airlifted to The Old Gong Isle: 2 sams, 1 tow and 4 mechs.
Workers continue building the barricade ring.
Nuke sub moves into The Pier.
Transport moves into The New Yard.
Transport and destroyer moves into The Bayou.
Destroyer in the north moves S-S back towards The Beach.
Destroyer moves into The Admiralty.
Carrier moves back to The Dislodged.


2571g, +382gpt and economics in 2.
The Old Gong Isle:
 
Summary:
Business as usual. EWS clear of transports. Extended barricade ring, airlifted more units to OGI. Switch airport city builds to bombers and jets. Economics next turn.

Builds:
The Chamber: marine ---> modern armor (1 turn)
The Treasury: marine ---> modern armor (1 turn)
The Gulag: modern armor ---> modern armor (1 turn)

EWS notes:

Spoiler :
Used 23 jets for normal EWS recon per template.
The destroyer north of The Beach moves W-NW-N-W to recon the two tiles not normally covered by jets. It has 5 movement points left and plans to move back to The Shallows.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left and will move back to port.
The nuclear sub in The Pier moves S-S to recon the two tiles not covered by jets. It has 4 movement points left to move back to port.

Here's the EWS template.


EWS report:
FREE: cruiser 9SE of The Admiralty; destroyer SE-S-S of The Pier; cruiser 4SW-S of The Nursery. (Seems normal.)
SABER: vet cruiser and 2 vet destroyers 9NW of The Shallows.

Moves:
Spoiler :
Workers continue the barricade ring.
Carrier moves back to The Dislodged.
Destroyer moves back to The Shallows.
Nuclear sub moves back to The Pier.
4 conscript mech inf and a TOW inf airlifted to The Old Gong isle.

Micromanagement:
Spoiler :
Change citizen on The Old Gong Isle to a civil engineer.
Change all citizens on ACI to tax men.
The Institute: modern armor ---> bomber (1 turn)
The Igloo: modern armor ---> bomber (1 turn)
The Aerie: modern armor ---> bomber (1 turn)
The Arboretum: modern armor ---> jet (1 turn)
The Marina: marine ---> nuclear sub (5 turns)



2953g, +374gpt and economics next turn.
 
Summary: No transports in sight. No battles. We learn economics and start on robotics. We switch some cities over to wealth.

SABER offers peace. I clear the table.
We learn economics and begin robotics.

Builds:
Spoiler :
The Chamber: modern armor ---> wealth
The Treasury: riots :(
The Gulag: modern armor ---> wealth
The Igloo: bomber ---> wealth
The Silo: modern armor ---> wealth
The Institute: bomber ---> wealth
The Aerie: bomber ---> wealth
Chamsuri's Cove: nuke sub ---> nuke sub (8 turns)
The Arboretum: jet ---> wealth
The Pier: nuke sub ---> nuke sub (6 turns)
The Beach: riots :(

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

Here's the EWS template.

EWS report:
FREE: vet cruiser 4E-5SE of The Chamber; vet cruiser 2SE-2S of The Bayou; elite cruiser SW-7S of The New Yard; destroyer SW-2S of The Nursery; 2 vet cruisers and a vet destroyer 6SW-S of The Nursery. (Seems normal except for that last stack.)
SABER:
A) 3 (v)destroyers 7E of The Greenhouse.
B) 2 (v)destroyers and a (v) cruiser 7N of The Hideaway.

Moves:
Spoiler :
Bomber from The Igloo rebases to our carrier.
Jet from The Arboretum rebases to The Old Gong Isle.
Carrier moves back to The Dislodged.
Bomber in The Aerie rebases to The Pier.
Destroyer moves back to The Shallows.
Nuke sub moves back to The Pier.
Workers clean two polluted tiles then continue the barricade ring.
Vet mech inf airlifted to The Old Gong Isle.

MM stuff:
Spoiler :
The clown in The Squeeze changed to a tax man.
The Beach hired a tax man to stop the riots.
The Treasury hired a tax man and changed to wealth.
The Chamber takes the tile given up by The Treasury.
Changed cop in The Gulag to a tax man.

Science set to 90%.

3155g, -187gpt, robotics in 6 turns.
 
Summary: No transports in sight. FREE and SABER still need nuclear power and miniaturization.
SABER still in anarchy. Some subs built this turn. Did some recon of the old GONG lands.

Builds:
Spoiler :
The Admiralty: nuke sub ---> nuke sub (2 turns)
The Treasury: modern armor ---> wealth
The Bayou: nuke sub ---> nuke sub (6 turns)
The Phoenix: nuke sub ---> nuke sub (7 turns)
The Red Tape: nuke sub ---> nuke sub (5 turns)

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

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; vet cruiser 3SE-S of The Pier; elite cruiser and vet cruiser SW-7S of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-S of The Nursery. (Seems comparable to last turn.)
SABER:
No ships in view.

Moves:
Spoiler :
Destroyer moved bak to The Shallows.
Sub and carrier moved back to The Dislodged.
Nuke sub moved back to The Pier.
Nuke sub already in The Pier moves to The Bayou.
Bomber in The Pier moved to The Ways.
Nuke sub in The Phoenix moved to The Nursery.
Bombers and mobile SAM in The Institute moved to The Ways.
Nuke sub in The Red Tape moved to The Marina.
Workers continue barricade ring.

Jet in The Old Gong Isle does some recon:


MM stuff:
Spoiler :
Hire two tax men in The Chamber and give opened tiles to The Gulag and The Treasury to eliminate food shortage.
Switch The Old Gong Isle to a SAM missile battery (25 turns or 292 to rush).
The Meetng Room changed to nuke sub (1 turn).

2968g, -153gpt, robotics in 5 turns.
 
Summary: No transports in sight. Saber has 17 transports, Free has 15. We continue to build wealth and nuclear subs. FREE and SABER still need nuclear power and miniaturization. SABER still in anarchy. Our bombers sunk a SABER destroyer! I did not start any new land units. The Gulag could still do one turn armor but it would cost us over 40gpt in lost wealth. Switched one city from a nuke sub to a carrier - can switch back if the Council doesn't like the idea.

Builds:
The Treasury riots!
The Meeting Room: nuke sub ---> nuke sub (4 turns)
EWS notes:
Spoiler :
Used 23 jets for EWS recon per template.
The destroyer in The Shallows moves N-N to recon the two tiles not normally covered by jets. It has 7 movement points left.
Sub in The Dislodged moves W-W to scout before carrier. It has 3 movement points left.
The carrier in The Dislodged moves W-W-SW to recon 7 tiles not normally covered by the jets. It has 5 movement points left.
Nuclear sub in The Pier moves S-S to recon the tile not covered by jets. It has 4 movement points left.

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1sw of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-S of The Nursery. (Seems normal.)
SABER: 2 (v)destroyers 6W of The Greenhouse.

Battle Log:
Spoiler :
Bombing run on two vet destroyers 6SE-1S of Antalya:
4/4 destroyer -> 3/4 destroyer
4/4 destroyer -> 3/4 destroyer
3/4 destroyer -> sunk
3/4 destroyer -> 1/4 destroyer

Moves:
Spoiler :
Destroyer moved back to The Shallows.
Sub and carrier moved back to The Dislodged.
Nuke sub moved back to The Pier.
Sub and carrier moved back to The Dislodged.
Nuke sub moved from The Marina to The Shallows.
Nuke sub moved from The Meeting Room to The Marina.
Nuke sub moved from The Nursery to The New Yard.
Nuke sub moved from Chamsuris' Cove to The Ways.
8 Bombers relocated to The Greenhouse.
Polluted tile cleaned and work continued on barricade ring.
Move a transport from The Phoenix to The Greenhouse.
Move some armor from our interior into empty cities.

Used jet on The Old Gong Isle for recon:


MM stuff:
Spoiler :
Hired tax man in The Threasury.
The Old Gong Isle back to walls (4 turns).
Switch The New Yard from wealth to a settler (2 turns).
Switched The Red Tape from nuke sub (4 turns) to carrier (6 turns).

2815g, -203gpt, robotics in 4 turns.
 
Summary: No enemy transports in sight. We lose a bomber trying to sink SABER destroyers. SABER still in Anarchy. SABER and FREE still both need nuclear power and miniaturization.

The Admiralty: nuke sub ---> nuke sub (2 turns)
The Nursery riots. :(

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

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1sw of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-S of The Nursery. (Exactly the same as last turn.)
SABER: 3 (v)destroyers 6W-2SW of The Phoenix.

MM stuff:
Spoiler :
Switch tax man to a clown in The Nursery.
Cleaned polluted hill tile, started cleaning polluted mountian tile.
Switched a tax man to a clown in The Bayou since it will grow next turn. No other cities will grow next turn.

Battle log:
Near Cattaraugus:
Bomb 4/4 vet destroyer to 2/4.
Bomber shot down trying to bomb destroyer.
Bomb 4/4 vet destroyer to 3/4.
Bomb 4/4 vet destroyer to 3/4.

Moves:
Spoiler :
Carrier and sub moved back to The Dislodged.
Sub moved back to The Pier.
Destroyer moved back to The Shallows.
Bombers moved to The Dislodged.
Nuke sub moved from The Shallows to The Beach.
Nuke sub moved form The Marina to The Shallows.
Transport moved from The Greenhouse to The Marina.
Nuke sub moved from The New Yard to The Pier.
Nuke sub moved from The Ways to The Admiralty.

Recon from jet in The Old Gong Isle:


2612g, -166gpt, robotics in 3 turns.
 
Summary: No enemy transports in sight. No SABER ships at all in sight. SABER still in Anarchy. FREE has 16 transports. 31 marines, 82 mech infantry and 80 modern armor. SABER and FREE still both need nuclear power and miniaturization.

Builds:
The New Yard: settler ---> nuke sub (16 turns)
The Marina: nuke sub ---> nuke sub (14 turns)

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

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Exactly the same as last 2 turns.)
SABER: no ships in sight.

Moves:
Spoiler :
Nuke sub back to The Pier.
Vet bomber from The Dislodged to our carrier.
Sub and carrier back to The Dislodged.
Destroyer back to The Shallows.
Nuke sub from The Beach to 1NW of THe Ways.
Nuke sub from The Shallows to The Beach.
Nuke sub from The Marina to The Shallows.
Workers cleaned polllution and continued on barricade ring.
Settler to The Marina and boards transport.

Transport N-N-NE, unloads settler and moves back to The Marina.
Jet in The Old Gong Isle does more recon:

Our land:


2446g, -170gpt, robotics in 2 turns.
 
Summary: No enemy transports in sight. No SABER ships at all in sight again. SABER now has a communist government. FREE has 16 transports, 31 marines, 82 mech infantry and 80 modern armor (same as last turn). SABER and FREE still both need nuclear power and miniaturization.

SABER offers peace without accept. I press send the offer back without accept..

Builds:
The Admiralty: nuke sub ---> nuke sub (2 turns)

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

Here's the EWS template.


EWS report:
FREE: vet cruiser 9SE of The Admiralty; 2 vet cruisers and an elite cruiser 7S-1SW of The New Yard; 2 vet cruisers and 2 vet destroyers 6SW-1S of The Nursery. (Exactly the same as last 3 turns.) And a vet cruiser 8SW-1S of The Dislodged.
SABER: no ships in sight again!

Moves
Nuke sub back to The Pier.
Sub and carrier back to The Dislodged.
Destroyer back to The Shallows.
Nuke sub NE of The Ways moves into that city.
Nuke sub from The Beach move to tile NE of The Ways.
Nukek sub from The Shallows to Chamsuri's Cove.
Workers continue barricade ring.
Settler builds The Whale Pond. Walls begun and citizen changed to civil engineer.
The Squeeze grows next turn so I'll switch the taxman to a clown now.
Switch civil engineer on The Old Gong Isle to a taxman.
Lower science rate and hire 12 scientists. (That's a safety margin of 4 above what is needed.)
Jet in The Old Gong Isle does more recon:


2276g, +221gpt, robotics next turn at 50% science with 12 scientists.
 
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