Played turns

Summary: We sink 9 FREE transports, despair over the sabotaged Apollo build, and otherwise continue as usual.

We received 124 gold from BABE. We should thank him!

EWS notes:
Full EWS run, after finding the FREE stack.

MM stuff:
Spoiler :

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

Military stuff:
Spoiler :

We sink 9 FREE transports with our subs from The Pier:
Sub vs LS-021: 3/4 Sub (1 Marine, 5 MA)
Sub vs LS-018: 2/4 Sub (1 Marine, 1 Mech Inf, 4 MA)
Sub vs LS-020: 4/4 Sub (1 Marine, 1 Mech Inf, 4 MA)
Sub vs LS-019: 3/4 Sub (1 Marine, 1 Mech Inf, 4 MA)
Sub vs LS-022: 4/4 Sub (1 Marine, 5 MA)
Sub vs LS-015: 4/5 Sub (1 Marine, 4 MA, 1 SAM)
Sub vs LS-014: 3/4 Sub (1 Marine, 4 MA, 1 SAM)
Sub vs LS-012: 2/4 Sub (1 Marine, 3 MA, 1 SAM, 1 Settler)
Sub vs Lydia Sutherland: 2/4 Sub (2 Marines, 4 MA)
Pre-build planning:
Spoiler :


Big guns:
The Chamber: 416 s, 58 spt, @640 (+8) in 4. Lost 6 spt and will surely not make 4 turns.
The Aerie: 525 s, 50 spt, @640 (+35) in 3. Like a clock.
The Arboretum: 518 s, 42 spt, @640 (+4) in 3. No change from last turn. I'm avoiding Apollo here for now.
The Gulag: 295 s, 62 spt, @500 (+43) and Apollo in 4. Got sabotaged, we lost a ton of shields. Pretty much only good for decoy now.

Medium guns:
The Silo: 180 s, 38 spt, @320 (+12) in 4. Got the brunt of the bombing this turn, unlikely it will reach in time, will starve a lot.
The Institute: 131 s, 45 spt, @320 (+36) in 5. Oh boy...
The Treasury: 238 s, 48 spt, @320 (+14) in 2. Starving, but has soon reached the bottom.
The Admiralty: Reset to 200 s, 38 spt, @320 (+32) in 4. Got bombed, from 46 spt to 38.
The Igloo: 208 s, 40 spt, @320 (+8) in 3. Nothing bombed yet, no change.
The Meeting Room: Reset to 240 s, 28 spt, @320 (+2) in 4. No change

Small guns:
Chamsuri's Cove: Beyond 160.
The New Yard: Beyond 160.
The Nursery: Beyond 160.
The Shallows: Beyond 160.
The Marina: 160 s.

Most other cities on wealth.
Research to 50%, 466 g, -379 gpt, satellites in 3 it reads, more likely 4 or 5 depending on how much we can sell.

 
Summary: SABER has 15 stealth bombers, a stealth fighter, 46 jets and 9 armies, among other things. FREE has 20 stealth bombers, 10 stealth fighters, 22 bombers, 14 transports and 16 settlers among other things. They both still need space flight, nuclear power and miniaturization as well as other techs. Exposing SABER's spy would cost 134g/201g/268g (immediately/carefully and safely). No costs are shown for FREE.

News flash! The Council close to launching first satellite. With a record number of scientists on the job (33) The Council should be able to put a satellite into orbit within ten years.

Pre-paid advertisement: For sale, cheap - barracks and granaries. Cathedrals sacrificed. Bank assets being liquidated. Coal plants scrapped. Special deal on factory.

No peace offers.

Builds:
The Squeeze: worker ---> wealth

EWS notes:
Spoiler :
Put all jets (and a fighter) on air superiority missions.
Destroyer east of the Admiralty moves 4E then moves back to port.

Here's the EWS template.


EWS report:
Spoiler :
All jets on air superiority.
Destroyer E of The Admiralty spotted FREE cruiser (MArriage of Meleet) and destroyer (Sub Detecter) 5E-1SE of The Admiralty.
A nuke sub that had engaged FREE last turn moved E and spotted a stack of FREE ships E-3SE of The Bayou. (Battleship John McClane, cruiser Teal Twins and destroyers Sub Breaker, Sub Yawner and Sub Extincter.) Sub then moved to The Bayou.
The other subs in that stack moved one tile out and then moved to The Bayou. No other ships spotted.
Transport in The Pier moved 3S-W then back to 1S of port. No ships sighted.
Transport in The New Yard moved SW-2S then back to port. No ships sighted.
Nuke sub between The Nursery and The Phoenix moved 3W then returned to original tile. No ships spotted.
Sub 2SW of The Dislodged moved 3W then returned 2E. No ships sighted.
Moves:
Workers rebuilt 3 roads and began another. Other workers moved to tiles needing roads.

Buildings sold:
Spoiler :
Barracks (10g each): The Treasury, The Institute, The Aerie and The Silo.
Granaries (15g each): The Bayou and Chamsuri's Cove.
Cathedrals (40g each): The Treasury, The Arboretum, The Institute, The Chamber, The Admiralty, The Gulag, The Igloo and The Silo.
Bank (40g): The Chamber.
Factory (60g): The Meeting room.
Coal plants (40g each): The Igloo and The Admiralty.
The Silo (-9f), The Chamber (-1f), The Treasury (-1f), The Gulag (-5f) and The Bayou (-2f) are starving (food shortage with no food in the bin). The Gulag and The Bayou can grab tiles to stabilize, the others cannot.
OGI switched to SAM battery to continue getting civil engineer bonus.
Cops changed to scientists (except for one in The Arboretum).

Drafted in The Chamber and disbanded the unit there. Rookie mistake - no shields gained since it's working on Battlefield Medicine. Ooops. :blush: Well, the city isn't starving any longer.

Pre-builds:
Spoiler :
Big guns:
The Chamber: 266 s, 56 spt. @490 in 4. Sabotaged.
The Aerie: 575 s, 50 spt, @640 (+35) in 2. Still ticking.
The Arboretum: 560 s, 36 spt, @640 (+28) in 3. Lost 6 spt.
The Gulag: 347 s, 45 spt, @500 (+27) and Apollo in 4.

Medium guns:
The Silo: 216 s, 36 spt, @320 (+4) in 3.
The Institute: 163 s, 32 spt, @320 (+3) in 5. Down 13 spt.
The Treasury: 258 s, 22 spt, @320 (+4) in 3. Continues to starve and output decreases.
The Admiralty: 238 s, 28 spt, @320 (+32) in 3. Sold coal plant to slow production.
The Igloo: 248 s, 30 spt, @320 (+18) in 3. Sold coal plant to slow production.
The Meeting Room: Reset to 268 s, 18 spt, @320 (+2) in 3. Sold factory to slow production.

Small guns:
Chamsuri's Cove: Beyond 160. (214 s, 7 spt.)
The New Yard: Beyond 160. (222 s, 11 spt.)
The Nursery: Beyond 160. (182 s, 2 spt.)
The Shallows: Beyond 160. (182 s, 1 spt.)
The Marina: 160 s. (164s, 4 spt.)

Most other cities on wealth.
Science rate set at 70%

668g, -515gpt, satellites in 2 turns.

And I forgot to take pictures. :(
 
Summary: We garrison The New Yard and The Nursery with 27 units each. Use other land units to secure the rails into these cities and the projected landing zone. Our navy heads for The Pier while our air force continues to try to control the skies. We used only one plane for recon so we do not know if the missing SABER transport or any FREE transports are within landing range.

All libraries and universities sold as we shut off research. Running 31 scientists we are two turns from satellites. We exposed both SABER's and FREE's spies and are set to build Apollo next turn in The Arboretum. The Treasury and The Silo are still starving. We begin training new workers.

The Arboretum riots.

Moves:
Spoiler :
Used a 3/4 jet in the southern air field to do recon.
All other jets on air superiority.
8 roads rebuilt.
Moved 6 bombers from the carriers to The Institute and left 4 in the southern airfield.
Moved our two carriers, three nuke subs and three transports from in and near The New Yard to The Pier.
Moved wounded nuke subs from The Bayou to The Pier.
Sub moved to The Phoenix.
Nuclear sub between The Phoenix and The Nursery moved back to The Phoenix.
Nuclear subs in The Ways and The Admiralty moved along the coast in a clockwise direction.
Destroyer in The Admiralty moved E of The Bayou.
SABER has 30 marines and 9 armies for a potential of 39 attacks. They have 16 stealth bombers that can reach the two threatened cities from their mainland. They also have 7 carriers that can hold 28 planes with lethal bombardment. That's 30+9+16+28=83 possible kills. We have a few mobile SAM's and The Nursery has a SAM battery but SABER also has 32 ships that could bombard. So we'd need 84 units in each city to guarantee their safety. We have only 136 or 68 per city and that leaves all our terrain open to SABER's bombers. Garrisoning with less than 68 units may be safe but I have no idea how to go about calculating the odds. Paul said use 40-50 units, dl said 40 and Yilar siad 15-20. I went with 47.
Spoiler :
The New Yard garrison:
4 mobile SAMs
9 mech inf
34 armor
(47 total)

The Nursery garrison:
3 mobile SAMs
9 mech inf
35 armor
(47 total)
Fortified 7 tiles (5 mountains and two flat) leading to the cities and landing zone with 6 units each (basically 2 marines and 4 armor each).


Workers that did not build roads are positioned on cratered tiles to build strategic roads next turn.

Set science rate to 0%.
Sold all libraries and universities. This raised 730g and lowered our maintenance costs.
Spent 268g to try to expose the SABER spy and 256g to try to expose FREE's spy. Success!!!

Switched The Gulag to Manhattan, switched The Arboretum to Apollo (dumping 60 shields) then switched The Gulag to a palace.

Prebuild status:
Spoiler :
Big guns:
The Chamber: 289 s, 23 spt. @320 in 2.
The Aerie: 625 s, 50 spt, @640 next turn. Keeps on ticking.
The Arboretum: 500 s - set to build Apollo next turn.
The Gulag: 363 s, 16 spt, @640 (+6) in 18 turns!

Medium guns:
The Silo: 246 s, 34 spt, @320 (+16) in 3, but starving.
The Institute: 193 s, 30 spt, @320 (+23) in 5. Down 6 spt.
The Treasury: 276 s, 18 spt, @320 (+10) in 3. Continues to starve and output decreases.
The Admiralty: 266 s, 28 spt, @320 (+2) in 2.
The Igloo: 276 s, 25 spt, @320 (+6) in 2.
The Meeting Room: 286 s, 18 spt, @320 (+2) in 2.

Small guns:
Chamsuri's Cove: Beyond 160. (221 s, 7 spt.)
The New Yard: Beyond 160. (233 s, 11 spt.) Switched to Manhattan.
The Nursery: Beyond 160. (184 s, 2 spt.)
The Shallows: Beyond 160. (183 s, 1 spt.)
The Marina: 168 s. (164s, 4 spt.)
Switched to one turn workers in The Bayou, The Pier, The Phoenix, and The Red Tape; a 2 turn worker in The Ways and a 4 turn worker in The Dislodged.
The Silo and The Treasury are starving (-5 fpt each).
Drafted a unit in The Silo and used it to protect our iron.
Running 31 scientists.
0% science, 30% lux. 371g, +135gpt and satellites in 2 turns.
 
Summary: The Pier is abandoned. We are set to build eight space ship parts next turn. Researched upped so we can finish satellites next turn. The Bayou and the two threatened mountains are garrisoned. Our lone arty shells SABER cruiser.

Builds:
Spoiler :
The Bayou: worker ---> nuke sub (8 turns)
The Arboretum: Apollo ---> tank (3 turns)
The Pier: worker ---> worker
The Phoenix: worker ---> tank (9 turns)
The Red Tape: worker ---> tank (9 turns)
EWS report:
Spoiler :
Template:

Destroyer E of The Bayou moved 2SE-2S. Has 5 mp left.
Ran full EWS according to template above, with yellow lines showing the tiles reconned.
Exceptions: One of the jets based in the southern airfield reconned 2S of The Pier instead of the tile covered by the destroyer just moved.
I had the western airfield covering 6 areas with only 5 jets. There are three jets in the northern airfield rather than two so the 'missed' jet covers the area NW of The Greenhouse missed by the western airfield.
Nuke sub in The Dislodged moved 2W-SW to cover the area assigned to The Silo. It has 3 mp left.
The Aerie was assigned three areas for one jet. It covers the area N of The Shallows. The transport in The Shallows move 5N-2NW to cover the lone tile and remaining area near SCI. It has no mp left.
A nuke sub 2E of The Chamber moves E for the remaining spot. It has 5 mp left.
There are 3 tiles in the NE that I missed somehow. I wish I had the old EWS template. :(
Note: I could not use bombers to do recon missions.

The upshot is there are a bunch of FREE ships scattered around but no transports.
There are more SABER ships near the two stacks we initially saw. 18 transports are in a stack 3SW-3s of The Pier. This stack also contains a cruiser and their carriers.
They can attack either The Pier or The Bayou or land on any of 8 tiles - and two of these are mountains:
Moves:
Spoiler :
  • Workers build 5 roads (including on the aluminum hill). Other workers moved to tiles that need roads (in worker/slave pairs where possible).
  • Sub and nuke sub in The Phoenix moved to The Nursery.
  • Sub on EWS duty moved back to The Dislodged.
  • Transports and nuke sub moved from The Pier to The Bayou.
  • 8 nuke subs off our east coast move to The Bayou.
  • Nuke sub on EWS moves to The Admiralty.
  • Destroyer on EWS moved to The Bayou.
  • Bombers relocated from The Institute to the southern airfield.
  • Moved 47 units from The New Yard to The Bayou.
  • Moved a mobile SAM from The Nursery to the threatened mountain with the radar tower.
  • Moved two mobile SAMs from The Nursery to the other threatened mountain.
  • Moved other marines and TOW inf into The Bayou.
  • Moved 5 mech inf, 12 armor and 3 marines to each of the two threatened mountains.
  • Distributed remaining units so the total garrison of The Bayou is 69 units and 29 on each mountain (not counting SAMs or ships). Left 4 armor and a SAM on the southern airfield.
Sold harbor and platform in The Pier, draft a unit there and abandoned that city.
Also drafted in The Treasury and The Silo where there is starvation. Used these two units to guard the rails S of The Treasury and E of The New Yard.

Moved our lone artillery to the southern most threatened mountain and shelled the SABER ships in range. Nicked the elite cruiser for 1 hp.

We begin building our space ship:
Spoiler :
Big guns:
The Chamber: 312 s, switched to life support system, 1 turn.
The Aerie: 675 s, switched to exterior casing, 1 turn.
The Arboretum: 0 s - Built Apollo. 38 spt.
The Gulag: 379 s, 16 spt, @640 (+11) in 17 turns! Switched to US pre-build.

Medium guns:
The Silo: 278 s, 32 spt, @320 (+22) in 2, but starving. Battlefield Med pre-build.
The Institute: 223 s, 30 spt, @320 (+23) in 4.
The Treasury: 291 s, 15 spt, @320 (+1) in 2. Continues to starve and output decreases.
The Admiralty: 294 s, 28 spt, @320 (+2) switched to cockpit, 1 turn.
The Igloo: 301 s, 25 spt, @320 (+6) next turn. Switched to UN pre-build.
The Meeting Room: 304 s, 18 spt, @320 (+2) switched to stasis chamber, 1 turn.

Small guns:
Chamsuri's Cove: 228 s, switched to party lounge, 1 turn.
The New Yard: Beyond 160. (244 s, 11 spt.) Using Manhattan pre-build.
The Nursery: 186 s, switches to storage/supply, 1 turn.
The Shallows: 184 s, switched to fuel cells, 1 turn.
The Marina: 172s, switched to docking bay, 1 turn.
We did not mobilize since we do not have enough pre-builds left. If we mobilize we cannot build the palace or manufacturing plants. I'd rather not dump the extra pre-builds just yet.
Raised science rate to 10% and it shows satellites in one turn. I keep the scientists as insurance.

We have 588g, +26gpt and satellites in 1 turn.
 
Summary: We learn satellites and complete 8 spaceship parts. We make peace with SABER and then put space flight on the table. We lost both our spies in failed attempts to expose enemy spies. We have mobilized and begun producing armor again. We have five cities working om the two remaining spaceship parts. We begin clearing damage near The Silo. The starvation in our cities has ended.

Accept SABER's peace offer and put space flight on the table without accept.

We have learned the secret of satellites. We begin research stealth. We have a complete world map now.

Builds:
Spoiler :
The Chamber: SS life support ---> armor (6 turns)
The Admiralty: SS cockpit ---> armor (5 turns)
The Ways: worker ---> worker (2 turns)
The Aerie: SS exterior casing ---> armor (3 turns)
Chamsuri's Cove: SS planetary party lounge ---> worker (2 turns)
The Meeting Room: SS stasis chamber ---> armor (7 turns)
The Nursery: SS storage/supply ---> worker (5 turns)
The Marina: SS docking bay ---> worker (3 turns)
The Shallows: SS fuel cells ---> worker (10 turns)
EWS:
Spoiler :
The revised template has some problems:
Notes:
We do not have a jet in The Silo. We have a nuclear sub in The Dislodged to cover that grid.
We have only one jet in The Aerie and 3 in the northern airfield. This is reversed on the template but the four grids can be covered.
The western airfield has only five jets, not 6. We'll use the nuclear sub in The Nursery to cover the eastern most grid assigned to the this airfield.

EWS moves:
Nuke sub in The Dislodged moves 2W-SW. It has 3 mp left.
Nuke sub in The Nursery moves 3SW-S. It has 2 mp left but needs to go one more tile south. It is next to a FREE destroyer.

EWS report:
I must have forgotten to use the jet in The Aerie on the initial EWS run and that's why I thought I I'd missed some tiles in the NW. The only missed tiles in the NW are the two that used to be covered by the destroyer we once had in The Shallows.
There is one tile in the east not covered.
There are seven tiles south of where The Pier used to be that were not covered.

Of the tiles covered there were no new transports visible.
Post EWS moves:
Spoiler :

Nuke sub from The Nursery moves S to complete its scouting mission. No new ships spotted.
Transport in The Bayou moves S-5SW to scout the tiles in the south that we could not see with the EWS. They are empty. The transport moves another tile south.
The other transport in The Bayou moves along the coast towards The New Yard.
11 roads rebuilt.
Cleaned a polluted (and non-cratered) tile near The Silo. Began clearing another cratered tile near that city.
Nuke sub from The Dislodged moves back to that city.
Nuke sub from The Nursery moves S in an effort to elude FREE destroyer.
All units in The Bayou moved to The New Yard. The Bayou is abandoned.
Moved the wounded armor from the southern airfield to the adjacent mountains and replaced these with mech inf from the mountains and The New Yard.
Preparing to mobilize:
Spoiler :
The New Yard switches to radar artillery, dumping 135 shields.
The Treasury switches to thrusters.
The Gulag switches to Manhattan
The Institute switches to the engine.
The Greenhouse switches to a cruise missile (1 turn) so it can begin a worker next turn.
All scientists (but one) switched to taxmen.
Research set to zero.
Tried to expose a SABER spy for 136g. Shouldn't have been so cheap, our attempt failed blowing our spy's cover.
I spent 256g (the safest) to expose FREE's spy. This also failed. Now we have no spies. :(

Artillery moved to The Admiralty, shoots at FREE ships and misses.

219g, +82gpt and stealth in 50 turns.
 
Summary: We had another turn where no one bombed us and were able to get a couple tiles near The Silo back in shape. This, some micro-managing and an increase in the luxury slider gets us within six turns of completing the engine. Thrusters set to build in three turns, though we may want to delay this to match the engine. We'll have a couple more jets and more workers next turn. We sent offers to both FREE and SABER (without accept).

SABER accepts our offer of space flight but didn't put any money up. I clear the table.

The New Yard: radar artillery ---> worker (1 turn)
The Greenhouse: cruise missile ---> worker (10 turns)

EWS notes:
Spoiler :
The nuke sub we have between our continent and the SABER continent moves 1N to cover the eastern most grid assigned to our western airfield.
Nuke sub in The Dislodged moves 2W-SW to cover the grid assigned tot he jet aht used to be in The Silo.
Jets do recon per most recent EWS template using previous modifications.
Nuke sub in The Admiralty moves E-3SE to scout the lone tile in the east that isn't covered.
The transport next to the SABER stack moves E-NE-N and the other transport moves 2SE.
All tiles exposed except for two NE of The Whale pond.
EWS report:
We've spotted only on new stack of ships in the north. They are FREE ships with half a dozen transports! The stack also contains 3 cruisers and 7 destroyers.

Put space flight back on the table and send it to SABER without accept.
Put peace ans space flight on the table and send it to FREE without accept.

Moves:
Nuke subs move back to The Dislodged and The Nursery. Another moves 2NW and ends along the coast two tiles from The Admiralty.
One transport moves into The New Yard, the other moves 4S.

Sold harbor in The Beach for 15g and abandoned that city.

MM stuff:
Spoiler :
Swapped tiles around as outlined in the pre-turn thread. This gets the engine done in 8 in The Silo. Finished clearing the BG west of that city and mined and railroaded it. Also took the uncratered and mined plains tile from The Gulag (which took a tile from The Chamber which switched to a mined desert tile). Railed that tile and The Silo can complete the engine in 7 turns - but the city now has unhappiness issues. :( Joined a worker (as a clown) which doesn't help since the city will now starve. Stealing the irrigated grass from The Igloo solves that problem and leads to some tile shuffling to prevent other cities from starving. Now The Silo is pumping out 48pt. It has 346s shields in the bin and needs 49spt to complete the engine in 6 turns. Mining that irrigated grass might do the trick but starves the city. If we go to 40% lux we can put the new clown to work. It works, The Silo is up to 52spt and can finish the engine in 6 turns.

Joined a worker to The Igloo and then had to rearrange tiles again to keep cities from starving. Did other MMing to avoid yet more starvation and get a couple workers out next turn.
As noted in the spoiler I raised the lux slider to 40%.

Pre-builds:
The Silo: Battlefield Medicine (3 turns), 346s, 52spt, 640s in 6 turns (+18s)
The Igloo: UN (24 turns), 363s, 28spt, 640s in 11 turns (+31s)
The Gulag: Manhattan (23 turns), 411s, 17spt, 640s in 14 turns (+9s)
The Institute: Engine (12 turns), 280s, 30spt, 320s in 2 (+20s) or 640s in 12 (+0s)
The Treasury: Thrusters (3 turns), 305s, 7spt.

Switched The Aerie and The Arboretum over to jets. These will complete next turn and we'll also have 6 new workers.

Spent 116g to successfully plant a spy with SABER and 108g to successfully plant a spy with FREE. FREE does have a leader. They have 14 transports, 21 marines, 16 settlers, 21 stealth bombers and 3 carriers among other things. SABER has 20 transports, 9 armies, 1 settler, and 46 jets among other things.

We have 29 units on the two threatened mountains and 72 units in The New Yard. I put 7 armor on the hill NE of The Shallows.

92g, +18gpt and stealth in 49 turns.
 
Summary: Lots of bombings continue to crater us. We try to recover as best we can.

Diplomacy:
SABER offers Peace and 5400 gold without accept. I add Space Flight on our side, accept and send.
FREE offers Peace for Space Flight with accept. I accept.

Builds:
The Ways: worker -> worker
Chamsuri's Cove: worker -> worker
The Arboretum: jet fighter -> jet fighter
The New Yard: worker -> worker
The Nursery: worker -> worker
The Marina: worker -> worker
The Dislodged: worker -> worker

EWS report:[/I]
No FREE transports in range.
SABER has their large stack just out of range from The New Yard, near the ruins of The Bayou.

Moves and MMing:
Improve and rebuild around The Silo primarily. Join one worker.
No units are in range of The New Yard, spread its (72) defenders to cover tiles around The Silo and The Gulag.

Pre-builds:
The Silo: 370 s, 29 spt. 640 (+20) in 10.
The Gulag: 427 s, 19 spt. 640 (+15) in 12. Starving.
The Igloo: 367 s, 18 spt. 640 (+15) in 16.

The Treasury: 312 s, 7 spt, 320 (+6) in 2.

Sorry, forgot the screenshots. :blush:
 
Summary: We rally around The Silo and hope for the best.

Builds:
The Aerie: Jet -> Jet
Chamsuri's Cove: Worker -> Worker
The New Yard: Worker -> Worker

EWS report:
No FREE transports in range.
SABER has their large stack out of range from The New Yard, near the ruins of The Bayou, and near The Chamber.

Moves and MMing:
Improve and rebuild around The Silo and The Gulag primarily. Shave one more turn off The Silo after join two workers.
Keep defenders spread out over the land surrounding The Silo in particular.

Military fun:
Artillery misses Battleship
Radar Artillery puts Battleship at 3/4.

Pre-builds:
The Silo: 399 s, 34 spt. 640 (+31) in 8.
The Gulag: 441 s, 14 spt. 640 (+11) in 16.
The Igloo: 385 s, 18 spt. 640 (+15) in 15.

The Treasury: 319 s, 7 spt, 320 (+6) in 1. In other words, completes Thrusters unless sabotaged.

 
The Treasury finishes SS Thrusters. :banana:
The Ways, Chamsuri's Cove, The Nursery, The Marina worker -> worker

Our army is at 92 MA, 35 MechInf, 13 Marines, 3 TOW and 9 SAM.
SABER 117 MA, 85 MechInf, 30 Marines. 22 Transports, 26 Stealth bombers. 9 Armies.
FREE 82, 79, 21. 14, 22. 1 MGL.

18 SABER transports 5SE of The Chamber.
I run partial EWS and don't find anything important... :shifty:
I successfully expose SABER's spy at highest confidence for 272g. :splat:

I mobilize. :salute:
Switch some worker builds to cav to gain shields.

Join 2 workers to The Silo, 2 to The Gulag.
I sell all plants because we wopn't build any factories anymore. :ack:

Use a bomber to confirm it's useless against that fleet stack. :mad:
A jet takes care of it... 2gpt unit support spared... :dunno:
Play with cruise missiles. One hits elite destroyer to 2/5. :p
Another wounds a vet to 2/4 :coffee:
3rd 3/4
4th 1/4
5th 2/4
6th 2/4
7th 3/4 -> 2/4
8th sinks 2/4 :woohoo:
Nuc sub loses to 2/4 destroyer -> 1/4 :wallbash:
unit upkeep down to 286gpt :smug:

Place 32 units into The Admirality. :scared:
18 each remain on the coastal mountains.
Could they finally attempt a landing, please? :rolleyes:
 

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Summary: We set our defenses and hope for the best. We bombed SABER's armies causing a little damage and losing two bombers. We have 90 armor in The Chamber and a radar tower SABER can't reach. The units SABER landed do not account for all their transport capability in the area. Most of our jets were send to The Chamber and we did not do any recon. We sent four spaceship techs to FREE with accept. We lost our spies unsuccessfully trying to expose other spies.

SABER offers peace without accept. They must have forgotten to clear the table. I press 'escape'.

Builds:
Spoiler :
The Admiralty: modern armor ---> modern armor (6 turns)
The Treasury: worker ---> worker (2 turns)
Chamsuri's Cove: worker ---> worker (2 turns)
The New Yard: worker ---> worker (2 turns)
The Dislodged: worker ---> worker (3 turns)
Turn log:
Spoiler :
  • Send Satellites, miniaturization, superconductor and nuclear power to FREE with accept.
  • Four jets on the mountain NE of The Gulag put on air superiority. All other Jets moved to The Chamber.
  • Sold buildings in The Ways for 60 gold and abandoned the city.
  • Moved all 29 units from The Admiralty to The Chamber, sold buildings and abandoned The Admiralty.
  • Used 3 slaves to build a road N of The Gulag.
  • Used a slave to build a radar tower W-NW of The Chamber.
  • SABER has 4 mobile SAMs with their stack but there's no point in our bombers sitting around so I send them against the stack. Battle log:
Spoiler :

Vet bomber hits 20hp army for one damage.
Reg bomber hit the same army for another point.
Reg bomber hit 16hp army for two points.
Reg bomber hit another 16hp army for one point.
Elite bomber hits the original 20hp army for two more points.
Vet bomber hits the 17hp army for 2 points.
Elite bomber missed.
Vet bomber was shot down.
Reg bomber hits 15/16 army for one point.
Summary of battle log: Saber now has 16/20, two 16/16, 15/17 and two 14/16 armies and we lost two bombers.
  • Sent an armor out to pillage the bunker NE of The Chamber. Thought I'd be able to move it back but can't. :(
  • Used another slave to build a radar tower 2W of The Chamber. SABER can reach that one. (Unless they go through The Chamber.)
  • I don't see how we can station workers to build a road into The Chamber since all the tiles are in reach of SABER's armies. I'm a bit concerned since I counted seventy odd SABER units though they have 18 transports in the naval stack. They could have other units off shore and if all our units are in The Chamber and cut off from transportation we'd have a serious problem. Well, I guess we have a serious problem already. SABER has 32 bombers/stealth bombers so adding these to the 70+ units that landed they could potentially kill over 100 units. So I'll send all our armor to The Chamber. We have 90 armor fortified in The Chamber along with 4 mech inf and 17 jets. Also moved in our radar artillery.
  • Cover our iron, coal, aluminum and radar tower (2W of The Chamber) with a mobile SAM, a marine and two mech inf each. Used the remaining units to guard tiles around The Silo. Airlifted a vet mech infantry from The Old Gong Isle to The Arboretum.
  • Switched The Treasury to a barracks.
  • Build a road SE of The Silo and SW of The Gulag. Add one of the new workers to The Silo. It works the tile S of the city which is mined by 2 workers and 2 slaves and then railed by 6 slaves.
  • I raise our lux rate up to 40% just in case.
  • Move some tile allocations around to avoid food shortages in The Chamber and The Gulag and free up a railed and mined plains tile for The Silo.
  • Add another new worker to The Silo.
  • Used a worker and 4 slaves to rail our coal. Remaining workers cleared pollution and began clearing damage SW of The Silo.
  • Our two subs moved counter-clockwise along our coast. Our transport moved to The Greenhouse.
  • I tried exposing SABER's spy for 136g and we lost our spy. :( Guess I should have been more careful. Ok, I tried it on FREE for 256g with the same result. :( Then spent 108g each trying to unsuccessfully re-plant our spies.
  • Switch over one taxman to a scientist.
  • Rushed armor in The Phoenix for 132g and in The Red Tape for 144g. The Meeting Room will also build one next turn. Switched The Marina to armor and drafted a unit. Switched Chamsuri's Cove to armor. Drafted a TOW infantry in The Chamber.
  • Don't see anything else useful I can do.
We have 4793g, -56gpt and stealth in 48 turns. We are in a war time economy.
 
Summary: We have no EWS so the best we can do is put a small garrison in each of our coastal cities and hope for the best. We began to redeploy jets to the airfields for future recon. Also start building cheap privateers for recon. Workers and slaves move into position to reconnect the roads into The Chamber. We attack the SABER landing force and win a terrific battle though our armor unit does not get the promotion it deserves. Our bombers rebase to The Institute to better cover our lands. We stop work on the engine in The Institute which has been bombed down to population 2. Maybe that was a bad decision since now SABER knows not to bomb it. :dunno: Added workers to The Igloo and The Silo which can now complete the engine in 9 and 12 turns respectively. Unsuccessfully tried planting spies. Sent the laser to FREE without accept.

Peace offer from SABER (without accept) pops up. I press 'escape'.

Builds:
Spoiler :
The Chamber: armor ---> barracks (3 turns)
The Meeting Room: armor ---> armor (5 turns)
The Nursery: worker ---> worker (2 turns)
The Phoenix: armor ---> armor (7 turns)
The Red Tape: armor ---> armor (7 turns)
The 18 SABER transports are still off our coast. The troops in those transports do not threaten any of our coastal cities. Spent 116g trying to plant a spy with SABER and 108g trying to plant one with FREE. Both attempts failed. We have 16 jets in The Chamber and they are all wounded. Any recon they can do would give us minimal coverage. I guess we'll just have to bite the bullet and trust that FREE or SABER do not sneak in the back door. :dubious:

Send the laser to FREE without accept. I guess we should write to them.

Build changes:
Spoiler :
  • The Dislodged switched to a privateer (8 turns) since we don't want to build a worker there yet. The Squeeze (8), The Nursery (5), The New Yard (5), The Red Tape (3), The Meeting Room (3), The Marina (2), The Phoenix (3) and Chamsuri's Cove (3) also switch to privateers. (Our new EWS?)
  • Fired the taxman in The Whale Pond and starts rifleman for bonus.
  • The Hideaway fires taxman and starts mech inf for bonus.
  • The Greenhouse switches to battleship for bonus (switch to worker next turn).
  • The Treasury switched to mech inf for shield bonus.
  • Nuke sub S of The Phoenix moves W-4SW. No ships in sight there.
  • Transport in The Greenhouse moves 4W-2N. No ships there either.
  • (4/4) armor NE of The Chamber moves and attacks the SABER marine standing on our coal. Armor takes one hit and kills the marine but no promotion. :( Radar artillery in The Chamber shells SABER (4/4) battleship for one damage.
  • Both SABER naval stacks have carriers so I see no point in using our bombers on them.
  • Artillery moves W of The Chamber.
  • Moved a mech inf in each of our coastal cities. Move new armor into coastal cities, too.
  • The 8 bombers rebase to The Institute and airlifr a vet mech inf to that city from The Old Gong Isle.
  • Moved 2 (3/4) jets to the northern airfield, 2 to the western airfield and one to the eastern airfield. The rest of the jets in The Chamber heal up. The jets on the mountain NE of The Gulag remain on air superiority duty.
Worker moves:
Spoiler :
2 workers join The Igloo and tiles shuffled around so it can build the engine in 9 turns.
2 workers join The Silo and it can still build the engine in 12 turns.
3 slaves to the horse N of The Chamber (to build road next turn).
Worker and slave move W of The Chamber (to build road next turn).
Worker and slave move SW of The Chamber (to build road next turn).
3 workers rail the tile W-SW of The Chamber.
3 workers rail the uranium tile SW of The Gulag.
3 worker rail the tile N-NW of The Chamber.
4 slaves clear damage, 6 more mine and 4 slaves and a worker rail the tile SW of The Silo.
Drafts:
Spoiler :
The Red Tape
The Arboretum
The Meeting Room
Changed The Institute to radar artillery dumping 181 shields. :( So now we're not building the engine anywhere. Since it needs aluminum I move a conscript mech inf to help cover our supply.

4563g, -17gpt, stealth in 47.
 
Summary: We send techs to FREE, re-connect and empty The Chamber and garrison our engine building tiles. We manage to plant a spy in FREE's lands and we see they will complete Apollo in two turns!

Peace offer (without accept) pops up from SABER. I clear the table and exit.

FREE accepted our offer of the laser. I accept and then put robotics on the table and send it with accept. (We need FREE to become another target for SABER's anti-spaceship bombers.)

Builds:
The Institute: radar artillery
The Arboretum: armor

I took at look at the SABER diplo screen. They have space flight now. I can't remember if they had this before. They still need superconductor, miniaturization, satellites and the laser. Oh yeah, didn't we sell space flight to them? :hammer2:

Since we sill have over four thousand gold we might as well try to plant those spies again. Spent 116g on a failed attempt versus SABER but our 80g investment paid off and we now have an agent in FREEland. Here's his first report:

(For those of you who can't see the image, it shows FREE's capitol will complete Apollo in two turns.)

Built three roads into The Chamber. Swapped some tiles allocations around so The Igloo and The Silo are not starving. At this point they can complete the engine in 11 and 13 turns respectively. Send three worker/slave pairs to flat tiles near our engine producers so they can build roads next turn. I'm not sure how many are needed to build a road on a cratered forest tile. Also, will we lose the forest when we clear the damage? :dunno:

Ok, we can get The Igloo's build time down to ten turns if The Silo gives up a tile. This forces the latter into a food shortage so I'll irrigate and rail a plains tile to compensate. That took ten slaves. It also pushed The Silo's build time back to 14 turns. This is the same as The Gulag. That city has some damaged tiles accessible (and being worked) so I cleared and mined one. (This advanced The Gulag's build time to 13 turns.) There was no point in joining workers to cities since there don't seem to be tiles worth working.

Moved our units out of The Chamber and distributed them among the tiles around The Silo, The Gulag and The Igloo so that each improved tile is protected by 2 or 3 units. Also sent 7 or 8 units to the two mountains in the SE that SABER could land on.

Let wounded jets heal. Our nuke sub searched the waters between our continent and SABER's home (moving counter-clockwise) and only saw a lone destroyer. Our transport moved in the same manner and saw nothing. Our bombers remained idle. Our artillery moved to the mountain SE of our southern airfield and shelled a mini-naval stack of SABER's:

radar artillery: hit elite destroyer for 2 damage
artillery: hit vet cruiser for 2 damage
radar artillery: hit vet cruiser for 2 damage

The Chamber: switched to mobile SAM for shield bonus
The Greenhouse: switched to worker (next turn)
Hurried privateers in The Red Tape and The Meeting Room for a total of 236g. Added workers to their build queues. Also added a worker to The Marina's build queue.
Switched The Silo over to the engine just in case our aluminum gets cut.

4128g, -5gpt, war-time economy and stealth in 46 turns.
 
Summary: We are mostly blind and cannot see SABER's stack of transports. I garrisoned our southern coastal cities as best I could. I do hope SABER cannot attack them. FREE is set to build Apollo next turn. We are still eight turns (at best) from finishing the engine. Sorry I did not have time to do any consulting this turn.

We built an armor, 3 privateers and a worker. There are no SABER or FREE ships within our limited field of vision. Without making any adjustments, The Gulag is now closest to finishing the engine (12 turns). The Silo is next closest (13 turns).

Free only needs music theory, economics, navigation, advanced flight and sanitation from us - they must have all the required spaceship techs. Perhaps the SABER fleet has moved off to bomb FREEland? :dunno:

Did some recon and found a stack of (transportless) SABER ships. Used our artillery on them:

Artillery shells 5/5 cruiser for 1 damage.
Radar artillery shells 5/5 destroyer for 1 damage.
Radar artillery shells 4/4 cruiser for 1 damage.

Garrisoned The New Yard, The Nursery and The Phoenix with 27 or 28 units each since we cannot see the SABER transports. Worked on improving and shuffling tiles around The Silo and The Gulag. Added a worker to The Gulag. The Gulag is down to eight turns to complete the engine and The Silo is down to nine turns.

Unsuccessfully tried to plant a spy with SABER. Spent 168g to investigate Freedom Central - they are one turn from completing Apollo.

Sent dyes and advanced flight to FREE without accept. Would be nice to get a luxury back from them.
 
Peace offer from SABER without accept. I clear the table and exit.
I accept FREE's deal. We get 500g and send them advanced flight and dyes.
The Silo riots. I'll deal with that later.
Builds:
Spoiler :
The Aerie: worker
Chamsuri's Cove: privateer
The Meeting Room: worker
The Phoenix: privateer
The Red Tape: worker
EWS:
Spoiler :
Privateers (start location / moves):
  1. 4N of The Hideaway / 2N-3SW
  2. 3NW of The Hideaway / 3W-NW with one movement point left
  3. 2NW of The Greenhouse / 4SW-W
  4. The Phoenix /4W-S
  5. Chamsuri's Cove / N-4NE
Jets (base / tile reconned):
  1. Western airfield / 2SW-3S of The Nursery
  2. Western airfield / 5W-3SW of The Dislodged
  3. Northern airfield / 6N of Chamsuri's Cove
  4. Northern airfield / 5N-1NW of The Shallows
  5. Eastern airfield / 4E-1NE of Chamsuri's Cove
  6. Southern airfield / 3SW-2S of The Phoenix
  7. Mountain NE of The Gulag / 7NE-1E of The Chamber
  8. Mountain NE of The Gulag / 5E-2NE of The Chamber
  9. Mountain NE of The Gulag / 2E-3SE of The Chamber
Moves:
Spoiler :
Privateer moves 1E.
Irrigated the grass N of The Gulag.
Build a couple roads.
Positioned workers to build roads next turn.
Began clearing a couple tiles near The Gulag.
Moved the units off the mountains in the SE and used them to cover tiles around The Silo and The Gulag.
Airlifted a vet mech inf from Old Gong Isle to The Arboretum.
Spent 116g in an unsuccessful attempt to plant a spy with SABER.
MMed The Silo to avoid further riots.
We have 4173g and are running a deficit of 49gpt. We are in a war-time economy and will have stealth in 44 turns (running one scientist).
 
Accepted 70g from BABE.

Builds:
The Aerie: worker
The Meeting Room: worker
The Shallows: worker
The Marina: worker

The intel from FREE shows 17 SABER transports 3E-2SE of The Chamber. Our coastal cities are not threatened by these. The intel also shows two SABER transports off the coast of Estoc. These do not threaten our coastal cities unless they are part of a ship chain. So I will conduct recon south of The New Yard and The Nursery.

Did not find any new ships in that area. Was unable to recon a few tiles SW of the small SABER naval task force in the area. The intel from FREE shows those tiles to be clear.


Built four roads where able to.
The Silo is our best hope right now so I will look for improvement opportunities there. It is size 13 with only 21 fpt and nothing in the food box so food is a priority to avoid starvation. Since we just rebuilt the road on the plains wheat 2SW of the city I'll start there. Cleared, irrigated and railed it. Still two fpt short. Had enough workers and slaves to clear, irrigate and rail the plains tile NW of the city. It is no longer starving and we're down to 21 turns for the engine. So, we should be able to do the same to a couple more tiles next turn. Moved units away from guarding tiles around The Gulag and The Igloo and used them to guard tiles around The Silo.

Moved the garrison from The New Yard to The Dislodged and put a few units into The Greenhouse. Moved a couple units along with three mobile SAMs into The Silo.

Spent 116g in worthless try to plant a spy in SABERland.

We still have 4059g but are running a deficit of 80gpt.
 
  • SABER trade screen pops up. It's a peace off without accept. I clear the table and exit.
  • The Arboretum riots. I'll deal with them later.
  • The Meeting Room completes a worker.
  • The New Yard builds a privateer.
  • The Nursery builds a privateer.
  • Did some recon. The SABER transports are where FREE said they were. Didn't see any other ships. But The New Yard may be vulnerable. :( Moved the garrison from The Nursery to The New Yard.
  • Used our workers to clear, improve and rail two plains tiles around The Silo. Mined one and irrigated the other. Positioned workers to be able to road two more cratered tiles around that city next turn.
  • Hired a couple clowns in The Arboretum to quell the riots.
  • MMed The Silo. The engine is now 20 turns away.
Spent 116g to successfully plant an agent in the SABER capital of Baldric. (Finally!) :hmm: We don't have a spy in FREE's capital? Spent 108g to try to plant one but this one failed. I hope CommandoBob doesn't get too upset.
Here are the units SABER has:
Spoiler :
1 settler
32 workers
29 marines
1 infantry
1 tank
89 mech infantry
122 modern armor
12 artillery
23 transports (we can see 18 in one stack, so 5 are unaccounted for)
10 carriers
36 destroyers
4 battleships
14 nuclear subs
2 bombers
46 jets
2 stealth jets
30 stealth bombers
9 armies
15 cruisers
11 mobile SAMs
We have 3746g and are running a deficit of 99gpt. We are 42 turns from stealth with one scientist running.
 
It is 1500 AD! [party]

We built a couple privateers.

EWS moves and report:
Spoiler :
Privateer in The Red Tape moves N-NW-W-2SW.
Privateer in Chamsuri's Cove moves N-3NE-N.
Privateer to the northeast of Chamsuri's Cove moves 2S-2N, returning to original spot.
Privateer northwest of The Marina moves E-NE-NW-2SW, returning to original spot.
Privateer west of The Greenhouse moves 2S-2N, returning to original spot.
Jet in the western airfield recons 7W of The Dislodged.
Jet in the western airfield recons 5W-1SW of The Phoenix.
Privateer southwest of The Nursery moves 3NW-SE.
Privateer south of The Nursery moves SW-4SE.
Jet in the northern airfield recons N-3NW of The Whale Pond.
Jet in the northern airfield recons 5N-1NE of The Shallows.
Jet in the eastern airfield recons 6N-1NE of Chamsuri's Cove.
Jet on the mountain NE of The Gulag recons 5S-1SE of The Treasury.
Jet on the mountain NE of The Gulag recons 4S-1SE of The Chamber.
Jet in The Treasury recons 6SE-1E of The Chamber.
Jet in the southern airfield recons 9S-1SW of The Treasury.
  • Roaded three tiles near The Silo. Cleared, mined and railed a bg. Cleared and mined another. Not enough workers to rail it. Still we cut the engine time to 17 turns.
  • Changed Chamsuri's Cove over to making us another worker and moved the garrison from The Dislodged into that city.
  • Used the garrison in The Phoenix to guard tiles around The Silo, The Igloo and The Gulag.
  • Wasted 108g trying to plant a spy with FREE. Since we have no spy I can't check on the sabotage values of FREE's cities.
  • I did take a look at the sabotage values of two of SABER's cities. Bingol would cost 126g (for safely) and Baldric would be 9952g! According to the F7 screen SABER is building the Manhattan Project there. :eek::nuke: Anyone care to take a guess as to how far along their are with this diabolical project?
  • We have 3522g and are running a deficit of 118gpt. Stealth in 42 turns with one scientist.
 
Builds:
The Chamber: mobile SAM
The Arboretum: modern armor
Chamsuri's Cove: worker

EWS:
Spoiler :

  • Privateer west of The Greenhouse: 3SW-2W
  • Privateer northwest of The Hideaway: E-NE-NW-2SW (back to original spot)
  • Privateer 4W-2NW of The Greenhouse: W-2SW-E-NE
  • Jet in the western airfield: recons 4W-2SW of The Phoenix
  • Jet in the western airfield: recons 6W-2SW of The Dislodged
  • Privateer southwest of The Phoenix: 2N-2S (back to original spot)
  • Jet in the southern airfield: recons 5SW-1S of The Nursery
  • Jet in The Treasury: recons 3SW-2S of The New Yard
  • Jet in the northern airfield: recons 2N-1NW of The Whale Pond
  • Jet in the northern airfield: recons 4N-2NE of The Shallows
  • Privateer north of Chamsuri's Cove 2N-NW
  • Privateer northeast of Chamsuri's Cove: SE-4NW
  • Jet NW of The Gulag: recons 3E-3SE of Chamsuri's Cove
  • Jet NW of The Gulag: recons the southernmost tile it can reach
  • Jet in the eastern airfield: recons N-2NE of the large SABER stack with 18 transports .
EWS report:
Spoiler :
We verified the major SABER naval transport can attack Chamsuri's Cove with marines but the transports cannot enter the city. Still with 18 transports holding up to 29 marines in 9 armies and with 9 carriers holding up to 36 stealth bombers, Chamsuri's Cove needs quite a garrison.
We were unable to verify the exact location of the smaller SABER stack in the south. This was my fault for not allocating the jets properly. We have no reason to think this stack is not where FREE's intel shows it to be. This means there are two transports in range of attacking The Nursery, though like Chamsuri's Cove, the transports cannot enter the city. We know of no carriers within bomber range of The Nursery, but stealth bombers based in Kukri or the eleven tiler with The Bangles could bomb and garrison in The Nursery.
  • Cleared, mined and railed two grass tiles in The Silo's BFC. This brings our production up to 20spt (22 with 2 wasted.) We have 379 shields in the bin so we need 261 more for the engine. We're one shield short of shaving a turn. There's a cratered tile that will give us that shield so I switch over to it from the lake. This costs us one food and one commerce. We're now up to 21spt (out of 23) and we're 13 turns form finishing the engine. Yeah, I'm still learning this MM stuff. Realized I wasn't working an improved tile. Using it took us up to 23spt and down to 12 turns. Joined a worker to the city taking us up to 24spt and down to 11 turns.
  • Moved two workers onto a cratered tile in order to build a road next turn. This will give us two tiles to improve next turn.
  • Switched some privateer builds over to nuclear subs.

Moved the 28 units from The Nursery and the 8 in The Greenhouse to Chamsuri's Cove. Added the new armor and mobile SAM. That gives us 64 fortified units there.

For next turn, perhaps we should start improving tiles around The Gulag. We already have 523 shields piled up there. I think we should have been working on that city instead of The Silo. :( We have 473 shields in The Igloo.

Not sure if SABER is really building Manhattan. Sabotaging Baldric (safely) would cost 11,592g, but the same cost for Symitar is 13,980g. I guess they could be building a small wonder in Symitar. :hmm: They need superconductor, miniaturization, satellites and the laser. Hey, you know what, that means they have space flight. Are we in a three way space race now?

We have 3389g and are running a deficit of 132gpt. We are 41 turns from stealth.
 
Builds:
Spoiler :
The Treasury: mech inf
The Arboretum: worker
The Greenhouse: worker
The Marina: privateer
The Dislodged: privateer
The Squeeze: privateer
Moves:
Spoiler :
privateer in The Squeeze: 5N
privateer in The Marina: 3N-2NE
privateer west of The Marina: NE
privateer west of The Dislodged: 2N-NW-SE
privateer in The Dislodged: 5W
privateer west of The Nursery: 3NW-2N
privateer northeast of Chamsuri's Cove: SE-S-N
EWS:
Spoiler :
jet in western airfield recons 3W-2SW of The Nursery
jet in western airfield recons 3SW-2S of The Nursery
jet in southern airfield recons of 4SW-3S The New Yard
jet in The Treasury recons the southernmost tile it can reach
jet NW of The Gulag recons 1SE-8S of its base
jet in northern airfield recons 5N-1NE of The Shallows
jet in northern airfield recons 4N of The Whale Pond
jet in eastern airfield recons 5E of Chamsuri's Cove
jet NW of The Gulag recons 5E-1NE of it's base
None of our coastal cities are threatened by the SABER transports we can see.

Cleared, mined and railed a plains tile and mined and railed a grass tile near The Gulag. Joined three workers to that city.
Irrigated and railed a plains tile near The Silo so avoid starvation.
Moved most of the units out of Chamsuri's Cove to garrison The Silo and The Gulag and tiles in their BFC.

The Silo is set to complete the engine in 13 turns, The Gulag could do it in 11.

We have 3271g and are running a deficit of 114gpt. Stealth in 40 turns.
 
Summary: I went ahead and played the turn. Betting that FREE's intel is good and that FREE will not attack us. Shifted our focus to The Gulag which could now finish our engine in six turns if it isn't molested by stealth bombers.

Builds:
The Arboretum: worker

EWS:
Wasn't able to uncover all the tiles we needed to. It's possible Chamsuri's Cove could be attacked by transports though they would not be able to enter the city. Same for The Nursery. The New Yard could be attacked and transports could enter. Note that this is only possible if there are enemy transports in the fog. FREE's intel accounts for 23 of the 24 SABER transports. So, unless FREE's intel has been fabricated, there is only one SABER transport that could threaten these cities. Of course, there could be FREE transports in the fog. I will place small garrisons (seven units) in these three cities.

Trying to build the Engine:
  • Roaded the plains wheat near The Silo. Engine in 12.
  • Joined the four workers to The Gulag. Engine in 10. Mined and railed a grass, joined another worker. Engine in 8. Cleared, mined and railed another grass. Joined one more worker. Engine in 7. Joined another worker to work a hills tile taken from The Treasury. Engine still in 7. We have 530 shields in the bin and are making 18spt after waste. Two shields short of six turns. Join our last worker to work another hill from The Treasury. Engine in 6 turns.
  • The Treasury is short on food now so I switch over to a worker.
  • Moved a couple mobile SAMs from The Silo to The Gulag. Added a few units to garrison The Gulag.

We have 3159g and are running a deficit of 82gpt. Stealth in 39 turns with one scientist plugging away.
 
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