donsig
Low level intermediary
FREE sends us horses, coal spices and Tujana. We will accept.
The Silo riots?!?
We finish four new workers and The Old Gong Isle finishes its SAM missile battery - would have been nice to make a transport with those shields.
We're missing one of our EWS privateers.
We still have a spy with SABER.
The good news is we still have 587 shields in The Silo so there has been no sabotage. We can hire a clown to take care of the riots and four engineers for shields. We're in position to build six roads near the city but won't be able to reconnect the city till next turn. Cleaning and re-improving the roaded tiles seem more important than reconnecting the city though.
EWS moves:
So, we have a problem here. Since we lost that privateer we cannot do a complete EWS. The image below shows the area we are unable to see.
Any SABER transports in this area would threaten (occupy and unload troops in) the cities of The Greenhouse, The Phoenix and The Dislodged. These are the only cities threatened. Of course we do not know if there are any SABER ships within that area though it is highly likely that it was a SABER ship that sunk our privateer. Even so, that does not mean there are SABER transports in the area. FREE has a cruiser and two destroyers 2S of The Phoenix and it is possible they sunk our privateer. It is also possible those ships just sailed through the area we can't see and could therefore tell us about the presence of any SABER ships. I suggest we ask FREE about this ASAP. In any event, the question is do we risk keeping these cities or do we play it safe and disband them?
Another question: Do we airlift a unit to Tujana as FREE suggests? We can send one on a short hop from Old Gong Isle. IIRC, we wouldn't be able to move the airlifted unit this turn so there would be no need to declare war yet. Now that we have a city we should be able to trade workers via the diplo screen. If so (and if SABER doesn't cut our trade route again then FREE should be able to gift us some workers next turn. The trade route is open now since we can send dyes to FREE. I am tempted to place a worker in The Gulag to see if we could gift it to FREE. I think I will try it.
Move: Worker S of The Gulag move N into the city (and as 2/3 movement left).
YES! We could send the worker to FREE, which means they could do the same. I suggest we also tell them about this. I think we should airlift the unit into Tujana, next turn hopefully Free will gift us some workers and then on our next turn we capture those settlers turning them into workers. The idea was to let FREE capture the workers back and then gift them to us but they'd have to transport the workers to their capital on the other continent. Well, we can ask them about it. We could rush a transport in Old Gong Isle in a couple turns but that would be expensive and gold will soon become an issue for us.
Can't think of anything else. Will build roads and clear/improve tiles around The Silo and hire the clowns and civil engineers.
The Silo riots?!?
We finish four new workers and The Old Gong Isle finishes its SAM missile battery - would have been nice to make a transport with those shields.
We're missing one of our EWS privateers.
We still have a spy with SABER.
The good news is we still have 587 shields in The Silo so there has been no sabotage. We can hire a clown to take care of the riots and four engineers for shields. We're in position to build six roads near the city but won't be able to reconnect the city till next turn. Cleaning and re-improving the roaded tiles seem more important than reconnecting the city though.
EWS moves:
Spoiler :
- Jet in The Aerie recons 6NE-1N of The Shallows.
- Jet in northern airfield recons 5N-1NE of The Shallows.
- Privateer northwest of The Whale Pond moves 1NE-2S-1S-1W. Note: ends 3W-2NW of The Whale Pond.
- Jet in western airfield recons 6NW of The Hideaway.
- Jet in western airfield recons 8NW of The Dislodged.
- Privateer northeast of Chamsuri's Cove moves 5SE.
- Jet in Chamsuri's Cove recons 4E-2WE of Chamsuri's Cove.
- Jet in eastern airfield recons 7E-1SE of Chamsuri's Cove. Finds a SABER carrier and destroyer.
- Jet in The Treasury recons the westernmost tile in its range.
- Privateer S of The Nursery moves W-3SW-SE.
- Jet in The Treasury recons 3SW-2S of The New Yard.
- Jet in southern airfield recons 6S-1SW of the airfield.
Any SABER transports in this area would threaten (occupy and unload troops in) the cities of The Greenhouse, The Phoenix and The Dislodged. These are the only cities threatened. Of course we do not know if there are any SABER ships within that area though it is highly likely that it was a SABER ship that sunk our privateer. Even so, that does not mean there are SABER transports in the area. FREE has a cruiser and two destroyers 2S of The Phoenix and it is possible they sunk our privateer. It is also possible those ships just sailed through the area we can't see and could therefore tell us about the presence of any SABER ships. I suggest we ask FREE about this ASAP. In any event, the question is do we risk keeping these cities or do we play it safe and disband them?
Another question: Do we airlift a unit to Tujana as FREE suggests? We can send one on a short hop from Old Gong Isle. IIRC, we wouldn't be able to move the airlifted unit this turn so there would be no need to declare war yet. Now that we have a city we should be able to trade workers via the diplo screen. If so (and if SABER doesn't cut our trade route again then FREE should be able to gift us some workers next turn. The trade route is open now since we can send dyes to FREE. I am tempted to place a worker in The Gulag to see if we could gift it to FREE. I think I will try it.
Move: Worker S of The Gulag move N into the city (and as 2/3 movement left).
YES! We could send the worker to FREE, which means they could do the same. I suggest we also tell them about this. I think we should airlift the unit into Tujana, next turn hopefully Free will gift us some workers and then on our next turn we capture those settlers turning them into workers. The idea was to let FREE capture the workers back and then gift them to us but they'd have to transport the workers to their capital on the other continent. Well, we can ask them about it. We could rush a transport in Old Gong Isle in a couple turns but that would be expensive and gold will soon become an issue for us.
Can't think of anything else. Will build roads and clear/improve tiles around The Silo and hire the clowns and civil engineers.