1900AD (490):
My how time flies... Only seems like yesterday when we were wiping Alex off the map. No matter. Going inspect every aspect of our civ before hitting end turn.
Holy hell, we can hire 8 engineers in Giza? That's nuts... 96 base production with massive overflow. Going to try and figure out a way to kill the overflow before putting it on wealth. Not bloody likely, but we'll see.
Pi-Ram building a mech, switch it to a Supermarket, because the odd number of food needs to be fixed so we can work that plains workshop. lol, it will be done in 1 turn.
We have uranium all over the place, but apparently we need fission to activate it. Oh well. SB researching it in 52 turns lol. We have greater priorities.
Avaris building Sid's execs is hilarious. Not much use for it until we get mobile arties or something.
Hieraconpolis lacks a security bureau and an intelligence agency! And is building a mech. Ok, insert those two building in first.
Thebes building beakers with mass hired specs. Ok. Notice the sleeping GG. Red Cross is in Elephantine, so settle him there for 11XP units. I could've built a military academy, but at this point, why bother? We have too many units already anyways.
Pithom doesn't really need to be building a mech, but is almost done, so I'll let it finish.
Asyut Customs House is almost done, so hire some extra engineers to finish it next turn.
Edfu is building an observatory with bleh beakers. Makes 96 science from hammers, which absolutely kills the observatory, so just stick it on research.
Alexandria switches to research. Helios does too. I notice Navajo is on perma transports, so I'll just leave that.
Athens has 3 spies queued up, so put it on perma spies, but stick an IA in first.
Delete a rifleman in Sparta and stick it on research.
Things are looking good over on the new continent. Simon was gearing us up for the war by spamming jails and crap, so that's good.
For some reason my victory conditions screen says we only need 56% of total land area to trigger domination. That's weird, because Simon's said 58% (unless I'm bugged). Will keep an eye on that though.
Notice that Simon does not have "Automated Workers Leave Old Improvements" checked off, because some of our workers are trying to build a fort on a farm. Ok, gonna go disable all the automation...
Use the military advisor to track down a few loose riflemen and crossbows to delete. Saves us a bit of cash.
Everything looks ok, so I hit enter.
1901AD (491):
Bleh.
Set Pithom to wealth anyways, as it finished its mech.
We pop a great spy in Pithom too. So I build the long overdue Scotland Yard there, and we get an extra 50 EPs.
Navajo perma transport is actually pretty useless, as it'll take too long for the transport to get somewhere. Order wealth for upgrades.
Recon over Hammurabi's territory shows infantry and tanks.
At Abydos, I begin loading transports full of marines to wait with the fleet (the stack is so big that I can't see that marines that I loaded without scrolling up). Marines don't upgrade, so no loss loading them now. Ok, so 40 marines are loaded and waiting with the fleet. Going to train lots more transports though...
Mostly dialing up infrastructure that won't produce more culture. If that isn't possible, dial wealth instead.
1902AD (492):
Advanced Flight comes in getting us Jets and Copters. Joy. Time to blow some money upgrading.
Dial up Laser because it's slightly cheaper than both Stealth and Composites, and will finish in 4 turns.
Go find a jet and hit Alt. 2940 gold to upgrade them all. Good to go on jets. Ok, not so fast. Seems we have some jets not in cities, so call their fleets back to port for the upgrade.
Some of the completed mech builds change to gunships, because we have 60 mechs, and 30ish infantry to be upgraded to mechs. Don't need too many more.
Was going to upgrade our single cavalry and single war elephant, but fresh troops are cheaper to build, and come with more XP, so they get deleted.
Tanks find a city Monty settled in the north on the new continent. Trivial. It's defended by Grenadiers.
1903AD (493):
Judaism spreads in Monty's new city, and I see that he upgraded one gren to a SAM (equally worthless).
Extra Sid's Exec at Avaris, but there is nowhere I can spread it without having a massive culture boom.
1904AD (494):
UN Vote pops up and we have some interesting resolution options.
Trade routes looks good, but of course the reason we shot for the UN is to ban nukes, so that's exactly what I do.
Our idiot friend De Gaulle also founded another city north of Aachen.
Fleet finally gets back to port, and I finish upgrading our remaining fighters to Jets.
Health problems are abounding as Sid's Sushi makes the population boom on the new continent. Struggling to keep up with health buildings.
1905AD (495):
The peace deal with De Gaulle ends, and SB wants to trade world maps. Uh... Ok, sure.
Haha, everyone votes to ban nukes!
Looks like a nuke-free game for us.
Notice that Busiris' desert hill was never mined, so send mass workers who are bored to go to that.
This is basically the last round of mech builds in our city. Next turn, Laser is in, and I'll be spamming Mobile Arties.
1906AD (496):
Laser is in. Composites and Stealth are both 5 turns, but go for Composites, as Stealth obsoletes our destroyers.
Upgrade all artilleries for 3400 gold.
Cut the spies in Athens in favour of more mobile arties.
Fiddle with the ratio of wealth to research cities to get composites in 4 turns.
1907AD (497):
Moving and shifting stuff. Nothing of note really.
1908AD (498):
More loading up of transports. Abydos builds a transport per turn, and I still don't think we have enough.
Note that 300 hammer Mobile arties are a challenge for cities to build in 1 turn, except for Giza. Hire more engineers in cities building Mobile Arties to maximize overflow.
1909AD (499):
Another round of Mobile Arties finished this turn. Shuttled them to Abydos to be loaded on the never ending boats.
1910AD (500):
Composites come in. I tentatively set it on Stealth. It looks like we'll finish the tech tree before our buddy Sitting Bull finishes Fission for us lol.
Ok, now that that's done, click on a tank, hold Alt, and wince. 20880 gold to upgrade all our tanks. This is on top of the 9860 gold for the infantry, 5385 for the machine guns and 4560 for the AT units (all to Mech Infantry, we don't care about Mobile SAMs).
That's 41135 gold to upgrade all our land army to modern era forces. I didn't look at the boats because Missile Cruisers are not any stronger than battleships, except they can carry missiles. Other naval units are probably not worth considering upgrading either.
Obviously stealth bomber costs are not yet known, but they are irrelevant as we won't have anywhere to base them.
We have 5391 gold in the bank right now. The majority of our medium production cities are building wealth (if they couldn't get a mobile arty out in 2 turns, they are building wealth). No one is building research anymore, because Stealth will finish in 5 on its own at 60% on the slider. Stealth is also the last tech that we actually care about for Modern War. The others are just gravvy for helping our empire out. SB should be finished Fission by the time we are done Stealth, Fiber Optics, Superconductors, and Genetics. And if he's not, we can just research future tech for a while, who cares?
Eastern Task Force
Western Task Force
We need more boats for the west. Saxon and York should be able to build transports to move the western troops.
IMO, we don't need to actually build any Modern Armour. We have 72 tanks, and it would be faster to run wealth in all big cities, and research at 0% for 5 turns to upgrade all of our tanks.
Further war plans to come.
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