Team SABER

I think the first line would sound better like this (couple of minor edits), otherwise I think it sounds good:

The Council's Space Ship victory appears imminent, but not yet a given. FREE is quietly pleased at their desire to sneak off the planet so that we can be rid of them and their ability to get so close, but is not ready to concede the game to them at this point.
 
Amended letter to send to Saber before we played Turn 271.

CommandoBob said:
Dear Comrades in Orange,

The Council's Space Ship victory appears imminent, but not yet a given. FREE is quietly pleased at their desire to voluntarily remove themselves this planet and is impressed at their ablility to get so close to that event, but is not ready to concede the game to them at this point.

If Saber's calculations are correct, and only one tech is left, then we have a few turns that need to be spent wisely.

From what we have heard from The Council, the bombing is affecting War Weariness, which in turn will slow down their research. We suspect that they cannot learn a new tech in 4 turns, and even 5 turns will be very difficult. Not impossible, just difficult.

One key feature of the Space Ship is that it is built in the capital. Knowing where it will be built and when it will be built, we can kill it before it launches.

We will have ships and units heading towards The Chamber next turn. It will take them about four turns to get into place. We feel that if The Council does learn this last tech on that turn, they will build their space ship. Let them. We can capture their capital and destroy that rocket while it is still on the ground. If they do not learn it that turn, we just hang around, waiting until they do.

If we capture their capital too soon, the capital city just changes, and the new capital may be out of reach.

To do this we need two things from Saber. First, of course, is accurate information about when The Council learns this next tech. Second, the cities on their east coast need to be lightly garrisoned. The best way for that to happen is that Saber invades The Council.

We've expected an invasion the last two turns, somewhere around The Nursery. That city is very far from The Chamber. It is possible that you could capture their capital in only a few turns, but we don't see how. And The Council won't stop trying to win just because you invade. If anything, they will try harder.

While we don't want The Council to win, no one seems very supportive of a general war with them.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
Recieved from Saber while The Council held Turn 272.
Saber said:
Team FREE:

Even if Saber agreed to your proposed plan, it would not work for at least 3 reasons:

1. Timing. You do not get a chance to destroy the spaceship once it is built. If Council completes it, then they will launch before you get another turn. For example, suppose Council completes the last required tech on their turn 276. They flip 10 prebuilds to spaceship parts to complete on turn 277. If you capture their capital on your turn 276, then you have destroyed nothing since no parts have been built yet. Their capital moves to a new location, and all spaceship parts still complete on turn 277. If you wait until the parts complete, then they launch on turn 277, and you never get a chance to attack. FREE and Saber lose.

2. Military might. Even assuming Council mistimes their prebuilds, and you have one turn to sack their capital, Council is well aware that the spaceship is built in their capital. No matter how many units Saber has in Council’s hinterland, Council can pile all their units in their capital for the final turn, so unless you are bringing enough units to kill over 150 Council units with 100% metropolis defensive bonus, you will fail to take their capital, and FREE and Saber lose.

3. Short term tactics. Even assuming Council mistimes their prebuilds, and Saber miraculously manages to kill 90% of Council’s units in the next 3 turns so FREE is capable of capturing Council’s capital, then your plan still won't work. Council can prevent you from reaching their capital simply by abandoning any coastal cities within range of your transports. FREE would then have to take one turn to unload their boats and would not be able to move those units on that turn. Since you are waiting until the last possible minute to attack, that one turn delay means you won’t get a second chance. FREE and Saber lose.

We understand your goal of trying to get Saber and Council to do lots of damage to each other while FREE coasts to an easy victory, but it won’t work. Your effortless conquest of a team that built nothing but culture seems to have made you think all multiplayer wars are easy and can be won quickly. They are not, and they can’t. If you insist on refusing to take part until it is too late, then you will feel really dumb as you are choking on rocket exhaust when the game is over. At least Saber will have the small consolation of knowing that we did everything we could.

Once again, we implore you to start participating in this war immediately so FREE and Saber each have some chance to win this game.

Team Saber
 
Sent to Saber, after playing Turn 272 but before sending it to Babe.

CommandoBob said:
Dear Friends in Orange,

Your response to our plan wasn't what we expected. Insightful and instructive, true; just not what we expected. We thought we had a pretty good plan, but it had some flaws.

This is probably not a surprise to you, but The Gulag will complete The Apollo Program in three turns. We spent some cash and took a look inside the city. We've attached the modified screenshot to this missive.

The Council will build The Apollo Program on Turn 275, convert their prebuilds to space ship parts on that turn and hope to survive until Turn 276. Capturing the capital won't stop their launch, but, if accomplished, would delay it, since it surely have a space ship part ready to finish. Currently it is building Battlefield Medicine.

As a plan, well, it is not a surefire Council killer, but it is a start in that direction.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

Attached image:

xsGulag268
Spoiler :

xsGulag268.jpg

 
Received from Saber shortly after they sent us Turn 273.
Saber said:
Dear Team FREE,

Excellent work on your peek at The Gulag! The next time Team Saber receives the save, the Council should be down to 1 turn until completion. We would love to sabotage their production and throw off the timing of all their prebuilds. As you know, sabotage is very expensive – we expect it will cost over 10000 gold next turn with Council’s accumulation of 1 more turn’s shields.

If you would be generous enough to split the cost, we will use our veteran (communist) spy to see that the Apollo Program does not get built as Council planned. If you could send us 5000 gold this turn, then it will help buy us some much-needed time at this crucial part of the game.

Team Saber

P.S. On this turn we bombed some of The Bayou’s high food tiles and also noticed you had several ships in the area. If you move those ships onto The Bayou’s coast and sea tiles, then they should cost the Council lots of commerce and maybe even cause starvation in The Bayou. You can move them all back out before the end of your turn, but note that you must cover as many tiles as possible at one time – moving just one ship from tile to tile will not work.
 
Sent to Saber, after playing Turn 273 but before sending it to Babe.

CommandoBob said:
Dear Friends in Orange,

Sabotage! What a neat idea.

We'll gladly support your efforts in that area. We sent 4000 gold this turn towards that and we'll send the remainder once the mission is done and the final cost is known.

Also, one of our eagle eyed players noticed that The Council had no Aluminum connected at this time. We're pretty sure you know that already, but wanted to be sure that you did.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
Received from Saber with Turn 274.
Saber said:
Dear Team FREE:

Thanks to your help, we have successfully delayed the Council’s space program for a bit:



The final cost was 9672 gold.

Our contacts have informed us that the following Council cities are the most relevant to their attempted launch. The numbers are their current shields accumulated as of turn 274 and the estimated spt each city is generating:

The Aerie: 475 + 50
The Arboretum: 476 + 42
The Chamber: 358 + 64
The Treasury: 190 + 46
The Admiralty: 252 + 38
The Silo: 142 + 46
The Igloo: 168 + 40
The Institute: 94 + 47
The Meeting Room: 268 + 27
The Nursery: 178 + 4
The Shallows: 180 + 1
The Marina: 156 + 4
The Gulag: 0* + 60

Even after the successful sabotage in The Gulag, it appears Council is just 4 turns away from completing Apollo and all 10 spaceship parts and launching. We believe that it is of critical importance to delay the Apollo Program for as long as possible. It is possible that they will change The Arboretum or The Aerie to Apollo right away, in which case we must sabotage that production next turn. If you could please send us the 836 gold owed from the sabotage of The Gulag plus an additional 4000 gold as a down payment on the next sabotage, then we will be ready to sabotage any city that approaches completion of the Apollo Program to continue to buy as much time as possible for our attacks.

With many thanks,

Team Saber
 
To build a Space Ship these parts are needed:

640 shields (2): Engine (Space Flight/Aluminum), Exterior Casing (Synthetic Fibers/Aluminum & Rubber)
320 shields (4): Cockpit (Space Flight/Aluminum), Life Support (Superconductor/Aluminum), Statis Chamber (Robotics/Aluminum & Uranium), Thrusters (Satellites/Aluminum)
160 shields (4): Docking Bay (Space Flight/Aluminum), Fuel Cells (Superconductor/Uranium), Party Lounge (The Laser/Aluminum), Storage/Supply (Synthetic Fibers/Aluminum)

Apollo Program is 500 shields.

Based on the numbers that Saber has provided I see these things happening:
Turn 275 (The Council): The Aerie changes to build The Apollo Program. The build should complete (over 500 shields gathered). Not sure what The Arboretum is building, perhaps Battlefield Medicine, which it will complete on Turn 275. Whatever it is building (and it is not a Great Wonder) the most expensive non Space Ship part is 500 sheilds for either the Apollo Program or Battlefield Medicine.

Turn 275 (Saber): sees that The Aerie is building Apollo Progam and sabotages it.

Turn 276 (The Council) The Chamber switches to the Apollo Program, which completes in 2 turns.

Turn 276 (Saber): again sabotages the Apollo Program.

But, lets consider the cash involved.

Turn 274: Saber/Free gold = 24, 874 gold (Saber 11075, Free 13799).
Sabotage: 9672 gold.

We can sabotage the Apollo Program probably once more (Turn 275) before it completes. Three attempts will cost 29,000 gold and we won't have that kind of money.

Once Apollo completes, The Council can move 6 workers onto the Aluminum hill, protected with a lot of military units (too many for Saber to kill by air), survive that turn of air attack (7 carriers, 4 aircraft per carrier, so 30 land units for defense), and then connect Aluminum up on their turn to be able to build their Space Ship. Even if the Aluminum is later disconnected, the builds continue.

If the cities were captured, however, the story is different. Then the builds do not complete.

Hmm. A lot to consider. Don't really want to invade a friend....
 
Sent to Saber after playing Turn 274 but before sending the game to Babe.

CommandoBob said:
Dear Friends in Orange,

We have sent 4836 gold to you to unman the Apollo Program.

Whichever city The Council's selects to build The Apollo Program, it can be stopped. And maybe, just maybe, a third build can be sabotaged, too. But after The Aerie and The Arboretum, The Chamber can complete that small wonder in 3 turns (from now) and we won't have enough cash left to stop it.

Just food for thought.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
This PM I received from Saber member Cyc while The Council held Turn 275. (June 27, 2009 at 7:26 pm, since this was a PM and not an email to the team.)

Cyc said:
Hey Mr. Bob,

Thanks for the 4000 gold. And we'll appreciate the 4836 gold (with accept) with the next save. We here at the Saber gentlemen's club are not hanging around for the beer and the girls. We mean to put a major dent in the Council's plans.

We do need you to start bombing and land your assault on the beach to move toward the Chamber. If you ncan take the Chamber, our assault will surely receive a bonus turn. The launch will be knocked for a major delay, and we'll both stand a damn good chance of extending the game long enough to win it. But we need your help.

Please send the gold and start your assault. Let's work as a team to snuff out this launch for good.

Cyc

EDIT: Evidently Cyc has not checked the Saber email account. Our letter was sent June 26. 2009 at 12:08 am.
 
Dear Team FREE:

As you may have already noticed, we have sent you a gift of incense.
Hopefully, if your citizens start to become weary of war with our
common archenemy, then the pleasant aromas will soothe them.

Thanks to your generosity, we have successfully sabotaged production
again, this time in The Chamber:



We noted that The Arboretum and The Aerie both have over 500 shields,
and neither was set to the Apollo Program, so we believe these cities
are working on the 640-shield spaceship parts. Our sources indicate
that The Chamber was due to reach 500 shields in 2 turns, and we felt
it was better to perform the sabotage this turn instead of waiting
until next turn and having to pay 1200 more gold for it. The sabotage
this turn cost 8452, so we would appreciate the additional 226 gold to
make our costs equal. Additionally, if you still have gold available,
then we will continue to monitor closely Council’s cities and sabotage
wherever the Apollo Program will be built.

We believe the following cities are the biggest current threats to
complete Apollo (assuming Council does not use The Aerie or The
Arboretum), in order: The Gulag, The Chamber (apparently our sabotage
only destroyed ½ of their accumulated shields :confused:), The Igloo,
The Silo. If you concentrate any available bombing runs on those
areas, then it might buy us enough time for our landing party to
arrive and do at least some damage.

Finally, we noted a rare Council ship outside of the protection of
their cities. If you have any ships in the area, it could be a good
way to sink a Council lookout for minimal risk.



Your friends,

Team Saber

10 characters
 
Sent to Saber after we played Turn 275 but before we sent it on to Babe.

CommandoBob said:
Dear Friends in Orange,

We saw your gift of Incense, but we declined them. Right now war weariness is not a problem.

We have sent the 226 to finish off the second sabotage attempt and 4000 more for the next attempt. It will be a few turns before we have enough cash to help with another attempt.

We did find the Destroyer you spotted. It is now at the bottom of the sea.

We gained another source of Uranium at the end of the turn. We have no idea who lost it.

Sorry to be so short and terse, but I was not able to play the turn until after midnight local time (packing up Grandma's house and dealing with the emotional fallout of my wife's family had to come first).

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
Received from Saber with Turn 277.
Saber said:
Dear Allies,

We have some terrible news this turn – Council exposed our spy, and we failed on our attempt to replant. Our city information will no longer be as accurate, and we will be unable to perform sabotage missions until we replant.

The only good news is that there are only 2 Council cities that could possibly have 500 or more shields accumulated by Council’s next turn – The Arboretum and The Aerie. We noted that The Aerie is set to the United Nations, so The Arboretum is the only immediate threat. We urge you to investigate The Arboretum and sabotage its production if it has been changed to the Apollo Program (assuming you still have your spy or manage to replant). If the Council succeeds in building the Apollo Program right now, they will be impossible to stop. We have sent you 10000 gold – 4000 of it is your gold being returned, and the rest should be more than enough to enable you to sabotage safely. Please let us know what the final cost is, and return gold so that we each pay half. In fact, it may be best for you to send excess gold to us - if Council switched The Arboretum to Apollo this turn, and you sabotage it, then most likely they will switch the Aerie to Apollo next turn. If we succeed in replanting our spy next turn, then we will sabotage The Aerie; if we fail to replant, then we will send you all the gold to attempt sabotage on your turn. As an aside, if it turns out that The Arboretum is constructing the Apollo Program, then if you have bombers in range, it is worth attempting to knock the city down to size 12 to make the sabotage attempt considerably cheaper.

In other news, Council has found a way to thwart our planned landing once again, so we have had to move on to Plan D. How long do you anticipate it being before you will be sending troops toward Council’s mainland? Even if you are not planning to land, just having your transports in an area where they threaten Council’s cities would provide Saber’s mission with a little bit of hope.

Unless, of course, your transports are in the area of The Old Gong Isle to take Council’s only source of rubber. Quite frankly, we have never understood why you haven’t captured that island a long time ago, but your plans are your own. If you are planning to attack there, then by all means go ahead – that plan has a much greater likelihood of success than Saber’s desperation gamble on Council’s mainland would have.

One final request – since Saber is operating blind currently, we would very much appreciate it if you could inform us when you destroy a Council factory or power plant, bombard a tile improvement, or kill a citizen. With this information we can keep our intelligence operation a little more accurate until we get it fully functioning again.

Thanks much

Team Saber
 
Unless, of course, your transports are in the area of The Old Gong Isle to take Council’s only source of rubber. Quite frankly, we have never understood why you haven’t captured that island a long time ago, but your plans are your own. If you are planning to attack there, then by all means go ahead – that plan has a much greater likelihood of success than Saber’s desperation gamble on Council’s mainland would have.


This is a good point - hopefully they will have fewer submarines near there and it should be in range of our stealth bombers.
 
Sent to Saber after we played Turn 277 but before we sent the Turn to Babe.

CommandoBob said:
Dear Friends in Orange,

Bad news and minor good news.

Bad News
We were not able to plant a spy on The Council. Thus, no sabotage of any production. We are sending back the 10000 in gold.

Minor Good News
We saw that The Council had reconnected their Aluminum. It is now disconnected.

Personal Note
Getting ready for the estate sale of my mother-in-law has taken more time than I imagined and greatly cut into CivIII time. The estate sale is tomorrow (actually, later today) and Saturday. After that I should have more time to give to this game and others.

Sincerely yours,

Art Parry
aka CommandoBob


Let FREEdom ring,
Let the white dove sing...
 
Recieved from Saber while we held Turn 278 but before we played our turn.

Saber said:
Dear Allies,

We have grim news regarding the war effort. We managed to replant our spy and learned that Council has completed the Apollo Program and has 8 cities set to complete spaceship parts next turn. The Aerie was due to complete one of the 640 shield parts, so we attempted to sabotage there:



The attempt cost us 12920 :cry:, so the current tab is that you now owe us 2460. Obviously the situation is desperate. We must prevent Council from completing the remaining 640 shield part. Before our spy was executed, his final message was that the following cities were the most likely candidates for the final part: The Arboretum, The Igloo, The Silo, and The Admiralty. We killed 1 citizen and destroyed the courthouse of The Arboretum.

We have continued to poke at Council’s defenses, but we have not yet found a way to attack successfully. We believe that we may have to use the nuclear option. If we can obtain Space Flight, would you be willing and able to build The Manhattan Project?

A couple other bits of information we picked up: Council has only 4 subs (3 nuclear) remaining, but we have not located them yet. We did find another Council transport for you to make an easy kill:



Finally, for your information, we have included a copy of our battle log for turn 278 that was sent to Council.

Your friends,

Team Saber

Turn 278 Battle Log to Council:

The Bayou:

Destroyer: 4/4 destroyer->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: Miss
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->2/4
Cruiser: 2/4 destroyer->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: Miss
Cruiser: ¾ nuclear sub->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: 2/4 nuclear sub->1/4

Stealth bomber: 2/4 nuclear sub->sunk
Stealth bomber: shot down by anti-aircraft
Stealth bomber: harbor destroyed
Stealth bomber: 2/4 nuclear sub->sunk
Stealth bomber: 2/4 nuclear sub->sunk

Bomber: Miss
Bomber: ¼ destroyer->sunk
Bomber: shot down by anti-aircraft
Bomber: marketplace destroyed
Bomber: ¼ nuclear sub->sunk

Stealth bomber: offshore platform destroyed
Stealth bomber: shot down by anti-aircraft
Stealth bomber: shot down by anti-aircraft
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ transport->sunk

Mt. Radar Tower:

Cruiser: 4/4 mech infantry->3/4
Cruiser: Miss
Cruiser: Miss
Cruiser: 4/4 mech infantry->3/4

17/17 marine army vs. 4/4 modern armor->12/17 marine army
17/17 marine army vs. 4/4 modern armor->10/17 marine army
15/15 marine army vs. 4/4 modern armor->6/15 marine army

Mountain south of The Treasury:

Battleship: 2/4 mech infantry->1/4

Mountain east of The New Yard:

Battleship: Miss

Grass tile E-SE of The New Yard:

Destroyer: Destroys rails
Destroyer: Miss
Cruiser: Destroys road and irrigation, craters

Grass tile S-SE of The New Yard:

Cruiser: Miss
Cruiser: Destroys rails
Destroyer: Destroys road and irrigation, craters

Mountain south of The Treasury:

Stealth bomber: ½ mech->destroyed

The Arboretum:

Stealth bomber: marketplace destroyed
Stealth bomber: miss
Stealth bomber: courthouse destroyed
Stealth bomber: citizen killed
 
Just sent to Saber, before we sent Turn 278 to Babe.
CommandoBob said:
Dear Friends in Orange,

We were not able to plant a spy inside The Council.

So we sent you most of our gold (4500) to help out with any sabotage attempt you might be able to make.

We've attached our battle log of us vs. The Council. I'm not sure how well we did. We attacked one mountain hoping to destroy some bombers but did not touch any of them. We (I) figured that if we could kill the bombers, they could not attack your transports. If we had used all our Stealth Bombers on that mountain, that might have worked. But we made three attacks each on The Igloo, The Silo and The Admirality, hoping to destroy a factory.

It appears that this game could end on Turn 280.

Turn 278 Battle Log said:
Stealth BomberA on The Silo: miss.
Stealth Bomber09 on The Silo: something injured, not a Cruise missle.
Stealth Bomber17 on The Silo: Market destroyed.

Stealth Bomber13 on The Igloo: Market destroyed.
Stealth Bomber12 on The Igloo: Courthouse destroyed.
Stealth Bomber16 on The Igloo: Airport destroyed.

Stealth Bomber11 on The Admirality: miss.
Stealth Bomber10 on The Admirality: something injured.
Stealth Bomber14 on The Admirality: something injured.

stealth Bomber18 vs. Mountain 1S-1SW of The Treasury: 4/4 MA to 3/4.
stealth Bomber06 vs. Mountain 1S-1SW of The Treasury: 4/4 MA to 1/4.
stealth Bomber04 vs. Mountain 1S-1SW of The Treasury: bomber shot down by anti-aircraft.

stealth Bomber19 vs. Mountain 1S-1SW of The Treasury: 3/3 MA to 1/3.
stealth Bomber20 vs. Mountain 1S-1SW of The Treasury: 3/3 MA to 2/3.
stealth Bomber01 vs. Mountain 1S-1SW of The Treasury: 3/4 MA to 2/4.
stealth Bomber03 vs. Mountain 1S-1SW of The Treasury: 2/3 MA destroyed.
stealth Bomber05 vs. Mountain 1S-1SW of The Treasury: bomber shot down by anti-aircraft.
stealth Bomber07 vs. Mountain 1S-1SW of The Treasury: 2/4 MA to 1/4.
stealth Bomber08 vs. Mountain 1S-1SW of The Treasury: miss.

Stealth Fighter06 vs. plains 2NW of The Bayou: barricade destroyed.
Stealth Fighter04 vs. plains 2NW of The Bayou: miss.

stealth Bomber02 vs. Mountain 1S-1SW of The Treasury: 3/3 SAM destroyed.
Stealth Fighter02 vs. plains 2NW of The Bayou: miss.
Stealth Fighter03 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter01 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter05 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter08 vs. plains 1N of The Bayou: miss.
Stealth Fighter08 vs. plains 1N of The Bayou: miss.

Sub-Infector (vDestroyer) vs. Transport 4N of The Whale Pond: Transport sunk.
Sub Squasher (vDestroyer) destroys harbor in Chamsuri's Cove.
Sub Ambusher (vDestroyer) kills population in The Beach.
Meleet's Meatball (vCruiser) bombards The Beach (miss).
Tecumseh in Teal (vCruiser) bombards The Beach (citizens killed).
Sub Wrecker (vDestroyer) bombards plains 1SW of The Beach (miss).
Marriage of Meleet (vCruiser) bombards The Admirality: 4/4 sub to 2/4.
Sub Detecter (vDestroyer) bombards The Admirality: 2/4 sub to 1/4.

Sub Thrasher (vDestroyer) bombard grass 1E of The Chamber: grass and road destroyed.
Teal Twins (vCruiser) bombard grass 1W-1NW of The Chamber: road destroyed.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
Received from Saber while we held Turn 279

Saber said:
Dear Allies:

The situation is indeed dire, but we are gratified to hear that Team FREE will fight this to the bitter end, as will Team Saber. For tactical reasons, we agreed to a (very) short-term peace deal with Council so we were unable to bomb this turn, but we will be back at war next turn.

During the brief peace, we were able to confirm that the Council has completed spaceship parts in the following cities:

The Chamber (320)
The Admiralty (320)
The Aerie (640)
Chamsuri’s Cove (160)
The Meeting Room (320)
The Nursery (160)
The Marina (160)
The Shallows (160)

Each of these cities now has 0 shields in the bin and is unlikely to be a candidate for building the remaining parts. We believe that the Council intended The Arboretum to build the other 640 shield part, but our Alliance’s successful sabotages forced the Council to change that city to Apollo, so we expect to have a couple more turns before another city reaches 640 shields.

While we very much appreciate your concern about our transports’ safety, we do not feel that Council’s bombers are a threat. Our ships travel in large enough fleets so that bombers will never be able to attack our transports. Bombing missions are probably best used to pound cities, destroy terrain improvements, and pick off the occasional vulnerable unit. Speaking of vulnerable units, here are 2 Council lookouts that are begging to be sunk:



Your friends,

Team Saber
 
Sent to Saber after we had played Turn 279 but before we sent the Turn to Babe.

CommandoBob said:
Dear Friends in Orange,

I played this turn hurriedly, since the internet was still connected when I got home (and I did not know how long that would last). As a result, I did a lot of spacebaring. Some movement, mostly to be out of your way in the south, but no attacking. Sorry.

We tried to plant a spy again, but failed.

Not the best of turns.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...
 
Received from Saber on September 9, 2009, while we held Turn 280, but not opened until September 15, 2009.
Saber said:
Dear Team FREE,

Again we bombed Council land to delay any further SS parts from completion. Yet, we can not be sure, whether conventional weapons will be sufficient for this task. Thus we thought about the :nuke: alternatives. How about sharing the efforts on that? We would take care of the requested tech and you'd build the Manhattan Project which would allow us to make use of the tech. We are aware that you have the possibility to quickly finish the wonder, thus we are asking for your support here, as it would take us rather long to complete a wonder of that scale.

Calis, as the voice of your orange friends
That's dandy. They know about our SGL.
 
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