Turn Log
Executive summary: Forgetfulness cost us
Turn 0 (1580 A.D.)
Play with the specialists to see if I can either increase cash or cut a turn off research and find that I can add 100+ gpt to our income but can't cut anything off of research time. Discover that Niagra Falls has an entertainer because it doesn't have a market, so switch the court to a market. Also discover that HB was on a cruiser, not a carrier, switching to a carrier made it a 4 turn build so that I won't have to do the big picture trick.
Turn 1 (1585 A.D.)
Our spices and gems deal with Shaka expires, so I give him ecology in exchange for Amphibious war, 1051 gold, WM, TM, spices, and gems. Apparently he thought he got a really good deal there because he goes from furious to annoyed. Eotin Bay finishes cruiser, starts MA, Cronetown finishes MA, starts another.
Turn 2 (1590 A.D.)
Salamanca finishes MA, starts another, same for BedeVille, Owega, Mayhem city, VV, and Napa valley do the same. Drop science back for the last turn of Superconductors.
Turn 3 (1595 A.D.)
Caughnawaga and Lurkersville finish MA's, start another. Superconductor comes in, switch the carrier and palace and start on Satellites, due in 4 at 100% research after much fiddling with specialists.
Turn 4 (1600 A.D.)
Sallie and Bedeville finish MA, start Sallie on another, start Bedeville on Manhattan project as a pre-build for the next part, HB finishes fuel cells, starts MA, Eotin Bay finishes Life support, starts MA, El Armana finishes bomber, starts MA, Hierkela finishes court, starts aquaduct, Ephesus finishes harbor, starts aquaduct.
Turn 5 (1605 A.D.)
Xerxes wants a MPP and an alliance vs Shaka, I tell him to go smoke some better stuff. Owega finishes MA, starts another, same for Mayhem city, VV, Cronetown, and Tynedenaga.
Turn 6 (1610 A.D.)
Somehow we/I forgot to put a garrison in Smelly sticks, so they sneak attacked and took the town and RAZED IT!!!!!
Xerxes is going down, and I think a nuclear fireball on every city in his lands will look quite nice (but I'll settle for razing him back to the stone age). Sallie finishes MA, starts another, Scoutsville finishes its platform and starts a transport, Napa valley finishes MA, starts another, same for Lurkersville. Revenge time! Give Hammi coal to declare on Persia, that should hopefully cover our back and keep hammi occupied. Due to the loss of Smelly we also lost a turn on sattelites. I did manage to get back 8 native workers from the slaves that they captured from Smelly, also killing a Cav (1-0), Kill a TOW (2-0), then start the attack on Dariush Kabir. Bombard the city with artillery, redlining everything inside, then kill a mech, then lose a MA before I realize that I had bombers on the carriers to work with, use them to kill the remaining 2 mech's and a tank and then walk into the city with a MA (6-1). Crank a settler out of Thessalonica to replace smelly. Upgraded all our tanks to MA's and will start building up the invasion force next turn. Change HB and EB to transports to be able to actually land a respectable force. Decide to keep Bedeville on Manhattan so that we'll have ICBM's avaliable for the planned (or at least hoped for) nuclear barrage. I also discover we have a couple cities with no garrison within 3 moves of Hammi's borders, so move a couple mech's into them to keep a repeat of the smelly debacle from occuring.
Turn 7 (1615 A.D.)
HB finishes transport, starts MA, same for EB, Caughnawaga finishes MA, starts another, Thessolanica finshes settler, starts market, Waystation finishes bomber, starts MA. Load up the transports and get things ready to go for the fleet to sail next turn. Turn science way back for the last turn of sattelites.
Turn 8 (1620 A.D.)
Sattelites comes in, start on Nuclear power due in 5 at 100% research with the usual specialist tweaking. Sallie finishes MA, starts Thrusters, Owego finishes MA, starts another, same for Mayhem city and VV, Byblos finishes University, starts market, El Armana finishes MA, starts another, Abydos finishes commercial dock, starts MA.
Founded on the ruins of the original Smelly Sticks. Start it on a market. Fleet sets sail.
Turn 9 (1625 A.D.)
Scoutsville finishes transport, starts MA, Cronetown finishes MA, starts another, same for Tynendagada, Lurkersville, Coal shack finishes Mobile SAM, starts market. Halt the fleet to allow the transport from Scoutsville to catch up.
Turn 10 (1630 A.D.)
HB finishes MA, starts another, same for EB and Napa Valley. *Evil laughter* Persian ships appear within artillery/bomber range. Redline 2 frigates, a destroyer, and a transport with artiller, then attack with the bombers. First bomber sinks the destroyer, and then I discover that the rest of the bombers are a little short of being in range, so I rebase 6 of them and 2 jet fighters to Abydos so that clever can finish the fleet off next turn, the jet fighters to be used for recon after they run off into the fog. The fleet there respresents persia's only capability of moving units across water, so I'd like to see that transport at the bottom of the sea. Tweak specialists to keep Nuclear Power at 3 while minimizing our GPT loss.
Notes to team:
The fleet may be on an inadvertant goto for one tile further than its current position. Its ultimate destination is Umfolzi, and since Xerxes only has 3 bombers and I have included 1 Mobile SAM in the transport loads the units should have no problem causing Xerxes some serious headaches if they stay underneath the tank army. I would recommend bringing a decent amount of artillery over on a second trip since I was mainly focusing on pillaging and small city reduction this trip, and I don't think there will be more than 3 trips of the fleet max before we launch. Looks like Bede will get the honors of the launch. UN and Manhattan will finish during Clever's set, and it would make me quite happy to see a few screenies of Xerxes getting nuked

I don't think that prebuilds will be necessary for the next part, but we will obviously want a palace prebuild somewhere timed so that as soon as manufacturing finishes we get the stasis chamber.
The Save