Turnplay Log

Epsilon moved the spy, but they can still move her back in each turn to snoop. I'm thinking of pillaging the railline - that would prevent her from moving back in and out in 1 turn:
Wow! :wow: I never knew you could track spies like that. Glad you're on our team, Peter! :goodjob: I wonder if that will work in BTS, as well? Honestly, if we know where Epsilon's spy is at all times, then I wouldn't be too worried about pillaging the railroad. But as you noted in the other thread, get Manhattan out of the queue if the spy gets remotely close to Hamburger.
 
Not many people know about the spy tracking thing. In fact, that was one of the things that was supposed to be patched, perhaps the patch was in the BtS dll. :hmm:
 
I certainly didnt know about it. We were bluffing Epsilon a bit then I guess. Is the rail line complete up to Epsilon? We can probably begin prechopping forests for nukes.
 
1710ad

Workers continue prechopping

Continue gifting units to Aloha - Epsilon may know about this, but I'm hoping they aren't keeping such good track of things. Knowing them, that's a hope against hope :sad:

Start a couple of workers to help the chops along

See the shots below:

Chops:
my.php


prechops0000vp6.th.jpg

note the spy - still on our borders


event log:
my.php


1710events0000ll9.th.jpg

Epsilon got an Engineer - might they use it on the UN??

Domestic adviser:
my.php


1710f10000tc6.th.jpg
 
I tried to fix them but it didn't seem to help too much.
 
Here they are as click-able thumbnails.







The code is [url=http://image.etc][img]http://thumbnail.whatever[/img][/url]

Alternatively, you can crop the image to something less than 800x600 and just use the tag by itself.


HTH
 
1715 played. I will try to do an update tomorrow morning but it may have to wait until after work (about 24 hours from this post).

Nothing really happened, except Aloha needs galleons so I started gifting them. I'm really afraid Epsilon is already wise to the ruse, but there's nothing we can really do about it. 7 turns till rockets, 9 turns till NUKE Epsilon.

in 11 turns we get another GP (we popped one last turn - a GE.) I was thinking of a golden age, but we should discuss :)
 
1720 played.

Ok, we're 6 turns from Rockets & Manhattan Project, which means 3 turns from starting the end-of-game countdown. It's going to be tight, if Epsilon really is only 8 turns away from eliminating Innovia on May 14 (our year 1700), that means they are now 4 turns from eliminating Innovia if I'm counting correctly.

Event log:


Note: Epsilon took Glassport. I don't know exactly where that is, but our wandering Galleon discovered its borders on its last move towards Weaverville. The problem being, we are now it violation of the 'No Boats within landing range' treaty with Epsilon. I'll have to send off a letter begging forgiveness.

Epsilon and Innovia cancelled our trades. Perhaps it was because Innovia lost their port, and Epsilon discovered Plastics? If so, that means that Epsilon will have oil next turn :eek:


Domestic Adviser:


Note: I've started to build infantry in a couple of cities that already finished their factories.


Strategic overview:


The Queen remains outside our borders, but there's still no way to tell if she has entered them or not. If she has, then Epsilon knows that we're researching Rockets. :sad:


Here's the status of our prechops:
Zapotec: 4 prechopped forests
Conrovia: 2
Twaddle: 2
Eppieville: 3
Tubby's Oasis: 3
Treacle Cottage: 1 (total of 2 by T-0)
Phooey: 2 (3)
Leonidas: 2 (3)
Brilliant: 1 (2)
Henry: (1)

I still haven't had time to run a simulation on how the last few turns are going to play out, and precisely how much our nukes are going to cost.

For reference, here's the end-game plan:
Spoiler schedule :

t1: NUKE EPSILON
t0: Manhattan completes, Rocketry arrives, we set all cities to build nukes, and start workers finish-chopping. Cash rush?? Nukes will complete on the interturn. This is pricey, because none of the nukes will have any hammers banked.
t-1: Come out of revolt, move workers onto forests that need finishing
t-2: Revolt into US, stop workers from chopping (Manhattan in 1, Rockets in 1)
t-3: Workers start chopping (Manhattan in 2, Rockets in 2)
t-4: (Manhattan in 3, Rockets in 3)
 
1725ad:

Not much happened. I continued to prechop, unloaded some Cavalry outside of Innovia's borders:


Do we want to go ahead with the pillaging idea? If so, we'll have to declare war next turn. As you can see, there are two cottages we can reach on the following turn.

After I hit enter, Balderdash completed a harbor, then continued it's marketplace (due in 4). I screwed up near Tubby's Oasis - apparently I missed cancelling a chop, and a worker felled a forest, dumping 30 hammers into the courthouse. So that completed on the interturn, and a barracks was next in the queue.

Henryville completed and Infantry, then started another.

5 turns from Manhattan and Rockets. So we're at T-6:
Spoiler schedule :
t1: NUKE EPSILON
t0: Manhattan completes, Rocketry arrives, we set all cities to build nukes, and start workers finish-chopping. Cash rush?? Nukes will complete on the interturn. This is pricey, because none of the nukes will have any hammers banked.
t-1: Come out of revolt, move workers onto forests that need finishing
t-2: Revolt into US, stop workers from chopping (Manhattan in 1, Rockets in 1)
t-3: Workers start chopping (Manhattan in 2, Rockets in 2)
t-4: (Manhattan in 3, Rockets in 3)
 
Do we want to go ahead with the pillaging idea? If so, we'll have to declare war next turn.
Has Innovia agreed to the idea? On the other hand, a phoney war might make Epsilon feel a bit better for a turn or two. :dunno:
 
1730ad

We declare War on Innovia! 3 valiant cavalry brigades swarm onto the plains surrounding Weaverville. Encountering no resistance at all, it is expected that Piffle will take the city next turn :salute: Or would we rather pillage the cottages before taking the city? :hmm:


Next turn will also see us at T-4 :drool:
-workers will finish their prechopping, and move into position for the final chopping that happens the turn we discover Rockets and Manhattan Project, and set all cities to building nukes.


I sure hope Aloha will be ready with some invaders!! :run:

There are now about 8 battleships encircling us. Aloha has also moved many Frigates inside our cultural borders. Do we want to make a stink about it? Perhaps not. But they're going to need those ships for galleon defense (cannon fodder :p)


Spoiler schedule :
t1: NUKE EPSILON
t0: Manhattan completes, Rocketry arrives, we set all cities to build nukes, and start workers finish-chopping. Cash rush?? Nukes will complete on the interturn. This is pricey, because none of the nukes will have any hammers banked.
t-1: Come out of revolt, move workers onto forests that need finishing
t-2: Revolt into US, stop workers from chopping (Manhattan in 1, Rockets in 1)
t-3: Workers start chopping (Manhattan in 2, Rockets in 2)
t-4: (Manhattan in 3, Rockets in 3)
 
1735, T -4

t-4: (Manhattan in 3, Rockets in 3)
t-3: (Manhattan in 2, Rockets in 2)
t-2: Revolt into US, Invasion force poised outside of Brilliant! (Manhattan in 1, Rockets in 1)
t-1: Come out of revolt, move workers onto prechopped forests
t0: Manhattan completes, Rocketry arrives, we set all cities to build nukes, and workers finish-chop one forest per city. Cash rush ICBMs in those cities.
T1: Nuke Mighty Bulwark, Argyle's Watch, Sanctuary West, Uranium sources (one in Old Epsilon, one in New Epsilon [old locopotamia], and other targets to be determined.

Events of note this turn:
-Epsilon did declare war on Aloha, and we can't see any Hawaiian ships.
-We can see two injured Epsilonian ships, both of which are injured:
330bdzr.jpg


-We pillage some gold from Innovia, but can't take the city due to a frikkin' Machine Gun:
2ym9jkj.jpg
 
1745 T-2

t-4: (Manhattan in 3, Rockets in 3)
t-3: (Manhattan in 2, Rockets in 2)
t-2: Revolt into US, Invasion force poised outside of Brilliant! (Manhattan in 1, Rockets in 1)
t-1: Come out of revolt, move workers onto prechopped forests
t0: Manhattan completes, Rocketry arrives, we set all cities to build nukes, and workers finish-chop one forest per city. Cash rush ICBMs in those cities.
T1: Nuke Mighty Bulwark, Argyle's Watch, Sanctuary West, Uranium sources (one in Old Epsilon, one in New Epsilon [old locopotamia], and other targets to be determined.

Notes from the turn:
o We're a little behind with the whole 'moving forces into position' thang. But I honestly don't think our forces are going to be able to do much at all. Still, I should have been moving forces 2 turns ago. :sad:
o Aloha made Peace with Epsilon. :aargh: The fools! This means that they can't follow through on their part of the arrangement, because they'll have forced peace for the next 10 turns. If we nuke Epsilon at this point, we are completely on our own.

Here's a shot of Hamburger just before the Revolution to Universal Suffrage:


I didn't change our hammer/scientist allocation because I wanted to make sure that we'd have enough hammers and scientist to both complete Manhattan Project and, more importantly, Rocketry:


It's a good thing we don't need our navy, such as it is; Epsilon has more battleships than we have forests to chop into nukes!


After making sure that all workers are on prechopped forests, and that there is one worker per city with a forest, I Revolt into Universal Suffrage. As you can see, we're still due to get Rockets and Manhattan in 1 turn:



Issues for the next turn:

Turnplayer!! I will not be able to take the turn until July 14. Twistlok is working on getting his install patched properly, but it's looking like he's going to have to do a clean reinstall, unfortunately. Another friend of mine, Brooklynprop (who is still nominally on Epsilon) mentioned that he *might* be up for it, but he's really reluctant. He's also a very novice player when it comes to MP. The best way for this to happen, since discussion here is so low, is for Twistlok [or brooklynprop] to play while I'm on the phone. I'm fine with that - it's just a logistical thing to be worked out.

Aloha's declaration of Peace
What on earth are we supposed to do now?? Perhaps we should Nuke Innovia and Aloha, just to make sure that Epsilon has enough of the total population percentage to vote themselves the UN victory? I don't like that idea, simply because it means we're handing the game to Epsilon with little protest. On the other hand, there's really no way that we can keep them from winning. We can delay their victory, but not prevent it. I'd like to blame Aloha for this, but it's not their fault. But I still think their choice of suing for peace was, to say the least, poorly coordinated with us - their nominal ally. :gripe:

Our Pending Nuclear Arsenal
Should we stick with the original plan of nuking Epsilon? We'll have about 10 cavalry and 4 infantry that can move into their territory, but we're not going to have enough workers to lay rails infront of our troops. Our piddling force is not likely to survive their first turn inside Epsilon's borders. So what do we hope to gain by nuking them?
-less population
-fewer workable tiles
-illwill from the presumptive winning team
-unknown unknowns
I wonder if a better strategy would be to nuke Innovia and Aloha - especially Aloha's largest cities. :hmm: I'm not sure we can declare war on Aloha, actually - there's a good chance our last trade with them was more recent than 10 turns. :dunno:

So where does this leave us? We're 2 turns from Nuking. What shall we do?? :help:
 
Twistlok has succeeded in patching up and opening one of our old saves. We're good to go :rockon:

But we really REALLY need to discuss what to do about the new developments regarding Aloha's forced peace!

Spoiler Issues for next turn :
Issues for the next turn:

Turnplayer!! I will not be able to take the turn until July 14. Twistlok is working on getting his install patched properly, but it's looking like he's going to have to do a clean reinstall, unfortunately. Another friend of mine, Brooklynprop (who is still nominally on Epsilon) mentioned that he *might* be up for it, but he's really reluctant. He's also a very novice player when it comes to MP. The best way for this to happen, since discussion here is so low, is for Twistlok [or brooklynprop] to play while I'm on the phone. I'm fine with that - it's just a logistical thing to be worked out.

Aloha's declaration of Peace
What on earth are we supposed to do now?? Perhaps we should Nuke Innovia and Aloha, just to make sure that Epsilon has enough of the total population percentage to vote themselves the UN victory? I don't like that idea, simply because it means we're handing the game to Epsilon with little protest. On the other hand, there's really no way that we can keep them from winning. We can delay their victory, but not prevent it. I'd like to blame Aloha for this, but it's not their fault. But I still think their choice of suing for peace was, to say the least, poorly coordinated with us - their nominal ally.

Our Pending Nuclear Arsenal
Should we stick with the original plan of nuking Epsilon? We'll have about 10 cavalry and 4 infantry that can move into their territory, but we're not going to have enough workers to lay rails infront of our troops. Our piddling force is not likely to survive their first turn inside Epsilon's borders. So what do we hope to gain by nuking them?
-less population
-fewer workable tiles
-illwill from the presumptive winning team
-unknown unknowns
I wonder if a better strategy would be to nuke Innovia and Aloha - especially Aloha's largest cities. I'm not sure we can declare war on Aloha, actually - there's a good chance our last trade with them was more recent than 10 turns.

So where does this leave us? We're 2 turns from Nuking. What shall we do??
__________________
 
Okay, as much as nuking aloha would make me feel better on a personal level, it probably isn't the best move as far as a last move.

Has Aloha lost a lot of their troops? Can they gift their troops to us so that we can attack with something more than a few infantry and cavalry? I don't think there really is time for them to gift our units back even if they didn't want them.

Assuming we get our troops back, we are still going to need to use our nukes in a more strategic manner. Basically, I think we are going to need to hold back a few nukes from the initial onslaught and hope Epsilon presents us with an opportunity to nuke their main stack.

Don't know how realistic an expectation that is... and I can't really look at the save game to see particulars, but it is the best I can think of.
 
Not bad thinking, Pind.

However, if/when Epsilon counterstrikes, we won't see them coming. They will almost certainly hit from two, if not three directions, and with their transports having more moves than we have ships in the water, we won't have an early warning of where they will hit.

I'm wondering if Nuclear Blackmail might be a better strategy at this point.

Next turn we complete Manhattan and Rockets. Perhaps we should request from Epsilon all their tech in exchange for not nuking them?
 
I am still catching up on what is going on but at least I have access now.

I looked at a recent save for a bit last night and have to say it is quite the situation. My inclination would be to nuk epsilon just to be a thorn in the side but really dosnt gain a hell of a lot really. Of the three options 1) nuke eplison, 2) nuke the others and 3) blackmail the most fun are certinally 1 and 2. Option three is viable but really dosnt accomplish much other then getting our score up.

It seems every time I come into a game it is in an unwinnable situation lol.
 
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