Turnplay Log

Turn 183 - 1230AD

12th Turn of the Aloha War

No change in war weariness. (+1:mad: in cities > 10 pop)

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We are greeted with a trade screen. Epsilon has sent over a copy of their map. Unfortunately, there was no note. And I am unable to discern any difference from the previous map.

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There does not appear to be any trading amongst our rivals. Education and Engineering is known only to us and Epsilon. While Aloha also lacks PP, Innovia lacks Gunpowder, and Loco lacks MT. Not really sure why these guys aren't consummating a deal ...

It also appears that Aloha may have dialed research up a notch. They are no longer accumulating cash. Although they do still have a sizeable nestegg of 424 gold saved up.

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Aloha resumes whipping their capital. This time a Catapult was whipped for 1 pop. Judging from the 4 point increase in their score, their only growth this past turn was at the city of Hello.

mtdg1230adwhipshotow3.jpg


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The formidable defenses of Aloha's capital continue to expand ...

mtdg1230adalohavb5.jpg


Our first Frigate will be visible to Aloha this turn. It will rendezvous with the Pearl Harbor fleet next turn.

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The waiting game that we have been playing will only benefit Aloha. Each turn, they continue to get stronger. And since they have anticipated our assault on Privet, it seems rather pointless to take the long way around when they know we are coming. So instead, I opted to pool all of our forces for an assault on Ciao.

mtdg1230adciaobx0.jpg


From the lack of a fortify bonus, we know that Musketman just arrived this past turn. Most likely it was trained in the city this past turn, since it has no promotions. I'm starting to think luck is on Aloha's side.

Especially when I sent our first Cavalry charging onto the beaches. He had a 29% chance of winning. Mainly because I forgot to promote him before I attacked. :blush: But it seems luck was on Piffle's side! He won!

Everybody else got Combat II promotions! I gave our lucky victor a Combat II promotion, as well. He is eligible for a 3rd promotion, but I want to run a WB test before giving him formation.

Our next Cavalry has better odds, and the city is ours ...

mtdg1230adciaoburnpl5.jpg


The city, of course, was razed. There is no way we can hold onto a captured city with Cossacks running around. Besides, the city had hardly any infrastructure; only a Granary and a Theatre were discernable.

Except for the cav with no movement, all of our troops were offloaded onto Aloha soil. We have 8 Cavalry and 3 Pikemen on their soil. Our forces are exactly 4 tiles from the city of Hello and 7 tiles away from Aloha's capital. Reinforcements, in the form of 2 more Pikemen, can be landed next turn.

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Balderdash -> No changes. The city is training Cavalry.

Hamburger -> I decided to return the city to Pikeman training.

Treacle Cottage -> No changes. The city is training Cavalry.

Brilliant -> The Frigate is :whipped: for 2 pop. The city has +5 whip anger and will need 49 turns to work it off.

Twaddle -> The Frigate is :whipped: for 2 pop. The city has +5 whip anger and will need 45 turns to work it off.

There should be enough overflow to do it again in these two cities. How many Frigates do we need? We'll now have three, as of this turn.

Leonidas -> No changes.

Chappaquiddick -> Started construction of a Library. A citizen was also put to work in the mines; as our Aloha's Workers have just completed clearing the jungles on the city's only hill.

Phooey -> No changes.

Zapotec -> No changes.
 
Oh my! It seems like we're going to box them in without many coastals left. That's the good news. Those cossacks are menacing but if they load them on a boat I'd think they're toast. It will be interesting to see how many cossacks and cats they send out to our expenditionary force.
 
Yep, that's great news, Conroe, they will be annoyed! :D

What's the plan with the landing force? Just running around causing mischief, or back on the boats for another suprise coastal attack at an opportune moment? Really, the main strategy is to keep them busy until we can shift some redcoats up there. My question is, if they are so worried about the capital as to leave only 2 units in ciao, maybe the expedition up north would be worthwhile anyway?

(Don't start me on the grammatical problems above ;) - I can't be bothered retyping it)
 
I couldn't see how long we have until redcoats... could that be reported?

excellent work on Caio.. an appropriate name for a razed city :lol:
 
Oh my! It seems like we're going to box them in without many coastals left. That's the good news. Those cossacks are menacing but if they load them on a boat I'd think they're toast.
Yeah, I hadn't thought of that ... :blush: And sadly, I made sure they could see our Frigate this past turn. Oh well. I guess it is too late, now?

On a related note, do we want to :whipped: two more Frigates out of Brilliant and Twaddle?

What's the plan with the landing force?
At this point, I'm just winging it. Aloha seems to be anticipating my every move. So more "unpredictable" actions would probably be better. I'm afraid my lack of MP experience is showing thru, though.

I couldn't see how long we have until redcoats... could that be reported?
Don't recall, exactly. I was thinking it was 40 turns the last time I looked. So I'd guess 35 turns at this point. We should be finishing RP with this next turn. :banana: But, I'll make sure to note it when I play the next save.

Caio.. an appropriate name for a razed city :lol:
I hadn't even noticed that! Too funny! :lol:
 
I would suggest controlling the waters is our main advantage so a little :whipped: makes sense. Blockading their shipping or even enticing their shipping to come out in the open is to our advantage.

I'm convinced we need to get Epsilon involved in this game or it's their loss if we're gone.
 
Blockading their shipping or even enticing their shipping to come out in the open is to our advantage.
Sounds like a plan! :thumbsup: But, how should I go about enticing their ships to come out?

Edit: :hmm: Come to think about it, we have already killed every boat that they have built ... Or at least the ones that we've seen ...

I'm convinced we need to get Epsilon involved in this game or it's their loss if we're gone.
Agreed!
 
I think by showing them frigates are around the way you did will keep them from sending boats out. How many coastals do they have left? If they can't get boats out their only option is to bring in a partner.
 
The only two coastals are their capital and the new city of Allegra. No clue, of course, if their cities under the fog are coastal or not. My guess, based on the shape of the other continents, is that they are not coastal.
 
Turn 184 - 1240AD

13th Turn of the Aloha War

War weariness has ticked up a notch. (+1:mad: in cities > 8 pop)

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It seems Loco and Innovia have made a most curious trade. They have exchanged Gunpowder and Military Tradition, thus giving both of them access to Cavalry. (except Loco has no horses, yet) This action appears to leave Aloha out in the cold with nothing to offer for Printing Press except Divine Right.

This past turn, Aloha spent a whopping 6 gold bringing their stash down to 417 gold. They are obviously not burning the gold on research, which means they are saving it up for upgrades. But what? :dunno: Pikemen, maybe? It takes 95 gold to upgrade a spear to a pike.

Losing Ciao may have hurt Aloha a little bit more than originally expected. The demographics shows Aloha's 5th-ranked GNP down to 14. They also lost 3 sources of dye. They were trading 2 sources away to Loco and Innovia. Since Sirian placed 5 of the other happiness resources, it is probably safe to assume the same for Aloha's dye. Which means they are down to their last source of dye and are trading it away to Innovia.

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Our landing of troops has sparked another round of global :whipped: in Aloha. Privet was whipped for 2 pop, while the city of Hello had 1 pop whipped. Based upon the drop in their score, I would estimate that another 2 pop were whipped in their cities under the fog.

mtdg1240adwhipshotpp0.jpg


Interestingly enough, their capital was spared the whip. I wonder if they are saving up pop to whip another Cossack?

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The formidable defenses of Aloha's capital are shy a few Cossacks this past turn ... Three to be exact, plus a Catapult.

mtdg1240adalohaqq8.jpg


I wonder why :mischief: ...

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Meanwhile, on Aloha's other coast ... our stack of Cavalry was NOT attacked. I presume this means that there were no Cossacks in the city of Hello. My guess, though, is that at least 3 are enroute ...

mtdg1240adciaoqx8.jpg


Reinforcements, in the form of 2 more Pikemen and a CR2 Catapult, land in the rubble that once was Ciao. The Galleons sail off to bring more reinforcements. They also spy a look at the city of Allegra on the way. Because of the location of this city, Aloha will be able to see our ship chain operation. Is this advisable?

mtdg1240adallegraeu8.jpg


One of our Cavalry is eligible for a 3rd promotion. I decide to hold off on the medic promotion, as I'd rather save that for a non-combatant. A formation promotion would mean certain death for this dude, as he would then defend against a Cossack attack. Our Pikemen are the only suicide units in this squad. ;)

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Balderdash -> No changes. The city is training Cavalry.

Hamburger -> No changes. The city is continuing to train Pikemen.

Treacle Cottage -> No changes. The city is training Cavalry. Albeit it, slowly ...

Brilliant -> Another Frigate is queued up for whipping ... The city has +5 whip anger and will need 48 turns to work it off.

Twaddle -> Another Frigate is queued up for whipping ... The city has +5 whip anger and will need 44 turns to work it off.

Leonidas -> War weariness strikes! But manageable ... Otherwise, no changes.

Chappaquiddick -> No changes.

Phooey -> No changes.

Zapotec -> No changes. But, our Workers do manage to connect up a couple of new wineries. Shame nobody has any happiness available to trade. :sad: Although we might get some silk out of Innovia if Aloha decides to kill their Dye deal.

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We will complete Replaceable Parts research at the end of this turn and can start on Rifling next turn. It is showing 17 turns at the current research rate. Sadly, we do not have the funds to maintain this level. My estimate is that it will be in the 30 to 35 turn range.
 
I kind of wished you loaded the troops again and hit allegra. How long would it take to do that?
 
why don't we give one of those pikemen a medic promotion??

EDIT:: I also noticed this in Conroe's signature
Upcoming Out-of-Pocket: 28 June to 1 July
who will be taking the reigns while he is gone?
 
I kind of wished you loaded the troops again and hit allegra. How long would it take to do that?
The boats will arrive at our shores next turn. Therefore, I can land 2 cavs next to Allegra the turn after that. But that means diverting these cavs from our stack at Ciao.

I can go either way ... whatever the team decides is fine with me.

why don't we give one of those pikemen a medic promotion??
Ack! :aargh: I forgot to promote the pikes when I landed them! :blush: :wallbash: :gripe:

The reason you don't give the pikes a medic promotion is they are suicide units. There is no way they will survive a Cossack attack, but then neither would our Cavalry. For every pike that dies, that is one cav that lives. Additionally, you want the pike to inflict a maximum amount of damage, in the hopes that a cav can then pick off the wounded Cossack on the next turn.
 
If we raze Allegra we completely dictate the battlefield since they won't risk sending boats out of one city. I would raze the city.
 
Turn 185 - 1250AD

14th Turn of the Aloha War

War weariness remains unchanged. (+1:mad: in cities > 10 pop)

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Well, it seems the trading from last turn was a 3-way trade after all. Loco has just delivered Printing Press to Aloha. And it appears that Aloha has turned up the bunsen burners, as well. They spent a whopping 75 gold, bringing their treasury down to 342 gold. After first I thought they might have upgraded something for 75 gold, but the cheapest upgrade appears to be 95 gold. Of course they still could have upgraded if someone sent them some cash last turn. We should know more next turn ...

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We also learned Replaceable Parts this past turn. Unfortunately, I forgot to send it to Epsilon. :blush: Rifling is queued up next. Unfortunately, we don't have the cash to maintain the research slider. I lower it to 50%, which gives us 8 turns to come up with alternative financing.

If we had an extra 1000 gold, we could do the Rifling research in 16 turns. But we don't have that kind of cash. Ahhhh, but wait! Balderdash is 92 gp points shy of popping out a Great Merchant. With a little starvation, that GM is only 6 turns away.

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Another Cossack was whipped in their capital, at a cost of 2 pop, this past turn. And based upon the score, this was the only city to be whipped.

mtdg1250adwhipshotee3.jpg


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Our Frigate sails up to Aloha's capital and sends a volley ashore. It will take a few turns to completely remove the city's cultural defense bonus. Another Frigate is enroute, though.

mtdg1250adalohahj6.jpg


I also note that they have pulled two more Cossacks out of the city.

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Meanwhile, on Aloha's other coast ... our stack of Cavalry was NOT attacked. What, again? I realize that I shouldn't complain, but what is Aloha up to? They've now pulled 5 Cossacks out of their capital. Its only a 7 tile trip, by road. I'm suspicious that they might be planning something ...

mtdg1250adciaopy2.jpg


I decide to move our forces north by one tile. After promoting those Pikemen, of course. :crazyeye: We are still hugging the coast line, so that reinforcements can be delivered. I also setup a ship chain operation between Hamburger and Aloha's east coast. It will be operational next turn.

And apparently the city of Hello is built upon a hill ...

mtdg1250adhellovs0.jpg


And defended by a lone Catapult?!?!? They've had 2 turns to reinforce this city. I'm even more curious to know where those 5 Cossacks went ...

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I've moved a Frigate off the coast of Allegra. There is a Galleon loaded with 2 Cavalry off the coast of Hamburger. These can be landed to assault the city. No need to risk an amphibous assault, since Aloha is unable to reinforce this city.

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And finally, a snapshot of the new barb city ...

mtdg1250adbarbcityhz9.jpg


A CRIII Maceman has been dispatched.

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Balderdash -> Hired 2 merchants. The city is now starving. The city has 308/400 GM points and is accumulating +16 points/turn. Because of the overflow, this current Cavalry will still be trained on time.

Hamburger -> No changes. The city is continuing to train Pikemen.

Treacle Cottage -> No changes. The city is training Cavalry. Albeit it, slowly ...

Brilliant -> No changes. The city has +5 whip anger and will need 47 turns to work it off.

Twaddle -> No changes. The city has +5 whip anger and will need 43 turns to work it off.

Leonidas -> No changes. But, irrigation is finally coming to town!

Chappaquiddick -> No changes. A barb Axeman has sidelined Aloha's Workers for the next couple of turns.

Phooey -> No changes.

Zapotec -> No changes.

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Innovia has founded a new city.
 
Their lack of counter attack and visible defence is weird, but it indicates that they may have dispatched their own attacking force, imo. Can you make sure we have enough defence in our northwest?

That barb city.. what was decided? It wouldn't seem to have enough food to mine both silvers (or does it?). But if we're going to keep it, you'll have to retreat for a bit to let it grow to 2 to avoid autoraze.
 
Their lack of counter attack and visible defence is weird, but it indicates that they may have dispatched their own attacking force, imo. Can you make sure we have enough defence in our northwest?
We have no defenses in the northwest (or anywhere else). The best that we could do is land the fleet stationed in Pearl Harbor to defend Chappa ...

That barb city.. what was decided? It wouldn't seem to have enough food to mine both silvers (or does it?).
Yes, it has the food. But I'd rather raze it just the same. By moving the city over 2 tiles, you can get 3 silver mines. (pic) Both are lousy cities, its just one isn't as lousy as the other. The advantage to keeping the city is it is one less Settler.
 
:blush: Oh yeah, that was only a few days ago, surely? How bad is my memory? :run: Two tiles across is on the deer? I'm still not sure how it can have enough food for 3 0food mines, perhaps you can explain it for the dummies? :drool:

If there's some way they are getting units toward Chap, and we have to withdraw the fleet, it will release their troops, and we'll surely lose our eastern stack. Can we see all of the landbridge, or can they slide past. or perhaps they could hire ships off Innovia? It might be wise to get a scout off their west coast, and the same probably applies for our east coast, too.
 
should we ask for an extension since Conroe will be back tomorrow or is someone else planning on taking the save? I for one don't pretend to know what I'm doing or else I'd take it.
 
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