Turnplay Log

Turn 202 - 1420AD

31st Turn of the Aloha War

War weariness is unchanged:
+1:mad: in cities > 6 pop

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I turned research off several turns ago, because I wasn't sure of what to research. We are currently dumping beakers into Steam Power. I'm not sure of the consensus of the Epsilon deal ... but none of the techs in our column are available to be researched right now.

In other news, Loco has finally traded Chemistry to her axis allies. :undecide: And Innovia has just learned the secrets of Rifling. :eek:

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Innovia's Camel Archer continues to hug our borders, trying to find the best view. Our Cavalry continue to shadow them on their journey around our land.

It seems Innovia did take the precaution to promote their camel to Combat II.

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Aloha's Cossack appears to be taking up sentry duty in the city ruins of Allegra. They should have a good view atop that hill.

mtdg1420adallegraeb0.jpg


In other news, Aloha has built themselves a Caravel in their capital. Now what do you suppose they are going to do with that? Especially since we have 2 Frigates stationed there. Of course with access to Chemistry, they can now build their own Frigates. Upgrades, maybe?

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

Hamburger -> No changes. The city is training Redcoats.

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

Brilliant -> No changes. The city has +3 whip anger and will need 30 turns to work it off.

Twaddle -> No changes The city has +3 whip anger and will need 26 turns to work it off.

Leonidas -> No changes. The city is training Redcoats.

Chappaquiddick -> No changes.

Phooey -> No changes.

Zapotec -> No changes.

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Loco's city of Mycenian has fallen to Epsilon. They kept the city.
 
Turn 203 - 1430AD

32nd Turn of the Aloha War

War weariness is unchanged:
+1:mad: in cities > 6 pop

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I turned research off several turns ago, because I wasn't sure of what to research. We are currently dumping beakers into Steam Power. I'm not sure of the consensus of the Epsilon deal ... but none of the techs in our column are available to be researched right now. I sent a note to General W last week about this. I have yet to receive a reply.

Innovia has passed along the secrets of Rifling to Loco, but not to Aloha. :huh:

In other news, Loco and Aloha both seem to be raising cash. I presume the cash is earmarked for upgrades; Frigates for Aloha and Riflemen for Loco. :dunno:

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Innovia's Camel Archer continues to hug our borders, trying to find the best view. Our Cavalry continue to shadow them on their journey around our land. Innovia did, however, see fit to promote their camel to Combat II a few turns back.

mtdg1430adcamelkc3.jpg


A border pop at Phooey means that silver will soon be available. Especially useful since Innovia killed off our silk supply. However, with no way to protect the Workers this turn, the silver mine will have to wait. :sad: A couple of Workers may be too tempting for our Innovian "friends".

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Balderdash -> The city trains a Redcoat. There is 1 turn remaining on the previous Cannon build, so I am going to let that complete before resuming Redcoat training.

Hamburger -> No changes. The city is training Redcoats.

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

Brilliant -> The city is 1 turn away from completing a Frigate. We don't need the boat just yet, so I decide to hold it in the queue and start work on a Dry Dock. We may need the extra experience with Aloha having access to Frigates of their own. The city has +3 whip anger and will need 29 turns to work it off.

Twaddle -> No changes The city has +3 whip anger and will need 25 turns to work it off.

Leonidas -> The city trains a Redcoat. There is 1 turn remaining (with some starvation) on the previous Cannon build, so I am going to let that complete before resuming Redcoat training.

The citizen should be put back on the crab next turn!

Chappaquiddick -> No changes.

Phooey -> Sent a farmer to the mines.

Zapotec -> No changes.

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Epsilon captured the Loco city of Mycenian last turn. This turn it was the city of Delhi. Two turns, two cities. And Innovia says Loco will be alright. :rolleyes:
 
Sorry about the quick turn report ... I don't have a lot of time this morning ...

Turn 204 - 1440AD

No changes, really. I started a couple more Redcoats. Innovia's Camel Archer is still hugging our borders. I moved the Workers into position to hook up the silver next turn. Our Cavalry is guarding the Workers in case Innovia gets any bright ideas. In addition, our Galleon has finally caught up with Innovia's Galley.

And the big news of this turn is that Rifling has been traded all around ... including Aloha. Our Redcoats are still supreme, but not as much as they were against muskets.
 
Turn 205 - 1450AD

34th Turn of the Aloha War

War weariness is unchanged:
+1:mad: in cities > 6 pop

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Nothing new to report on the axis' research. I do notice that Loco and Aloha are still raising cash.

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Innovia's Camel Archer continues to hug our borders, trying to find the best view. Our Cavalry continue to shadow them on their journey around our land. Innovia did, however, see fit to promote their camel to Combat II a few turns back.

Innovia's Galley is being escorted by our Galleon. Our boys are ready to whack the Innovian spy's anytime we are ready. Although at this stage, it does seem rather pointless.

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

Hamburger -> No changes. The city is training Redcoats.

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

Brilliant -> No changes. The city has +3 whip anger and will need 27 turns to work it off. The city has 1 citizen that refuses to work because of the lost silk trade.

Twaddle -> The city completes a University and I start on an Observatory next. The city has +3 whip anger and will need 23 turns to work it off. The city has 1 citizen that refuses to work because of the lost silk trade.

Leonidas -> No changes. The city is training Redcoats. This city has now surpassed Hamburger as our highest hammer town. We may want to consider this city for the IronWorks.

Chappaquiddick -> No changes.

Phooey -> No changes.

Zapotec -> The city starts a Settler.

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Epsilon has captured another Loco city. The city of Reading was captured, giving Epsilon 3 cities in 4 turns. I wonder if Innovia still thinks Loco will be alright. :rolleyes:

In other news, Epsilon has adopted State Property. I knew that was why they wanted us to research Communism.
 
Turn 206 - 1460AD

35th Turn of the Aloha War

War weariness is unchanged:
+1:mad: in cities > 6 pop

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Nothing new to report on the axis' research. I do notice that Loco and Aloha are still raising cash.

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Innovia's Camel Archer continues to hug our borders, trying to find the best view. Our Cavalry decide to hang back this turn. Innovia has pretty much explored the whole border at this point. I assume that we no longer have a desire to whack the camel? Besides, I don't want them turning back on us and going after our Workers.

Our Galleon, that finally caught up to Innovia's Galley last turn, seems to have lost the Galley. :huh: My assumption is that Innovia simply deleted the Galley. That means they don't intend to bring the Camel Archer home.

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Our silver mine comes on line, giving us +2 happiness in all of our cities that have a Forge.

Balderdash -> Moved a citizen from a mine to a cottage. The city is training Redcoats.

Hamburger -> No changes. The city is training Redcoats.

Treacle Cottage -> Moved a citizen from a plains hamlet to a grassland cottage. The city is now growing. The city is training Redcoats.

Brilliant -> No changes. The city has +3 whip anger and will need 26 turns to work it off. Our angry citizen is assigned as an engineer specialist.

Twaddle -> No changes. The city has +3 whip anger and will need 22 turns to work it off. Our angry citizen is assigned as a scientist specialist.

Leonidas -> Moved a citizen from a plains workshop to the coast. The city is now growing. The city is training Redcoats. This city has surpassed Hamburger as our highest hammer town. It will take 22 turns to build the IronWorks. Do we go for it? Or continue building troops?

Chappaquiddick -> No changes.

Phooey -> No changes. The city will be able to begin training troops in 6 turns.

Zapotec -> No changes. The city building a Settler.

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Epsilon has finally passed us up on the power graph ...

mtdg1460adpowerfk3.jpg


In other news, Aloha has founded a new city ... Well, an old city, actually ...

mtdg1460adhejju9.jpg
 
Turn 207 - 1470AD

War weariness is unchanged:
+1:mad: in cities > 6 pop

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Nothing new to report on the axis' research. I do notice that Loco and Aloha are still raising cash. Aloha is up to 434 gold in the bank. :undecide:

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Innovia's Camel Archer turns back to the west. Our Cavalry keep a watchful eye from a safe distance. Lest Innovia decide to beeline for our Workers.

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I promote our 4 remaining Pikemen (the 4 that Aloha didn't kill :rolleyes:) to City Raider II. And for 680 gold they are then upgraded to Redcoats. We now have 3 CRIII Redcoats and 4 CRII Redcoats.

We also have 3 Axemen hanging about that could be promoted to CRIII. It will cost 735 gold for the upgrades. That much gold will empty the coffers. :sad: I'm also wondering if Combat II/Amphibious might not be a better promotion for these guys. :dunno:

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

Hamburger -> No changes. The city is training Redcoats.

Treacle Cottage -> Moved a citizen from a plains workshop to farmed floodplain. The city begins construction of an Observatory.

Brilliant -> No changes. The city has +3 whip anger and will need 25 turns to work it off.

Twaddle -> No changes. The city has +3 whip anger and will need 21 turns to work it off.

Leonidas -> Moved another citizen from a plains workshop to the coast. The city is training Redcoats.

Chappaquiddick -> No changes.

Phooey -> The city begins construction of a Barracks. Troop training can begin in 2 turns, hastened along by a forest chop.

Zapotec -> No changes. The city is building a Settler.

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The steamroller that is Epsilon continues ... Loco loses another city; this time it is New B&O. Epsilon has also founded 2 new cities: Boardwalk and Park Place. Interesting that they chose to use Loco's Monopoly naming convention. Epsilon is up to 20 cities at this point. :eek:

In other news, Aloha has gotten themselves another Great Merchant. I wonder if that is why they built that Caravel. Surely they don't expect to sneak it past our Frigates? :huh:

mtdg1470adalohapc9.jpg


The GM should lightbulb Economics, if Aloha were to choose that option ...
 
Hold off on those axe upgrades (I know you will, anyway :)), amphibious is a good idea if we can push through from the sea, but we'll just have to see what opportunity presents itself.
 
Turn 208 - 1480AD

War weariness is unchanged:
+1:mad: in cities > 6 pop

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Our friends in Aloha have divined the secrets of Scientific Method. Aloha is up to 464 gold in the bank.

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Innovia's Camel Archer continues to head back towards the west. Our Cavalry move to protect our Workers, as Innovia is now in a position to threaten them.

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I decided I would take out Aloha's shock-promoted sentry by landing a couple of Redcoats.

mtdg1480adallegrapy9.jpg


Aloha is guarding the old Allegra city site. My guess is they get a good view of the ocean atop that hill.

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In other news, Aloha manages to lay their hands on a Frigate. :eek: We have 2 Frigates and a Galleon loaded with amphibious Cavalry in Pearl Harbor. Both of our Frigates receive Combat I promotions.

mtdg1480adpearlharborbj3.jpg


Aloha has also beefed up the defenses of Hej considerably.

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Balderdash -> The city suspends Redcoat training to build an Observatory.

Hamburger -> Move a citizen from plains farm to a grassland farm, for this turn only. Any longer and it will effect the Redcoat training.

Treacle Cottage -> No changes. They city will grow next turn.

Brilliant -> No changes. The city has +3 whip anger and will need 24 turns to work it off.

Twaddle -> No changes. The city has +2 whip anger and will need 20 turns to work it off.

Leonidas -> Moved a citizen back to the plains workshop from the coast. The city is training Redcoats.

Chappaquiddick -> Hired a citizen specialist. The University can be :whipped: for 1 pop next turn.

Phooey -> No changes.

Zapotec -> No changes. The city is building a Settler.
 
To heck with Aloha's offer of 15 turn peace. How long until we invade? 5-10 turns? Lets give them that for a counteroffer.

Bump in other words.
 
Wha? Is this moving again? I've forgotten what is happening.. ;)
 
I'll just bet they want 15 turns. We landed a couple of redcoats last turn and they are about to lose a Cossack. They also have a Great Merchant running around and 15 turns is probably enough time to get him to Innovia for a trade mission. After that Rifle and Grenadier upgrades, I'm sure.

I think we'd be absolutely nuts to give them a single turn.

I also sailed a Galleon loaded with 3 CRIII Redcoats into their visibility range last turn for them to have a look at. This after having sent in a Galleon loaded with Cavalry the previous turn. Based upon Robi D's posts, I think they are unsure as to what we are planning.

Of course, I think Epsilon has probably done a good job of clearing things up for them with that spoiler post. "If I were Piffle I wouldn't build anything other than Redcoats". :shake: With allies like that, who need enemies?

So far we haven't seen any Rifles or Grenadiers in Aloha. But my guess is that is about to change. Who knows, maybe Aloha would have adapted their strategy based upon in-game events. But now we will never know. Frankly, I'm just so disgusted with this game right now.
 
Well we follow your lead boss. If you say no peace there shall be no peace.

Like I said in the main thread, really we should start discussing a new BTS game, at least concurrent to this one. This one is just painful to follow.

If we give them 15 turns will we have infantry by then?
 
Well we follow your lead boss. If you say no peace there shall be no peace.
I'm not saying no peace. I just think we'd be nuts to give them a cease fire. I do believe, though, that we could use a dose of some creative thinking. We have made zero headway on this war, all the while Epsilon just continues to get stronger and stronger. And I still firmly believe that this was Epsilon's plan from the start when they suggested we attack Aloha.

Like I said in the main thread, really we should start discussing a new BTS game, at least concurrent to this one. This one is just painful to follow.
I'm inclined to agree with this. It is really difficult to stay motivated about this game, given the events of the last couple of days. Any new game, though, would need some serious modifications to the ruleset. Especially regarding the role of the game administrators. I can't believe that they have been content to sit on the sidelines while this game dies a slow death.

If we give them 15 turns will we have infantry by then?
No. It's at least 50 turns away, and probably closer to 75 or 100 turns.
 
Turn 209 - 1490AD

War weariness is unchanged:
+1:mad: in cities > 6 pop

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You may recall that Aloha learned the secrets of Scientific Method on the previous turn. Well, as expected, they passed it along to their other axis allies. In addition, Innovia has picked up Steel this past turn. :sad:

Aloha spent some of the gold they had sitting in the bank. Since they are still running positive cash flow, it means they upgraded something. They now have 384 gold in the bank.

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Innovia's Camel Archer breaks away from our borders to begin exploring our southern coastline. I position our Cavalry shadow atop our silver mine, in full view of the camel.

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Aloha has had a Cossack guarding the old Allegra city site. We whacked it. But not without taking casualties. :sad:

Our first Redcoat had 73.8% odds. He died. :shake: Our 2nd Redcoat cleaned up the mess. Cossacks may take more hammers than Redcoats, but losing one sure does hurt.

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And if them getting Steel wasn't bad enough, Aloha has cracked the :whipped: in their capital. They now have 2 Frigates. :eek: We no longer control the seas. :sad:

mtdg1490adpearlharboroq8.jpg


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Balderdash -> No changes.

Hamburger -> Moved the citizen back to the plains farm tile. The same trick can probably be done again next turn, to grow the city. The city is training Redcoats.

Treacle Cottage -> The city has grown and the new citizen is assigned to work a mined hill.

Brilliant -> No changes. The city has +3 whip anger and will need 23 turns to work it off.

Twaddle -> The city had a Frigate sitting in the build queue, with 1 turn left. The Observatory gets put on hold to turn out this Frigate. The city has +2 whip anger and will need 19 turns to work it off.

Leonidas -> No changes. The city is training Redcoats.

Chappaquiddick -> The University gets :whipped: for 1 pop.

Phooey -> The Barracks and Forge are now complete and the city can begin unit production. The city is constructing Cannons.

Zapotec -> No changes. The city is building a Settler.
 
No comments?!?!? :dubious:

The axis powers have picked up SciMeth and Steel over the last two turns. I'm sensing a pattern ...

If you find yourself in a tech hole, what do you research? Strength 20 Infantry or strength 18 Artillery? Me, I go for the artys every time! Artillery will absolutely chew up stacks. You don't need good foot soldiers after a stack has been hit by a couple of artys.

The 3 prerequisites for Artillery are Rifling, Steel, and Physics. The axis now have 2 of the 3. Research into Physics is opened up by SciMeth. In addition to Artillery, Physics also opens up nukes.

My guess is they are researching Physics as we speak. And since we are now the tech laggard, we are about to be in a world of hurt. :sad: And if all of that weren't bad enough, Aloha is now in a position to challenge us on the open seas. :eek:
 
Conroe--I'd contribute if I knew what I was talking about. I've always been a fan of arty so on the military side of things I'd agree. Defending with arty is awfully powerful. I'm not sure about the rest since we can't keep pace unless Epsilon carries us. If they don't it's their loss.
 
All very bad news. Perhaps we should powwow with Epsilon again. How many units do we have around Aloha? What's the viability of a pillage mission at the moment? Arty's pretty much the end for our conquest plans, unless we can drum up flight out of mid air. What is the f2 economy info, btw? Do we suck because of the number of units, or is there deeper rot?
 
We have no troops on the ground. They have enough Cossacks to chew up all but the most sizable of stacks. I was moving our forces into position to land one of those sizable stacks in the next couple of turns. But now they have access to Cannons and are whipping Frigates. Personally, I don't think we have enough troops for a landing now. And it is going to get much worse once they have artys.
 
No comments?!?!? :dubious:

The axis powers have picked up SciMeth and Steel over the last two turns. I'm sensing a pattern ...

If you find yourself in a tech hole, what do you research? Strength 20 Infantry or strength 18 Artillery? Me, I go for the artys every time! Artillery will absolutely chew up stacks. You don't need good foot soldiers after a stack has been hit by a couple of artys.

The 3 prerequisites for Artillery are Rifling, Steel, and Physics. The axis now have 2 of the 3. Research into Physics is opened up by SciMeth. In addition to Artillery, Physics also opens up nukes.

My guess is they are researching Physics as we speak. And since we are now the tech laggard, we are about to be in a world of hurt. :sad: And if all of that weren't bad enough, Aloha is now in a position to challenge us on the open seas. :eek:
Havent been around this weekend, bossman! We cant outresearch Inno and Aloha both. What is the tech situation with Epsilon?
 
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