Turnplay Log

Yilar said:
Just a note. They have to take both whip it and palace to utility their 8 tanks...

I think you are right. It certainly would have helped for the next turn to notice this while we playing as I judged to quickly.:)

We've received a response from Saber that is encouraging as well.

Dear Team Gong,

We're sorry to hear about the brutal attack on your home country. We
don't have any troops in the vicinity, so we can't help you directly.
However, in the interest of hindering FREE, we are willing to offer
you 200 gold in exchange for your world map and an account of the
numbers and types of FREE troops that invaded your continent.

We also hope you will continue to be able to send us luxuries as part
of our trade agreements. Could you inform us if you think you will
lose them, so we can adjust our luxury spending?

Hang in there!
dutchfire

The Babes also sent this message after playing their turn:

OK hopefully four more turns till tanks. I sent 1900g back since it's at a slight deficit. I abandoned to worthless coastal cities so I have 8 infantry on cities they can hit. I've back up those cities with 2 infantry so they can run right through us with cavs. Cross your fingers.

I've already sent a response to Saber that is a bit long-winded I'll put in a spoiler.

Spoiler :
Dear Team Saber,

We are very happy to hear from you. I was just about to compose a note to send to you about the state of world affairs. We are confident you will not lose the luxuries we are providing you next turn or most likely even several turns. We also do not believe your troops will be necessary to come to our defense for now. If things change over the next few turns you can be assured we will keep you informed. I am more than glad to inform you of the types of troops and a bit about the strategy Free used in their ferocious and nearly successful fatal sneak attack. Unfortunately, our scout boats were unable to spot their fleet the attack. The Council had boats in the area and they might have informed us but chose not to do so. They have brought nothing but marines, tanks and artillery, all veterans of course and both turns landed more tanks via airfield. The initial transportation was via transports and from what we have observed they have been escorted only by cruisers. They have not brought any carriers or used any planes in the attack and appear largely unaware we even possess a navy. I can only assume they did not get computers as their free technology upon arrival to the modern age as the presence of even a small number of such units would have most assuredly meant our hasty exit from the game and quite possibly led to their victory despite Saber's superior Intelligence.

Both turns we have been successful in destroying their airfields and steps have been taken to insure they will not be able to build another next turn. We have successfully captured all their artillery and used it against them as these were stacked and left unguarded. Their public announcement that hints they investigated cities before the attack and the impressive territorial gains they achieved on the first turn undoubtly left them lacking as to our true military abilities and they have payed dearly for their overconfidence. We have recaptured all our territory except Whiskeytown on our northwest coast as you will be able to observe when you receive the turn. Gong is now at 100% level-4 war-weariness as is Team Free. By my calculations we have inflicted 602 war-weariness points on them and they will receive even more next turn. They will remain at 100% war-weariness for as long as Team Gong survives.

On the second turn of their attack they have even resorted to razing our towns. We have been forced to abandon some towns as well to prevent more landings and further breakouts on our shores. We may lose 2-3 more towns in attacks and have to aboandon more as we are determined to not let them make any permanent gains on our shores. Our culture prevents them now from using their remaining stack of tanks on our shores from capturing any towns on the next turn and we will take all steps necessary to prevent them from succeeding at blitzkrieg and we are confident we can hold out for a decent number of turns without disrupting trade with Saber or the Council.

Your offer of world map and 200 gold is appreciated but really gain nothing from this at this time. With careful planning we might be able to thwart Free indefinetely, but this is still in doubt and we will continue to provide updates and some details as necessary.

Team Gong has been determined from early in the game to not be an aggressor nation and while our most obvious means of peaceful victory is almost impossible we will not change this policy. Our permanent partnership with the Babes struck before any other contacts were made contains no military clause whatsoever, we do not share troop numbers, locations or in-game maps with them at any time or otherwise help plan any of their military strategy. Only occasionally do we report movements near our shores and our navy does no scouting for them at all. Long ago they chose to ignore our advice to pursue pointless early wars for little or no gain, but our advice went unheeded which has been quite a complication for us. Especially their attack on Saber over a warrior not in their territory was most unfortunate and a truly regretable development. Despite their desire for us to conduct no trade with Saber at any time, we ignored their wish as nothing in our agreement prevented this until the Great Library was made obsolete, with the exception of military tradition. We have now agreements with the Babes such they will never again declare war on another team in the future and any war.

This leads to the present concern we have for peaceful nations abilities to stop Free's attempt at world conquest and domination. It is understandable that you might now wish to destroy the Babes, but their downfall might also lead to Gong's early defeat and the strengthening of Free for the undoubted future war you will have with the other world super-power. Is it really to your advantage to seek a large territorial gain that now that will be costly to you in terms of happiness, increased corruption through your empire, the spreading of your defenses and the cost needed to make this territory useful and defend it? Why not take steps to thwart the true world aggessor now and make gains against them instead? You could pursue a possible peaceful victory or if you prefer military victory put it off until absolutely necessary to victory with a greater chance of success. Your friends at the Council are a major power and a possible future world power to replace Free and still maintain the balance of power in the future world. Are two backwards minor powers still yet 5 technologies from joining you in the modern age that will never declare war on anybody such a threat to your probable victory should Free be defeated now? If you were to make peace with the Babes on your terms gaining trade with them or declare a cease-fire we could sign a Mutual Protection Pact next turn. Free would be forced to halt their attack on us, retain their war-weariness and you will still remain a non-aggressor and be able to acheive all your goals whenever you desire. Continued war with the Babes now could lead to Free's victory as they are sure to learn from their mistakes in the war against Gong.

Our potential cultural victory was only possible in the distant future and by our calculations we might have seen a spaceship launch before we achieved it. If Free or any other modern age team had been concerned at culture in the future a mere note of "slow your culture or prepare to be nuked" would have most likely sufficed. Free's excuse for their attack is flimsy indeed. I've reviewed our diplomacy as I was away from Gong for some time and we have received 2 messages from them. "Included in game deal silks for spices" which we agreed to before our agreement with Saber to no longer trade with them. We had military tradition and furs to offer them also, but upheld our bargain with Saber as we recognized Free as we all recognized Free as a threat with their apparent isolationist policy.

Apologies for this long-winded response, but whatever course you decide to take is your decision alone. Just thought I should point out some mutual advantages and in any case Gong hopes for world peace, will always honor its deals, continue to conduct trade, seek to maintain the balance of power as long as possible, and attempt to win without changing our non-aggressive policy whatever happens in the future. Hopefully, communications and even warmer relations can develop in the future and we look forward to hearing from you at any time.

BestRegards and Thanks,
PrinceMyshkin
TeamGong


Hopefully, I've not revealed too much but I think its okay. There still may be hope for us in the future and at least the Council and Saber are discussing things. The future is still uncertain and certainly the next few turns will be difficult, but it appears things are a bit more hopeful than when the war started. Any other thoughts or ideas would be helpful. The more possibities we can think of the better our chances.

I noticed a bump of 8cpt in Councils culture last turn that is not possible due to culture doubling. It could mean they got ecology as their free tech since they are now building more metros and might build temples or cathedrals for happiness since they have Sistine's Chapel. Or it could mean they have compupters and built 4 research labs to speed their way to the Internet. Saber and Council still haven't traded tech, but I'm uncertain if this means they got the same tech or not.

EDIT: Crosspost with Yilar, no maps for Saber.:)
 
Dear Team Gong,

We're sorry to hear about the brutal attack on your home country. We
don't have any troops in the vicinity, so we can't help you directly.
However, in the interest of hindering FREE, we are willing to offer
you 200 gold in exchange for your world map and an account of the
numbers and types of FREE troops that invaded your continent.

We also hope you will continue to be able to send us luxuries as part
of our trade agreements. Could you inform us if you think you will
lose them, so we can adjust our luxury spending?

Hang in there!
dutchfire

They want maps to invade us or Babe, do they take us for stupid eh?
 
Here's the next battle log from Free:

Kuningas said:
battle log:
4/5 Tank08 vs 3/4 MDI02 NE of St. Alphonzo's -> 4/5 Tank08.
4/5 Tank08 vs 2/2 Infantry in St. Alphonzo's -> 4/5 Tank08. St. Alphonzo's captured.
4/4 Tank27 vs 4/4 Infantry in Palace of Prine -> 3 /4 Tank27.
4/4 Tank27 vs 3/3 Infantry in Palace of Prine -> 3/5 Tank27.
4/4 Tank28 vs 2/2 Infantry in Palace of Prine -> 3/4 Tank28
3/4 Tank28 vs 4/4 Spear in Palace of Prine -> 3/5 Tank28.
1/4 Tank15 vs 4/4 Spear in Palace of Prine -> 1/4 Tank15.
1/4 Tank15 vs 4/4 Spear in Palace of Prine -> 2/5 Tank15.
1/4 Tank05 vs 4/4 Spear in Palace of Prine -> 1/4 Tank05.
1/4 Tank05 vs 2/4 Cavalry in Palace of Prine -> 2/5 Tank05.
1/4 Tank vs 1/3 Cavalry in Palace of Prine -> 1/4 Tank
1/4 Tank vs 1/4 Cavalry in Palace of Prine -> 2/5 Cavalry
4/4 Tank32 vs 2/2 Infantry 2SW of Palace of Prine -> 4/4 Tank32
4/4 Vcruiser (Teal Thunder) vs 3/3 Edmund Frizegard -> 3/4 Teal Thunder.
4/4 VMarine. -> Castle Donnington captured.
4/4 VMarine. -> Love Shack captured

Despite having 10 units defending at Palace of the Brine vs. 3 red-lined tanks and only 2 healthy ones, Free went 9-10 in possible attacks, so our losses were very heavy. We have 4 spears less left to upgrade and lost 2 cavalry, fortunately we built another regular this turn. We only managed to destroy one tank but we now have an elite cavalry. Their 4/5 tank near Paradise City captured St. Alphonzo again going 2/2 and checking world map in CivAssist shows they have razed it and also Whiskeytown as they have pulled their boat with marines out there. Their one tank near Sugar Mtn. did not attack, they killed our ancient boat Edmund Fitzgerald to the west. Marines captured both hill towns to the north and they possibly have unloaded 4 additional units there.

I've not opened the save and this is sure to be another difficult battle, but we still retain possession of all their artillery. They cannot have planted another airfield or otherwise resupplied this turn but most likely their still sending more. Hopefully, war-weariness will slow them down. The captures of the towns to the north is unfortunate, but these were actually bait as it should allow us to retain our rubber supply. If their are still marines on the transport use to take these towns we have the ability to build a submarine and sink it before it can get in position to capture Rutupiae "aka" rubber town.

We have built walls now in the towns Palace of the Brine and Whip It! and with careful planning should either hold these towns or at least prevent a breakout of their armor. The best news from viewing the mini-map is the Babes' defenses have held. Either Saber did not attack or losses were minimal. Hopefully, Saber merely sought to start their GA and are heeding at least part of my advice or they have put off attacking the Babes altogether.

I'll be opening the save soon and the battle is sure to a long one as much needs to be discussed. It wouldn't hurt to have a little luck this turn, either. The situation is still in doubt for Gong, but it might be possible to beat Free back even if Council and Saber decide they cannot afford to go to war with Free just yet. Imo, our dogged defense of Team Free has saved their "bottoms", but I suppose they don't really believe that as I appear to be the only one aware of true consequences should Free have succeeded. Hopefully, we won't be rewarded with treachery, but in this mad, mad World of Meleet, who knows?

Feel free to post comments or suggestions and I'll try to answer any questions you may have promptly. Gongers, we are still in this thing!
 
Ok, fellow Gongers, the turn is on hold now as we are awaiting to hear back from the Council how to resolve a most unfortunate mistake they made.

Here's the events so far. The save has been opened, the Babes remain intact with no losses this turn and sent us 1900 gold and their world map. Then the most stunning and wonderful arrival of an accepted Mutual Protection Pact with the Council and in addition flight as well from our new friends the Council. Then there was this even more wonderful occurence:

Yes.jpg


Once again Yilar joined me for a discussion of strategy and while difficult still have devised an excellent plan with very high chances of success for the defense of our homeland, especially as it appears Saber has at least delayed their attack, and we now have committed allies. I was just carrying out this plan and our only attack so far was to destroy an empty transport with our destroyer when I finally noticed this private message also received at our teams googlemail account.

General_W said:
Dear PrinceMyshkin and all our Song & Dance friends,

As you'll see with the next save, The Council has voted against a Mutual Protection Pact at this time. This issue isn't totally dead over here – we just believe that any deal like that is a little premature.

However – we DO have some good news. :)
The Council has voted to send an emergency aid package to you, consisting of a few Council scientists, and all the drawings and technical schematics that you should need to make your very own Fighter Planes and Bombers.
We hope this is of great use to you in fighting the good fight against the invaders. :thumbsup:
Flight is yours, no strings attached. (except for our earnest hope for some good-will with your people).

We're also seriously considering gifting Motorized Transport to you (tanks)… but some Councilors believe that before we go this far, we need to structure the deal as a trade. What we'd like to propose is this – if you'll give us your word to research either Espionage or Advanced Flight before you tackle any techs in the Modern Age, and then gift it to us upon discovery… we'll give you Motorized Transport next turn.

You'll be free to trade MotorTransport around, if you wish.
If you choose Espionage, we just ask that you promise to NOT trade it to anyone else.

Interested?

Let us know!

All the best,
General_W, speaking with the voice of The Council

Followed by my response on behalf of Team Gong:

PrinceMyskin said:
Dear General_W and the Most Learned and Esteemed Council,

I've just noticed and opened your private message. You most certainly have our permanent good will. You say I will notice in the save that you have not accepted our MPP, but I have already opened the save this morning and it came with an accepted and most unexpected gift of flight to us. According to my save you are now at war with Free. Your other offers are most interesting and I believe favorable, but we need to deal with this first, Was I intended to receive this message before I got the turn and decline the offer? What can we now do without me reopening the save?

You really shouldn't worry about being at war with Free unless you have other problems. We should soon eradicate them from our shores leaving no possible method of resupply to them and have already sunk one of their transports. They are throwing so much at us now that I cannot imagine they are also ready to make repeated attacks on your nation. My suggestion is to limit possible attacks on your nation so that war-weariness cannot disrupt your most splendid Golden Age but seek opportunities to sink Free's cruisers and transports, especially if possible to the west of the Gong Show and from their resource island to the north. Understand the offers and diplomacy Gong has been conducting with The Council and your warm friends at Saber have not been a plea to save Gong, but to save yourselves as well from a real danger to your plans by reducing Free's power now. If their blitzkrieg of us had succeed they would have advanced to the next civilization on their list, most likely the Babes and gained something approaching domination even now. This is not even their real goal. The third message we ever got from Team FREE was "There can only be one color in the world, and that color is TEAL. FREE declares war on Gong." Rest assured that Gong is resolved to stay at war until such time the Council wants peace and you will be favorably rewarded at the peace table should FREE be defeated and accept surrender.

I'll stop all actions on the turn now, to give you sufficient time to respond to this message. Gong does hope to hear from you soon via private message or googlemail

Best Regards and Wishes for the Council,
PrinceMyshkin
Team Gong

I then quickly realized that since they declared war on Free they must have accepted our offer of Mutual Protection Pact and then sent us an additional MPP and in addition flight as well. So I'll also include my additional letter to Council and and their only reply so far.

PrinceMyshkin said:
Dear Council,

As addendum to the above message you must have accepted our pact last turn as you are already at war with Free and we also now have another Mutual Protection Pact and obtained flight. Saber and Free have already taken thier turns and responded to both the original Mutual Protection Pact Saber should have seen on its turn and Free to you declaration of war. They really do seek to destroy us first but we are almost of a certainty going to foil all their plans.

Regards,
PrinceMyshkin
Team Gong

General_W said:
PrinceMyshkin,

Thanks for the letters!
I must say - the news that we're at war with FREE is a bit of a shock... maybe our turnplayer messed up? :dunno: I'm posting this for the team to discuss.

Yes - our previous letter was supposed to arrive BEFORE you got the save... but we're very slow... what can I say? :blush:

We're glad to be of assistance with Flight, and I'm sure we'll make progress on the other issues.
We'll write more as soon as we get the confusion straightened out.

Best,
General_W

I need some rest now after a long day for me and will resume playing the turn in time to finish or request an extension. I really don't know how Council may undo the war the Free as Saber and Free have responded to their unintended action, but it is at least beginning to feel like Gong still has a decent chance at something better than just determined survival. I would prefer that Gong did not reload the save this turn, but hope some fellow Gongers have a few ideas about these extraordinary events and what our plans are going to be. So far, I've made commitments to seek victory only by peaceful means as I think this was something we agreed on earlier. But war will most likely come to us anyway in the future.
 
I think we'll be getting the turn moving again shortly. I've sent them this in reply.

Dear General_W,
Ambassador for the Council

My apologies for not wording things correctly from the beginning and the constant reminiders. I was about to inform you essentially the thing to do is for us to play the turn without reopening as it might be up for review. I applaud your government, but understand it put myself at least under a bit of strain. Just get those messages out before I get the turn and then we won't make mistakes.:) I'll wait a little bit rather than quickly opening as well. As to the gift of flight as you intended without the MPP as intended you had our warmest thanks and consideration.

As to the other proposal your team intended:

We're also seriously considering gifting Motorized Transport to you (tanks)… but some Councilors believe that before we go this far, we need to structure the deal as a trade. What we'd like to propose is this – if you'll give us your word to research either Espionage or Advanced Flight before you tackle any techs in the Modern Age, and then gift it to us upon discovery… we'll give you Motorized Transport next turn.

You'll be free to trade MotorTransport around, if you wish.
If you choose Espionage, we just ask that you promise to NOT trade it to anyone else.

We agree to the structured deal of trade to motors next turn as you propose and agree to all your terms. We would like to propose an addendum your team can put to vote, but we would accept original proposal anyway. Both Teams will agree to only use spies on teams that declare war on them. Essentially a war declaration triggered by MPP is the same to us as other teams have the ability to halt their aggression if they wish. Also the landing of an army on your territorial homelands designed to force declaration. Word this as you wish and we would most likely agree straightaway.

If you wish us to get both espionage and advanced flight before researching modern age technology, we can work out a similar or other deal to be discussed after the first structured trade deal is concluded.


Best Wishes to you and The Council,
PrinceMyshkin
Team Gong



This, I think, is a very good deal for us as we can build just a few tanks when we become a monarchy with some cash and both us and the Babes can get some cash this turn. And maybe someone else can come up with an agreement we might want if we can work a deal for both. Gift all the way to electronics to enable research when we deliver espionage which we should definitely want in case of war at least. Advanced flight should not be underrated for home defense as you can drop 3 1-move units behind enemy lines and build radar towers with workers.

I'll have more about events this turn as I haven't checked much yet, just resting. I know at least that Saber and Council both got technologies this turn. As I thought Free was a bit overconfident the first turn they are certainly playing their battles, I think. And my defense at Palace of the Brine and failure to not abandon Love Shack was bad. I've just noted on the map which I should have known all along that the Babes have 2 sources of rubber so abandoning the island if we have to wouldn't interrupt supply.

We still might lose our silk supply and should Free choose to pillage our oil they just delay the attack of their tanks and we get another turn of artillery fire on them. I'm going to set cities not producing by a whip next turn to planes and ships just in case they do pillage. Just imagine if we had that stack of workers KC always wanted us to make how many units we might have now.

Also you can also check the situation at the start of turn as the world map is very useful in CivAssist and you don't need to download the save, either. On my computer at least I can choose 'open save with CivAssist'. Here's an example of World Map with options open.

MapExample--940AD.jpg


Note the add planned town option it would stay on your world map and serve as a dotmap and we do need to rearrange our lands a bit I think since we should be a monarchy a while. Any ideas would be welcome and this should make presenting them easy. I'll also agree to not "jump on the save" and check things with this myself and give time for you guys to come up with any ideas. Victory chances are less for 100K, but our culture is valuable for defense and we have collected a good bit. If it wasn't for our dense build, 1-move units with 3 influence wouldn't have been able to retake our cities.

We're likely to have more gaps in oou culture soon especially in the northwest in our cultural coverage and even more should free advance a bit, but if we plan sites well not capturable by marine until we can spot all possible incoming transports and put enough units there to stop them they can't take our towns and resupply. Should also think about efficient arrangement to minimize corruption. We can still get espionage in 6 turns with scientists, but I think we need the 150-200gpt we can get more now. We've also a new core with our capital in Nutbush, which has been whipped pretty hard. I'd like to keep all the cities we can but some of them will just hinder us. Perhaps a jump of capital? We should sneak in improvements we need when we have a chance. Let's just have fun and see what happens?
 
Like most of you when this war started, I thought we were dead meat. Possibly that will still happen, but we have good chances of actually removing all Free forces from Gongland and preventing them from establishing a base on our shores.

You've already seen something of what's happened. The Babes are still intact, they sent us 1900 gold and world map. The Council by accident or bug accepted our MPP offer and Free's attack triggered their declaration of war on Free. They also accidently sent us another MPP which we now have with them for 20 turns and the gift of flight which they intended and made a very interesting offer of motors to us next turn as you can read in the above post. For the third time in a row our Palace has expanded as the people love us.

Spoiler :
3rdinaRow.jpg


Here's a zoomed out picture of the naval situation in the west at the start of the turn. Free has three unguarded transports 6 tiles from ou shores in the fog of Rock Lobsterford and a cruiser. Our destroyers destroyed two transports one there and in the NW and we got an elite destroyer. You can also see the Council has some ships in the area.

firstmovenavalpositions.jpg


We built walls in the hill town of Whip It. and it is defended now by several vet infantry and scrips and a cavalry for a total of 10 units. If Free wants to challenge us for this town they should take heavy losses as our vet infantry now have a 16-22.5 advantage fortified on a hill behind walls. Our main focus this turn was to attack Love Shack where Free unloaded 3 tanks and 2 marines but could not dock their boat or advance. We were successful in this and here is the full battle log for us this turn.

Battle Log--Turn 210--940AD

4/4 Destroyer vs 4/4LS-401 3SW-S of Cariboo-->3/4Destroyer
Artillery(Freebie) bombards 4/4Tank30in LoveShack-->3/4Tank30
Artillery(Freebie) bombards 4/4Tank29-->2/4Tank29
Artillery(Freebie) bombards 4/4Tank-->3/4Tank
Artillery(Freebie) bombards 4/4Marine13-->3/4Marine13
Artillery(Freebie) bombards 4/4Marine11-->4/4Marine11 bombard fails
Artillery(Freebie) bombards 4/4Marine11-->3/4Marine11
Artillery(Freebie) bombards 3/4Tank30-->1/4Tank30
4/4 MDI05(Guerilla) vs 3/4Tank in LoveShack-->2/5MDI05(Guerrila)
4/4 Guerilla vs 3/4Marine13-->2/4Guerilla
4/4 Warrior25(Guerilla) vs 3/4Marine11-->3/4Warrior25(Guerilla)
4/4 Guerilla vs 2/4Tank29-->1/4Tank29
4/4 Rob Zombie(Guerilla) vs 1/4Tank30-->1/4Tank30
4/4 Infantry vs 1/4 Tank30-->2/5Tank30
4/4 Nick Mason(Infantry) vs 2/5Tank30-->3/5Nick Mason(Infantry)
3/3 Cavalry vs 1/4Tank29-->3/3 Cavalry liberates Love Shack and 31 gold
4/4 Destroyer vs LS-004(Transport)-->5/5 Destroyer

After winning the battle we noticed a Council Battleship nearby and hopefully they will help us cut off resupply attempts from the north. Free still has Castle Donnington with a marine inside, but if they resupply this they can only move to the hills one tile in our territory. If they raze it like they have been doing and travel further down our east coast they will be surprised to learn we have a submarine with stealth attack waiting for them next turn to sink their transport. Also, all of our forces are now upgraded. Here are the totals:

2 cavalry
14 infantry
8 artillery
4 caravels
1 transport
3 destroyers
6 guerillas

We have no more ability to draft or produce with war weariness so we are now in anarchy with science set on a single scientist for espionage. We will be a monarchy in 960AD. We sent flight to the Babes and world map plus 108 gold to pay them for their help. We have 1600 gold to rush units in Monarchy and will be making 130gpt during anarchy with many tax-men. We will also produce a submarine and a bomber and a worker on the first turn of anarcy. It was necessary to abandon 9 more towns to prevent their capture and not allow Free to get a foothold on our land. Free could pillage our oil but is not likely to as they want to destroy us instead, but just in case, I set most builds planes or ships that require oil. Here's the zoomed out look of Gongland after all actions this turn.

GongShow940AD.jpg


Amazingly it looks like we have very good chances of beating back Free and you can tell they have been hurt when you see the relative drop in power in the victory screen.

PoweGraph.jpg


I also noted that the Council and Saber have both gained a new modern age technology this turn as they all hold their monopolies on espionage and sanitation and the Council still lacks marines.

We may be dealing with them soon for motors next turn. I don't think its time to give up at Gong Show and who knows maybe the next big war will leave the major powers so weakened we can again resume 100K. All ideas or suggestions welcome. Off to rest again.:)
 
A lapsed Gonger here wanting to pass on a little encouragement. Excellent playing, PrinceMyshkin. :goodjob: (and a good job to Yilar also). I am following this with interest.
 
Thanks, Othniel and all fellow Gongers still watching this. Here's the latest battle log from Free who threw everything they had at Whip It!

Kuningas said:
4/4 Tank33 vs 4/4 Infantry in Whip it! -> 4/4 Infantry, 1/4 Tank33 retreats.
4/4 Tank35 vs 4/4 Infantry in Whip it! -> 1/4 Tank35.
4/4 Tank37 vs 4/4 Infantry in Whip it! -> 2/4 Tank37.
4/4 Tank36 vs 3/3 Infantry in Whip it! -> 2/4 Tank36.
4/4 Tank38 vs 2/2 Infantry in Whip it! -> 2/2 Infantry, 1/4 Tank38 retreats.
4/4 Tank39 vs 2/2 Infantry in Whip it! -> 2/2 Infantry, 1/4 Tank39 retreats.
4/4 Tank32 vs 2/2 Infantry in Whip it! -> 1/4 Tank32.
3/5 Tank27 vs 2/2 Infantry in Whip it! -> 3/5 Tank27.
3/5 Tank28 vs 2/2 Infantry in Whip it! -> 2/2 Infantry, 1/5 Tank28 retreats.
2/5 Tank05 vs 2/2 Infantry in Whip it! -> 1/5 Tank05.
2/5 Tank15 vs 2/2 Infantry in Whip it! -> 2/2 Infantry, 1/5 Tank15 retreats.
4/4 Tank31 vs 2/2 Infantry in Whip it! -> 4/4 Tank31.
4/4 Marine12 vs 2/2 Infantry in Love Shack -> 2/4 Marine12.
4/4 Mischief of Meleet (Cruiser) vs 3/3 Edmund Frizegard. -> 4/4 MoM

Despite 70% odds in our favor, our vet infantry lost 2/3 and it appears Free did not lose a single tank, though they are heavily damaged. There's worse news than that though. The Council apparently won't be much help in this war as they were told of 2 unescorted transports in range of 2 of their cruisers and planes from their aircraft carrier. These transports have now unloaded 3 infantry (why didn't they bring these the first time?), 7 fresh tanks, a settler, and a worker. Next turn they will be able to resupply by air and our chances look dim, imo, though I certainly won't give up to the very end. Here's a map screenshot from CivAssistII:

Mapof950AD.jpg


It looks like it will only be a matter of time, but possibly the tanks we can use in 2 turns will turn the tide. It appears Gongers who want to continue keeping up with MTDGII will need to start thinking of refugee status. I'll be playing this latter this evening, so if there are any ideas go ahead and post them now. This will be our last turn of anarchy, though we still will produce a submarine and a bomber this turn.
 
Today was my anniversary so I put the turn off until later and Yilar gave advice on what to do this turn which I think I carried out for the most part. Sugar Mountain completed walls and we produced a regular bomber and a regular submarine on the only turn of anarchy. It is noticed in F7 that the Council is building both the Seti Program and the United Nations so we can be sure both Saber and the Council have fission and computers as they traded modern technology last turn.

The essential plan was to attack the tanks with everything we had as long as the odds were in our favor. Since even our conscript infantry had ~65% chance of victory against redlined tanks every unit was in fact used in this attack. As soon as our three elite units had a chance for an attack against a redlined tank they did so in the off chance we could get an mgl and form an infantry army. Our artillery and bomber managed to destroy one tank and redline all others except for one 2/4 and one 2/5. Unfortunately, we still managed to lose 4 units when we had 65%-72% odds of survival. Here is the complete battle log of the turn followed by the situation after our attack outside of Whip It!

Battle Log--Turn 211--950AD

Artillery bombards 4/4Tank31 E of Whip It!-->3/4Tank31
Artillery(Freebie) bombards 3/4Tank31-->2/4Tank31
3/3 Bomber bombs 2/4Tank31-->Tank31 destroyed
Artillery(Freebie) bombards 4/4Tank32 W of Whip It!-->4/4Tank32 bombard fails
Artillery(Freebie) bombards 4/4Tank32-->3/4Tank32
Artillery(Freebie) bombards 3/4Tank32-->1/4Tank32
Artillery(Freebie) bombards 3/5Tank27-->2/5Tank27
Artillery(Freebie) bombards 2/4Tank36-->1/4Tank36
Artillery(Freebie) bombards 2/4Tank37-->1/4Tank37
4/4 MDI07(Guerilla) vs 2/4Tank32-->2/5Tank32
4/4 Charles Thompson III(guerilla) vs 2/5Tank27-->2/5Tank27
4/4 Charlie Reid(guerilla) vs 2/5Tank27-->3/4Charlie Reid(guerilla) retreats 1/5Tank27 W
4/5 Cavalry vs 2/5Tank32-->4/5 Cavalry
2/5 MDI05 vs 1/4Tank33-->1/4Tank33
3/5 Nick Mason(Infantry) vs 1/4Tank33-->1/5Nick Mason(Infantry)
4/4 David Gilmour(Infantry) vs 1/4Tank38-->5/5 David Gilmour(Infantry)
4/4 Roger Waters(Infantry) vs 1/4Tank36-->3/4 Roger Waters(Infantry)
3/4 Warrior25(Guerilla) vs 1/4Tank35-->1/4 Warrior25(Guerilla)
2/4 Guerilla vs 1/4Tank37-->2/4 Guerilla
2/2 Infantry vs 1/4Tank39-->2/2 Infantry
2/2 Infantry vs 1/4Tank32-->2/2 Infantry
2/2 Infantry vs 1/5Tank28-->1/5Tank28
3/3 Cavalry vs 1/5Tank28-->3/3 Cavalry
5/5 Destroyer vs 4/4Mercy of Meleet-->2/5Mercy of Meleet
4/4 Destroyer vs 4/4Teal Thunder-->2/4Teal Thunder

AfterOurAttackatWhipIt.jpg


We have now inflicted 674 war-weariness points on Team Free and destroyed 39 tanks, 8 marines and 2 transports. The above picture shows the difficulty we are in. You will notice 6 squares out to sea that Free also has the possibility of resupplying the new town they should have on our shores next turn an additional 12 tanks. We should expect the worst, so if they are successful in this we will be close to overwhelmed next turn and left only with the possibility of running with settlers to some foreign shores to keep the pressure on them. The Council for whatever reason has chosen to take a defensive stance in this war and did not send us motorized transportation as discussed this turn. I've sent this last note to the Council in hopes they will find it in their interests to help us but we are at best unsure of what they will do.

PrinceMyshkin said:
Dear General_W, Ambassador for the Council,

We understand your wish to make this a defensive war as this is your right. We've noticed some very fine buildings known as the United Nations and the Seti Program may be making an appearance soon in our world. So far Team Gong has inflicted 674 war-weariness points on Team Free. We have destroyed 39 tanks, 8 marines, and 2 transports and for at least the moment Free holds no land on our shores. We can understand for political reasons you may have wished to hold back on the proposed trade or gift of motorized transportation.

You will probably notice we are in anarchy, but as a religious people we can expect to emerge as a Monarchy next turn ending the effects of war-weariness for our people. Our situation remains very dire, however. Perhaps you noticed the 2 unescorted Free transports just west of our coast near your naval group last turn. These have now unloaded 3 infantry, 7 tanks, a settler, and a worker on our western shore 3NW-3N of your cruiser, Ulsan, and aircraft carrier. This is not enough to overwhelm our defenses this turn, unless they are also able to resupply a large force from 2 more transports out to sea. Our destroyers have damaged 2 cruisers leaving them with 2hp's each escorting 2 transports 4W of the Ulsan and your carrier. We can only trust the Council to do the right thing, but if a way to defeat these ships can be found to fit in with your policies we should be able to hold out against Free many turns with good chances to throw them from our shores. We must expect the worst, however, should you not find it acceptable to your policies to kill these ships and it is conceivable our defenses could fail and we will be overwhelmed quickly. We will take steps to remain alive via settler escape for as long as possible to keep Free pinned down should this happen.

Please contact us as soon as possible to let us know your plans. We are prepared to also share concrete information with Team Saber as we know you have warm relations with them, but prefer they contact us for this. We remain faithful, grateful, and warm to the Esteemed and Learned Council and await any word you may send us

Best Wishes and Regards,
PrinceMyshkin
Team Gong

We will do our best despite the grim situation as indeed all turns have seemed grim with little chance of hope so far. We will complete 2 workers next turn in towns we may be forced to abandon in the north. We have 1787 gold making 128gpt as nearly all citizens are tax-men due to the uncertainty of luxury supply and our need to have no towns go into disorder the first turn of Monarchy. Our total forces now are 5 infantry(including 1 healthy elite), 2 cavalry, 3 guerillas, a bomber, a submarine, 8 artillery, a destroyer, 3 caravels, and a transport. Our best intelligence shows Free will not be attacking our island town in the north or any town along the east coast, but it might be possible, though unlikely, imo. The last picture is the power graph after the turn and while ours has taken a downturn due largely to a loss of culture you can see Free has taken a similar downturn in power relative to other teams due mainly to their losses.

PoweGraph.jpg
 
wow - just back from holiday and I find this! well done guys for hanging on so long!
 
Thanks, RF. Yes things change now in the blink of an eye. You might need another holiday to catch up on all the details so far.:)

Here's the most recent message we've received from the Council:

donsiq said:
CSC MTDG - Note from the Council

--------------------------------------------------------------------------------

Dear GONG,

We are reluctant to openly attack FREE since we do have an outstanding peace treaty with them despite our erroneous declaration of war. We do want to help you as much as we can within the confines of our treaty. We are sending motorized transportation this turn. We would also like to know if a loan/gift of gold would help you drive FREE from your shores. If gold will help you defeat FREE how much would you need? We just want to be sure the gold will be useful before sending it - we also don't want it to fall into the FREE treasury box.

Do you have any screen shots of the FREE transports heading your way? Is stopping these transports your only hope?

We are holding our turn till we hear back from you.

The Council

Sent to PrinceMyshkin's pm and GONG gmail

We most likely will not be able to use motorized transport now since Free is likely to steal our oil supply. If the Council had sent us motors last turn we would have been able to set production to tanks and rush a few this turn.

Their inadvertent declaration of war on Free has complicated things for all teams. Free had more to fear of an attack from Council before this, imo, as now they have signalled that Free need not worry about attack from them and they most likely would have sent us motors last turn. They have given Free the "FEAR" to attack them, but also made it clear Free has nothing to fear from them.

Imo, the possible resupply of fresh tanks by sea and with the usual "luck" of Free they could possibly overwhelm Whip It! and leave us with almost no chance of survival. It will be difficult to throw them from our shores with their new air supply anyway, but we would at least have some chance. We'll have close to 1900 gold to spend in monarchy this turn. Would any additional amount help? Is Team Gong resolved to attempt survival as long as possible and prevent Free from capturing our towns if possible? Any responses would be helpful, but I will respond to Council at least within four hours anyway.
 
Alright, Gongers. I've just sent the following reply to the Council:

PrinceMyshkin said:
Dear Team Council,

As always your help is appreciated and, indeed, the erroneous declaration of war has complicated things needlessly for all teams involved. A hearty kudos is in order for General_W's wonderfully produced RoundTable reports and I'll be making a subscription post there soon as I've been stealing editions of his fine paper long enough. You have succeeded in giving Free the "Fear" to attack, but it also appears they now have no fear of attack themselves.

I have attached two tactical screen shots from CivAssist showing the numbers and positions of Free's ships to the west of the Gong Show as you requested. The turn before our destroyer had successfully killed one of their unescorted transports, but this turn they covered their resupply with cruisers. We attacked these cruisers and almost succeeded in destroying one, but they both remain at 2/5 hp's and 2/4 hp's after our attack. The second map shows how they will be able to resupply next turn via 2 transports escorted by a healthy cruiser. Just to the NE you can see the stack of units consisting of 3 infantry, 1 settler, 1 worker, and 7 fresh tanks they landed on our shores this turn.

The units they have on our shores now and the ability to resupply by air is of certainly grave concern to us, but our defenses are virtually 100% certain to hold next turn if that were all they have to attack with. By careful abandonment of some of towns and wise builds we could be expected to hold out a good number of turns and ensure your supply of our luxuries. The chance to overthrow this new position from our island would not be impossible, but is made difficult by the fact they have the ability to steal our oil with their new settlement on the next turn. If you had sent motors to us on the last turn we would have been able to set production to tanks and been able to rush some tanks on the first turn of anarchy. We still hope to receive motors from you this turn and none of our agreements have changed. Your gift of flight has helped and the first bomber we produced has already succeeded in destroying another tank. We successfully destroyed 10 tanks this turn.

Unfortunately, it is our opinion now that stopping Free's transports is our only hope of holding out yet more turns. If they somehow, and I don't doubt they do, have the ability to resupply the new town they should build next turn with 12 fresh tanks our defenses will likely fail and we could lose a number of towns and be easily overrun the next turn. Possibly also lose the chance to provide some assisstance via escape by settler.

Gold could possibly help us repel Free from our shores, but if these ships aren't destroyed it is likely much of the gold would just fall in Free's hands. If they were to be destroyed, we would be sure no gold could fall into Free's hands over the next few turns. With the remaining bombers we can rush, our stock of artillery and some more infantry units we could possibly repel them from their new position by 2-3 turns but would need to rely on cavalry to do the job. My best advisor says this could require as much as 4000 gold, but my own opinion is it would take much less than that.

We have succeeded at reducing Free's power by the same relative margin our own power has been reduced, but it may be that despite our best efforts our downfall will come eventually if Free is not to be attacked by any other team soon. I hope I have answered all your questions in this long reply, but if you have others ask them soon and I will answer more succintly and directly to any questions asked.

Best Regards and Thanks,
PrinceMyshkin
Team Gong

And here's the maps I've sent them:

FreesResupplyChain950AD.jpg


FreesResupplyChainPartII--950AD.jpg


We need luck or help, and preferrably both. No matter what happens though Gong will never surrender to Free unless the team speaks loudly that we should do so.:)
 
Ahh well... The turn is in and again they bring more tanks :(

Suggestions for turn movement:
Move arti to square east of Whip it and redline the tank near sugar mountain, then use bomber to take it out, bomb the tank/inf stack with rest of arti.
Disband whip it.
Retreat with injured units to graceland, (Sugar mountain will be disbanded next turn).
Disband rubber island.
Join 2 workers, draft twice
Put 1 draft inf in Sugar mountain.
Sell improvements and disband other cities we can't hold.
Send request to Babe asking for rubber (very important) and any cash they can spare.
Send request to the council asking for oil (very important) and any cash they can spare.

Next turn we sell everything and buy as many tanks as we can and the turn after that we hopefully strike back killing 20 tanks :D
 
Thanks for the suggestions, Yilar. They seem to be correct in what to do without opening the save for a better look. I'll be waiting until at least this evening to get to this. Here's the complete battlelog from Free.

Kuningas said:
battle log:
4/4 Tank40 vs 5/5 David Gilmore(Inf) ->1/4 Tank40 retreats.
4/4 Tank41 vs 5/5 David Gilmore(Inf) -> 5/3 David Gilmore, 1/4 Tank41 retreats.
4/4 Tank42 vs 3/4 Roger Waters(Inf) ->2/4 Tank42.
4/4 Tank43 vs 3/5 David Gilmore(Inf) ->2/4 Tank42.
4/4 Tank44 vs 2/2 Infantry ->3/3 Infantry
4/4 Tank45 vs 3/3 Infantry ->3/4 Tank45.
4/4 Tank46 vs 2/2 Infantry ->1/2 Infantry
4/4 Tank47 vs 3/4 Charlie Reid (Guerilla) ->3/4 Tank47
4/4 Tank48 vs 4/5 Cavalry ->1/5 Cavalry
4/4 Tank49 vs 2/4 Guerilla ->1/4 Guerilla
4/4 Tank50 vs 3/3 Cavalry ->2/4 Tank50
4/4 Tank51 vs 1/2 Infantry ->2/3 Infantry
4/4 Teal Lightning (Cruiser) vs 4/4 Transport ->3/4 Teal Lightning.

Interesting that our defense did a little better this turn as it appears we lost two infantry and a cavalry but managed to kill 5 tanks on defense. I would have expected us to lose Whip It! and that they would also attack with more tanks shipped by sea. I'll not open the save until later to see exactly what the other teams did, but here is the tactical situation from CivAssistII at the start of the turn.

TacticalMap--960AD.jpg


You can just see in the mini-map that Saber has gained a town on the Babes homeland in the north and a couple others have been razed. We've not heard from them, so don't really know what their situation is. Also interesting that Free now wants to protect its tanks with infantry. Any other suggestions or plans are most welcome.
 
We get world map from the Babes and the Council sent us motorized transportation and 500 gold. Evermore and Motor City Five each produced workers and we become a monarchy. We may have erased the effects of war-weariness, but we are still a most unhappy people who dislike the draft and have been much oppressed by the whip.

Our two workers joined DSOTM and we drafted two more infantry. Only one town was capable of growth to three next turn with one mp so I went ahead and rushed a settler there for 88 gold. Most of our towns are starving and will shrink down to size1 before they start to grow again. Yilar has already outlined the essential plan for this turn and this is what we carried out. Here is the full battle log sent to Team Free.

Battle Log--Turn 212--960AD

Artillery bombards 4/5Tank08 SW of Sugar Mountain-->3/5Tank08
Artillery(FREEbie) bombards 3/5Tank08-->2/5Tank08
Artillery(FREEbie) bombards 2/5Tank08-->1/5Tank08
3/3 Bomber bombs 1/5Tank08-->4/4 Bomber destroys Tank08
Artillery(FREEbie) bombards 4/4Infantry61 W of Whip It!-->2/4Infantry61
Artillery(FREEbie) bombards 4/4Infantry59-->2/4Infantry59
Artillery(FREEbie) bombards 4/4Tank52-->2/4Tank52
Artillery(FREEbie) bombards 3/4Tank45-->2/4Tank45
Artillery(FREEbie) bombards 3/4Tank47-->1/4Tank47

We put one draft infantry into Sugar Mountain and hopefully most of their forces will be drawn to it, but we'll probably have to abandon our great town next turn. Since Free was also threatening to take several other towns, these were abandoned after selling their improvements giving us an additional 142 gold to use rushing units next turn. Our boats move to scout, but spot no threats to our harbors in the east, but Rutupiae our rubber island was abandoned. Here's the map of the Gong Show after all actions this turn.

GongShow960AD.jpg


We have lost a net of 1 cavalry and 1 transport over the last turn while Free has lost another 6 tanks making a total of 54 lost units for them, 44 of which are tanks. Their new town is even under cultural pressure from us and has a 5.7% chance of flipping to us and requires 43 units they can't spare or bring to prevent this chance.

The Babes have lost at least three towns to Saber this turn, but we sent them motors and hope they have the means to slow them down or at least pay for pressing the attack on them. I've sent a note to the Babes asking they send us their spare source of rubber next turn and also the following similar note to the Council who is the only team with a spare source of oil. I think they will send us these next turn and possibly some cash as well. Without cash, we should be able to rush 7-8 tanks and if they send more we still have 21 towns and could be in position to really hurt Free in 2 turns and hopefully drive them from our shores in 3 turns.

Dear Team Council,

Your gift of motors and 500 gold is most appreciated. We have a bit of good news this turn as our inland defense held. Either Free didn't have enough ships to transport 12 more tanks or chose to hold back a bit after losing 5 tanks, redlining others and only managing to kill 2 infantry and a regular cavalry. They have not gotten a single gold piece or permanently captured a town of ours so far in this war and now we are assured they will not and we should hold out many turns as it takes them 2 turns to attack any of our towns now. They have brought even a bit more infantry to our shores and resupplied another stack of tanks on their new airfield. Their new town has as much as a 5.7% flip chance to us and requires more units than they can spare to ensure it won't.

We have been forced to abandon our small island with rubber, but should be able to get another supply from the Babes next turn who finally lost a little ground to Saber this turn. We are all puzzled here why two powerful modern age teams find it necessary to kill such backwards teams so quickly, but think this can only be a good thing for the Council. We are glad you didn't have to break your policy by attacking Free now and also glad we were lucky enough to hold this critical turn. Your luxury supply from us should be safe for at least the next two turns and hopefully longer.

We did lose our oil supply, but happily noticed that the Council is blessed with two sources of this. We are now a monarchy, but spared our cash not rushing units this turn and are hoping you can send us your extra supply next turn and as much gold as you can spare so we can rush as many tanks as possible. In two turns we might be able to hit them with as many as 18 tanks and in three turns have a good chance of driving them from our shores. There is some evidence they are slowing down as they have been lowered in the power graph as much as we and also have a small, but noticeable drop in culture indicating they are selling cultural buildings to have cash to keep producing tanks at a fast rate. We have now inflicted 692 war-weariness points on them and destroyed 44 of their tanks.

Also, congratulations on your new Seti Program and for being the first team in long while not in awe of, but merely admirers of our culture. We are doing minimal research on espionage, but won't be able to spend much on this in the next few turns. Hope to hear from you soon.

Best Regards and Thanks,
Your Grateful Friends,
PrinceMyshkin
Team Gong

Team Council actually built the Seti Program last turn which I just noticed and is no longer building the UN. It appears a new technology in the modern age has been learned as Council and Saber have both been in the modern age for 7-8 turns. My hasty tech calculation shows it was Council that learned something and passed it onto Saber as the Council now appears to have amphibious war while the price of espionage and sanitation remains unchanged. We have a total of 2467 gold and are making 95gpt with 40 taxmen doing a minimal run on espionage.

Team Free's loss of power appears to match our own in the power graph and oddly we are still #3 in military service. They appear to be ready to wreck their civilization just to kill us. Grim days still but we are now :king: and still hanging in there resolved that Free will not gain a single gold piece, one of our towns, or escape without feeling their war weariness for a very long time. It appears only the Council has managed much sanity in what must be a very mad and savage modern age. :)
 
Thank, Daghie. Yes, its quite a mess, but our island isn't quite as teal as Free would like it to be.

We just got a bit of news from the Babes:

Whomp said:
Sent rubber but forgot map. I'll send next turn. We'll have 5 tanks ready if we can hang on. We had huge success so far taking 5 tanks and a marine while losing only a bomber but we'll see how they counter.

Looks like we'll have rubber and if the Council sends some oil, which they should, we'll have a bit of fun with tanks in two turns. Hopefully, the Babes can make any gains by Saber quite costly as well.:)
 
The turn is in and I'll be getting to it in just a few hours. For the first time during this war, Free has made no attacks so there is no battle log. Here's the tactical map at the start of 970AD:

TacticalMap970AD.jpg


They have a stack of 9 tanks guarded by two injured infantry on the hill threatening Dirty Old Town which will have to be abandoned. Sugar Mountain will remain in our hands for now as we should be able to dispatch the one marine treatening it. They've evacuated their marines in the north for now and you can see by the highlighted tile on the map they've brought nothing in by airfield this turn as only one infantry is on it. Their injured tanks have returned to their town for healing.

Also, it appears the Babes have only lost one more town in the north to Saber. If the Council sends us oil as I think they will then both teams will be able to hit back with tanks next turn. We'll use most of our cash to rush tanks for a counter-attack next turn.
 
We receive rubber from the Babes and the Council sends oil and 500 gold. I scouted around our island with an artillery before the battle. Here's the scene at the start of the turn showing what Free has at Teal Landing.

StartofTurnScouting--970AD.jpg


This shows Free is healing their tanks in Teal Landing which just got a harbor this turn. I think Teal Landing has at least 10 injured tanks in it. Note they did not re-supply by air this turn, so let's hope their production has been slowed. Two unescorted transports were spotted just SW of Teal Landing and another healthy cruiser 2S of these.

The attack this turn consisted of bombarding the marine threatening Sugar Mountain and then fishing for a leader with our elite cavalry to take it out. Our remaining artillery and bomber attacked Free's cruisers and transport which we know has at least 4 marines on it just west of rubber island. We managed to sink both cruisers and red-line their transport. Our submarine contined to north and we may get a shot at this transport next turn. Here's the full battle log for the turn.

Battle Log--Turn 213--970AD

Artillery(FREEbie) bombards 4/4Marine01 S of Sugar Mountain-->2/4Marine01
Artillery bombards 2/4Marine01-->1/4Marine01
5/5 Cavalry vs 1/4Marine01-->3/5 Cavalry
Artillery(FREEbie) bombards 4/4Cruiser E of island with rubber-->3/4Cruiser
Artillery(FREEbie) bombards 3/4Cruiser-->3/4Cruiser bombard fails
Artillery(FREEbie) bombards 3/4Cruiser-->1/4Cruiser
Artillery(FREEbie) bombards 3/4Teal Lightning-->1/4Teal Lightning
4/4 Bomber bombs 1/4Cruiser-->5/5 Bomber destroys Cruiser
3/4 Destroyer vs 1/4Teal Lightning-->2/4 Destroyer
Artillery(FREEbie) bombards 3/3LS-008-->2/3LS-008
Artillery(FREEbie) bombards 2/3LS-008-->1/3LS-008

We abandoned Dirty Old Town which is threatened by Free's stack of 9 tanks this turn and used our cash to rush 2 veteran tanks and 6 more regular tanks we can use against them next turn. Our settler just stayed at home at Graceland this turn. Here's the map of the Gong Show now consisting of just 20 towns at the end of the turn.

AfterActionMap--970AD.jpg


There is still no wonder being built by checking F7. The Council remains at war with Free. Saber only managed to capture one more Babe town this turn and should be hit with about 5 tanks this turn. Saber gained no tech this turn, but the Council did gain a technology possibly finishing their first modern age research. They are now the tech leaders with at least 4 modern age techs and amphibious war. Saber is known to have 3 modern age techs including computers and fission. We have 214 gold remaining making 73 gpt with 29 tax-men. Next turn should be a bit of fun.:D
 
Here are my suggestions:

Redline marine at sugar, kill with cav.
Bomb cruisers north of us with arti's from Sin city.

Disband dirty old town.

Even though we can kill a cruiser with bomber I would still say we should use our bomber on the tank stack, since the cruisers are no real danger. I kidda expect the 9 tanks to move 2 squares east and sit on hills north of sugar mountain, it will be there our stand will be.

By my count we can have like 8-9 tanks or so next turn, if we sell everything that isn't worth keeping at this point (both barracks and maybe market at dsotm) and spend on cash in the right places.

Move the sub to square north of fish near banana island. Hopefully the transporter with 4(?) marines will come by and we can simply pass by and kill it.

Move destroyer north to intercept any injured cruisers that may try and flee home to heal, but keep out of range from attacks.
 
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