Turnplay Log

The Babes send us their world map and 189 gold. It doesn't reveal too many tiles, but we can see that they have made some progress in improving their land, but still have a bit of work to do. Team Free learns flight and enters the modern age getting it in 4-turns as it was a third rate tech and only cost 4370 beakers when they started. We've got science on 40% losing 159gpt for flight due in 8 and I've left it up to the Babes to decide how much gold they want to send to speed it up. It is going to be a good idea to use espionage at some point, but we need to get that tech and plant spies first. We are most ripe for an attack now, so defense comes first and then we'll try to get to the modern age.

In production this turn:

Graceland=>infantry-infantry in 2
GWOF=>infantry-infantry in 6
Sugar Mtn=>infantry-infantry in 2
Smoke On the Water=>marketplace-colosseum

We draft an infantry from The Watchtower, our workers chop two forests and our boats patrol but spot no enemy ships except the stationary Council frigate to the NW. We remain average to the Council and weak versus everyone else. With culture doubling we are up to 854cpt with a total culture of 42,378. Council is still at 265cpt, so they've built no research labs yet.

I notice on the map that Free has built airfields on both of their resource islands and Saber is building walls and a string of forts on their island near the capital.

The main news I have to report this turn has to do with information I've learned from the formula for stealing technology in Oystein's strategy article A Study on Espionage Missions in the war academy.

I've found we can determine if a team gained a tech and how many each turn with this information. I wish we had known this info sooner as it takes much of the guesswork out of what the tech leaders are up to. For instance, I noticed that Saber and Council have not traded their free tech on the first turn of the modern age. Either they got the same tech or were awaiting Free's arrival to work out a deal.

I took a look at each save starting on turn 152 to the present and came up with this timeline on when each team got a tech and using other clues also came up with what this tech was and how they got it.

The formula for the cost of stealing technology from the article is the following:

dist*level + base*techs/techrate/100

dist = distance from their capital to our nearest city
level = 1 for a town, 2 for a city, 3 for a metropolis
base = 10
techs = total # of techs known by the civ attempting to steal from
techrate = 240 (standard map with 5000 world tiles)

Since on turn 152, we knew exactly how many techs each team had and how much an immediate steal attempt cost in the espionage tab, I derived the following values for dist on this map for each team:

Council 18
Free 25
Saber 31
Babe 21

On turn 152 (360AD), the Council knew 35 techs, Free knew 35 techs, Saber knew 32 techs, and the Babes knew 30 techs. Going through each save I came up with the following timeline. Techs listed without a ? means we know what tech they got by other clues and how, but the total # of techs in () by each team is accurate as is the cost of safely stealing the tech. I'll put it in the following spoiler for those interested and start reporting any increase in cost and what it means in the turn reports.

Apologies if this isn't organized better and some of it is speculation as to the deals being made, but the big picture is that Saber has espionage and has been stealing techs from Free at least some with additional money provided by Council who saved money researching cheap optional techs like music theory, navigation and navigation. Saber also researced some optional techs like economics and most likely espionage. Free made a few trades with Council at the beginning, but hardly dealt with Saber at all, never trading lux. Although Free was researching at a 4-turn pace during their GA, teams were struggling to do this for monopoly techs and we can expect them to take 6 turns or longer in the modern age. Also we now have the means to track how fast they are researching.

Spoiler :
Industrial Age Timeline:

Turn 152-360AD: Free(steam power-we see rails soon) enters IA
Council(nationalism-MPP's are available) enters IA
Council-1752(35)/Free-1780(35)/Saber-1660(32)/Babe-1524(30)
Turn 153-370AD: Free-Council swap techs-Free now has MPP's
Council-1800(36)/Free-1828(36)
We trade world maps with the Babes after learning navigation
Turn 154-380AD: We trade luxes with Saber and Council-both send gems, so Saber gets free lux
Saber gains a tech (ToG or magnetism) either by steal or deal (if deal why not both?) two turns after we trade them physics
Saber-1708(33)
Turn 155-390AD: We get horses, 1 lux and military tradition from the Babes
Turn 158-420AD: Saber enters IA(either steam power or medicine)
Saber-1804(35)
Turn 159-430AD: We get monopoly on music theory, but sadly never get around to building Bach's
Free researches a tech-1876(37)-electricity?
Turn 160-440AD: Free does not trade its tech with anybody
Turn 161-450AD: Council builds Newton's-they gain a tech
Saber now has nationalism from the Council and gets another tech-since no research is possible in 3 turns and Free gets nothing this was probably a deal and a steal; Saber-Council are now trading lux as is Free-Council
Saber-1900(37)/Council-1848(37)
Turn 162-460AD: Free gains a tech as does the Council-the Council finsihes research and deals medicine? or industrialization? to Free
Free-1924(38)/Council-1896(38)
Turn 163-470AD: Saber gains two techs (presumably industrial and electricity-maybe espionage tech?) in either deals or steals-Free gains a tech possibly researched, but probably in deal with Council--in any case techs now known are all first tier and electricity and industrialization--Council lacks something
Free-1972(39)/Saber-1996(39)
Turn 165-490AD: We trade a lux with Free; We make the GLib swap with the Babes; Council gains a tech--just caught up after worked out deal-tech for replaceable parts and economics plus full IA sharing with Saber?
Council-1944(39)
Turn 166-500AD: We get TOG and Magnetism from Babes; Babes gain 11 techs from the Library swap
Babes-2052(41)
Turn 167-510AD: We get nationalism, steam power, medicine and ivory from Babes; Free learns scientific method; Saber also learns a tech--both learn sci method at same time or Saber learns something new? In any case either us or the Babes are working on an unknown tech since we know exactly what techs all team has due to espionage figures.
Free-2020(40)/Saber-2044(40)
Turn 168-520AD: We gain electricity and industrialization from Library swap; Free gets Atomic Theory and Electronic from ToE
Free-2116(42)
Turn 169-530AD: Free builds Hoover's Dam and start their GA--we're still at tech parity with everybody--in fact we are tech leaders with 45 known techs--we are down sci method through electronics from Free and sci method from Saber who just got beat to ToE?--we are also the only team with all 8 luxes
Turn 171-550AD: Council and Saber both gain 2 techs-not corporation since the price doesn't drop next turn in CivAssistII--economics and replaceable parts with a swap?--especially since new Babe turn-player says he shaved 2 turns off rep parts and Saber builds Smith's next turn 4 turns after ToE--Council still down sci method or just economics to Saber
Saber-2140(42)/Council-2040(41)
Turn 172-560AD--Saber builds Adam Smith's; Free learns a tech-not corporation as price doesn't drop-gained replaceable parts in GA research?; Saber and Council start worker exchange program
Free-2164(43)
Turn 175-590AD--Price drops on corporation, but only a step--Saber(corporation) and Council (music theory) both learn a tech
Saber-2188(43)/Council-2088(42)
Turn 176-600AD--Free learns a tech and price drops again on corporation
Free--2212(44)
Turn 177-610AD Council builds JSBach's
Turn 178-620AD: We get replaceable parts from Babes; Free becomes average to us in military
Babes-2100(42)
Turn 179-630AD: Council gains a tech-sanitation as price doesn't drop on corp and their capital grows soon
Council-2136(43)
Turn 180-640AD: Council gains a tech(corporation) and their cap is 19 pop.;Saber and Free gain a tech (refining and espionage? for Saber)
Council-2220(level3Cap)(44)/Free-2260(45)/Saber-2236(44)
Turn 181-650AD: We learn corporation and send it to Babes; Saber gains a tech(refining?) and Free does not--obviously a steal--I don't even know if Free is aware of the theivery-we sure weren't--Saber is now militarily average to us as well
Saber-2284(45)
Turn 182-660AD: Babes get corporation from us; Council gains a tech(refining?)--obvious gift from Saber
Babes-2148(43)/Council-2268(45)
Turn 183-670AD: no one has steel as price has not dropped, but they all have refining
Turn 184-680AD: Free learns steel-price drops in CivAssistII; Free is now strong to us; How much you wanna bet Saber gets a tech next turn?
Free-2308(46)
Turn 185-690AD: Both Saber and Council get steel-they both didn't research it did they? What did the researcher get in return?--nada--Council is still down sci method--are they both maxing their treasury for steal attempts?--you bet they are!! Do I think these guys are keeping up with Free's GA research and managing to pick up optional techs--not a chance--both Free and the Babes are bigger than them--are they hiding all this from Free--it would seem so, since the Council is still trading with them and Free isn't grumbling--beautiful strat, but who gets to win the game?--only time will tell--Free's not trading lux with Saber why would they be trading tech for nothing?
Saber-2332(46)/Council-2316(46)
Turn 187-710AD: Saber has another tech!--my bet is atomic theory once again from Free
Saber-2380(47)
Turn 188-720AD: Free learns combustion in 4 turns and their GA ends; Council is now average to us
Free-2356(47)
Turn 189-730AD: At least an attempt failed or wasn't tried as no new tech is learned and Free retains monopoly on combustion
Turn 190-740AD: Council and Saber learn combustion-maybe it was researched-but why not save money if steals are working?
Council-2364(47)/Saber-2428(48)
Turn 191-750AD: The Babes send us refining; of course, Council and Saber get another tech--electronics from Free and a gift of sci method to Council although the timing makes it appear one researched combustion while one did the other, but how? 4-turn research on electronics is impressive if so as well as out-researching the GA fueled, #1 pop Free, but why drag Council along?
Council-2412(48)/Saber-2476(49)/Babes-2196(44)
Turn 192-760AD: Free does not learn a tech, and mass prod is cheaper than combustion, so they can't do 4-turn research without a GA. Also note the culture graph--Saber isn't swimming in libraries and universities; We learn steel and send it to Babes next turn.
Turn 193-770AD: Babes get steel and start combustion; Free learns something probably mass production in 5-turns; we are now weak to Council
Free-2404(48)/Babes-2244(45)
Turn 194-780AD: Well, how about that? Council and Saber can't do 4-turn research after Free's GA ends even though mass prod is known and cheaper than combustion or am I still getting it wrong? Can Saber do 4-turn research on expensive techs like atomic theory and electronics-remember, we know Council is still lacking Atomic Theory so their superior lit rate didn't do it.
Turn 195-790AD: Council and Saber both get tech--they're partners so I guess it's mass production or is Council gifted Atomic theory to hide it? I guess I'm still not sure.
Council-2460(49)/Saber-2524(50)
Turn 196-800AD: No Change

Turn 197-810AD: Council gains a tech, so now has atomic theory?
Council-2508(50)
Turn 198-820AD: Council gains another tech--Military Tradition and peace from the Babes, Free gets a tech-motorized transport?--5-turn research
Free-2452(49)/Council-2556(51)
Turn 199-830AD: Council gets a tech-navigation easy self research; Saber gets a tech-military tradition from Council
Council-2604(52)/Saber-2572(51)
Turn 200-840AD: Babes send us combustion; Saber gets another tech either flight or amhibious--one of the last two was a steal for sure, but we know they didn't trade navigation from the Council--they want us to believe Council got all those gifts from Free in a deal--anyway we don't have to worry too much about 4-turn research in the modern age--they can barely do 5-turn research at the end of the IA; Council builds Magellan's voyage-Starts GA
Saber-2620(52)/Babes-2292(46)
Turn 201-850AD: We lose ivory from the Babes as their last resource island is seized
Turn 202-860AD: We get ivory from Saber in compensation for giving them 2lux-1; we return to average versus Council; Free learns a tech in 4-turns, must be the cheap amphibious war or else they would be modern now. They are one tech from the modern age.
Free-2500(50)
Turn 203-870AD: Saber gets a tech but is not modern it is flight according to civassist as gift from Council to keep Colossus alive as long as possible
Saber-2668(53)
Turn 204-880AD: Council gets a tech but is not modern--amphibious war?; Saber gets three techs and is in the modern age--motorized transport, sanitation from Council? or advanced flight? and their free tech
Council-2652(53)/Saber-2812(55)
Turn 205-890AD: Council gets last tech and enters modern age
Council-2748(55)
Turn 206-900AD: Free learns flight as its price drops in CivAssist in 4-turns and enters modern age--Council and Saber have not traded tech and the Babes learn mass prod in 6 turns,it took Free 5-turns for mass prod, 5-turns for motorized at monopoly, but so they get third-rate flight in 4 turns--nobody is teching in 4 turns or
Free-2596(52)

Note Council and Saber both have three more optionals than Free. We know that Council has sanitation, music theory, navigation and military tradition. Since we know Free has none of the last three, they must have sanitation as well, but no hospitals visible as yet. Saber has economics, military tradition, and espionage? I guess we'll find out when we learn that tech, but unless I'm way off base here, my guess is Free isn't too pleased right about now.
 
We accept 347 gold and mass production from the Babes and we get a new expansion on the palace. I temporarily bump our science to 100% and hire scientists to give us 640bpt. Looking in the science advisor, since espionage takes 4-turns to research and amphibious war takes 5-turns, we know with 100% certainty that Saber has espionage and the Council does not have marines. The espionage tab shows no increase in the cost of stealing tech so our modern age friends have not swapped tech so far in the modern age. All are still 11 techs from space. At the end of turn we have 378 gold in the treasury losing 361gpt at 90% science for flight due in 4-turns. This was Whomp's opionion from the gmail inbox:

Whomp said:
I think bombers are absolutely critical so I'll send 240g per turn with a good chunk upfront. I'll always start a slow burn towards tanks. I think you should run towards espionage after that. We're not going to use marines anytime soon the way I see it so getting the bombers and tanks for security makes sense and then we can steal our way back into things. I'll send Free and Coucil a message and ask what their plan is?

The Council has replied to the Babes stating they are still interested in striking Free. This may be true but without marines would be difficult. We are still average to the Council in the military advisor. They now have a cruiser and an aircraft carrier just to our northwest. They are most likely on a sightseeing tour using fighters for recon missions and might be sharing maps with Saber. Our patrols spot no other boats. With many mp's freed up this turn, I've moved 2 infantry to our rubber island of Rutupiae and positioned many warriors on the coast to prevent a landing for more "sightseeing" without declaring war. If war is going to come, it would be nice if they at least gave us war happiness. We should have the entire coast blocked soon without losing any useful mp's.

In production this turn:

Dirty Old Town=>worker-worker in 4
We Built This City=>infantry-infantry in 7
DSOTM=>destroyer-destroyer in 3

Our workers chop shields into On Flame w/RocknRoll and whip a marketplace there for 4-pop. 2-tiles are re-irrigated and workers move to plant another forest next turn. We still have 56 tiles or 560 shields stored in forest chops. We whip 20 shields into 4-towns where growth is not lowered and draft and infantry from Woodstock and Pete's End. We whip marketplaces at Woodstock, Slane Castle, Beach Party, Town Called Malice and CBGB's for 4 pop. each. Scarborough Fair whips a colosseum for 3 pop. We are now making 856cpt with 43,235 total culture, while the Council remains at 265cpt. There is no discernible change in the culture graph, so no team appears to have built a research lab, yet. No modern age units are spotted in Free or Sabers lands with our patroling boats. Here's a zoomed out look of Gongland after all actions this turn.

Gongland910AD.jpg


We have 125 units with free unit support of 222. Here's a list of our units including their per-unit and total upgrade cost as this hasn't been shown in a while.

16 workers
46 warriors --> 120 gold for guerilla--5520 gold for all
13 MDI --> 75 gold for guerilla--975 gold for all
1 archer --> 105 gold for guerilla
1 longbow --> 75 gold for guerilla
13 spearmen --> 105 gold for infantry--1365 gold for all
20 infantry
2 cavalry
1 cannon --> 60 gold for artillery
1 galley --> 105 gold for transport
4 caravels --> 90 gold for transport--360 gold for all
1 frigate
3 destroyers

Here's a screen of demographics in F11 which also hasn't been pictured in a while.

DomesticAdvisor910AD.jpg


No real surprises in demographics. We're #3 in approval even with many specialists and some unhappy citizens, but Babes and Free have less luxuries. Last in pop., GNP, mfg, and productivity is no surprise since we have the most corruption as a feudalism and have whipped away a lot of population. We're #2 in land, but this includes the sea tiles we've grabbed with culture. We actually have 17% of the world's land and 335 domination tiles. Only the Council beats us in literacy as they have 2 science wonders, but also many libraries and universities. We're #2 in life expectancy even with the Pyramids, since aqueducts and hospitals add to this, we are most likely behind the Council who has sanitation. We're #1 in military service which means we have the highest % of military units/citizens is somewhat revealing. No team has many more military units than we do just yet even though a lot of ours are warriors. #1 in family size means we have the most growth and could probably gain some rank in pop if we held back the whip.

Finally, I think we should consider getting communism after flight and before espionage. The only real drawback to this change would be 6-7 turns of research, although we could revolt on the last turn of research with scientists. Advantages include increase in free unit support to 306 units and would allow for more cities available to draft units. One more mp would be availabe to provide happiness could provide more growth and an extra pop. available for draft or whip in each of our cities. Since we'll have markets everywhere in about 10 turns with growth all cities would provide more in taxes giving us more money to attempt steals. With the Secret Police HQ in Sugar Mtn. we would still have our big three cities at 0-10% corruption and no city would be more than 33% corrupt. Cities with courthouses would have 21% corruption and if we add a police station a city would be less than 15% corrupt. All of our towns would be responsive to the luxury slider if it was needed. We would lose 1-turn in our culture victory by losing ~860 total culture over 2-turns of anarchy. We would be able to gain this back however by having the ability for less corrupt towns to finish their colosseums. We may even end up gaining one net turn on our 100K date. Our spies would gain veteran status giving us 10% greater chance on all spy missions. Our chance to successfully steal tech would be 76% rather than 68% means savings in gold per expected successful steal attempt. Last, but not least, in the case of war we would be immune to war-weariness. What does the team think of using our religious trait to our advantage one last time and going commie?
 
2 brilliant posts on the state of affairs Prince. Are you sure we can recoup our turn of lost culture via Communism? If so it sounds good, though it would be nice to upgrade all our troops sometime too. With flak everywhere, an invasion by Republics without nukes will be hard with hundreds of guerrillas and infantry and other cannon fodder we have lying about. If we upgraded we might even go to strong to everyone; dont know where we would find the gold however.

Looks like we could possibly win this thing. The others will nuke each other and we will cruise on through... maybe!
 
Thanks, kc. Well, we would lose 1/2 culture for 2-turns or ~860gpt. But with 50 turns of game until 100K after we go commie we only need 860/50=18cpt added to what we've got to get that culture back. We'll whip another colosseum next turn and have a few more close to completion and with commie have a good chance of getting our last 5 universities built. We shouldn't lose a turn and might even gain one with extra production.

Gold for upgrades will be hard to come by, but commie should provide even more gold for this as markets actually make cash with growth in all our towns. It's hard to say, but we would probably make +100gpt without taxmen with just a little growth. Also, we wouldn't need to still all the modern age techs to defend ourselves and even go the offensive if needed and could upgrade even more units with the Babes help if we stop stealing. We won't need superconductors or laser for example, I'd say fission, rocketry and computers is all we really need.

I think our chances do look pretty good, especially if an attack can be avoided in the near future. Fifty turns ago, I thought we might not even get to flight. Still a big maybe, though. The alliance with the Babes certainly won't crack, at least.
 
I always thought communism was best for maps where your land was somewhat split up, which is not the case here, as we have an almost round little island. Also, doesn't culture shut down for 2 turns under anarchy? That would mean we would not gain about 1700 culture. Which I somehow doubt we could regain in our projected 70 turns (or so) from a few colosseums and unis that would be built a few turns earlier.

It is interesting that TC has approached Babe saying they would like to strike Free, this could mean #1 They are gonna attack Babe, while their forces are elsewhere, #2 they really want to get rid of Free before they get nukes. In any case it is in our interest that it fails. It would be nice if we could get Free in on this.
 
Hey, Yilar. You are correct that culture shuts down under anarchy. However, this would only be one full turn for a religious civ. We would lose production for 2 IBTs, but on the second turn would change to the new government and culture would still be applied that turn. I just checked this on a recent culture game I played as the Celts. I had 31,870 culture at 500AD making 1599cpt and went into anarchy. In 510AD, I still had 31,870, but in 520AD I was in my new government with 39,769 culture gaining all 1599cpt. Even if we were to lose 1700 culture, 5 universities X 4cpt + 7 colosseums X 2 cpt X 50 turns = 1700 culture and we could easily build these. I stand by the assessment we will lose no turns off our culture victory and still may gain a turn.

The effects of communism are better the more towns you have whether your civ is split in territory or not. With the Secret Police HQ in Sugar Mountain we would have no town with worse than 33% corruption. We have 23 towns now fully 90% corrupt and and another 17 town with 33%-90%corruption. Sugar Mountain and DSOTM would stay at 10% corruption and with a police station would be 0% corrupt as would Graceland. That leaves only 8 of our towns negatively affected and if they built courthouses they would go to 21% corrupt and if a police station could also be added they would lose nothing. It is really quite a large gain for us, I think.

More importantly might be the immunity we would then gain from war-weariness as well as veteran spies. If war comes to our shores and we start losing many units war weariness would quickly shut down our entire civ except for maybe 3-4 towns. It's almost incalculable how much advantage this would be.

I agree with your thoughts on the Council and think scenario #2 is more likey. All of the Babes forces are on their homeland playing defense. We are still waiting to hear from the Babes if Free will talk to them, but so far they are playing a very isolationist game talking to no one. At least they are trading their lux with us, so we're not their likely their first target. The Council does not have marines, yet nor are they stronger than us, so if they do start an attack it most likely would fail.
 
We finally got a response from Free in our inbox:

Kuningas said:
There can only be one color in the world. The color is to be TEAL. FREE declares war on GONG.

BATTLE LOG
Mischief of Meleet bombards Infantry in Stonebony. Bombardment failed.
Cruiser bombards Infantry in Stonebony. Bombardment failed.
Marine01 vs cInfantry in Stonebony. Marine01 4/4. Stonebony captured.
Marine10 vs cInfantry in Hotel California. Marine10 2/4. Hotel California captured.
Marine07 vs rwarrior SE of Hotel California. Marine07 3/4.
Tank15 vs vwarrior NW of Hotel California. Tank15 4/4. Townes van Zandt captured.
Tank01 vs vwarrior NW of Townes van Zandt. Tank01 4/4. Palace of the Prine captured.
Tank07. Whip it! captured.
Tank22. Sugar Mountain captured.
Tank18. Graceland captured. Cannon captured.
Tank02. Paradise City captured.
Tank13 vs vInfantry in Dark side of the Moon. 1/4 Tank13 retreats.
Tank10 vs cInfantry in St. Alphonzo's. Tank10 5/5.
Teal Thunder bombards vInfantry in Yellow Brick Road. Infantry 3/4.
Mercy of Meleet bombards Infantry in Yellow Brick Road. Bombardment failed.
Marine04 vs 3/4 Infantry in Yellow Brick Road. Marine04 3/4.
Marine09 vs vSpearman in Yellow Brick Road. Marine09 3/4.
Marine03 vs vSpearman in Yellow Brick Road. Marine 2/4. Yellow Brick Road captured.
Marine05 vs rwarrior (Eddie Spaghetti) SE of Yellow Brick Road. Marine05 4/4.
Tank14. Dirty old Town captured.
Tank16 vs rMace in St. Alphonzo's. Tank16 4/4.
Tank21 vs vwarrior in St. Alphonzo's. Tank21 5/5. st. Alphonzo's captured.
Tank vs cInfantry in Rock Lobsterford. Infantry 1/2.
Tank05 vs 1/2 Infantry in Rock Lobsterford. Tank05 3/4. Rock lobsterford captured.
Tank12. Great walls of Fire captured.
Artillery01 bombards vInfantry in Dark Side of the Moon. Bombardment failed.
Artillery02 bombards vInfantry in Dark Side of the Moon. Bombardment failed.
Artillery03 bombards vInfantry in Dark Side of the Moon. 2/4 Infantry.
Artillery04 bombards vInfantry in Dark Side of the Moon. Bombardment failed.
Artillery05 bombards vInfantry in California Girls. 3/4 Infantry.
Artillery06 bombards vInfantry in California Girls. Bombardment failed.
Tank19 vs 2/4 Infantry in Dark Side of the Moon. Tank19 5/5. Dark Side of the Moon captured.
Tank20 vs 3/4 Infantry in California Girls. Infantry 1/4.
Tank08 vs 1/4 Infantry in California Girls. 4/4 Tank08. California Girls captured.
Marine06 vs rwarrior (Bob Dylan) N of Yellow Brick Road. Marine06 3/4.
Marine08 vs vwarrior NE of Yellow Brick Road. Marine08 4/4.
Marine02 vs vwarrior E of Yellow Brick Road. Marine02 4/4.
Tank03. We Built this City captured.
Tank06. Pete's End captured.
Tank09 vs vSpearman in The Watchtower. tank09 2/4. The Watchtower captured.
Tank11 vs vInfantry in Ring of Fire. Tank11 5/5. Ring of Fire captured.
Tank17. Scarborough captured.
Tank23. CBGB's captured.

I opened the save and accepted 79gold and world map from the Babes and then the following offer from Free.

IThinkItsOver.jpg


I've left the save open at this point and await some responses from the team. Do we accept peace as a rump state to Free and prolong the end? Or should I go ahead and decline and let the turn start to see what if anything can be done? Continue on to the bitter end?

In either case it is probably over. I count 19 tanks, 10 marines and 6 artillery at least on GongIsland plus there is sure to be some reinforcements. We have 39 warriors, 12 MDI, 1 archer, 1 longbow, 10 spearmen, 11 infantry and 2 cavalry left for a counter-attack. Chances are slim indeed to gain anything back and I think we've no barracks left to upgrade anything even if we sell buildings to pay for it. Very sad we did not spot this force on patrol the turn before.
 
I'd say we are dead...

We may aswell retire, we knew the 100k win would not be easy and now we certainly have no chance of winning it, but lets finish with style and try to ruining as much of free's attack as possible...

Join workers to cities and draft.

Counter attack and try to take some main cities. Especially the cap and DOSTM, as those contain wonders.

Once we have lost all our units and we can't retake more cities sell everything and disband all cities but Kokomo and Rutupiae and give whatever cash we have left to Babe.
 
I guess I'd have to agree with the first statement. Yes, 100k is certainly over.

That's one vote for sell and give cash to the Babes. Anybody else? Take peace and hope our culture flips something back? Sell buildings and upgrade remaining forces next turn in case they honor deal, just to make things more difficult for them and watch what they have in store for Saber and Council?
 
Actually come to think of it. I only see some 20-25 tanks and some 10 marines. We have a lot more units than that and the tanks are probably split, we may be able to survive it if we play our cards right.

Btw. I hope you asked for an extension to play the turn...
 
I'm up for trying to find a way to survive. From the battle log, I only count 19 tanks as they did have a couple losses. We've got at least until tomorrow before we need to ask for an extension.

True, they could just dishonor peace if it was accepted, but from what I understand of the last MTDG they would face a lot of flak for breaking a deal like that from the other teams.

Should I send a note to Free asking if they would really honor peace before we decide what to do? I've still got the save open at the peace treaty...
 
Oh, and I guess the other teams now know who the real threat is, even if they did allow Saber to get away with stealing for awhile.

Also, you don't think the Council sent their map of our lands after recon as means to keep Free off their back by pointing out the opportunity? If so, they really don't know what's good for them, do they?
 
Hmmm.. We only have 2 cavs :( I guess we should have built more bleh.

The key to taking back our empire is our cap, it is the only city by my calculations that our culture will not give us direct attack to. So we should use our cavs on the capital.

I reckon most of their marines are on our southwestern coast. If we stay away from them, as they are not as dangerous and focus on the tanks inland, then we should be able to defeat the 20 tanks if we use all our units.

Here's a picture our land:



The priority line is Red, then yellow, green, pink and teal as the optional cities if we have any units left.

The thinking behind this is that if we capture the draftable cities we can draft two infs and use them, or join workers to draft. Because our unhappy cities will not allow us to draft.
 
Alright, Yilar. I'll just close the peace treaty screen and open the save to help you take a look. We really do need to get something back and hope in their battle excitement they've not yet destroyed all the barracks. We still have rubber and should be able to put some more infantry in the field in a couple of turns. I guess we'll need to sell remaining libraries and universities if we make progress and do some upgrades. Warriors might be needed to pillage roads as well. We do need to do something to give the Babes more time.

Check out the thread CBob opened on the Causes of War. It really is quite hilarious. I think Saber has the entire world fooled besides us, if they actually perceived our culture as a greater threat.
 
The battle is lost, abandon all cities and send all units to the far corner on a hill+walls city for the last stand, the less cities FREE gets the better!

Good game everyone!
 
We can attack with warriors.. Say we use like 4-5 warriors to promote the tank to elite and take it down to 2/5. And then kill it off with our "attack" units. No sense in pillaging roads as we can't possible disband them all so quickly.

If you got msn, we can play the turn together if you feel like it :)
 
You're probably right, Rick. We're most likely down to our last turns. But, if the goal is to leave Free with the least cities possible, perhaps we should try to gain back as much as we can before we decide to abandon or not.

I've noticed Free already has an airfield, presumably with more tanks. If we make it as far as the green line of attack that Yilar suggests, this will be destroyed and they must move one tile on mountains next turn.

We have available for attack with % chance of victory versus healthy tank in ():

3 vet infantry(39.1%)
2 vet cavalry(31.7%)
12 vet MDI(20.8%)
1 vet longbow(20.8%)
7 conscript infantry(16%)
1 vet archer(4.3%)
23 vet warriors(0.5%)
15 reg warriors(0.3%)
1 vet pikeman(0.5%)
10 vet spears(0.5%)

Shall we start at the top, saving the cavs for Graceland, and work our way through Yilar's battle plan, stopping to report progress and developments as we go? If after all this it appears Free will just blitzkrieg our cities we just sell everything and abandon all except our island towns and send our cash and world map to the Babes?

Edit: Crosspost with Yilar. That sounds like a reasonable idea, why lose our best units to just promote to an elite?
 
You got gamespy?

Shall we start at the top, saving the cavs for Graceland, and work our way through Yilar's battle plan, stopping to report progress and developments as we go? If after all this it appears Free will just blitzkrieg our cities we just sell everything and abandon all except our island towns and send our cash and world map to the Babes?

Or we could simply do that. The reasoning behind using our warriors to promote the tank is very simple, while the tank may be elite it will also be injured vastly increasing the odds of us winning the battles with our better units.
 
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