Turns 231-239

I think they are willing to attack The Council on their own.

Their first goal is to stop The Council's research and take the Space Race out of the game. To do that, they need to reduce The Council to ten cities or less. That will take more than one turn. I just counted and it looks like there are 25 cities on The Council's main land. No one has nukes, so that means conventional warfare with a lot of units.

Saber has to stop The Council's research rate and cripple their production capacity. The fastest way to do that is by war.

If Saber doesn't do that, then The Council will probably get a Space victory, unless we help Saber. But that means we won't get the UN victory, so we need to help Saber covertly, so that The Council is weakened enough to rely on us for help (sanctuary cities) and willing to let us win in order to prevent Saber from winning.
 
City Status (* = completed build)
City Name in Italics indicates maximum population.
City Name in BOLD indicates new city

  1. * Freedom Central (12): vMarine (09) -> vMarine in 2.
  2. Thessauronicleus (12): Marine in 2.
  3. Great Walls of Fire (2/Gong): worker in 9.
  4. Kazgungudom (12): vModern Armor in 1.
  5. Nutbush City (2/Gong): worker in 9.
  6. Thombriel (12): vBattleship in 4.
  7. Fortress of Meleet (12): vCruiser in 2.
  8. We Built This City (2/Gong): Wealth.
  9. Kremlin (12): vMA in 1.
  10. Dark Side of the Moon (7/Gong): Wealth.
  11. Citadel of Ur (12): Modern Armor in 1.
  12. Tower of Babel (12): vMarine in 2.
  13. Scarborough Fair (2/Gong): worker in 9.
  14. Ring of Fire (2/Gong): worker in 9.
  15. Ishme-Shamash (12): vCrusiser in 7.
  16. Weltonspolt (12): Transport in 1.
  17. Teal domination (12): vCruiser in 5.
  18. Ninhursag-Ki (12): vMarine in 2.
  19. Abbey Road (2/Gong): worker in 9.
  20. Azurra Coast (12): vCruiser in 7.
  21. Lake Port (12): vCruiser in 4.
  22. Marad-Dur (12): vMA in 1.
  23. * Sugar-Free Wheaties (12): vCruiser (Sugar-Free Surprise) -> vCruiser in 9.
  24. FreeToes (12): vDestroyer in 1.
  25. The Watchtower (2/Gong): worker in 9.
  26. Coastal Geeks (12): vDestroyer in 7.
  27. Smoke on the Water (2/Gong): worker in 9.
  28. Liberty Bell (11): Modern Armor in 3.
  29. Free Money (3/Gong): Wealth.
  30. TuTuba (7): Wealth.
  31. Nuclear-Free (3/Gong): settler in 29.
  32. Free-Tuning (3/Gong): Wealth.
  33. Cat Ballou (12): Marine in 2.
  34. Sin City (1/Gong): Wealth.
  35. Freehand (12): vDestroyer in 1.
  36. Town Called Malice (2/Gong): worker in 9.
  37. Home-Free (3/Gong): Wealth.
  38. Furs-Free (3/Gong): settler in 29.
  39. On Flame With RocknRoll (2/Gong): worker in 9.
  40. CBGB's (2/Gong): worker in 9.
  41. Hangar 18 (2/Gong): worker in 9.
  42. Fair-Free (4/Gong): Wealth.
  43. Hermit (4/Gong): Wealth.
  44. Basement on a Hill (2/Gong): worker in 9.
  45. Chicago XIII (12): vMarine in 2.
  46. Farkle Liberation (7): Wealth.
  47. Free Swimming (5/Gong): settler in 29.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (5): vDestroyer in 45.
  50. Vista-Free (7): Wealth.
  51. Liberty Shore (5/Gong): Settler in 29.
  52. Space colony-Free (6/Gong): settler in 29.
  53. Jungle-Free (7): settler in 29.
  54. Ellis Island (6): vDestroyer in 34.
  55. T for Texas (2/Gong): worker in 9.
  56. Corporation-Free (5/Gong): settler in 29.
  57. Pete's End (2/Gong): worker in 9.
  58. Religion-Free (6/Gong): Wealth.
  59. BuyOneGetOne-Free (6/Gong): Settler in 29.
  60. GetOutOfJail-Free (4/Gong): Wealth.
  61. Aga (6/Gong): settler in 29.
  62. Unshackled (7): Wealth.
  63. Free World (6/Gong): settler in 29.
  64. Perelandra (7): Wealth.
  65. Culture Free (6/Gong): settler in 29.
  66. Dusty Harbor (6/11SE): vDestroyer in 18.
  67. Debt-Free (7): Wealth.
  68. Sid City (6/11NW): Wealth.
  69. GONG-Free (5/Gong): settler in 29.
  70. Interest-Free (5/Gong): settler in 29.
  71. Gratis (7): Wealth.
  72. Gilligan (6/Gong): Wealth.
  73. Hihhuli (7/Gong): Wealth.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 23.
  75. Gun-Free (7): Wealth.
  76. Tujana (6/Gong): Wealth.
  77. Fat-Free (6/Gong): settler in 29.
  78. Ur (6/Gong): Wealth.
  79. Freethinking (6/Gong): settler in 29.
  80. Teal Landing (6/Gong): settler in 29.
  81. Freeborn (5/11NW): rDestroyer in 23.
  82. Monte Cristo (1/11SE): rDestroyer in 93.
  83. Footloose (5/11SE): rDestroyer in 32.


Next Turn Builds
  • Modern Armor in Kazgungudom
  • Modern Armor in Kremlin
  • Modern Armor in Citadel of Ur
  • Transport in Weltonspolt
  • Modern Armor in Marad-Dur
  • Destroyer in FreeToes
  • Destroyer in Freehand


City Buildings
  • 01 x Sun Tzu's Art of War (Kazgungudom)
  • 01 x Theory of Evoultion (Kazgungudom)
  • 01 x Palace (Freedom Central)
  • 01 x Forbidden Palace (Kazgungudom)
  • 01 x Hoover Dam (Kazgungudom)
  • 01 x Pyramids (Dark Side of the Moon)
  • 01 x Leonardo's Workshop (Dark Side of the Moon)
  • 01 x Wall Street (Citadel of Ur)
  • 42 x Granaries (via Pyramids)
  • 28 x Marketplaces
  • 25 x Libraries
  • 18 x Universities
  • 31 x Barracks (via Sun Tzu)
  • 31 x Hydro Plants (via Hoover)
  • 15 x Courthouses
  • 20 x Harbors
  • 12 x Aqueducts
  • 19 x Factories
  • 15 x Banks
  • 12 x Stock Exchanges
  • 04 x Commercial Docks
  • 17 x Research Labs

Military Support
Total Units: 212 (+2)
Allowed Units: 149 (+0)
Cost per Turn: 122 gpt (+4)


Compared to BABE (Anarchy) we are Strong.
Compared to The Council (Republic) we are Strong.
Compared to SABER (Republic) we are Average (no change).

Domestic Issues
Fission in 1 turns.
3040 gold, -120 gpt
80% science
00% luxuries
20% taxes


Resources connected to Freedom Central

05 Aluminum connected.
03 Rubbers are connected.
02 Oil is connected
03 Coal is connected.
04 Saltpeter is connected.
05 Iron are connected.
05 Horses are connected.

01 Wines (from Saber)
05 Furs
01 Dyes (from The Council)
03 Spices are connected (one to The Council and one to Saber).
02 Ivory are connected.
05 Silk are connected.
05 Gems are connected.
 
Military Status
00 Settlers
10 Workers
09 Marines +1
75 Mech Infantry
61 Modern Armor
05 Artillery
06 Transport
02 Destroyer
03 Battleships
22 Bombers
18 Cruisers +1
01 Al-Battani

Military Status: The Council
10 Workers +1
22 Slaves (all Saber)
04 Marines
07 Tank
38 Mechs
42 Modern Armor +10
00 Artillery
01 Artillery (Babe)
04 Transport
01 Carrier
14 Submarines +1
16 Destroyers
03 Battleships
12 Bombers
21 Jet Fighters +1
05 Cruisers
04 Mobile SAM


Unit moves

Naval: Battleships
  1. Harry Callahan: 4SE-1E of Sugar-Free Wheaties.
  2. * John McClane: 3E-2NE of Ring of Fire, sails 4N and spots an Orange Destroyer 1N-8NE of Basement on a Hill, sails 1NW.
  3. Martin Riggs: 1SE-3E of Fat-Free.


Naval: Cruisers
  1. Mercy of Meleet: on Saber Patrol, 1W-7SW of Freeborn (11NW).
  2. Mischief of Meleet: on Saber Patrol, 2W-5NW of Unshackled.
  3. Meleet's Manicure: Coastal Geeks.
  4. Teal Thunder: Coastal Geeks
  5. Teal Cruiser: on Saber Patrol, 7NW of Ellis Island.
  6. Teal Tribulations: Coastal Geeks.
  7. * Azurra Azualt: 4S-2SE of Free world, 5NE and 1E, finding an Orange Destroyer 5S-1SE of Interest-Free.
  8. * Ishme-Swishme: 3S-2SE of Aga, 6NE.
  9. Free-Sailing: 1N-6NE of Lovey Howell(Saber) roughlymidway between Saber and Babe.
  10. Free-Spirited: 4W-1SW of Unshackled.
  11. Free-Bird: 2W-5SW of Debt-Free.
  12. Free-Ride: 5W-1SW of Coastal Geeks.
  13. * Free-At-Last: 4S-3SW of Lake Port, sails 1E and relieves Free-Food-And-Beer.
  14. * Free-Food-And-Beer: 5S-1SW of Lake Port, relieved by Free-At-Last, sails 2E and spots a Dark Blue Destroyer (The Council) 3S-1SW of FreeToes, sails 1E and then 3NE, arriving at 2S-4SE of FreeToes.
  15. Free-Registration: 2W-3NW of Freeborn(11NW).
  16. Free-Pizza: Coastal Geeks.
  17. Free-Candy: Coastal Geeks.
  18. * Sugar-Free Surprise (new in Sugar-Free Wheaties): 6SW.

Naval: Destroyers
  1. Sub Seeker: 5N of Freeborn (11NW).
  2. Sub Sinker: 2S-5SW of Coastal Geeks.

Naval: Transports
  1. Lydia Sutherland: Coastal Geeks
  2. LS-002: Coastal Geeks
  3. LS-003: Coastal Geeks
  4. LS-005: Coastal Geeks
  5. LS-006: Coastal Geeks
  6. LS-007: Coastal Geeks

Military

Workers
W055 * ( S of Pete's End): to NW of Liberty Shore, plant forest in 2.
W057 ( SE of Pete's End): irrigate in 1.
W059 * ( S of The Watchtower): to NW of Liberty Shore, plant forest in 2.
W060 * ( S of The Watchtower): to NW of Liberty Shore, plant forest in 2.

W062 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.
W064 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.
W065 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.
W066 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.
W067 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.
W069 ( W-SW of Fortress of Meleet): Clear Pollution, 2 turns.

* Slave01 (E of Tujana): rail in 6.


Former Workers
W001 (airfield W of Dusty Harbor, 11SE).
W002 (joined to Freetoes).
W003 (joined to Freetoes).
W004 (joined to Freetoes).
W005 (joined to Freeborn).
W006 (joined to Weltonspolt).
W007 (joined to Coastal Geeks).
W008 (joined to Kazgungudom).
W009 (joined to Coastal Geeks).
W010 (joined to Freehand).
W011 (joined to Freehand).
W012 (joined to Freehand).
W013 (joined to Sugar-Free Wheaties).
W014 (joined to Sugar-Free Wheaties).
W015 (joined to Ishme-Shamash).
W016 (joined to Teal Domination).
W017 (airfield W of Sid City, 11NW).
W018 (joined to Kazgungudom).
W019 (joined to Teal Domination).
W020 (joined to Cat Ballou).
W021 (joined to Freehand).
W022 (joined to Azurra Coast).
W023 (joined to Kazgungudom).
W024 (joined to FreeToes).
W025 (joined to FreeToes).
W026 (joined to Chicago XIII).
W027 (joined to Lake Port).
W028 (joined to Lake Port).
W029 (joined to Lake Port).
W030 (airfield SW of Ishme-Shamash).
W037 (airfield GONG).
W039 (airfield 2N of Lake port).
W040 (joined to Kremlin).
W041 (airfield N of Tower of Babel).
W042 (airfield NE of Tower of Babel).
W043 (airfield 2N of Tower of Babel).
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (airfield N, NE of Tower of Babe).
W047 (airfield 2NE of Tower of Babel).
W048 (joined to Freeborn).
W049 (airfield GONG).
W050 (joined to Kremlin).
W051 (Airfiel N, NW of Rock Lobsterford).
W052 (joins Kazkungudom).
W053 (airfield NE, E of Tower of Babel).
W054 (joined to Footloose).
W056 (joined to Citadel of Ur).
W058 (joined to Kremlin).
W061 (joined to Sugar-Free Wheaties).
W063 (joined to Martin Luther King Jr).
W068 (joined to Ninhursag-Ki).
W070 (joined to Citadel of Ur).


General Notes and Plans
Three polluted tiles at the moment; one is being cleaned up. One tile is NW of Sugar-Free Wheaties, the newest one is W of Freehand.

Dropping Science to 70% and we learn Fisson in 2 turns; leave it at 80% and -120 gpt.

We waste 100 gold trying to spy on Saber.

We investigate Babecolony for 57 of 2940 gold. No signs of Moblization, but this is an island.
We investigate The Aboretum for 235 of 2883 gold.
Screen shots are below.

Now at 2648 gold, -120 gpt.

Next turn (237) we can rush our worker/settler builds in Gong.

We have 3 workers planting a forest NW of Liberty Shore.

We spot a Dark Blue Destroyer and an Orange Destroyer but only the Dark Blue can be seen in the screen shots; the Orange got lost due to distance.
 
Zoomed Out, centered on Mt. Kremlin
Spoiler :

236_ZoomOut.jpg



Zoomed Out, Gong
Spoiler :

236_ZoomOutGong.jpg



Zoomed Out, Babe
Spoiler :

236_ZoomOutBabe.jpg



Zoomed Out, Saber
Spoiler :

236_ZoomOutSaber.jpg



Zoomed Out, The Council
Spoiler :

236_ZoomOutCouncil.jpg

 
Domestic
Spoiler :

236_Domestic.jpg



Top 5 and Demographics
Spoiler :

236_Top5.jpg



Victory Conditions
Spoiler :

236_Victory.jpg

 
International Scene
Spoiler :

236_International.jpg



Trading: The Council
Spoiler :

236_Council.jpg



Trading: BABE
Spoiler :

236_Babe.jpg



Trading: SABER
Spoiler :

236_Saber.jpg

 
BABEcolony
Spoiler :

236_BABEcolony.jpg



Arboretum
Spoiler :

236_Arboretum.jpg

 
Wow, the COUNCIL built 10 modern armors:eek:. Are we settling BABEland?
 
Make it Official, COUNCIL is Mobilized, I am 100% sure. Arboretum seems to indicate that.
 
We can investigate two or three cities next turn if needed, to confirm/deny mobilization.

I expected something to say 'Hey, we're mobilized!', but I might be thinking of an advisor screen.

Also, I thought the worker build in BABEcolony was an indication that they were NOT mobilized, which is why I looked into a second city. I've never mobilized before and Kuningas did it for us in this game.

(I have signed up for the Civ4 MTDG, even though I lack Civ4. I don't need Civ4 to crank out bad prose or talk to other people. :D)
 
Do you think the COUNCIL is stopping their space ship production and going for defense?
 
They are mobilized because they have an irrigated grass producing 2 shields and 2 gold. The only way to get 2 shields is to be in a Golden Age or be mobilized. If they were in a Golden Age, the tile would produce 3 gold (1 from the road, 1 from republic and 1 from the golden age), but since it produces only 2 gold they have to be in mobilization. Furthermore, their culture building are only producing 1/2 the culture (uni is giving 2), which is a side effect of mobilization.
 
Council added 14 units this last turn, to bring their offensive total to 172 units (no workers/slaves, but including artillery and transports).

We have 202 offensive units; we added two units.

The Council is gearing up for war. Or, like we have talked about earlier, they are preparing for war but hoping to disband to build space ship parts.

Before they can get into space they need The Apollo Program. And they might have an SGL or MGL for that.
 
If SABER has knoledge of the COUNCILS's military uprising. They will attack us. We might need to find a way to get the COUNCIL's UN vote and rush the UN before anything "bad happens".
 
I just had a devious thought.

Pull all of our military back from GONG-land.

Position our transports -- and build a few more if necessary -- so we can move all our arty and Marines, a dozen Mechs, and around 30 of our Modern Armor to SABER-land in a single turn.

When they invade GONGland, we invade their core. Their military will hurt us rather badly, but while they're taking over GONGland, we'll be burning their core.

Of course, this scenario would pretty much hand victory to the Council - there's no way we can win before they launch a spaceship if we're warring with SABER.

I hope you're wrong about SABER attacking us, remake.
 
We can only hope. I still think we need to get the COUNCIL our vote and rush the UN before wars start. Also can we investigate Woodstock next turn. I just want to see what their doing.
 
Also can we investigate Woodstock next turn. I just want to see what their doing.
I tried a few turns back and our spy was caught and killed. They are in Anarchy. Their choices are limited.

I'm not sure what military they could build. I think they are too advanced for a Warrior, but they should be able to build a Rifleman. I'm not sure about their trading ability; they could be getting Horses from Saber but I don't think so. Not if they were willing to declare war on us to give us War Happiness.

I would rather try to investigate Saber, but I hate losing 100 gold each turn when the attempt fails.
 
There is a unit at rocketry that does not require any resources.
 
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