Turns 231-239

Don't try to plant a spy every turn. When a plant spy mission fails, a flag is triggered that makes any further plan spy missions fail. This flag has a 1/3 chance of disappearing each turn. So, it is best to plant a spy every 3rd turn.

Remember, The Council can't build the Apollo Program while they are mobilized. The only way to get out of mobilization is to make peace, but if BABE/The Council stay at "war", then The Council can't get out of mobilization, can't build the Apollo Program and can't win. If we built an early warning net of ships, we could get the first strike against SABER. I like the idea of repositioning our troops.
 
Don't try to plant a spy every turn. When a plant spy mission fails, a flag is triggered that makes any further plan spy missions fail. This flag has a 1/3 chance of disappearing each turn. So, it is best to plant a spy every 3rd turn.
Every 3rd turn; I can do that.
Remember, The Council can't build the Apollo Program while they are mobilized. The only way to get out of mobilization is to make peace, but if BABE/The Council stay at "war", then The Council can't get out of mobilization, can't build the Apollo Program and can't win.
But if they have already built the Apollo Program (which would be nice to know), then: they could ask Babe for peace, Babe offers peace, the turn is sent to The Council, they accept peace and then disband units for space ship parts.

Unlikely with Saber making war noises, but possible.

If we built an early warning net of ships, we could get the first strike against SABER. I like the idea of repositioning our troops.
We've got plenty of ships in production. The trick is a one turn invasion. We would have to launch from an 11 Tile island, I think.
 
I wish we had about 5 or 6 Jet Fighters in our core; Recon would be nice for patrolling our coastal waters.

Also, we need a coherent strategy for our next moves re: SABER and The Council. I favor declaring a fake war on The Council and moving a couple of ships into port so SABER can't see 'em. We ask the Council to do the same. Then, we stall, telling SABER that the Council sank some of our ships.

Of course, they might demand to see the battle log, so we'd need to work with the Council to concoct a plausible fake one.
 
If anyone has AIM General W was a AIM account. Go to his CFC profile.
 
I haven't opened the save, but it does appear that Saber declared war on The Council. That is no surprise to us, nor to The Council, really. We (us and The Council) knew war was coming, we just didn't know who was 'it'.

We willl finish learning about Fission this turn. Which means we can rush the United Nations with our SGL and we will. It will complete on Turn 238.

On Turn 237 we will declare war on The Council.

On Turn 238 will send peace to The Council. I think we should also offer a city of refuge.

On each of the following turns we will do the same thing.

This is mainly for propaganda purposes. We want Saber to see that we are at war with The Council and we want The Council to know that it is a Phony War. And an escape hatch, if they need it.

(Side note: One thing I don't like about in-game trading is that Accept/Decline on the trade occurs at the first of the turn. You don't have time to decide if you want to accept it or not.)

Judging by the battle log supplied to us by The Council, all they lost was ships. Saber has not landed yet. So no land combat. I don't remember seeing any shore bombardment.

We don't have ships in place to invade Babe. Sorry, but that's the way it is. All of our transports are in Coastal Geeks, on The Council's side of the world.

In the UN, I will write something that will indicate that we are joing Saber and ganging up on The Council. Saber has not posted anything about it. Nor did they post anything when took on Babe, either, so that is not too surprising. Me and General_W are the, um, verbose ones.

Since we cannot invade Babe, The Council is going to take a beating from Saber. This works in our favor. The more damage that Saber does to The Council, the more willing The Council will be to vote for us in the UN and avoid a Saber win.

The way to frame the issue is quite simple. No one is voting for FREE to win. They are voting for Saber to lose.

That's the broad outlines of the plan.

One detail is still unknown. In a solo game, once the UN is built, the game asks every so often (every 4 turns, I think) if you want to hold UN elections. And mabye on the turn that the UN is built.

In this kind of game (PBEM) how does it work? Can we ask to hold UN elections? Also, how would the voting be ordered? Across turns or all on one turn?

Before I play (sometime on Sunday), I will inform The Council of the high points of what we are doing. That is, declaring war this turn, offering peace and a city next turn.

I will also inform Saber (after the turn, with screenshots) that we have declared on The Council.

This looks like a make-or-break moment in the game. Any input or comments is helpful.
 
City Status (* = completed build)
City Name in Italics indicates maximum population.
City Name in BOLD indicates new city

  1. Freedom Central (12): vMarine in 1.
  2. Thessauronicleus (12): Marine in 1.
  3. Great Walls of Fire (2/Gong): worker in 8, rush for 32 of 2528 gold.
  4. * Kazgungudom (12): vModern Armor (G) -> vModern Armor in 2.
  5. Nutbush City (2/Gong): worker in 8, rush for 32 of 2496 gold.
  6. Thombriel (12): vBattleship in 3.
  7. Fortress of Meleet (12): vCruiser in 1.
  8. We Built This City (2/Gong): Wealth.
  9. * Kremlin (12): vModern Armor (H) -> vModern Armor in 4.
  10. Dark Side of the Moon (7/Gong): Wealth.
  11. * Citadel of Ur (12): Modern Armor (I) -> vModern Armor in 3.
  12. Tower of Babel (12): vMarine in 1.
  13. Scarborough Fair (2/Gong): worker in 8, rush for 32 of 2464 gold.
  14. Ring of Fire (2/Gong): worker -> rTransport in 98.
  15. Ishme-Shamash (12): vCrusiser in 6.
  16. * Weltonspolt (12): Transport (LS-008) -> vTransport in 5.
  17. Teal domination (12): vCruiser in 4.
  18. Ninhursag-Ki (12): vMarine in 1.
  19. Abbey Road (2/Gong): worker in 8, rush for 32 of 2432 gold.
  20. Azurra Coast (12): vCruiser in 6.
  21. Lake Port (12): vCruiser in 3.
  22. * Marad-Dur (12): vModern Armor (J) -> vModern Armor in 3.
  23. Sugar-Free Wheaties (12): vCruiser in 8.
  24. * FreeToes (12): vDestroyer (Sub Killer) -> vDestroyer in 7.
  25. The Watchtower (2/Gong): worker in 8, rush for 32 of 2400 gold.
  26. Coastal Geeks (12): vDestroyer in 6.
  27. Smoke on the Water (2/Gong): worker in 8, rush for 32 of 2368 gold.
  28. Liberty Bell (11): Modern Armor in 2.
  29. Free Money (4/Gong): Wealth.
  30. TuTuba (7): Wealth.
  31. Nuclear-Free (3/Gong): settler in 28, rush for 112 of 2336 gold.
  32. Free-Tuning (4/Gong): Wealth.
  33. Cat Ballou (12): Marine in 1.
  34. Sin City (1/Gong): Wealth.
  35. * Freehand (12): vDestroyer (Sub Finder) -> vDestroyer in 7.
  36. Town Called Malice (2/Gong): worker in 8, rush for 32 of 2224 gold.
  37. Home-Free (4/Gong): Wealth.
  38. Furs-Free (3/Gong): settler in 28, rush for 112 of 2192 gold.
  39. On Flame With RocknRoll (2/Gong): worker in 8, rush for 32 of 2080 gold..
  40. CBGB's (2/Gong): worker in 8, rush for 32 of 2048 gold.
  41. Hangar 18 (2/Gong): worker in 8, rush for 32 of 2016 gold.
  42. Fair-Free (4/Gong): Wealth.
  43. Hermit (4/Gong): Wealth.
  44. Basement on a Hill (2/Gong): worker in 8, rush for 32 of 1984 gold.
  45. Chicago XIII (12): vMarine in 1.
  46. Farkle Liberation (7): Wealth.
  47. Free Swimming (5/Gong): settler in 28, rush for 112 of 1952 gold.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (5): vDestroyer in 44.
  50. Vista-Free (7): Wealth.
  51. Liberty Shore (5/Gong): Settler in 28, rush for 112 of 1840 gold.
  52. Space colony-Free (6/Gong): settler in 28, rush for 112 of 1728 gold.
  53. Jungle-Free (7): settler in 28, rush for 112 of 1616 gold.
  54. Ellis Island (6): vDestroyer in 33.
  55. T for Texas (2/Gong): worker in 8, rush for 32 of 1504 gold.
  56. Corporation-Free (5/Gong): settler in 28, rush for 112 of 1472 gold.
  57. Pete's End (2/Gong): worker in 8, rush for 32 of 1360 gold.
  58. Religion-Free (6/Gong): Wealth.
  59. BuyOneGetOne-Free (6/Gong): Settler in 28, rush for 112 of 1328 gold.
  60. GetOutOfJail-Free (4/Gong): Wealth.
  61. Aga (6/Gong): settler in 28, rush for 112 of 1216 gold.
  62. Unshackled (7): Wealth.
  63. Free World (6/Gong): settler in 28, rush for 112 of 1104 gold.
  64. Perelandra (7): Wealth.
  65. Culture Free (6/Gong): settler in 28, rush for 112 of 992 gold.
  66. Dusty Harbor (6/11SE): vDestroyer in 17.
  67. Debt-Free (7): Wealth.
  68. Sid City (6/11NW): Wealth.
  69. GONG-Free (5/Gong): settler in 28, rush for 112 of 880 gold.
  70. Interest-Free (5/Gong): settler in 28, rush for 112 of 768 gold.
  71. Gratis (7): Wealth.
  72. Gilligan (6/Gong): Wealth.
  73. Hihhuli (8/Gong): Wealth.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 22.
  75. Gun-Free (7): Wealth.
  76. Tujana (6/Gong): Wealth.
  77. Fat-Free (6/Gong): settler in 28, rush for 112 of 656 gold.
  78. Ur (6/Gong): Wealth.
  79. Freethinking (7/Gong): settler in 28, rush for 112 of 544 gold.
  80. Teal Landing (6/Gong): settler in 28, rush for 112 of 432 gold.
  81. Freeborn (5/11NW): rDestroyer in 22.
  82. Monte Cristo (1/11SE): rDestroyer in 92.
  83. Footloose (5/11SE): rDestroyer in 31.


Next Turn Builds
  • Marine in Freedom Central
  • Marine in Thessauronicleus
  • Worker in Great walls of Fire
  • Worker in Nutbush City
  • Cruiser in Fortress of Meleet
  • Marine in Tower of Babel
  • Worker in Scarborough Fair
  • Marine in Ninhursag-Ki
  • Worker in Abbey Road
  • Worker in The Watchtower
  • Worker in Smoke on the Water
  • Worker in Nuclear Free
  • Marine in Cat Ballou
  • Worker in A Town Called Malice
  • Settler in Furs-Free
  • Worker in On Flame with RocknRoll
  • Worker in CBGBs
  • Worker in Hanger 18
  • Worker in Basement on a Hill
  • Marine in Chicago XIII
  • Settler in Free-Swimming
  • Settler in Liberty Shore
  • Settler in Space colony-Free
  • Settler in Jungle-Free
  • Worker in T for Texas
  • Settler in Corporation-Free
  • Worker in Pete's End
  • Settler in BuyOneGetOne-Free
  • Settler in Aga
  • Settler in Free World
  • Settler in Culture-Free
  • Settler in GONG-Free
  • Settler in Interest-Free
  • Settler in Fat-FRee
  • Settler in Freethinking
  • Settler in Teal Landing


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: 219 (+7)
Allowed Units: 151 (+2)
Cost per Turn: 136 gpt (+14)


Compared to BABE (Despotism) we are Strong.
Compared to The Council (Republic) we are Strong.
Compared to SABER (Republic) we are Weak (decrease).

Domestic Issues
Space Flight in 6 turns.
2528 gold, -128 gpt
80% science
00% luxuries
20% taxes


Resources connected to Freedom Central

02 Uraninum connected
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
75 Mech Infantry
65 Modern Armor +4
05 Artillery
07 Transport +1
04 Destroyer +2
03 Battleships
22 Bombers
18 Cruisers
01 Al-Battani

Military Status: The Council
10 Workers
22 Slaves (all Saber)
04 Marines
07 Tank
38 Mechs
48 Modern Armor +6
00 Artillery
01 Artillery (Babe)
05 Transport +1
01 Carrier
4 Submarines -10
5 Destroyers -11
03 Battleships
12 Bombers
22 Jet Fighters +1
03 Cruisers -2
04 Mobile SAM

23 Naval vessels lost
Increase of 6 Modern Armor, 1 Jet Fighter, 1 Transport


Unit moves

Naval: Battleships
  1. Harry Callahan: 4SE-1E of Sugar-Free Wheaties.
  2. * John McClane: 7NE of Basement on a Hill, sails 5NW, between Gong and Babe.
  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: 2S-3SE of Interest-Free, 6NE.
  8. * Ishme-Swishme: 2S-1SW of Interest-Free, 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: 2S-4SE of FreeToes, sails 3E and 3NE.
  15. * Free-Registration: 2W-3NW of Freeborn(11NW); spots a Saber destoryer.
  16. Free-Pizza: Coastal Geeks.
  17. Free-Candy: Coastal Geeks.
  18. Sugar-Free Surprise (6SE of Sugar-Free Wheaties): 5E, spotting a Saber destroyer, 1NE.

Naval: Destroyers
  1. Sub Seeker: 5N of Freeborn (11NW).
  2. Sub Sinker: 2S-5SW of Coastal Geeks.
  3. Sub Finder (new in Freehand): 3NE-4E-1NE, heading for the SE coast of Gong.
  4. Sub Killer (new in FreeToes): NE along to coast to Teal domination and stops.

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
  7. LS-007 (new in Weltonspolt): sails into Coastal Geeks and stops.

Military

Workers
W055 * ( NE of Liberty Shore): to NE of Liberty Shore, plant forest in 3.
W057 ( SE of Pete's End): to NE of Liberty Shore, plant forest in 3.
W059 ( NE of Liberty Shore): plant forest in 1.
W060 ( NE of Liberty Shore): plant forest in 1.

W062 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.
W064 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.
W065 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.
W066 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.
W067 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.
W069 ( W-SW of Fortress of Meleet): Clear Pollution, 1 turns.

Slave01 (E of Tujana): rail in 5.


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
To-Do List
  1. Confirm the war.
  2. Stop Research, rush settler/worker builds in Gong.
  3. Need Transports from Gong, too. May rush some transports in the smaller coastal cities.
  4. Begin planting forests around GetOutOfJail-Free in the north.
  5. Need to pillage the southern tip of Gong.
  6. Investigate The Council's military; confirm losses.
  7. Look for The Council's ships. May attack a few.
  8. Need to discuss a FREE city 2N of The Ways (our location would be Azzura Coast). This tile is not currently worked by Chamsuri's Cove (13). It is on a hill and 2 tiles from two cities.
  9. Will send 2 transports towards The Council (?)
  10. Last thing to do is declare war on The Council.
  11. Hold off on rushing the UN. Let the war proceed for a turn or two, then build it and hope no one is looking.

We learn Fission, start on Space Flight.
Palace Expansion; we build the first level on the other side of the palace.
Confirm losses of The Council; 10 Subs, 11 Destroyer and 2 Cruisers.
The War is no joke or fake attack.
Drop science to 0%, +1006 gpt, Space Flight in 25 turns.

We lack a settler to send with any invasion fleet, so no ships can move on The Council until next turn.

That gives some breathing room.

We will inform Saber that we will declare on Turn 240 by building a city on The Councils' land.
We will inform The Council that we will build a city on their land on Turn 240, and thus start the war.

In the meantime:
wake Free-Registrartion and send NW, into the waters between Saber and The Council.

No new pollution; two flat lands are still polluted.

We have 2 sources of Uranium, one by Marad-Dur and the other by Gilligan of Gong.

After rushing workers and settlers in Gong, we have 320 gold, +972 gpt.

Drat! Forgot to start moving some transports out of Coastal Geeks and around to Gong.
 
Zoomed Out, centered on Mt. Kremlin
Spoiler :

237_ZoomOut.jpg



Zoomed Out, Gong
Spoiler :

237_ZoomOutGong.jpg



Zoomed Out, Babe
Spoiler :

237_ZoomOutBabe.jpg



Zoomed Out, Saber
Spoiler :

237_ZoomOutSaber.jpg



Zoomed Out, The Council
Spoiler :

237_ZoomOutCouncil.jpg

 
Domestic
Spoiler :

237_Domestic.jpg



Top 5 and Demographics
Spoiler :

237_Top5.jpg



Victory Conditions
Spoiler :

237_Victory.jpg

 
International Scene
Spoiler :

237_International.jpg



Trading: The Council
Spoiler :

237_Council.jpg



Trading: BABE
Spoiler :

237_Babe.jpg



Trading: SABER
Spoiler :

237_Saber.jpg

 
Why in the world is BABE Despotic (I think I spelled that wrong). I had a dream last night that the COUNCIL had three cities left this turn. Does SABER play before of after us?
 
Despotism has no WW I thought in had some. Thanks for the turn order.
 
Just getting started.

I've got my notes transferred from Turn 237 to 238 and I'm fixing to download the save. I thought I already had it on this PC, but I was wrong.

Had SGOTM 14 to deal with this weekend, too.
 
City Status (* = completed build)
City Name in Italics indicates maximum population.
City Name in BOLD indicates new city

  1. * Freedom Central (12): vMarine (10) -> vModern Armor in 2.
  2. * Thessauronicleus (12): Marine (11) -> vModern Armor in 6.
  3. * Great Walls of Fire (1/Gong): worker (71) -> worker in 10.
  4. Kazgungudom (12): vModern Armor in 1.
  5. * Nutbush City (1/Gong): worker (72) -> worker in 10.
  6. Thombriel (12): vBattleship in 2.
  7. * Fortress of Meleet (12): vCruiser (Marriage of Meleet) -> vCruiser in 5.
  8. We Built This City (3/Gong): Wealth.
  9. Kremlin (12): vModern Armor in 3.
  10. Dark Side of the Moon (7/Gong): Wealth.
  11. Citadel of Ur (12): vModern Armor in 2.
  12. * Tower of Babel (12): vMarine (12) -> vMech Infatry in 3.
  13. * Scarborough Fair (1/Gong): worker (73) -> worker in 10.
  14. Ring of Fire (2/Gong): worker -> rTransport in 97.
  15. Ishme-Shamash (12): vCrusiser in 5.
  16. Weltonspolt (12): vTransport in 4.
  17. Teal domination (12): vCruiser in 3.
  18. * Ninhursag-Ki (12): vMarine (13) -> vMech Infantry in 3.
  19. * Abbey Road (1/Gong): worker (74) -> worker in 10.
  20. Azurra Coast (12): vCruiser in 5.
  21. Lake Port (12): vCruiser in 2.
  22. Marad-Dur (12): vModern Armor in 2.
  23. Sugar-Free Wheaties (12): vCruiser in 6.
  24. FreeToes (12): vDestroyer in 6.
  25. * The Watchtower (1/Gong): worker (75) -> worker in 10.
  26. Coastal Geeks (12): vDestroyer in 5.
  27. * Smoke on the Water (1/Gong): worker (76) worker in 10
  28. Liberty Bell (11): Modern Armor in 1.
  29. Free Money (4/Gong): Wealth.
  30. TuTuba (7): Wealth.
  31. * Nuclear-Free (2/Gong): settler (Settler101) -> worker in 10.
  32. Free-Tuning (4/Gong): Wealth.
  33. * Cat Ballou (12): Marine (14) -> artillery in 4.
  34. Sin City (1/Gong): Wealth.
  35. Freehand (12): vDestroyer in 6.
  36. * Town Called Malice (1/Gong): worker (77) -> worker in 10.
  37. Home-Free (4/Gong): Wealth.
  38. * Furs-Free (2/Gong): settler (Settler102) -> worker in 10.
  39. * On Flame With RocknRoll (1/Gong): worker (78) -> worker in 10.
  40. * CBGB's (1/Gong): worker (79) -> worker in 10.
  41. * Hangar 18 (1/Gong): worker (80) -> worker in 10.
  42. Fair-Free (5/Gong): Wealth.
  43. Hermit (5/Gong): Wealth.
  44. * Basement on a Hill (1/Gong): worker (81) -> worker in 10.
  45. * Chicago XIII (12): vMarine (15) -> artillery in 2.
  46. Farkle Liberation (7): Wealth.
  47. * Free Swimming (4/Gong): settler (Settler103) -> worker in 10.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (5): vDestroyer in 43, rush for 172 gold.
  50. Vista-Free (7): Wealth.
  51. * Liberty Shore (5/Gong): Settler (Settler104) -> worker in 10.
  52. * Space colony-Free (4/Gong): settler (Settler105) -> worker in 10.
  53. * Jungle-Free (5): settler (Settler106) ->transport in 100.
  54. Ellis Island (6): vDestroyer in 32, rush for 128 gold.
  55. * T for Texas (1/Gong): worker (82) -> worker in 10.
  56. * Corporation-Free (3/Gong): settler (Settler107) -> worker in 10.
  57. * Pete's End (1/Gong): worker (83) -> worker in 10.
  58. Religion-Free (6/Gong): Wealth.
  59. * BuyOneGetOne-Free (4/Gong): Settler (Settler108) -> worker in 10.
  60. GetOutOfJail-Free (5/Gong): Wealth.
  61. * Aga (4/Gong): settler (Settler109) -> worker in 10.
  62. Unshackled (7): Wealth -> vTransport in 50.
  63. * Free World (4/Gong): settler (Settler110) -> worker in 10.
  64. Perelandra (7): Wealth.
  65. * Culture Free (4/Gong): settler (Settler111) -> worker in 10.
  66. Dusty Harbor (6/11SE): vDestroyer in 16.
  67. Debt-Free (7): Wealth -> vDestroyer in 30.
  68. Sid City (6/11NW): Wealth.
  69. * GONG-Free (3/Gong): settler (Settler112) -> worker in 10.
  70. * Interest-Free (4/Gong): settler (Settler113) -> worker in 10.
  71. Gratis (7): Wealth.
  72. Gilligan (6/Gong): Wealth.
  73. Hihhuli (8/Gong): Wealth.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 21.
  75. Gun-Free (7): Wealth.
  76. Tujana (6/Gong): Wealth.
  77. * Fat-Free (4/Gong): settler (Settler114) -> worker in 10.
  78. Ur (6/Gong): Wealth.
  79. * Freethinking (5/Gong): settler (Settler115) -> worker in 10.
  80. * Teal Landing (4/Gong): settler (Settler116) -> worker in 10.
  81. Freeborn (5/11NW): rDestroyer in 21.
  82. Monte Cristo (1/11SE): rDestroyer in 91.
  83. Footloose (5/11SE): rDestroyer in 30.



Next Turn Builds
  • Modern Armor in Kazgungudom
  • Modern Armor in Liberty Bell
  • Destroyer in Numenor
  • Destroyer in Ellis Island


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: 255 (+36)
Allowed Units: 147 (-4)
Cost per Turn: 216 gpt (+80)


Compared to BABE (Despotism) we are Strong.
Compared to The Council (Republic) we are Strong.
Compared to SABER (Republic) we are Weak.

Domestic Issues
Space Flight in 39 turns.
1292 gold, +992 gpt
000% science
000% luxuries
100% taxes


Resources connected to Freedom Central

02 Uraninum connected
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.
 
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