Turns 240 to 249

Free-Bird
Spoiler :

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Free-Ride
Spoiler :

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Free-Ride, #2
Spoiler :

243_FreeRide2.jpg



Free-Spirited
Spoiler :

243_FreeSpirited.jpg



Martin Riggs
Spoiler :

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Martin Riggs, #2
Spoiler :

243_MartinRiggs2.jpg



Mercy of Meleet
Spoiler :

243_MercyOfMeleet.jpg



Sub Finder
Spoiler :

243_SubFinder.jpg



Sub Killer
Spoiler :

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SugarFree-Surprise
Spoiler :

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Teal Terror
Spoiler :

243_TealTerror.jpg

 
Here we go... Cross your fingers
 
I did not build/start any fighters. We have a pretty good Navy, at least until the bullets fly, so I may switch some Cruiser builds to Jet Fighters.
 
I will be in Florida for my son's wedding in the near future. I won't be available as Turn Player from December 31, 2008 (Wednesday) to January 5, 2009 (Monday).
 
I've downloaded the save but haven't had time to open it up.

I did update our In-Game History thread.
 
Some quick screenshots and some questions.

Our Saber Invasion Forces (Early)
Spoiler :

T244_OurInvasionOfSaber_Early.jpg




Our Saber Invasion Forces - Zoom Out (Early)
Spoiler :

244_OurInvasionOfSaber_ZoomOut_Earl.jpg



The Council - Zoom Out (Early)
Spoiler :

244_Council_ZoomOutEarly.jpg



Both of our routes to Saber will take 5 moves of our Transports. I'm not sure which is the better target; Claymore or Katana.

However, we see very little of Saber's navy. I had expected them to blockade us off. They were certainly able to do that; just look at some of the screenshots from last turn. And The Council is still untouched.

I'm willing to pull the trigger, or at least send Destroyers along the route to scout for Saber's navy.

Anything we have forgotten or need to do?

(And yes, I have a story in mind and about halfway done with it. It is not as long as the last set of stories.)
 
If they could stop us, why didn't they?
 
I am not going to be able to play Turn 144. I leave in just a few hours for my son's wedding in Florida this Saturday.

Sorry for the late notice. I kept trying to carve out time to play this turn, but I never got enough time to start and finish the turn.

Turn 144 To Do List
We have units that can invade Saber this turn. They are 4W-4NW of Unshackled. They can reach either Claymore or Katana. I favor Claymore a little; once we capture the city we have a shorter defensive perimeter. So does Saber, too.

A few post back I detailed the make up of the land forces in this invasion. We have Marines and we will need them to assualt the city, after we weaken the defenders with bombardments from the Destroyers and Cruiisers. We have SAMs and Mech Inftantry for defense, along with a Settler and a Worker (Airfield in waiting).

We do not know where the Saber Invasion Fleets are located. They could be bad news.

If we start the Saber war this turn, we will lose a luxury. We should be able to make that up by offering Peace and a luxury to The Council.

I would like to investigate both Claymore and Katana before invading. I did not check the cost to do so.

In Unshackled we have 4 Transports, 2 Cruisers and 1 Destroyer. I was planning to send the rest of our Modern Armor (outside Freeedom Central) to Saber in these transports. We gain several Modern Armor this turn, also. They can go overseas.

We do not need to leave our SGL exposed in the open. Be sure to put at least one unit with him as camouflage.

I airlifted one worker to the mainland to help with pollution cleanup. We may need to airlift another.

In Gong I am planting forests like mad. We need to abandon the coastal cities. Our coastal forests have rails; we may need to pillage those rails.
 
I won't be back until Monday.

In Detail
With the wedding on Saturday the 3rd, and the Rehersal Dinner on Friday the 2nd, my wife did not want to arrive in town Friday and have to rush to get to the hotel, set up and decorate for the Reherasal Dinner and so on. It is about 770 miles from the Dallas-Fort Worth Metroplex to western Florida; easily 12 to 14 hours of driving. She wanted to arrive early and have all day for set up and last minute tasks. And not be rushed. That would mean arriving on Thursday, New Years Day. Not exactly the best time to be on the roads.

So we will do our driving on New Year's Eve and get into town long before the festivities start.

We will be driving back on Sunday. I have that Monday off.
 
Who will play the turn then? (I'm not saying "Can I")
 
After opening the save, I'm not sure if we are ready to invade. SABER probably has 5-10 defenders in their coastal cities, and I don't think we have enough marines. Our naval units will bomb any of their naval units first, plus they won't have much power against 33 str Mechs. With their armies and MA, the can destroy most of our invasion force. I also think GONGland is underdefended if they invade us. If we got another 10-15 marines, we could probably take a coastal city easily. If we had more intel, we could make a better decision, but I'm not sure if now is the right time.

If we wait 8 turns (roughly breakeven, 6 at 100%), we could get stealth bombers, which can reach the SABER mainland from our shores.
 
We can get our forces back into Unshackled in two turns (8 MPs). Or we can sail them down the coast of Saber and make a feint toward The Council.

If invading now is too risky, I'm fine with that.

We have 4 more Transports in Unshackled.

Do we/can we deny Rubber to Saber?

Can we get Babe to investigate Saber cities?

Sorry I can't do much more; I just got into the hotel in Florida.
 
I think it's best to attack on the Council. This would prevent council space ship victory. We can win UN vote with the BABE.
 
According to last reports The Council was Mobilized, and cannot build any space ship parts until it un-Mobilizes.
 
I'll be playing in a few hours.

Short ToDo List
Back track our Invasion Force to be W-NW of Unshackled.

We'll research what we need for Stealth Bombers.

Military Academy (for Armies)?

Ten to 15 for an invasion? Okay, we can build more. Eighteen would fill three Transports.

May rush more workers in Gong.

Invasion Stuff
We need a city but first we need to get ashore. We could bombard a MechInf on the shore and make that our target tile. Just an idea.
 
Turn 244 1265 AD Status

City Status (* = completed build)
City Name in Italics indicates maximum population.
City Name in BOLD indicates growth

  1. * Freedom Central (12): vMA (S) -> vMarine in 2.
  2. Thessauronicleus (12): Mobile SAM in 3.
  3. Great Walls of Fire (1/Gong): worker in 4.
  4. Kazgungudom (12): vMech in 1.
  5. Nutbush City (1/Gong): worker in 4.
  6. Thombriel (12): vBattleship in 5.
  7. Fortress of Meleet (12): vCruiser in 4.
  8. We Built This City (4/Gong): Wealth.
  9. * Kremlin (12): vModern Armor (T) -> vMarine in 4.
  10. Dark Side of the Moon (9/Gong): harbor in 9.
  11. Citadel of Ur (12): vMA in 2 -> vMarine in 2.
  12. * Tower of Babel (12): vModern Armor (U) -> vMarine in 3.
  13. Scarborough Fair (1/Gong): worker in 4.
  14. Ring of Fire (1/Gong): rTransport in 91.
  15. Ishme-Shamash (12): vCruiser in 8.
  16. Weltonspolt (12): vTransport in 3.
  17. Teal domination (12): vCruiser in 5.
  18. * Ninhursag-Ki (12): vModern Armor (V) -> vMarine in 3.
  19. Abbey Road (1/Gong): worker in 4.
  20. Azurra Coast (12): vCruiser in 8.
  21. Lake Port (12): vCruiser in 10.
  22. Marad-Dur (12): vMA in 2 -> vMarine in 2.
  23. Sugar-Free Wheaties (12): vCruiser in 5.
  24. * FreeToes (12): vDestroyer (Sub Looter) -> vDestroyer in 7.
  25. The Watchtower (1/Gong): worker in 4.
  26. Coastal Geeks (12): vDestroyer in 7.
  27. Smoke on the Water (1/Gong): worker in 5.
  28. * Liberty Bell (11): Modern Armor (W) -> vMarine in 5.
  29. Free Money (8/Gong): airport in 51.
  30. TuTuba (7): Wealth.
  31. Nuclear-Free (2/Gong): worker in 8.
  32. Free-Tuning (6/Gong): Wealth.
  33. * Cat Ballou (12): vModern Armor (X) -> vMarine in 6.
  34. Sin City (1/Gong): Wealth.
  35. * Freehand (12): vDestroyer (Sub Fixer) -> vDestroyer in 6.
  36. Town Called Malice (1/Gong): worker in 4.
  37. Home-Free (6/Gong): Wealth.
  38. Furs-Free (2/Gong): worker in 8.
  39. On Flame With RocknRoll (1/Gong): worker in 4.
  40. CBGB's (1/Gong): worker in 4.
  41. Hangar 18 (1/Gong): worker in 4.
  42. Fair-Free (6/Gong): Wealth.
  43. Hermit (7/Gong): Wealth.
  44. Basement on a Hill (1/Gong): worker in 4.
  45. Chicago XIII (12): artillery in -> vMarine in 2.
  46. Farkle Liberation (7): artillery in 76.
  47. Free Swimming (5/Gong): worker in 8.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (5): vDestroyer in 115.
  50. Vista-Free (7): artillery in 76.
  51. Liberty Shore (4/Gong): worker in 8.
  52. Space colony-Free (6/Gong): worker in 8.
  53. Jungle-Free (4): settler in 26.
  54. Ellis Island (6): vTransport in 99.
  55. T for Texas (1/Gong): worker in 4.
  56. Corporation-Free (4/Gong): worker in 8.
  57. Pete's End (1/Gong): worker in 4.
  58. Religion-Free (6/Gong): Wealth.
  59. BuyOneGetOne-Free (6/Gong): worker in 8.
  60. GetOutOfJail-Free (5/Gong): harbor in 17.
  61. Aga (5/Gong): worker in 8.
  62. Unshackled (7): vTransport in 48.
  63. Free World (6/Gong): worker in 4.
  64. Perelandra (7): artillery in 76.
  65. Culture Free (5/Gong): worker in 8.
  66. Dusty Harbor (6/11SE): vDestroyer in 10.
  67. Debt-Free (7): vTransport in 24.
  68. Sid City (6/11NW): Wealth.
  69. GONG-Free (3/Gong): worker in 8.
  70. Interest-Free (5/Gong): worker in 8.
  71. Gratis (7): airport in 15.
  72. Gilligan (6/Gong): airport in 20.
  73. Hihhuli (10/Gong): airport in 21.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 15.
  75. Gun-Free (8): Wealth.
  76. Tujana (6/Gong): airport in 15.
  77. Fat-Free (6/Gong): worker in 8.
  78. Ur (6/Gong): Wealth.
  79. Freethinking (6/Gong): worker in 8.
  80. Teal Landing (6/Gong): worker in 8.
  81. Freeborn (5/11NW): rDestroyer in 15.
  82. Monte Cristo (1/11SE): rDestroyer in 85.
  83. Footloose (5/11SE): rDestroyer in 24.


Next Turn Builds
  • Mech Infantry in Kazgungudom


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: 312 (+8)
Allowed Units: 151 (+0)
Cost per Turn: 322 gpt (+16)


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

Domestic Issues
Stealth in 8 turns.
1926 gold, -179 gpt
080% science (+80%)
000% luxuries
020% taxes (-80%)


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
04 Spices are connected (one to Saber).
02 Ivory are connected.
05 Silk are connected.
05 Gems are connected.


Military Status
16 Settlers
38 Workers
15 Marines
79 Mech Infantry
79 Modern Armor +6
07 Artillery
14 Transport
09 Destroyer +2
04 Battleships
22 Bombers
24 Cruisers
04 Mobile SAMs
01 Al-Battani

Military Status: The Council
01 Settlers +1
07 Workers
22 Slaves (all Saber)
03 Marines
32 Mechs
89 Modern Armor +3
00 Artillery
01 Artillery (Babe)
07 Cruise Missles
05 Transport +1
01 Carrier
01 Submarines
04 Destroyers
01 Nuclear Submarine +1
10 Bombers
20 Jet Fighters
03 TOW Infantry
07 Mobile SAMs +1
 
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