Turns 290 to 299

The Old Gong Isle (The Council)
Spoiler :




The Igloo (The Council), building The United Nations
Spoiler :




The Gulag (The Council), building The Manhattan Project
Spoiler :




Elisha Cuthbert (Saber)
Spoiler :


 
Space Race
Spoiler :




Domestic
Spoiler :




Top 5 and Demographics
Spoiler :




Victory Conditions
Spoiler :


 
International Scene
Spoiler :




Trading: The Council
Spoiler :




Trading: BABE
Spoiler :




Trading: SABER
Spoiler :


 
SE Council
Spoiler :




SE Council Zoom Out
Spoiler :




S FREE, at end of Turn 292
Spoiler :




S FREE Zoom Out
Spoiler :




Caitlin Todd
Spoiler :





John McClaine
Spoiler :




Sub Quieter
Spoiler :




Sugar Pops
Spoiler :


 
The build in Citadel of Ur, SS Engine, has been sabotaged and now requires 7 turns to complete. The other builds are still on track for 3 turns.

Citadel of Ur and Kazgungudom are building the two most expensive pieces of equipment, at 640 shields each.

We can get Citadel of Ur to finish in 6 turns, which may slow down Kaz's build to 4 turns.

It cost Saber about 3500 in gold to sabotage our production. They have 1863 gold, so another attempt is at least two turns away.

We can speed up a few builds and get some parts built in 2 turns.

The key is the two big builds. Once those are done, the smaller parts will be more difficult to stop.

City Build Options
  • 640 shields
    • Engine (Citadel of Ur) in 7.
    • Exterior Casing (Kazgungudom) in 3.
  • 320 shields
    • Cockpit (Ninhursag-Ki) Palace in 18 OR Engines in 8.
    • Life Support (Fortress of Meleet) in 3 OR Engines in 43.
    • Statis Chamber (Tower of Babel) in 3 OR Engines in 12.
    • Thrusters (Thessauronicleus) in 2 OR Engines in 20.
  • 160 shields
    • Fuel Cells (Marad Dur) in 3 OR Engines in 17.
    • Docking Bay (Freedom Central) in 3 OR Engines in 9.
    • Planetary Party Lounge (Cat Ballou) switch from Nuclear Plant, which completes in 4 OR Engines in 21.
    • Storage/Supply (Ishme-Shamash) switch from Nuclear Plant, which completes in 3 OR Engine in 43.
  • Backups
    • Stealth Bomber (240 shields) in Chicago XIII in 3 OR Engines in 14.
    • Battleship (200 shields) in Thombriel in 3 (30 spt, 180 shields in 2 turns) OR Engines in 18.

Several of these cities are not at their best since we were trying to get everything built on one turn. Some are starving, which is fine if we have three turns left, but not so good if we need longer.

Bottom line, we cannot get Citadel of Ur to build any faster than 6 turns. But we can expect further sabotage or warfare. I would rather face sabotage attempts than warfare.

Three wonders are still buildable: UN (1000 shields), Manhattan Project and Universal Suffrage (both at 800). Kazgungudom can build the UN in 8 turns, the others in 6.

One option is keep on going like we are going, pretend that nothng happened, build everything in 3 turns and then wait for Saber to sabotage the last big part again. They won't have enough cash to sabotage on the next turn, so we would spend our SGL to rush the last space ship part.

Or we could accelerate some of our builds, finish them in two turns, and finish most of the rest the following turn. Kazgungudom will need three turns to finish the Exterior Casing no matter what.

Once we finish our space ship parts we get back to building units.

If we play dumb and keep sending gold to Saber, then sabotage may become their first line of defense.

Or maybe we set Kazgungudom to build the UN and get elected President? :D

At the moment, depending on where Saber's Transports are located (the group of 18 transports was not visible at the start of the turn and nothing has been moved), I lean toward playing dumb towards Saber this turn.
 
City Status
(* = completed build)
(# = completes next turn)
(## = rushed, completes next turn)
City Name in Italics indicates maximum population.
City Name in BOLD indicates growth.
City name in BOLD and BLUE indicates SpaceShip prebuild.

  1. * Freedom Central (12): Manufacturing Plant -> SS Docking Bay in 3.
  2. # Thessauronicleus (12): SS Thrusters in 1.
  3. Great Walls of Fire (2/Gong): Cruise Missle in 8.
  4. Kazgungudom (12): SS Exterior Casing in 3.
  5. Nutbush City (2/Gong): Radar Artillery in 68.
  6. Thombriel (12): vBattleship in 3.
  7. # Fortress of Meleet (12): SS Life Support in 1.
  8. We Built This City (4/Gong): Wealth (lone geek).
  9. Kremlin (12): vStealth Fighter in 2.
  10. Dark Side of the Moon (9/Gong): vNuclear Sub in 100.
  11. Citadel of Ur (12): SS Engine in 6, not 3.
  12. Tower of Babel (12): SS Statis Chamber in 3.
  13. Scarborough Fair (2/Gong): Radar Artillery in 68.
  14. Ring of Fire (1/Gong): rTransport in 42.
  15. Ishme-Shamash (12): Nuclear Plant in 3. (SS Prebuild).
  16. Weltonspolt (12): vNuke in 5.
  17. Teal domination (12): vAEGIS Cruiser in 8.
  18. Ninhursag-Ki (10): palace in 18.
  19. Abbey Road (2/Gong): Cruise Missle in 8.
  20. Azurra Coast (12): vDestroyer in 3.
  21. Lake Port (12): vDestroyer in 4.
  22. # Marad-Dur (12): SS Fuel Cells in 1.
  23. Sugar-Free Wheaties (12): vAEGIS Cruiser in 4.
  24. FreeToes (12): vDestroyer in 2.
  25. The Watchtower (2/Gong): Cruise Missle in 9.
  26. * Coastal Geeks (12): vDestroyer (Sub Vanquisher) -> vDestroyer in 8.
  27. Smoke on the Water (5/Gong): vWorker in 6.
  28. Liberty Bell (12): vModern Armor in 2.
  29. Free Money (12/Gong): rMechInfantry in 79.
  30. TuTuba (7): Wealth.
  31. Nuclear-Free (5/Gong): Cruise Missle in 9.
  32. Free-Tuning (6/Gong): Wealth.
  33. Cat Ballou (12): Nuclear Plant in 4 (SS Prebuild).
  34. Sin City (1/Gong): Wealth.
  35. # Freehand (12): vDestroyer in 1.
  36. Town Called Malice (2/Gong): Cruise Missle in 8.
  37. Home-Free (6/Gong): Wealth.
  38. Furs-Free (4/Gong): Cruise Missle in 9.
  39. On Flame With RocknRoll (2/Gong): Cruise Missle in 8.
  40. CBGB's (2/Gong): Cruise Missle in 9.
  41. Hangar 18 (2/Gong): Cruise Missle in 8.
  42. Fair-Free (6/Gong): Wealth.
  43. Hermit (10/Gong): Wealth.
  44. Basement on a Hill (2/Gong): Cruise Missle in 8.
  45. Chicago XIII (11): Stealth Bomber in 3.
  46. Farkle Liberation (8): vTransport in 80.
  47. Free Swimming (6/Gong): Cruise Missle in 9.
  48. Plain Free (6/Gong): Wealth.
  49. Numenor (6): vNucSubmarine in 119.
  50. Vista-Free (7): Radar Artillery in 67.
  51. Liberty Shore (5/Gong): Cruise Missle in 9.
  52. Space colony-Free (6/Gong): Cruise Missle in 9.
  53. Jungle-Free (7): settler in 7.
  54. Ellis Island (6): vNucSubmarine in 49.
  55. T for Texas (2/Gong): Cruise Missle in 8.
  56. Corporation-Free (5/Gong): Cruise Missle in 9.
  57. Pete's End (2/Gong): Cruise Missle in 9.
  58. Religion-Free (6/Gong): Wealth.
  59. BuyOneGetOne-Free (3/Gong): Cruise Missle in 9.
  60. GetOutOfJail-Free (6/Gong): Mobile SAM in 34.
  61. Aga (6/Gong): wealth.
  62. Unshackled (8): vTransport in 15.
  63. Free World (4/Gong): wealth.
  64. Perelandra (8): Radar Artillery in 67.
  65. Culture Free (6/Gong): Cruise Missle in 9.
  66. Dusty Harbor (6/11SE): vDestroyer in 81.
  67. Debt-Free (8): vTransport in 15.
  68. Sid City (6/11NW): Wealth.
  69. GONG-Free (5/Gong): wealth.
  70. Interest-Free (6/Gong): Cruise Missle in 9.
  71. Gratis (8): vCavalry in 46.
  72. Gilligan (6/Gong): vCavalry in 51.
  73. Hihhuli (12/Gong): rCavalry in 47.
  74. Martin Luther King Jr. (4/11NW): rDestroyer in 86.
  75. Gun-Free (8): Wealth.
  76. Tujana (6/Gong): Mobile SAM in 66.
  77. Fat-Free (6/Gong): Cruise Missle in 9.
  78. Ur (6/Gong): Wealth.
  79. Freethinking (7/Gong): Cruise Missle in 9.
  80. Teal Landing (6/Gong): Cruise Missle in 9.
  81. Freeborn (5/11NW): rDestroyer in 86.
  82. Monte Cristo (1/11SE): rDestroyer in 37.
  83. Footloose (5/11SE): rDestroyer in 95.

Next Turn Builds
  • SS Thrusters in Thessauronicleus
  • SS Life Support in Fortress of Meleet
  • SS Fuel Cells in Marad Dur
  • 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)
  • 02 Manufacturing Plant +1
  • 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
  • 22 x Harbors
  • 12 x Aqueducts
  • 19 x Factories
  • 09 x Airports
  • 15 x Banks
  • 12 x Stock Exchanges
  • 04 x Commercial Docks
  • 17 x Research Labs

Military Support
Total Units: 443 (+1)
Allowed Units: 155 (+0)
Cost per Turn: 576 gpt (+2)


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

Domestic Issues
Smart Weapons in 50 turns.
000% science
000% luxuries
100% taxes


Resources connected to Freedom Central

04 Uraninum connected
06 Aluminum connected.
03 Rubbers are connected.
01 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)
01 Incense (from Saber).
04 Spices are connected (one to Saber).
02 Ivory are connected.
05 Silk are connected.
05 Gems are connected.


Military Status
16 Settlers
40 Workers
21 Marines
79 Mech Infantry
88 Modern Armor
07 Artillery
15 Transport
03 Carrier
49 Destroyer +1
10 Battleships
02 AEGIS Cruiser
03 Nuclear Submarines
22 Bombers
17 Stealth Fighter
25 Stealth Bombers
42 Cruisers
03 Mobile SAMs
01 Al-Battani

Military Status: The Council
21 Workers -1
19 Slaves (all Saber)
10 Marines
31 Mechs
78 Modern Armor -5
00 Artillery
01 Artillery (Babe)
02 Radar Artillery
08 Bombers
09 Jet Fighters
09 Privateers[/COLOR][/B] +3
03 TOW Infantry
08 Mobile SAMs



Military Status: Saber
01 Settlers
36 Workers +3
14 Slaves (Babe)
22 Slaves (The Council)
29 Marines
01 Infantry (Elite, on Thelma and Louise)
01 Tank
92 Mech Infantry
123 Modern Armor +1
14 Artillery
15 Artillery (Babe)
00 Artillery (The Council)
24 Transports +1
10 Carriers
36 Destroyers
04 Battleships
21 Nuclear Submarines +3
02 Bombers
46 Jet Fighters
02 Stealth Fighter
30 Stealth Bombers
09 Army
15 Cruiser
11 Moblie SAMs
 
Naval: Carriers
  1. Roaming Around:
    1. * Katharine Hepburn (4N-2NE of Sid City (11NW)): 4SW, fortify.
    2. * Maureen O-Hara (4N-2NE of Sid City (11NW)): 4SW, fortify.
    3. * Sandra Bullock (4N-2NE of Sid City (11NW)): 4SW, fortify.

Naval: Battleships
  1. Roaming Around:
    1. * Alex J. Murphy (3E-3NE of Sugar-Free Wheaties): 5SW.
    2. * Bruce Wayne (1N-2NW of Numenor): 2NW and 3N.
    3. * Clark Kent (4N-2NE of Sid City (11NW)): 4SW, fortify.
    4. Harry Callahan (1SE-6SE of Teal domination):.
    5. * Henry Walton Jones, Jr (1W-4NW of What's Plan B (Saber)): 4SW and fortify.
    6. * Jason Bourne (4E-2NE of Azurra Coast): 5SW.
    7. * John Clayton, Lord Greystoke (3W of Unshackled): 4N and fortify.
    8. * John McClane (4N-2NE of Sid City (11NW)): 4SW, fortify.
    9. * Martin Riggs (6N of Basement on a Hill (Gong)): 1NW and fortify.
    10. * Rocky Balboa (3W of Unshackled): 4N and fortify.

Naval: Nuclear Submarines
  1. Roaming Around:
    1. * Caitlin Todd (4W of Footloose (11NW)): 4N and 1NE.
    2. * Paula Cassidy (1N-7NW of BuyOneGetOne-Free (Gong)): 5N.
    3. * Jenny Shepard (3SW of FreeToes): 3E, 1NE and 1N.


Naval: Cruisers
  1. Invasion Fleet: (4N-2NE of Sid City (11NW))
    1. * Free-At-Last (4N-2NE of Sid City (11NW)): 4SW, fortify.
    2. * Free-Pizza (4N-2NE of Sid City (11NW)): 4SW, fortify.
    3. * Free-Registration (4N-2NE of Sid City (11NW)): 4SW, fortify.
    4. * Free-Ride (4N-2NE of Sid City (11NW)): 4SW, fortify.
    5. * Lake of Air (4N-2NE of Sid City (11NW)): 4SW, fortify.
    6. * Lake of Fire (4N-2NE of Sid City (11NW)): 4SW, fortify.
    7. * Mercy of Meleet (4N-2NE of Sid City (11NW)): 4SW, fortify.
    8. * Meleet In Motion (4N-2NE of Sid City (11NW)): 4SW, fortify.
    9. * Meleet's Manicure (4N-2NE of Sid City (11NW)): 4SW, fortify.
    10. * Mischief of Meleet (4N-2NE of Sid City (11NW)): 4SW, fortify.
    11. * Sugar, Sugar (4N-2NE of Sid City (11NW)): 4SW, fortify.
    12. * Teal Cruiser (4N-2NE of Sid City (11NW)): 4SW, fortify.
    13. * Teal Tribulations (4N-2NE of Sid City (11NW)): 4SW, fortify.
    14. * Trumpet of Teal (4N-2NE of Sid City (11NW)): 4SW, fortify.
  2. Roaming Around
    1. * Azurra Aruzza (2E-2SE of Black Mamba (Babe): 2N and 4NW.
    2. * Azurra Azualt (6SE of Dark Side of the Moon (Gong)): 3E and fortify.
    3. Free-Bird (1N-2NE of Ankara (Subcommittee Island)): .
    4. * Free-Food-And-Beer (5E-3SE of Wakizashi (Saber)): 3S and fortify.
    5. * Free-Candy (6N Sid City (11NW)): 4SW, fortify.
    6. * Free-Sailing: (5N-1NE of Lovey Howell (Saber)): 6SW.
    7. Free-Spirited (1N-2NE of Ankara (Subcommitte Island)):.
    8. Ishme-Swishme (4S-3SE of Free world (Gong):.
    9. * Mandibles of Meleet (7NE of Furs-Free (Gong)): 6S.
    10. * Marriage of Meleet (3E of The Admirality (Council)): 6N.
    11. * Meleet's Meatball (3S-2SW of Lale Port): 3SE, fortify.
    12. * Meleet's Melody (3S-2SW of Lale Port): 3SE, fortify.
    13. * Meleet's Memo (3S-2SW of Lale Port): 3SE, fortify.
    14. * Mild Mannered Meleet (1N-3NW of New Saber Babes (Saber)): 6N.
    15. * Mirror of Meleet (3W of Unshackled): 4N and fortify.
    16. * Mumbling Meleet (3E-1SE of Claymore (Saber)): 2E and 1SE, fortify.
    17. * ShaMonster ShaMash (6E of Wakizashi(Saber)): 5S and fortify.
    18. * Sugar Caine (3W-1SW of Urfa (Babe)): 6SE and fortify.
    19. * Sugar Cookie (4E-2NE of Azurra Coast): 5SW and fortify.
    20. * Sugar Glider (2N-2NE of Sid City (11NW)): 4SW, fortify.
    21. * Sugar Mountain (3E-3NE of Sugar-Free Wheaties): 5SW and fortify.
    22. * Sugar Pops (2W-2NW of Freeborn (11NW)): 1E and 5NE.
    23. * Sugar-Free Surprise (2W-2NW of Lovey Howell (Babe)): 1N, 1NW and fortify.
    24. * Teal Taffeta (2SE of FreeToes_: 2NE and fortify.
    25. * Teal Terror (2E of Cattaraugus (11 Saber)): 1N and fortify.
    26. * Teal Thunder (6N Sid City (11NW)): 4SW, fortify.
    27. * Teal Tickler (4NW of Kahnawake (Babe)): 6W.
    28. * Teal Tutus (2N-4NE of Corporation-Freek (Gong)): 1NW and fortify.
    29. * Teal Twins (3E of The Admirality (Council)): 6N.
    30. * Tecumseh in Teal (3S-2SW of Lale Port): 3SE, fortify.

Naval: Destroyers
  1. Invasion Fleet Escorts: (4N-2NE of Sid City (11NW)).
    1. * Sub Finder (4N-2NE of Sid City (11NW)): 4SW, 1S, 1N and fortify.
    2. * Sub Hunter (4N-2NE of Sid City (11NW)): 4SW, spacebar.
    3. * Sub Looter (4N-2NE of Sid City (11NW)): 4SW, fortify.
    4. * Sub Sinker (4N-2NE of Sid City (11NW)): 4SW, fortify.
    5. * Sub Stalker (4N-2NE of Sid City (11NW)): 4SW, fortify.
    6. * Sub Thumper (4N-2NE of Sid City (11NW)): 4SW, fortify.
    7. * Sub Waster (4N-2NE of Sid City (11NW)): 4SW, fortify.
  2. Roaming Around
    1. * Sub Ambusher (2S-1SW of FreeToess): 5NE and fortify.
    2. Sub Attacker (1SE-6SE of Teal domination):.
    3. * Sub Basher (3S-2SW of Lale Port): 3SE and fortify.
    4. * Sub Blinder (2S-2SW of Ankara (Subcommitte Island)): 1SE, 1E, 1NE and 5N.
    5. * Sub Breaker (1E-5NE of The Chamber (Council)): 6N and fortify.
    6. * Sub Catcher (4W-1NE of Ankara (Subcommittee Isle): 3E, 3NE, 1E and fortify.
    7. * Sub Cracker (2N-4NE of Corporation-Freek (Gong)): 1NW and fortify.
    8. * Sub Detecter (1E-5NE of The Chamber (Council)): 6N and fortify.
    9. * Sub Downer (3S-2SW of Lale Port): 3SE, fortify.
    10. * Sub Exposer (3W-2SW of Zonguldak (Babe)): 5NW and 1N and fortify.
    11. * Sub Extincter (3E of The Admirality (Council)): 6N and spacebar.
    12. * Sub Fixer (1N-4NE of Storm (Babe)): 1SE and fortify.
    13. * Sub Grabber (1W-4NW of What's Plan B (Saber)): 4SW.
    14. * Sub Grinder (3S-2SW of Lale Port): 3SE, fortify.
    15. * Sub Hounder (3S-2SW of Lale Port): 2SE, fortify.
    16. * Sub Infector (3S-2SW of Lale Port): 3SE, fortify.
    17. * Sub Jacker (4E-1SE of Louise (Thelma and Louise)): 6SW and fortify.
    18. * Sub Jumper (1N-3NW of New Saber Babes (Saber)): 6N and fortify.
    19. Sub Killer (4E of Antalya (Babe)):.
    20. * Sub Kinker (9SW of Monte Cristo (11SE)): 3NW and 5N.
    21. * Sub Locater (7NE of Furs-Free (Gong)): 6S and fortify.
    22. Sub Marker (1N-2NE of Ankara (Subcommittee Island)):.
    23. * Sub Muncher (3S-2SW of Lale Port): 3SE and fortify.
    24. * Sub Nuker (2S-4SW of Katana (Saber)): 6NE and 2E.
    25. * Sub Opener (4NW of Ankara (Subcommittee Island)): 3E and fortify.
    26. * Sub Pacifier (6SE of Dark Side of the Moon (Gong)): 3W and fortify.
    27. * Sub Pinger (3W of Unshackled): 4N and spacebar.
    28. * Sub Quieter (2W-2NW of Lovey Howell (Babe)): 1N, 1NW and fortify.
    29. * Sub Remover (4S-3SE of Freeborn (11NW)): 3SW, 2S and fortify.
    30. * Sub Seeker (2N-1NE of Estoc (Saber)): 4N and 4NE.
    31. * Sub Spotter (1E-4NE of Lovey Howell (Babe)): 8SE.
    32. * Sub Squasher (3S-2SW of Lale Port): 3SE, fortify.
    33. * Sub Thrasher (3E of The Admirality (Council)): 6N and fortify.
    34. * Sub Uproar (3E of The Admirality (Council)): 6N and fortify.
    35. * Sub Vacater (3W-1SW of Urfa (Babe)): 6SE and spacebar.
    36. * Sub Vanquisher (new in Coastal Geeks): sails into FreeToes.
    37. * Sub Wrecker (3S-2SW of Lale Port): 3SE, fortify.
    38. * Sub Xyster (3W-2SW of Zonguldak (Babe)): 5NW, 1N and fortify.
    39. * Sub Yanker (3E of Sid City (11NW): 6NW, 1W and fortify.
    40. * Sub Yawner (3E of The Admirality (Council)): 6N and fortify.
    41. * Sub Zapper (4NW of Kahnawake (Babe)): [screenshot] 6W and fortify.
    42. * Sub Zilcher (5SW of Free Swimming (Gong)): 6W, 1NW and fortify.

Naval: Transports
  1. * LS-002 (Lake Port): spacebar.
  2. * LS-003 (Lake Port): fortify.
  3. * LS-005 (Lake Port): fortify.
  4. * LS-006 (Lake Port): fortify.
  5. * LS-007 (Lake Port): fortify.
  6. * LS-008 (Lake Port): fortify.
  7. LS-009 (Unshackled):.
  8. LS-010 (Unshackled):.
  9. LS-011 (Unshackled):.
  10. LS-013 (Unshackled):.
  11. LS-016 (Unshackled):.
  12. * LS-017 ((4N-2NE of Sid City (11NW)): 4SW, fortify.
  13. LS-023 (Unshackled):.
  14. LS-024 (Debt-Free):.
  15. * LS-025 (Debt-Free): spacebar.

Military

Outside of Freedom Central
Spoiler :

  • Artillery
    1. ArtilleryA
    2. ArtilleryB
  • Marine
    1. Marine16
    2. Marine17
    3. Marine18
    4. Marine19
    5. Marine20
    6. Marine21
    7. Marine22
    8. Marine23
    9. Marine24
    10. Marine25
    11. Marine26
    12. Marine27
    13. Marine28
    14. Marine29
    15. Marine30
    16. Marine31
  • Mech Infantry
    1. Mech Infantry79
    2. Mech Infantry80
    3. Mech Infantry81
    4. Mech Infantry82
  • Mobile SAM
    1. Mobile SAM05
    2. Mobile SAM06
  • Modern Armor
    1. Modern ArmorF
    2. Modern ArmorG
    3. Modern ArmorH
    4. Modern ArmorI
    5. Modern ArmorJ
    6. Modern ArmorK
    7. Modern ArmorL
    8. Modern ArmorM
    9. Modern ArmorN
    10. Modern ArmorO
    11. Modern ArmorP
    12. Modern ArmorQ
    13. Modern ArmorR
    14. Modern ArmorS
    15. Modern ArmorT
    16. Modern ArmorU
    17. Modern ArmorV
    18. Modern ArmorW
    19. Modern ArmorX
    20. Modern ArmorY
    21. Modern ArmorZ
    22. Modern ArmorAA
    23. Modern ArmorAB
    24. Modern ArmorAC
    25. Modern ArmorAD
    26. Modern ArmorAE
    27. Modern ArmorAF
    28. Modern ArmorAG
    29. Modern ArmorAH
    30. Modern ArmorAI
    31. Modern ArmorAJ
    32. Modern ArmorAK
    33. Modern ArmorAL
    34. Modern ArmorAM
    35. Modern ArmorAN
    36. Modern ArmorAO
    37. Modern ArmorAP
    38. Modern ArmorAQ
    39. Modern ArmorAR
    40. Modern ArmorAS
    41. Modern ArmorAT
    42. Modern ArmorAU
    43. Modern ArmorAV
    44. Modern ArmorAW
    45. Modern ArmorAX
    46. Modern ArmorAY
    47. Modern ArmorAZ
    48. Modern ArmorBA

52 Units Total



Invasion Force Breakdown
Spoiler :

6N of Unshackled
  1. LS-017
    • Marine08
    • Mobile SAM01
    • Tank78 (MA)
    • Tank79 (MA)
    • Tank80 (MA)
    • Tank81 (MA)


In Unshackled
  1. LS-009
    • empty
  2. LS-010
    • empty
  3. LS-011
    • empt
    • LS-013
      • empty
    • LS-016
      • empty
      y
  4. LS-023
    • empty




Total Loaded Units
  • 01 Marine
  • 01 Mobile SAM
  • 04 Modern Armor


  • Workers
    Free:


    W062 (1S of Mt. Kremlin):.
    W064 (1S of Mt. Kremlin):.
    W065 (1S of Mt. Kremlin):.
    W066 (1S of Mt. Kremlin):.
    W067 (1S of Mt. Kremlin):.
    W069 (1S of Mt. Kremlin):.

    W085 (1S of Mt. Kremlin):.
    W086 (1S of Mt. Kremlin):.
    W087 (1S of Mt. Kremlin):.
    W088 (1S of Mt. Kremlin):.
    W089 (1S of Mt. Kremlin):.
    W090 (1S of Mt. Kremlin):.

    W091 (1S of Mt. Kremlin):.
    W093 (1S of Mt. Kremlin):.
    W094 (1S of Mt. Kremlin):.
    W095 (1S of Mt. Kremlin):.
    W096 (1S of Mt. Kremlin):.
    W097 (1S of Mt. Kremlin):.

    W098 (1S of Mt. Kremlin):.
    W099 (1S of Mt. Kremlin):.
    W103 (1S of Mt. Kremlin):.
    W106 (1S of Mt. Kremlin):.



    Gong:
    W055 (2SE of Gilligan):.
    W057 (2SE of Gilligan):.
    W059 (2SE of Gilligan):.
    W060 (2SE of Gilligan):.
    W071 (2SE of Gilligan):.
    W072 (2SE of Gilligan):.

    W073 (2SE of Gilligan):.
    W074 (2SE of Gilligan):.
    W075 (2SE of Gilligan):.
    W076 (2SE of Gilligan):.
    W077 (2SE of Gilligan):.
    W078 (2SE of Gilligan):.

    W079 (W of Gilligan):.
    W080 (W of Gilligan):.

    W081 (S of Tujana):.
    W082 (S of Tujana):.
    W083 (S of Tujana):.
    W084 (S of Tujana):.


    Slave01 (N of Gilligan):.


    Former Workers
    Spoiler :

    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).
    W092 (joined to Kazgungudom, Turn 259).
    W100 (joined to Kazgungudom, Turn 255).
    W101 (joined to Kazgungudom, Turn 251).
    W102 (joined to Kazgungudom, Turn 255).
    W104 (joined to FreeToes, Turn 291).
    W105 (joined to Kazgungudom, Turn 285).
    W106 (joined to Tower of Babel, Turn 293).
 
No pollution this turn.

Initially, the Saber fleet south of Lake Port and FreeToes is not seen.

In Citadel of Ur, SS Engine is at 7 turns, not the expected 3. Sabotage is probably the reason.

Space Stuff
  • 640 shields
    • Engine (Citadel of Ur) in 7.
    • Exterior Casing (Kazgungudom) in 3.
  • 320 shields
    • Cockpit (Ninhursag-Ki) Palace in 18.
    • Life Support (Fortress of Meleet) in 3.
    • Statis Chamber (Tower of Babel) in 3.
    • Thrusters (Thessauronicleus) in 2 (which can be slowed down).
  • 160 shields
    • Fuel Cells (Marad Dur) in 3 (which starves in 2 turns).
    • Docking Bay (Freedom Central) in 3.
    • Planetary Party Lounge (Cat Ballou) switch from Nuclear Plant, which completes in 4.
    • Storage/Supply (Ishme-Shamash) switch from Nuclear Plant, which completes in 3.
  • Backups
    • Stealth Bomber (240 shields) in Chicago XIII in 3.
    • Battleship (200 shields) in Thombriel in 3 (30 spt, 180 shields in 2 turns).

We can get Citadel of Ur to finish the SS Engine in 6.

Everything else finishes in 3, then the SS Engine in 3 more turns. Freedom Central and Kazgungudom could start Wonders, then if Citadel of Ur is again sabotaged, we use our SGL to rush the last part.

Hmm.

We investigate The Old Gong Isle (Council) for 12 of 1981 gold. They have 3271 in gold, down from 3389 last turn.

We investigate Elisha Cuthbert (Saber) for 24 of 1969 gold. They have 1863, down from 5332 in gold last turn. They lost about 3469 gold this turn.

Citadel of Ur
went back and checked the Citadel of Ur for Turns 292 and 293.

Citadel of Ur (12) 292 11 Happy 1 Content, 1 Cop, -2 in food:
  • 64 shields, 6 red, 58 blue
  • Barracks
  • Marketplace
  • Library
  • Courthouse
  • Bank
  • University
  • Factory
  • Hydro Plant
  • Research Lab
  • Stock Exchange
  • Wall Street

Citadel of Ur (12) 293 11 Happy 1 Content, 1 Cop, -2 in food:
  • 64 shields, 6 red, 58 blue
  • Barracks
  • Marketplace
  • Library
  • Courthouse
  • Bank
  • University
  • Factory
  • Hydro Plant
  • Research Lab
  • Stock Exchange
  • Wall Street

No change in buildings, and given Saber's decrease in gold, it must have been sabotaged.

Which is better than invasion.

Saber spent 3500 gold to slow us down by 3 turns. If we send them 500 gold, as we have been doing, (and I know how stupid that sounds!) we could get hit again in maybe 2 turns. Kazgungudom would get hit then, with only one turn left.

After we get the bulk of our stuff built, we will be at war with Saber, as they try to destroy our production capacity by airstrikes and possible invasion.

We cannot get Kazgungudom to finish the Exterior Casing in 2 turns.

We can swap tiles and complete some parts in two turns. Freedom Central get finish the Docking Bay in two, and then start on a Wonder.

Saber fleet, with the 18 Transports, was 6S-1SE of Lake Port last turn. Or, 2NW of where Caitlin Todd is right now. Going 6NE and 6E, we get a line of tiles stretching from Dusty Harbor to Lake Port.

However, there is a second group of three Transports at mid-sea, SE of Teal domination.

Saber fleet is found, 6S of Fortress of Meleet. This is not good. Fortress of Meleet and FreeToes could be targeted next turn.

Try to plant a spy in Babe for 62 of 1945 gold; we succeed.
Babe has a Settler and a Rifle.

Another fleet sighted off 11NW, with two transports.

War starts next turn. I see no other reason for the locations of the Saber transports.

Shuffle the boats around.

We build three Space Ship parts this turn:

Life Support (Fortress of Meleet)
Thrusters (Thessauronicles)
Fuel Cells (Marad Dur)

Just want to get them done while we can.

W106 joins Tower of Babel.

Send a note to The Council; war is coming; win while you can.

Send a note to Saber that was probably a waste fo time. Did not send any gold to Saber.


Smart Weapons: 43 turns.

1883 gold, +784.
 
No continental maps this turn.
 
The Old Gong Isle (The Council)
Spoiler :




Elisha Cuthbert (Saber)
Spoiler :


 
Space Race
Spoiler :




Domestic
Spoiler :




Top 5 and Demographics
Spoiler :




Victory Conditions
Spoiler :


 
International Scene
Spoiler :




Trading: The Council
Spoiler :




Trading: BABE
Spoiler :




Trading: SABER
Spoiler :


 
11 NW
Spoiler :




SE Free
Spoiler :




Sub Extincter
Spoiler :




Sub Grabber
Spoiler :




Sub Jumper
Spoiler :




Sub Pinger
Spoiler :




Sub Vacater
Spoiler :




Sub Zapper
Spoiler :




Teal domination
Spoiler :


 
In Turn 292 we unloaded some transports in Lake Port and split those units between FreeToes and Lake Port.

On Turn 293 those units in Lake Port were wakened and moved into Fortress of Meleet.

We also moved some Mech Infantry into Kazgungudom.

We also have many Bombers and Stealth Bombers in our SE cities.

I did not unload our Aircraft Carriers of Stealth Bombers.

Saber has a lot of Nuke Subs. The stack SE of Teal domination has some subs with it. I'm thinking (with no proof) that the big stack also has subs with it. Recently, I've only spotted it with aircraft, not Destroyers. That gives it a max move of 5, not 6.
 
Recieved from Saber with Turn 294:

Saber said:
Summary -


FREE lost:

1 battleship
1 AEGIS Cruiser
1 Cruiser
7 destroyers
2 nuclear subs
3 stealth bombers
2 bombers
5 citizens in Kazgungudom
1 stock exchange in Kazgungudom

Saber lost:

1 stealth bomber

Details -

Stack S-S of Fortress of Meleet:

Bombard with cruisers:

AEGIS Cruiser Teal Taffeta 4/4->3/4.
Destroyer Sub Ambusher 4/4->2/4.
AEGIS Cruiser Teal Taffeta ¾->2/4.
AEGIS Cruiser Teal Taffeta 2/4->1/4.
Nuclear Sub Jenny Shepard 4/4->2/4.
Destroyer Sub Ambusher 2/4->1/4.
Nuclear Sub Jenny Shepard 2/4->1/4.


5/5 Cruiser (defensive bombard missed) vs. ¼ AEGIS Cruiser Teal Taffeta -> 5/5 Cruiser.
4/4 Cruiser vs. ¼ destroyer Sub Ambusher -> ¾ cruiser.
5/5 destroyer vs. ¼ nuclear sub Jenny Shepard -> 5/5 destroyer.

S-S-S of FreeToes. Bombard with destroyers:

Nuclear Sub Caitlin Todd 4/4->3/4.
Nuclear Sub Caitlin Todd ¾->2/4


Bomb with bomber:

Nuclear Sub Caitlin Todd 2/4-> sunk.

E-E-E-S-S-S-S of Teal Domination. Bombard with destroyers:

Battleship Harry Callahan – missed.
Battleship Harry Callahan 4/4->3/4.
Battleship Harry Callahan ¾->2/4.
Destroyer Sub Xyster 4/4->3/4.
Destroyer Sub Attacker 4/4->3/4.
Destroyer Sub Exposer 4/4->2/4.
Destroyer Sub Xyster ¾->1/4.
Destroyer Sub Attacker ¾->1/4.


Bomb with Stealth Bombers:

Battleship Harry Callahan 2/4->sunk.
Destroyer Sub Exposer 2/4->sunk.
Destroyer Sub Xyster ¼->sunk.
Destroyer Sub Attacker ¼-> sunk.


E-E-E of Teal Domination. Bombard with destroyer:

Cruiser Teal Tickler – missed.

Bomb with Stealth Bombers:

Cruiser Teal Tickler 4/4->2/4.
Stealth bomber shot down by anti-aircraft fire.
Destroyer Sub Zapper - missed.
Destroyer Sub Zapper – 4/4->2/4.
Cruiser Teal Tickler 2/4->sunk.
Destroyer Sub Zapper – 2/4->sunk.


Bombing Kazgungudom.

Bomber:

Stealth Bomber 4/4->1/4.

Stealth Bombers:

Stealth Bomber 4/4->3/4.
Missed.
Stealth Bomber 4/4->2/4.
Stealth Bomber 3/4->1/4.
Missed.
Stealth Bomber 2/4->destroyed.
Bomber 3/3->destroyed.
Bomber 3/3->1/3.
Missed.
Bomber 3/3->1/3.
Stock Exchange destroyed.
Citizen killed.
Citizen killed.
Bomber 3/3->1/3.
Stealth bomber ¼->destroyed.
Stealth bomber ¼->destroyed.
Citizen killed.
Citizen killed.
Bomber 1/3->destroyed.


Bomb with stealth fighter:

Citizen killed.

N-N-E of Ankara:

Destroyer bombards 4/4 cruiser Free-bird to 2/4.

E-E-E of Antalya:

4/4 destroyer vs. 4/4 destroyer Sub Killer -> 5/5 destroyer.

N-E-E of Cattaraugus:

Destroyer bombards 4/4 cruiser Teal Terror to ¾.

S-S-W of The New Yard:

Destroyer bombards 4/4 destroyer Sub Seeker to ¾.
Destroyer bombards ¾ destroyer Sub Seeker to 2/4.
Destroyer bombards 2/4 destroyer Sub Seeker to 1/4.

5/5 destroyer vs. ¼ destroyer Sub Seeker -> 5/5 destroyer.
Note: Saber used Cyan, not Blue, in their message. It was too hard to read, almost painful, so I changed it.

This is also posted in the Saber Thread.
 
The Manhattan Project has been completed in Baldric, Saber.

Nukes are in play.

We built Three Space Ship Parts.

EDIT:
We do not see any Saber ships off our coast at this time.
 
Can we invade the COUNCIL and win domination? It seems like our only hope right now. Or can we nuke their navies and destroy them? Or just nuke their mainland.
 
Here's an idea...

We switch SS parts to nukes and launch 'em at SABER. Council does the same; once SABER's fleet is in tatters, we have ourselves a nice, civilized space race ;)

WDYT?
 
Top Bottom