Turns 290 to 299

International Scene
Spoiler :

295_International.jpg



Trading: The Council
Spoiler :

295_Council.jpg



Trading: BABE
Spoiler :

295_Babe.jpg



Trading: SABER
Spoiler :

295_Saber.jpg

 
Baldric
Spoiler :

295_Baldric.jpg



11NW End of Turn
Spoiler :

295_11NW_EOT.jpg



Saber Fleet End of Turn
Spoiler :

295_SaberFleet_EOT.jpg

 
I'm not really sure how to take it from here. BTW thanks a lot for such descriptive updates. It probably takes you hours to write those.
 
The turn we were going to build it. But they somehow got it.
 
BTW thanks a lot for such descriptive updates. It probably takes you hours to write those.
Thank you. I've just continued to follow in the path of the other Free turnplayers before me.

And you are right, it does take hours. This turn, which I must emphasize was not anything at all like a 'normal' turn, I started at 8:30 pm Friday and got the last thing message posted sometime after 3 am Saturday.

I keep a turn log from last turn, so once something is in the right format, like the list of cities, it doesn't need to change much. But this turn had a lot of extra considerations; fixing the unhappy cities, determining which ships were lost, where we could move our remaining ships safely, debating on where to nuke, whether or not to reconnect Freedom Central, considering (and discarding) sending settlers from Gong to Free to rebuild our three nuke struck cities (just pop/cash rush from Free instead of sending by transports), debate on rushing Cruise missles (not this turn, but maybe next), sending gold to The Council to help them win (they have plenty of workers they can add to their more productive cities, so 'No' at the moment), discovering that Saber is building Space Ship parts, deciding to keep Kazgungudom on its Space Ship build and probably a few more things I've forgotten about.

The hardest part is deciding what to do. The two most tedious things are logging naval movement (from where to where) and updating the cities.

Screenshots of Saber ships take a while, too, since the text has to be added. The 'standard' images go pretty quick.

A normal turn, from downloading the save, playing it, uploading the images, updating the logs, sending messages and then sending the game to Babe, takes me about three hours.

And since the game cannot be saved in the middle of the turn (BUMMER!) it really limits the time I have available to play it.
 
I'm not really sure how to take it from here.
Here is what I see, but this is not by any means the last word on how the game goes on.

Plan A is that we fight a rearguard action with Saber while The Council claims a Space Ship victory. Immediate sabotage costs for The Gulag (10) and The Silo (11) were 5042 gold and 4404 gold, which translates into 500 shields and 440 shields towards something. The Silo was building the UN.

Plan B is that The Council doesn't leave real soon, we might, maybe, if we are lucky, grab a Space Ship win ourselves. That is why Kazgungudom is still building Exterior Casing, a 640 shield item, instead of an ICBM. That leaves the Engines as the other major item. (I wanted to switch Marad-Dur to Engines, but was unable to; I did not try at the start of the turn when we got the message that the UN could not be built. I did not know about Sabers space dreams until midway through the turn and then I could not affect the build in Marad-Dur at all.)

Plan C is that we cripple Saber's naval forces enough to keep them from invading Gong or The Council and grabbing a Domination Victory. I honestly thought that their ships around 11NW were going to invade The Council last turn.
 
Well you probably wont hear much from me, because I really have no idea what to do :p.
 
Well you probably wont hear much from me, because I really have no idea what to do :p.
And I do?

:rotfl:

:lmao:

Feedback is important. Sometimes I get stuck on the wrong solution and need another voice to snap me out of it. Like where to use our ICBMs on this last turn. I wanted to nuke the transports but Elephantium pointed out that they were out of invasion range, so target Saber's homeland intead. Which is what I did.

(And maybe we need some tactical nukes as well...gotta check into that.)

The point really is this: input is critical. One idea leads to another. Don't assume that because something has not been mentioned it has been considered. It is your game, too. I am only the Turn Player, and I rely upon the team to give me guidance.
 
I would load up 3 or 4 transports with a couple of marines and a bunch of MA, and sail them to the ex-BABE island and attack. This might distract SABER and/or put us close to domination.
I like that!

:goodjob:
 
Okay, NUKE, NUKE, NUKES!!!!!11
 
A minor matter - BABE. Would it be worthwhile to gift them all our techs and then the cities in old GONG? They might be a handy thorn in SABER's side.

OTOH, if we're getting a LOT of benefit out of tax farms on GONG island, we might be better off keeping the land. And BABE would be easy pickings for SABER for at least another 10 turns.

Alternatively, BABE might like to retire from the game. They're no longer needed as a UN client...

Edit: How's this for a grisly thought? If the situation becomes desperate enough, we could also gift all our cities to The Council. A bitter pill to be sure, but it would be better to hand Council a domination victory than to suffer a SABER victory.
 
I like the idea of gifting Gong to Babe. Two minds are better than one and plus they have to be so bored and they might like something to do.
 
Well. Maybe that wont be such a good idea, but if you guys want to I wont object.
 
Marad Dur builds ICBM
? builds Modern Armor

Unproductive cities this turn at the start of the turn:
  1. Nuclear Free
  2. Free-Tuning
  3. Home-Free
  4. Furs-Free
  5. Fair-Free
  6. Plain-Free
  7. Liberty Shore
  8. Jungle-Free
  9. Ellis Island
  10. Corporation-Free
  11. Religion-Free
  12. GONG-Free
  13. Interest-Free
  14. Gratis
  15. Gilligan
  16. Martin Luther King Jr.
  17. Tujana
  18. Ur
  19. Teal Landing
  20. Freeborn

Our naval forces in 11NW were split among the three cities. Most of them are gone.

11NW is polluted, no airfield.
Ivory in 11SE is cratered.

Thessaurnoicleus is isolated.

we have 3 ICBMs.

Kazgungudom (6) SS Exterior Casing in 3 (640 shields)
Freedom Central (6) SS Docking Bay in 4 (320 shields)
Thrombriel (12) Battlship in 1 (200 shields) or SS Cockpit/SS Statis Chamber in 6 (320 shields)
Ishme-Shamash (12) Nuclear Plant in 1 (240 shields) or SS Cockpit/SS Statis Chamber in 9 (320 shields)

Immediate Sabotage Production costs for The Council:
The Gulag 5262, +220 from Turn 295
The Igloo 4604, -236 from Turn 295 (but that seems wrong; could be my handwriting)
The Silo 4604, +200 from Turn 295

If The Gulag has the last 640 shield SS part, it completes in 6 turns or so. Saber can count, too, so they are aware of that. The Gulag is size 10, so The Council may try to raise their output on the last turn by adding two workers to The Gulag. Then, nuke or no nuke, the build would be done. Sabotage is still likely, unless we can somehow disrupt Saber's economy.

We'll need to investigate Elisha Cuthbert to examine Saber's gold supply.

Part of me wants to continue our SS part builds even in spite of Saber's war. I know I want to find a large grouping of Saber ships and destroy them, especially their Transports and Aircraft Carriers.

Another part wants to build nukes and devestate Saber, too.

If we continue of with the Space Ship, we will end up with The Council's problem. One large piece of equipment to build.

We can reconnect Freedom Central this turn. And connect the Aluminum at Kazgungudom.

No firm plans yet; just observing, noting and rambling/thinking out loud.
 
IDK :confused: uh.... IDK. I suck at civ 3 so I think I'll leave it to you.
 
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