Turn 179
Yeah, I trust him exactly the same with a peace deal. Pretty sure that the only thing a peace deal buys us is letting mackoti hit us next at the time of his choosing. I'm certainly not going to pay him 1000g for that privelege. Debatable giving him back those 2 cities for it, but I really like keeping the pressure on him by keeping war going as long as he's at war with Old Harry. We don't have to give a knockout blow, just keep him under pressure.
![[Image: pb13%20-%20turn179%20-%20north.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20north.jpg)
Those two galleons were the triremes we upgraded from Expos. They're close enough from the tile they're on now to hit the northern frigate by Jazz and then move into Jazz for cover. Hurray for 6 movers! Also, the frigate in Jazz will finish this turn - it was just chopped out. Mack will have to cover his privateer or run it away, both of which I think are good for us.
I'm also starting a fort 2E of Jazz. Not the most ideal spot, but maybe it will give us some flexibility later on.
![[Image: pb13%20-%20turn179%20-%20south.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20south.jpg)
Here's where the fun will happen next turn. Our galleon loaded with knights is inside Thunder right now (oh please oh please don't let him have 2 galleons in range of Thunder right now -- in fact, I've just scared myself enough to move the galleon back to the stack with our frigates and gimpy. Shit, it only has one move. Well, let's hope I didn't just screw up
)
The plan is that if nothing changes on the interim (Jets holds and mackoti doesn't move the frigates) then we'll attack the center frigate. Gimpy is there in case we get a chance to give it a cheap 5th xp for Nav-1. We can also bring the frigate from Jazz south if we think that will help out.
If we can hold out for 3 more turns then we get to upgrade our zerkers to grenadiers. So I want to keep him focused on Jets as long as possible.
I moved a lot of cities that finished builds over to Wealth. We are getting 129gpt while those are on Wealth builds, which will probably be until Military Science finishes. It also means we'll have about 600g in the bank to use for Grenadier or frigate upgrades. I thought to include a shot of our builds:
![[Image: pb13%20-%20turn179%20-%20cities.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20cities.jpg)
We have 27 berserkers and 2 in production. How does 20-some grenadiers in 5 turns sound?
Now, i know all the fun is out west right now, but it's about time to start planning our retaliation against Bacchus. Here's a blank slate:
![[Image: pb13%20-%20turn179%20-%20east.JPG]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20east.JPG)
There is 1 galleon and zerker inbound from the mainland, and another zerker at Packers, plus one finishing at Wolverines in 3 turns. I'm hoping to start the invasion in 4 turns with 9 zerkers, 3 galleons, and at least 2 frigates -- but we may not have the gold to upgrade those triremes quite yet.
And that's all for this turn, hitting enter, rolling the turn...
(February 15th, 2014, 18:01)antisocialmunky Wrote: I'd offer Mackoti peace for Czechoslovakia but I think he'll just come back asking for Poland in 10 turns.
Yeah, I trust him exactly the same with a peace deal. Pretty sure that the only thing a peace deal buys us is letting mackoti hit us next at the time of his choosing. I'm certainly not going to pay him 1000g for that privelege. Debatable giving him back those 2 cities for it, but I really like keeping the pressure on him by keeping war going as long as he's at war with Old Harry. We don't have to give a knockout blow, just keep him under pressure.
![[Image: pb13%20-%20turn179%20-%20north.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20north.jpg)
Those two galleons were the triremes we upgraded from Expos. They're close enough from the tile they're on now to hit the northern frigate by Jazz and then move into Jazz for cover. Hurray for 6 movers! Also, the frigate in Jazz will finish this turn - it was just chopped out. Mack will have to cover his privateer or run it away, both of which I think are good for us.
I'm also starting a fort 2E of Jazz. Not the most ideal spot, but maybe it will give us some flexibility later on.
![[Image: pb13%20-%20turn179%20-%20south.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20south.jpg)
Here's where the fun will happen next turn. Our galleon loaded with knights is inside Thunder right now (oh please oh please don't let him have 2 galleons in range of Thunder right now -- in fact, I've just scared myself enough to move the galleon back to the stack with our frigates and gimpy. Shit, it only has one move. Well, let's hope I didn't just screw up
)The plan is that if nothing changes on the interim (Jets holds and mackoti doesn't move the frigates) then we'll attack the center frigate. Gimpy is there in case we get a chance to give it a cheap 5th xp for Nav-1. We can also bring the frigate from Jazz south if we think that will help out.
If we can hold out for 3 more turns then we get to upgrade our zerkers to grenadiers. So I want to keep him focused on Jets as long as possible.
I moved a lot of cities that finished builds over to Wealth. We are getting 129gpt while those are on Wealth builds, which will probably be until Military Science finishes. It also means we'll have about 600g in the bank to use for Grenadier or frigate upgrades. I thought to include a shot of our builds:
![[Image: pb13%20-%20turn179%20-%20cities.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn179%20-%20cities.jpg)
We have 27 berserkers and 2 in production. How does 20-some grenadiers in 5 turns sound?
Now, i know all the fun is out west right now, but it's about time to start planning our retaliation against Bacchus. Here's a blank slate:
There is 1 galleon and zerker inbound from the mainland, and another zerker at Packers, plus one finishing at Wolverines in 3 turns. I'm hoping to start the invasion in 4 turns with 9 zerkers, 3 galleons, and at least 2 frigates -- but we may not have the gold to upgrade those triremes quite yet.
And that's all for this turn, hitting enter, rolling the turn...
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player

![[Image: pb13%20-%20turn180%20-%20events.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn180%20-%20events.jpg)
![[Image: pb13%20-%20turn180%20-%20frng.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn180%20-%20frng.jpg)
![[Image: pb13%20-%20turn180%20-%20north.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn180%20-%20north.jpg)
![[Image: pb13%20-%20turn180%20-%20south.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn180%20-%20south.jpg)
![[Image: pb13%20-%20turn180%20-%20ggplan.jpg]](https://dl.dropboxusercontent.com/u/137965916/pb13/pb13%20-%20turn180%20-%20ggplan.jpg)