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Also, if REM is having trouble maintaining this game in addition to his others, I would not be averse to conceding the victory to him. I don't think it's over yet by any means, but I do think the "rest of the World" is at a severe disadvantage going forward - e.g. I got Scooter's graphs back this turn and can see that his Prod is only a small amount above ours, but the Demos show the top MFG as ~60% higher - so REM is making nearly as much as the two of us put together and likely isn't putting a substantial portion into his research, where we practically run our research on hammers.
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Artillery dialed in, couple of builds shifted, fleet retreated mostly into port & war declared on REM. Hit a few things with Airships, but nothing major.
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Peace treaty offer from REM - rejected.
He took a single potshot with an Airship, but that was the extent. I took a few potshots back, but no great movements on either side. He did withdraw from the Donovan/Scooter border, so that's something.
Revolted to Nationhood, Slavery and Theocracy. Whipped a few cities and Drafted GP.
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t342 -
Sad news for the turn:
Looks like he got caught out, and then REM deleted the attacking ship.
Queues are focused on building Navy & mostly Tanks for land. Nothing much else going on except I keep forgetting that Fighters > Airships and losing one each turn to remind myself. Maybe if the turns were < 3days apart I might not forget each time.
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Sad from one side but inspiring from the other. As a faithful ally we must replant it quicker!
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Well, I do have a Settler on the way and might even be in a position to plant next turn if I wanted to, but the problem with replanting it is that we then have to defend it. It also may cause Scooter to pull back from Hedgehogs/Zipper and abandon this front to us to defend alone - which would be quite bad IMO - so there's a good chance I won't actually do that.
I honestly think that this game is nearly over; enthusiasm levels are way down, and I think that most people are just playing the turns when they come rather than putting much planning time in anymore (I know that I am). From my perspective, the problem is that there's really no way to coordinate an attack on REM, and it would really require a simultaneous application of force into his army to make a real dent.
The only other option is to make Peace with REM and then plough into the side of Scooter and take a chunk of his land ... but then REM eats pindicator in peace and then us as we're finishing with Scooter. Lose-lose.
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Youdont need to coordinate when you see everything. Seek for a weakest apot and try. What do you lose?
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Not going to post this in the Tech Thread, but IMO it'd be more appropriate for us to concede to REM at this point than to force him out over the turn pace. Besides, with Xenu's comments about not wanting / having time to play the turns, it may be more appropriate to find a replacement for him than REM.
Aw hell, I guess I'll post something in the Tech Thread after all.
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(August 2nd, 2016, 09:32)OT4E Wrote: Youdont need to coordinate when you see everything. Seek for a weakest apot and try. What do you lose?
Right now his weakest spot seems to be through BGN/Xenu's territory - although I'd need to take a long look to see if it would be possible to sneak something up through there before their Peace expires. As far as I can tell, now he's knocked off most of Pindicator's coastal cities, REM has turtled his stacks back into his own borders and is content to sit and defend and look for weak spots of his own to hit. No reason for him not to really, since he's ~double the size of any of the rest of us.
I'll look tonight at see whether there's any "Blaze of Glory" opportunities out there....
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t344 (pre-concession) -
So this will probably be the last time I ask for advice as the rest of the game is likely to be reactive.....
IBT REM picked up Radio (Bombers) and started a Golden Age (sigh) and this:
Unless Scooter evacuated it (and the damage to the Tanks says he didn't), I think that was most of his stack wiped out here.
Now I have some Workers about and I can definitely complete a full rail route between Geese and Dolphins, but I'm pretty sure that they are too far away to be able to Rail the tile his Cav is sitting on, which I think means that I can't hit his main Tank Stack.
I do have a Settler in Geese, and a reserve force of a dozen mixed Inf and Rifles in range, so I think what I need to do here is to replant Dolphins (build Culture to pop borders), pillage the Mine & Rail 66 (7 from his Cav) so that he can't 1t hit the city, and then fill it with troops. OTOH, his fleet is in the Fort 1 from Silkmoths so he can bombard and he has plenty of air support around. It would also make me vulnerable at Geese to him capturing and then sailing through ... but he could just plant his own city there if he has a Settler in range (which I can check for).
Defensively, I think I have to replant here to stop him having access to weak cities behind nd I don't really think there's a better location than the old Dolphins site....?
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