Command the Oceans – CTO becomes the biggest game of all time (already!) (9/28/2017)

What the heck is going on?! 

Now that I’ve reached Turn 50 and a considerable amount of stuff has happened, I think it’s a good time for the first recap of the game.

Oceans and rooms:
Sea of Allost: first ocean in the turn order, with the Pirates, Jade Rebellion, and Cursed
Caribbean: second ocean in the turn order, with the English and Spanish
-those oceans are both in “room 1” if you will
Sea of Karkuda: third and final ocean in the turn order, with the French and Americans

Fleet locations in play order:
Pirates: Far east in the Sea of Allost
Jade Rebellion: Southwest in the Sea of Allost
Cursed: Northwest in the Sea of Allost
English: East in the Caribbean
Spanish: West in the Caribbean
French: Northeast in the Sea of Karkuda
Americans: Far west in the Sea of Karkuda

What has happened:

Pirates: Have had nearly no conflict thus far, and have not started conflict with any faction. Currently sourcing textiles, metals, spices, and sometimes gold from their 4 wild islands for one of the best economies in the game.

Jade Rebellion: Only have one wild island, but the textiles it produced have been in the upper half of values (4 gold or more apiece) through all 8 resource changes. However the island changed to produce spices, the least valuable resource on average that has ironically been the only resource to never be in the top half of values, always worth 3 or less. After multiple investigations, finally found the evil Cursed faction and declared war after being attacked by them.

Cursed: Purchasing a powerful sea dragon early in the game, the Cursed have benefited from special house rules in addition to finding super valuable coins on a northern island. The luxuries on Broken Horn Island have also provided a solid source for launches. Currently engaged in all-out war against the Jade Rebellion which is taking a major toll on both sides. Also a “secret faction” until the readers discovered them through the eyes of the Jade Rebels.

English: Established a strong presence at Diamond Rock early in the game which has only grown stronger with time. They have massively benefited from how amazing textiles have been, and now have beaten the Spanish in a few battles.

Spanish: A slow and cautious start was mostly fixed by finding gold and metals on Paradise Island, where they now have a strong presence in addition to the formidable Fortaleza Dorada. Still losing their war to the English and are overly reliant on metals (usually worth 1 or 6 lately) to fuel their efforts.

French: The most isolated faction of the game until recently, the French were unaware of other factions for most of the turns so far. Found immense quantities of food (fish) on their closest islands, which they now have huge quantities of on the docks of their Harbor. More recently they have discovered other resources and won a small victory over the Americans, who they briefly had an alliance with.

Americans: With many islands very close to their home island, the Americans have an economy that rivals that of the Pirates and the French. Preble has whipped them into imperial shape and they have gone on a tear recently, but constant whirlpool frustrations and some overzealousness has delayed their progress of late.

Alliances:
Americans/French (already broken)

Wars (with instigator listed first):
English vs. Spanish: English winning, but timely Spanish launches when metals skyrocket in value has kept things largely in check
Cursed vs. Jade Rebellion: JR’s declared war after Cursed dragon attacks. With 2 major battles concluded (both indecisive for the most part) and another one ongoing, this one is ugly, bloody, full of hate and with no end in sight.

What is happening:

Pirates: Recently took over the points lead from the Cursed with a megalaunch, the Pirates look very strong and appear ready to finally strike back against the Americans after Ralph David led two American whirlpool expeditions against the Pirates.

Jade Rebellion: Struggling a bit with spices never valuable, they are simply fighting the Cursed and want to win at all costs.

Cursed: With a solid economy fueling their war effort against the Jades, the Cursed have long-term plans that have been put on hold by the frequent and intense battles.

English: Finally satisfied with the fortifications on Diamond Rock, the English have turned their attention to Spanish-controlled Paradise Island and have been assembling a major squadron to attack it.

Spanish: Fighting to stay alive!

French: Fully established control of The Flat but really hoping for food to become valuable so they can beat the Americans back and continue exploring Karkuda in peace.

Americans: Reeling from their loss to the French and major damages due to whirlpool failures, the Americans are still looking strong due to their great economy.

What will happen?/Future plans

Pirates: Want to explore west of their kingdom, and strike back against the Americans with a whirlpool squadron of their own.

Jade Rebellion: Defeat the Cursed, kill Shal-Bala, and finally get around to exploring the Sea of Allost properly and possibly finding trade partners and allies.

Cursed: Kill the Rebel scum! Then, execute grand plans with a long-term “solution” for any opposition….

English: Drive the Spanish out of the Caribbean and establish total English hegemony! Afterwards, get whirlpool ready and figure out what lies beyond, where the Americans must have come from….

Spanish: Take Diamond Rock and look for allies in other oceans if necessary.

French: Get Nemo and the Nautilus back and explore all of Karkuda.

Americans: Take The Flat, go after the Pirates in the Sea of Allost and establish an American Empire!

~~~~~

Turns 50 and 51 were played today! The size of the game is completely spiraling out of control, and into completely unknown territory.

With little anticipation since the previous few rolls hadn’t been 1’s, I did the extra roll at the beginning of each turn to see if the resources would change at all. I was surprised to see that for the first time since instituting the rule below, I rolled a 1!

In case you forgot:
A round of turns begins with the d6 roll. A 1 is rolled (on a 2-6 the resources stay the same, until a 1 is rolled on some other turn). Since a 1 was rolled, roll again. If the second roll is a 2-6 (anything other than a 1), the resources only change value for that turn. On the next turn, they revert back to whatever they were on the previous round, or a different system is once again agreed upon by all players (such as starting over with regular EE rolls, or using the system described in this example). However, if the second roll is a 1, the current EE rolls are disregarded, and new rolls are made (both for values and duration).

This promotes more resource randomness, and makes the game more exciting and less predictable! The second roll was a 3, meaning that resources would only change value for this turn, which happened to be the milestone Turn 50. However, the third and final roll (for resource values on this specific turn) was the most shocking and crazy of all!! A FIVE was rolled!!! This meant that food would be worth 6 gold apiece for the first time in ages! O_O Suddenly, things were shaken up completely in terms of purchasing power! If you remember from the last handful of reports, both factions in the Sea of Karkuda have been stockpiling enormous amounts of food, which suddenly went from 1 to 6 in value per token!! The French and Americans rejoiced and as soon as the 5 came up I knew they would go completely bonkers with launchings. XD With that in mind, no wonder I could barely even finish Turn 51 today lol.

The Pirates begin their turn by attacking the Westminster, an English ship that had come through the whirlpool near Pistol Island on the previous turn! With the ship already missing a mast due to whirlpool damage, the Pirates were able to dismast the ship, needing the Sunrise Fire to finish the job since the Deliverance couldn’t use her L-range cannons.

The Royal Rover is underneath the ledge of Mission’s Kingdom for a reason – the Pirates have upgraded Bartholomew Roberts! Paying 12 gold, here is my custom version, which is based on history and how Black Bart was able to capture a ton of ships in his career.

Bartholomew Roberts
Pirate crew
18 points
Captain. Reroll. This ship can tow a ship by touching a derelict in any location (not just the bow), and can immediately initiate towing after resolving any action. This crew can be assigned to any ship of the same nationality regardless of point costs; if this crew’s cost is greater than the ship, no other crew or equipment can be assigned to that ship.

The new Pirate fleet from their megalaunch departs the upgraded fort of Dead Man’s Point and joins the existing Pirate ships!

Uh oh! Although the Pirates use some gold to launch the Bruja at the island, it has run out of textiles!! This is the first Pirate-controlled wild island to run out of a resource.

To the west!

Elsewhere in the Sea of Allost, the Sea Tiger finds that spices are no longer on the JR wild island – food is found instead!! I wanted to make Turn 50 something special, and it was turning out to be just that!

The Polaris rams an icewreck:

The Grand Path retreats with half her masts standing, as the Jades know they can’t afford to lose another capital ship. The Grand Mountain and Asgard take her place, killing Tiamat!

With the Naegling also retreating from battle, Olof Linstrom gets off a shot at the last second to sink the derelict Lilu! It was a good turn for the Jades, as they permanently eliminated two Cursed game pieces from play.

The Cursed strike back! The Asgard loses a mast and her crew are paralyzed by Fear, which would slow her on the next turn if she hadn’t been pinned as well. The Serpent’s Fang hits with a firepot to put the Grand Path in danger! However, the GP is already approaching the Jade HI and will likely make it back in time.

The Monkey’s Paw only hits the Glorious Treasure once. After a few ships have sunk and the damaged fleeing for repairs, the battle area is considerably less crowded. At the right, the Hellfire and Nightmare return to the Roost for repairs in addition to a new captain for the Hellfire.

The Half Moon is surprised to find that spices have replaced textiles as the resource on Diamond Rock!! Similar to the Pirate finding, this is the first time all game that the English have experienced either a resource shortage or a random change.

With the English whirlpool squadron failing as miserably as the Americans’, the Westminster manages to return to the Caribbean on oar power and reports to the captain of the Resolution on the Pirate attack.

Speaking of attack, it was finally time for the English to strike! The Ark Royal would be the first ship in the battle, and the English were ready to initiate the (First) Battle of Paradise Island!! With a predictably lame outcome, the Broadsides Attack failed with a 1. XD

The English open up their gunports and resume the next phase of their war against the Spanish! The Santa Catalina and Armada take damage, while the Anunciada and Catedral del Mar are set aflame! The Catedral was the hardest ship hit, being blasted by both the Serapis and Victor. A view of the action from the top of Diamond Rock:

With a view from the southeast, you can see the Durham at the upper right. She hits 1/2 and does slight damage to Fortaleza Dorada. The English want to destroy the fort and claim the island as their own.

I like the natural daylight effect of not using the flash and seeing the various shadows, but sometimes using the flash can illuminate things brilliantly.

The Spanish strike back, although it is mostly ineffective. The Royal loses a mast but the Anunciada’s fire spreads, dooming the ship before she can even fire a shot….

Fire everywhere! The Extremadura’s fire shot backfired, but the Catedral hit the Serapis with her firepot specialist to make more smoke and flame:

Even more! The Santa Ana sails into the fray on the far side of Paradise Island, and combines with the fort to take two masts off the Durham.

Reinforcements on the way! Spain is eager for her 5 new gunships to reach the battle area:

A rare shot from the northwest:

Continuing the trend of random resource changes all across the seas, the French find that metals are produced on their northeastern island instead of textiles! However, the French are far more concerned with a different resource…

FOOD! With an insanely massive stockpile saved up for quite some time now, the French can finally cash in their food for gold!! The tokens here combined with the amount they had saved off-camera (on an index card I mentioned earlier so I don’t have to go searching for coins all the time only to have them converted to gold in the long run) gave the French a whopping 99food tokens!!

You can quickly note that 99*6 gold apiece = 594 gold, and the French combined it with metals and gold from their home island to spend a ridiculous 639 gold all on one turn!! O_O

In fact, the launchings of Turn 50 represent a potential “road to war” or a massive GEARING UP if you will, at which point you may want to listen to this throughout the rest of the report as an excellent buildup/rising tension song.

The French launch 16 new ships! That may seem very low for that amount of gold, and it is, but for a good reason…

40 of the gold was spent on 4 new docks, doubling the total number of docks in the Harbor to 8! You can see them here in the upper right and upper left corners of the Harbor. The French needed them just to launch all the new stuff!

On the east side of the Harbor, you can see some of the new capital ships. The Superbe, Ville de Paris, and Corse are visible, as are the Belle Etoile, Eroica, and Argus.

On the west side of the Harbor, more new ships everywhere! The Libellule, Pluton, and Pique will be cargo ships, while the Delacroix, Gaule, and Hercule are launched for war. Check out the little “sick bay” dock at the upper right, where the captured Congress will soon begin repairing! This is similar to my old HFS harbors, where deep and recessed parts of the harbor is where the most severely damaged ships would be repaired over long periods of time. On the Royal Louis (RotF version with Parley) you can see why the French only got 16 ships for all that gold – check out the blue fort upgrade token (250 gold purchase price) on the main deck! O_O

With a rare view from the north, you can see the docking system the French have built in the Harbor. The Charlemagne is another French 5 master that was launched, one of five such major capital ships. From the deckplate picture you may have noticed a few odd ships as well – the French plan to actually use the Solitaire and Crete Argentee in this game since points are of almost no issue and their cheerleader abilities could help out a large squadron during a battle.

The French Harbor is complete! (likely, at least for now)

An impressive display of riches and power:

To the Americans! Preble returns from the Caribbean, albeit with even more damage than the President sustained on the way out. Ralph David’s newest Pirate-hunting squadron, consisting of the Constitution, Bonhomme Richard, and Paladin, is ready to set sail through the whirlpool! On the islands, notice that even more resource changes have taken place, as Ruby Island now produces spices instead of metals and Luck Island has run dry for the second time in the game.

The Frontier loads resources for the first time, using her hoist to grab some lumber! The Intrepid joins the American squadron off The Flat, increasing their numbers to six gunships strong.

More reinforcements! The Providence and Louisiana are still ferrying resources, but carry some army units to the lumber island. The other three ships in the foreground can make the American Flat squadron number 9 gunships.

The French had more food saved up than any resource stockpile of any other faction, but the Americans had a ton as well! They cashed in 74 food tokens (25 less than the French, but still a ton) and combine it with a small bit of gold for a windfall of 459 gold! Then, they immediately spent 365 of it! No less than 21 ships are launched, even more than the French put forth! (I have even started running out of paper crew chips in addition to the real ones, so I’m writing things like “H 2” on the backs of useless explorers to denote helmsmen and the like. Of course I know that a helmsman costs 2 points, but I’m writing it to make the point counts faster.)

The Americans just barely fit all their new ships at their home island! A perfect fit! XD

The Americans placed their ships strategically in the right positions, with the fastest ships sailing out first and certain objectives leading to certain parts of the island that a ship is launched at. The Jarvis and Boston for example, have abilities and crew aboard to let them be dedicated fort wreckers, which the Americans need to retake The Flat. The Americans are determined to expand further east into Karkuda and have launched ships designated as troop transports to expand their “empire”. The Carolina, Jackson, Atlanta and Bartlett are carrying three army units each, and all have been given orders to reinforce American positions on islands and beaches. Many small but effective gunships have been launched, mostly for the purpose of potential war with France.

After an insane 5 HOUR Turn 50, I was finally able to continue! XD

Turn 51 begins with the Deliverance jumping into the whirlpool near the Pirate Kingdom! She improbably rolls a 3 to emerge from the Caribbean whirlpool, which means that suddenly the Pirates are aware of the Caribbean as the home of the English!! This also means that the Pirates have access to all 4 other whirlpools without needing to roll for location when they travel from their southern whirlpool in the Sea of Allost! Not only that, but Havana Black sacced an oarsman to give the Deliverance an extra action coming out of the whirlpool, and attacked!!

And they’re here! The Pirates are in the Caribbean!! XD

The entire Pirate whirlpool squadron surges forth, not needing to roll a 3 as they simply followed the Deliverance’s lead. With their exploratory whirlpool squadron quite successful (finding both other oceans without too much difficulty), the new launches from Dead Man’s Point will now have an easy time finding some Americans to take down…

… as the Flying Fish ironically gets things going! The Pirates thought it would be funny to send the captured American ship to the Sea of Karkuda first. It did trick the Americans for a moment, until Ralph David realized that the ship was now crewed by his least favorite thing in the world: Pirates!!

ATTACK!!! The four Pirate ships that used to guard Dead Man’s Point surge through the whirlpool after the Flying Fish, with the Fool’s Hope being given an AA from Captain Elizabeth Swann (aboard the Black Heart back in the Sea of Allost) to attack the Constitution and Ralph David himself! The Constitution and Bonhomme Richard are damaged, and the Constitution loses her oarsman and part of a mast in the lost boarding party.

In the Sea of Allost, the Golden Medusa is guarding the whirlpool while more Pirate gunships make their way to it! After being extremely crowded, Dead Man’s Point seems strangely empty, with textiles no longer being produced on the island and all of the Pirate ships setting sail. The squadron of effective but small Pirate support gunships have headed east, as they will not brave whirlpool damage due to their size.

From the mainmast of the patrol ship Cutlass, an imposing sight. The Sea Nymph is in the foreground, but in the background you can see 3 of the most dangerous ships to ever sail the waves: the Revenant, Harbinger, and Victoire, all ready to fight with various double action crew. At the right, Mission smiles in glee at his success and good fortune, and has joined up with the “super squadron” of sorts….

DMP isn’t empty for long! With metals once more becoming the most valuable resource as the values reset (a 4 roll for 3 turns, with 2 turns left including this one), the Pirates continued their absurd spending rate, launching 5 ships from the upgraded fort. 4 of them have the home island raiding ability, in an ominous and dangerous homage to the past perhaps? The Lady Newport also comes into play along with some infantry units to help guard the fort.

A wide shot of the declining JR-Cursed situation. At the left, the Dragon’s Talon has taken the derelict Sea Phoenix under tow, as she has 9 points of crew aboard and carries some nice 2S guns. The Proud Tortoise sails behind the stern of the towed ship, hoping her L-immunity will prevent the Monkey’s Paw from interfering and trying to sink the SP. However, on their turn the Cursed simply used Tsuro to move the SP into a fog bank where she is lost forever, essentially sinking the ship! At the upper right, notice that the Jades have not retreated from the battle entirely: the Grand Mountain sets the Serpent’s Fang aflame with exploding shot! In addition, the Beowulf and Asgard damage Maxehebel as the Polaris destroys an icewreck once and for all.

In a terrible spot, the crew of the Westminster decide to row back into the whirlpool, rolling a 4 to emerge in the Sea of Karkuda! The Resolution does the noble thing and blocks the Deliverance while shooting at her, likely sacrificing herself in the process. However, the English aren’t used to Havana Black and his “ghostly” ship….

Carnage mounts near Paradise Island! The Royal does major damage to Armada, while the Serapis suffers a setback when her own fire shot backfires just a turn after the same thing happened to her sparring partner, the Extremadura! The fast Ark Royal and Victor shoot the gap in the Spanish line, breaking it! (this was not planned or staged to look like historical Royal Navy tactics haha)

The Ark Royal tries another Broadsides Attack, and this one connects!! The Alquimista loses 2 masts and the English have directly struck Spanish trade!

A view directly above the stern of the Lord Kettering. At the left, the Malton is mostly obscured behind Diamond Rock. At the right, HMS Durham scurries home to extinguish her fire, letting a bigger ship take her place…

Admiral Thomas Gunn and HMS Lord Algernon officially enter the fray!! The Lord Algernon easily dismasted the Catedral del Mar and then set Fortaleza Dorada aflame with her firepot specialist! At the right, more English ships have joined the battle! The Granville used double shot and fire shot perfectly to set the valuable Santa Ana on fire, while the Resistance used an AA from Owen (CRGO) to blast away at the fort!

Paradise Island is starting to resemble hell instead, with the deafening roar of cannons amid constant smoke and fire:

Believe it or not, Thomas Gunn almost turned the Lord Algernon around when he heard news about the Pirate attack in the south. Figuring his other gunships could take care of the threat and that he needed to concentrate on the Spanish in the far north, he stuck to his plan and his guns. At the right, three English ships are launched to counter the Pirate threat: the Plantagenet (+1 to cannon rolls against Pirate ships), Henry VIII, and Orkney.

Spanish reinforcements arrive! However, only two ships were in range of English vessels this turn. The Cristal del Obispo dealt damage to the Victor and Royal, with the Lady’s Scorn missing 0/3 against the Royal. The Granada has become entangled in a sargasso sea, while the Corazon del Mar and Reconquistador look to get into action soon.

After some nice maneuvering by the Spanish, both flotillas in the area were able to shoot at the Ark Royal, nearly dismasting the ship and also killing all three of her crew due to Armada’s ability.

The fire inside Fortaleza Dorada spreads! However, the Santa Ana has a nice turn, docking at the fort to eliminate her own fire while simultaneously setting the Resistance aflame with her own firepot specialist! The Resistance also lost her mizzenmast from the fort’s artillery barrage. (the fort didn’t shoot at the Lord Algernon since 3/5 of the Lord Algernon’s cannons are L-range and the fort would need to hit all three times to get past the Lord Algernon’s ability and eliminate a mast)

Paradise no more? Spanish soldiers struggle to extinguish the blaze at Fortaleza Dorada:

With metals worth 6 gold apiece once more, the Spanish cashed theirs in for 36 gold to get two gunships they would need. The Profeta is very boring but the Asesino de la Nave was possiblythe first ship I ever built, and definitely one of my first 4 ships ever! Her foremast was broken a bit long ago but the tape job has held great over the years and she is ready to fight once more!

-Back to the Sea of Karkuda-

After going rogue, Nemo has continued to pilot the Nautilus south of French waters, and here you can see his submerged vessel coming upon a large black rocky structure!! O_O

The Nautilus disappears into that opening you saw, and suddenly Nemo is gone!!! O_O

Introducing: Captain Nemo’s Mercenary Submarine Hideout!!

Now it is clear why Nemo went rogue! After being hired by the French, Nemo knew there was a chance he’d be able to conveniently “escape” from his employer in order to take refuge in a classic Mercenary base. Knowing that his old hideout was somewhere south of the French Harbor, Nemo took a risk and made a break for it. The submarine hideout has been in the Sea of Karkuda the entire time, but it was abandoned after a falling out among the Mercenaries stationed there. However, it is still operational! The submarine hideout was a naturally black rock with natural sea caves inside and underneath it. Since discovering it, Captain Nemo has heavily modified the island to suit his needs. Using typically advanced Mercenary technology, Nemo installed steel doors designed to look like wood or light-colored vegetation from the outside. The doors are mechanically operated and Mercenary submarines can open and close the doors whenever they want!

The western side (for this game) of the hideout, showing the other doors at the base. Each of the four sides has two doors that Nemo and his comrades built. I wonder what Nemo will do now – hide out and wait for the French to forget about him, or even open up use of the hideout to the French and play along that he was helping them the whole time?

Back at the Harbor, the French depart! Only a few ships are coming in, while the new launches go out. Certainly unrealistic from a logistical perspective, but the French know what they’re doing! XD The Pluton is the only ship completely unable to move in the logjam, and soon French ships will be swarming all over the place.

No shots fired here! Guy LaPlante hails the remaining crew of the dismasted Westminster, who narrowly escaped capture in her own home waters of the Caribbean after the Pirate attack. Some words are exchanged, and the French learn that the Pirates seem to be a dangerous foe with a penchant for sneak attacks. The English crew say they wouldn’t mind some help, but the French respond that they have no idea how to get to the Caribbean and are busy reinforcing their weak position at The Flat. A bit of a surprise – Anglo-French peace in their first encounter of the game:

The first batch of reinforcements arrive at The Flat, though it’s not much. The Dijon drops off some army units, while the Bonaparte takes the place of La Possession, who still may go through the whirlpool soon if Gaston or Lenoir gives the order and the French don’t need the ship in a potential fight with the Americans.

Oh wow, total carnage in the deep southwest! The Americans launch a counterattack against the hated Pirates, doing major damage. At this point, ALL Americans are beginning to hate the Pirates. Ralph David had convinced some of them a while back, but now the American fleet has a Pirate invasion on their doorstep! David himself nearly goes into a rage when the Constitution rolls two 1’s in a row to start her broadside against the Recreant, but rolled a 6 and a 2 to (barely) set the ship aflame.

At the lower right, BOTH the Paladin and Brandywine hit the Accused with firepots, dooming one of the best 3 masted Pirate gunships in the game. The Bonhomme Richard blasts the Fool’s Hope, and the captured Flying Fish is the only ship not damaged in the attack.

A busy scene: canoes go home with newly found spices, new cargo ships join old ones in the trip to Luck Island, and at the top of the frame Preble has returned home to repair and launch some new ships to counter the Pirates with. The United States lumbers forward but will take some time to reach the battle area.

Mass departure! The Sea of Karkuda is becoming VERY busy, an absolute hotspot of activity that may only increase in intensity over time!

The Americans send MASS reinforcements to augment their half-dozen ships currently stationed west of The Flat. No less than 10 proper gunships are headed east, with some other captained ships (like the Philadelphia and New Orleans, launched to capture enemy ships) and troop transports joining them. The Providence has already begun unloading troops at the lumber island, while the Louisiana carries an artillery unit. Talk about GEARING up!! XD

With 365 gold spent last turn and 88 this turn, the Americans have introduced an additional 453 points into the western 1/3 of Karkuda in one day. Combine that with the Pirate squadron showing up through the whirlpool, the huge French launch, and the English discovering Karkuda and the French faction in general, and the Sea of Karkuda is absolutely blowing up!

The 4 new American ships. The Saratoga shields Preble’s President from harm, while 3 nice SCS ships make their entrances: the Appalachian, Overton, and Hudson. At the right and upper right, the Destiny and 4 US blockade runners make their way towards the Pirate battle, since the Americans have already sent a large squadron east towards the French and the Americans don’t know if more Pirates are coming!

With that, a big day of play comes to a close. Launches alone took a huge amount of time, and I can say that over 1,100 new points were introduced to the game today. The French and Americans alone combined for over 1,000 gold spent!! This is why I said above that the game is entering completely unknown territory. Assuming the game had already reached around 3,600 total points at the start of the day, it is now likely over 4,600. Shocked O_O Things are becoming completely insanely ridiculous to the point of total nonsense. XD Just kidding, it’s manageable but definitely gigantic to an extreme lol. As a result, the average turn may take about two and a half hours for the foreseeable future, and that’s without any megalaunches of 200+ gold. If you’re wondering, I still plan to do a point count soon, likely after I (hopefully) complete a full turn on Saturday.

Many, MANY developments are still to come. As I hinted at with the song, things are just boiling at a high temperature right now. The tension is rising in all 3 oceans to the point of absolute bedlam all around the world. The future is unclear, but one thing is for certain: TOTAL CHAOS AWAITS. O_O

Posted in Battle Reports and tagged , .

Leave a Reply

Your email address will not be published.