View Full Version : Turnplay Log
Whomp Jul 30, 2005, 10:57 PM Turnplay only in this thread.
Turn 1 4000 BC Worker moves to the cow. Establish the great capital of Simpleton. Research set to BW in 15 at 100%.
IroquoisPlisken Aug 01, 2005, 09:49 AM Turn 2 3950 BC - Road the cow and switch gran to warrior.
soul_warrior Aug 03, 2005, 02:39 AM turn 3 3900bc - warrior will be done in two. pressed enter.
Tubby Rower Aug 03, 2005, 04:54 PM turn 4 - checked everything out.....MIA is up 1 point on everyone else. warrior due next turn, growth in 2.
Move worker to flood plains next turn to road.
Bede Aug 04, 2005, 11:57 AM I got it......
Turn 5 Worker to the wheat, warrior to the SSE, spots a barbarian village.
Building another warrior.
Tubby Rower Aug 05, 2005, 01:13 PM turn 6 - switched new citizen to work FP wheat.
warrior to the south to see another FP wheat
worker starts roading FP wheat
bumped lux to 10% due to crappy unhappy citizen.
notice that our pop is 33%. so only one other civ has 2 pop right now (Springfield - Iroquois)
There is a goodie hut SW of the warrior on a hill. I'd hold off on busting up that hut due to the fact that it might spew barbs.
work the FP Wheat for next turn then go to the BG (& cow).
Crakie Aug 08, 2005, 07:36 AM Turn 7 - moved warrior S, spots a hill 2 squares away.
Warrior 2 due in 1 turn (1 shield is wasted).
I keep working the FP, so next turn we will be on 12 food, after switching to BG next turn we will make 4 f/t, precisely enough get the remaining 8 food needed to grow in 2 turns.
IroquoisPlisken Aug 09, 2005, 10:15 AM Turn 8 3650 BC - Warrior finishes, start on granary. Move other warrior south across the river and spot a hill.
Move FP citizen to BG.
Lower lux because of new warrior and raise Sci, shaving a turn off BW.
Crakie Aug 10, 2005, 10:40 AM Turn 9
Moved worker to forest and scouting warrior to the hill, revealing some nice lands along the river (except the marshes in the south). Growth in 1, BW due in 5.
IroquoisPlisken Aug 11, 2005, 11:09 AM Turn 10 3550 BC -
1. turn on emphasize production in the governor screen - Check
2. make sure that the cow, wheat, & a bg are being worked - Check
3. move scouting warrior W to investigate river - Check
4. move MP warrior SE-E to scout FP area - Check
5. rename units for clarity - Half Check (should have put this before number 3 ;) )
6. Check Happiness @ end of turn, always - Check (raised lux to 20%, BW still due in 4)
7. optional, get all data out of F11. (I can get it tonight if you forget.) - No check...not sure what to do exactly...
8. save, exit, & send save to Doughnut, Rik, & RegentMan - Will be check in a few minutes
Also of note, Team MIA is now 2 points ahead of everyone else.
Daghdha Aug 12, 2005, 08:52 AM Turn 11 sent to d'nuts + admins.
Whomp Aug 13, 2005, 11:27 AM Turn 12
Moved citizen off the forest onto the river BG. Growth from 3 to 2. Science 70% and lux 20% at +1gpt. BW due in 2 and no way to get it in one.
Eastern warrior Average Joe continues east. More BGs. A hill to the north and my guess is there's a mountain to the south from the looks of that river.
Southern warrior Peapants continues across the mountain range and see more mountains. This looks like a good place for our eventual sentries. We need to control this mountain range.
When I exit the chop finishes and see that gran is due in 8 now.
Crakie Aug 15, 2005, 04:05 AM Turn 13
Moved citizen from BG to forest. Growth in 1 (wasting food, but no better configuration can be found). BW due in 1. Warriors continue scouting. Worker has already moved, this surprises me, since the chop is finished.
Crakie Aug 16, 2005, 02:45 PM Turn 14
We know BW, IW in 30 turns (70 %). Lux to 30 % to keep citizens in check. Granary due in 3, growth in 5.
Tubby Rower Aug 18, 2005, 05:34 PM Turn 15 3300BC:
started road in vineyard
moved Ave. Joe W to reveal BG @ river bend
Moved Peapants S nothing revealed due to previous mountainous location
citizen's squares & happiness untouched
Daghdha Aug 19, 2005, 02:35 PM Turn 16
Move Joe back to S'ton
Move Peapants straight S. He finds :smoke: and :banana:.
Follows Tub's todo and fiddle with no sliders.
Q: Didn't dare to do a zoomed screenie dur to rules but saw that Crackie did one. Is that a Go or a No?
Whomp Aug 19, 2005, 02:54 PM You can zoom out Dagh but don't send the save to d'nut zoomed out.
Whomp Aug 20, 2005, 10:43 AM Turn 17:
Gran finishes. Set to settler.
Citizens work cow, wheat, river BG and forest. Produce 5fpt (and 3 food in the gran) and 6spt. Lux to 20% and science to 80% (8 beakers) with 1gpt deficit with 12 in the treasury. IW in 21 vs. 23.
Joe heads home and Peapants sees more jungle.
Tubby Rower Aug 21, 2005, 03:09 PM Sorry for the delay. I forgot :blush:
Turn 18.
worker starts a mine
Ave. Joe moves to 1 tile SE of Simpleton
Peapants moves south to reveal more Jungle & tropical fruit.
Bede Aug 22, 2005, 12:52 PM T19 sent to D'nuts.
Alles in ordnung.
AJ garrisoned in Simpleton, PP wandering south.
Treasury in deficit (-1) with 10 in the kitty. IW due in 20.
Five thousand foot view (image not on CFC server)
http://i15.photobucket.com/albums/a371/doconor/MTDG/T19_5000ftView.jpg
soul_warrior Aug 25, 2005, 11:47 AM 21 as recieved and forwarded
Simpleton > settler > settler.
Peapants to mountain top.
settler along river.
spotted a 4th Dye surrounding mountain.
lower lux, up sci saving 2 turns (now in 17).
still losing 1gpt. 8 togo.
Tubby Rower Aug 25, 2005, 11:48 AM Turn 20 wasn't posted here so I put it here to keep things in on e place. Too bad I didn't do this before SW posted turn 21 Not much to report as expected. Info attached. Tresuary is running -1 and maybe we should consider lowering research so we don't get the "we cannot longer support the granny in Simp'ton"-sign. That would be a major bummer.
Peapants has stumbled on a lot of dyes but I figure no one's eager to settle there.
Tubby Rower Aug 27, 2005, 12:01 PM Turn 22....
move settler south
move Peapants south
check f11 and d'nut has another settler out of Springfield :eek: <- they'll be hurting in production
move citizen working non-river BG to the BG north of river.
half of the people are happy.
press enter & sent
Tubby Rower Aug 27, 2005, 08:23 PM turn 23....
move settler south.
MM Simpleton for 5 pop (now mined wines, cow, wheat, & 2 BGs)
move peapants south.
Whomp Aug 28, 2005, 11:12 PM Turn 24:
Let me start with this. :dance: Weewho!
Dunderhead starts a warrior.
I move the worker across the river towards the BG.
Peapants continues south and spies a jungle river, more incense and a hill.
Move science down to 70% at +2gpt with 5g bank.
Settler finishes next.
Everyone's happy enough. K done.
Whomp Aug 30, 2005, 08:32 PM Turn 25: Simpleton settler --> settler.
Citizen moved off forest to the BG.
Worker lands on BG.
Settler heads SE-E
Avg. Joe moves out to the hills.
Peapants thinks there's some symmetry with the map.
We have lux at 20% with Joe's move vs. 10% if MP.
We get 12 beakers (vs. 9 at 70%) at 80% losing 1gpt and 7g in the bank.
IW in 8 vs. 11.
It should work out once the settler plants and next turn back down to 70%. What does CAII show?
Daghdha Aug 31, 2005, 10:29 AM Turn 26:
IW in 7 at -1
Peapants find ocean and there a GH + Ivory
Sliders remain as before
No new contacts
Crakie Sep 01, 2005, 12:03 PM Turn 27... nothing special to report. Moved Peapants S, Average Joe W. Luxes needed adjustment, IW no due in 9.
Nikodemus Sep 03, 2005, 09:54 AM Turn 28:
Found Ignoramus, working wheat, building worker.
MM Simpleton to use wines and forest, drop lux by 10%.
Joe moves south to the hill.
Peapants moves south to the cost, makes contact with a Greek warrior.
I wrote elsewhere that IW was due in 3.. not sure what I was smoking but it's actually due in 5 at -1.
Whomp Sep 05, 2005, 02:50 PM Turn 29:
We have consumated a deal with the Greeks. :eek: Wow that was quite a process. We send CB and WC for Alpha, IW and 1gpt. We turn off research for the turn. Lux at 20%. Brings cash to +13gpt (I think..it may show up in the pictures)
Citizens work cow, wines, wheat and newly paved BG.
Move the worker SW-S. I assume for a Dunderhead road.
Send settler south for dyes.
Young man Avg. Joe goes west.
Peapants has a conversation after moving east with his Greek friend. Peapants gives a lucky shamrocks and the Greek guy hands him a gyro.
Oh yeah almost forgot Dunderhead has a new warrior in the picture who will escort our settler. Next build is warrior again. Right?
Tubby Rower Sep 06, 2005, 07:53 PM The trade comes in as expected and accepted. I accepted it, but the our RNG bad luck came up this turn, our FPs caused some disease in Simpleton . So it dropped to 3 and will likely remain at 3 next turn even though we grow next turn. So I switched the build to a curraph (due in 2) to keep Simpleton from dropping too low.
I moved Igor SE so that he won't delay the settler
AVe Joe find our 2nd source of iron close to the core!!
Peapants continues to move east but Greek is out of sight now (presumably moved north)
Writing is going @ 90% (14 bpt) with -2 net gain
Daghdha Sep 08, 2005, 05:54 AM OK todo for turn 31...
expect disease to show up at the beginning of the turn -Didn't
rename settler & move south- The Wild Rower goes S
move Ave Joe West - Check
move Peapants west - That would lead him to already dicovered territory. He goes SE.
move Igor W - Check
Simpleton to work cow, wheat, & wines (if 4th citizen is around work roaded BG)-Only 2 citizens left to work cow and wine.
Dunderhead work 2 rivered Bgs - Check
pictures of F8 & F11 & map if anything new shows up -1st thing done
check for happiness @ end of turn & max SCI as high as possible- Raise lux to 20 to keep D-head happy. Science to 80%, writing in 21 at -2.
Whomp Sep 11, 2005, 03:37 PM Turn 32: Sorry I forgot pics.
Send out our curragh NW-W but I didn't rename. The Admirality will name her.
Send Avg. Joe to the hill and discovers more wines, a village and what looks like the end of the west coast.
Peapants continues east and sees more mountains.
Settler S and Igor W hook up.
Simpleton cow, wheat and wines.
Ignoraumus wheat and river BG
Dunderhead BG and BG
Raise lux to 30% for Ignoramus' growth and Science stays at 70% (11 beakers). Gold at 11g and 2gpt.
Tubby Rower Sep 14, 2005, 05:19 AM turn 33: worker moves S <- road next turn
settler & Igor move S
little dingy goes along the shore NW-W
Peapants moves to rivered hill and sees MIA borders :thumbsup:
Ave. Joe moves West to reveal north-west coast and beavers :thumbsup:
backed off lux to 20% and upped SCI to 80% (-2gpt with 9 in the kitty) Writing in 16 turns
extracted infor out of F11
Tubby Rower Sep 16, 2005, 11:12 AM Turn 34
- Dunderhead warrior -> barracks
- Simpleton warrior -> settler
- Dunderhead warrior renamed to Hairy and moves NE
- Simpleton warrior renamed Tommy Boy and fortifies
- worker roads
- Ave Joe moves SW
- little dingy goes W-W
- Igor & Wild rower move south
- Peapants moves SE to give us the option to take out the barb camp for 25G next turn
- can't budge lux so sci stays @80%
Daghdha Sep 19, 2005, 10:50 AM curraph W-W --> check + rename ASS Igor's Hope
Peapants attack barb hut -->check
Ave Joe SW-->check
settler (Wild Rower) S -->check
Igor S -->check
Hairy to move back to Dunderhead since it will grow before producing another MP. (Ignoramus will start shedding pop) -->check
check happiness @ end of turn -> SCI high as possible --> Check. Writing in 13 turns, sci on 80%, lux on 20%.
screen-shots if anything significant has changed--Posted in dept of turnplay
end turn, save, sent to the nuts, record in turn tracker-->check
Tubby Rower Sep 22, 2005, 08:25 PM Turn 36....
MM Simpleton to work cow, wheat, wines, bg, bg - check
MM Ignoramus to work FP wheat & BG - check
New worker move west to road -check
curraph W-SW - check went 2 SW though
Peapants E - check
Ave Joe SW to mountain - check
fortify Hairy (Dunderhead warrior) - nope....Barbs near Ignoramus move him over there
settler (Wild Rower) S - check, another goodie hut
Igor S - check
check happiness @ end of turn - check - no change
SCI as high as possible with out going broke - check
screen-shots of Ave Joe with scores - check will be up tomorrow
end turn, save, sent to the nuts, record in turn tracker - check
Daghdha Sep 24, 2005, 05:58 PM Turn 37
curraph SW-SW -check (rename A.R.S.E. Igor's Hope)
Hairy to Ignoramus.-check
Peapants E-check
Ave Joe SE -check
settler (Wild Rower) S-check
Igor S-check
rename both workers-missed that
worker by Ignoramus to road th FP he's standing on-check
worker by dunderhead mine the bg he's standing on->check
check happiness @ end of turn-checked
SCI as high as possible with out going broke-no change, 80% sci, 20% lux @ minus 2g's per turn. 26 in the tresaury.
screen-shots if anything significant has changed
end turn, save, sent to the nuts, record in turn tracker
When I end turn a Barbie walks up to the tile E of Wild Rower/Igor. Cannot screenie that.
Daghdha Sep 26, 2005, 09:49 AM Turn 38
Simpleton MM'ed to work cow, wheat, wines, & bg north of river -check
new settler W-check
Simpleton warrior unfortify and escort new settler W -check
curraph SW-S -check
Hairy fortify in Ignoramus.-check
switch Dunderhead to warrior -check
Peapants E -check
Ave Joe SE -check
settler (Wild Rower) S -check
Igor S -check
check happiness @ end of turn (see if it can be lowered) - it can't, 20%
SCI as high as possible with out going broke - 80%
Extra: After consulting the MM'ing Dep't I got Dunder to work the wheat and thus increasing growth and reducing shield wasted. Igno will now pop a worker and grow in 4 turns, thanks Tubby.
Score @ end of turn:
TNT: 164
Nutters: 146
KISS: 145
MIA: 142
Nikodemus Sep 27, 2005, 11:01 AM - Dunderhead started work on a granary.
- Fortified Dunderhead warrior (renamed to Grunt).
- New settler & escort W.
- Curraph W-NW.
- Fortified Peapants.
- Ave Joe S.
- Settler (Wild Rower) and Igor S.
- Could not do anything with the worker by Ignoramus, appears to just have completed the previous roading task.
- Lux still up at 20%, could have dropped it to 10% with an MP in Simpleton, but I reasoned it was more important to make sure the settler gets to the site. Also the lux would have had to go up to 20% next turn even with an MP in Simpleton.
- Writing coming in 8 turns currently at -2gpt (80% science), we have 22g. We're 1 unit away from the unit support limit but due to have two more cities in a few turns.
soul_warrior Sep 29, 2005, 10:14 AM check that no one else has the save - done
post a "got it" in the Dept. of Turnplay - done
download the save - done
MM Simpleton to work cow, wheat, wines, bg, & bg - done
MM Dunderhead's citizens to work wheat, bg N and BG NE - done
rename worker by Ignoramus - forgot to check which name, so renamed to FizzleWizzle the slaveboy
move renamed worker to BG NE of Dunderhead (to road then mine) - done
un-fortify Peapants & move east - done
new settler & escort W - done
curraph NW-W - done
Ave Joe S - done
settler (Wild Rower) S - done
Igor S - done
check happiness @ end of turn (see if it can be lowered) - done. no change. still 20%lux, losing 2 gpt. 20 in bag.
SCI as high as possible with out going broke - see above.
screen-shots if anything significant has changed - not much.
end turn, save, sent to the nuts, record in turn tracker - doing it.
wild rower did pass up those juicy SPICE fields.
writing in 7.
Daghdha Oct 02, 2005, 12:22 AM FizzleWizzle (worker) mine BG NE of Dunderhead-check
Peapants E -check
Un-fortify Grunt (Dunderhead Warrior) & move east -check
Plant Jesterton with settler -> work grassland & build warrior-Check, but work fish instead of grass. We find 25g's in the Hut.
move tommy boy (Jesterton warrior) S -check
curraph follow coast counter-clockwise - check
Ave Joe S - check
settler (Wild Rower) WEST -check
Igor WEST - check
check happiness @ end of turn (see if it can be lowered)- No, still at 20%
SCI as high as possible with out going broke- Can reduce to 70%, writing still in 6 at -1. 43 g's in the bag.
No civs met.
Daghdha Oct 03, 2005, 03:14 PM Turn 42
MM Simpleton to work cow, wheat, wines, bg - check
MM Dunderhead's citizens to work wheat, bg N, bg SW, and BG NE - check
MM Ignoramus' citizens to work bg S and bg SE - check
new settler SE-SE-S- check
rename worker produced by Ignoramus--> DeeDee
move renamed worker 1 E - check
move tommy boy (Jesterton) S - check
Peapants east - check
Grunt (Dunderhead) back W to Dunderhead -check
unfortify Hairy in IGnoramus and move S - check
curraph follow coast counter-clockwise - check, no contact
Ave Joe S - Check
settler (Wild Rower) WEST -check
Igor WEST - check
Ignoramus is set on warrior for now (5turns).
check happiness @ end of turn (see if it can be lowered)- nope
SCI as high as possible with out going broke - 70%, writing in 5 @ -1
Tubby Rower Oct 05, 2005, 02:31 PM Todo for turn 43
check that no one else has the save - couldn't
post a "got it" in the Dept. of Turnplay - couldn't
download the save - done and archived message
new settler S then W - check
DeeDee (Ignoramus worker) - moved SW to mine bg
move tommy boy SE
Peapants E
Grunt fortified in Dunderhead
renamed worker N of Dunderhead - New name Daghdha :D
move worker E to bg 2 NW of Dunderhead - check
curraph follow coast counter-clockwise- check and see teal borders :woohoo:
Ave Joe S - he was next to a barb and moved S and next to another barb
settler (Wild Rower) WEST - check
Igor WEST - check
added MM'ed Dunderhead to get granary in 10 instead of 12. Slows growth by 1 turn, but we already have 4 pop
check happiness @ end of turn (see if it can be lowered) - stuck @ 20%
SCI as high as possible with out going broke - nope, lowered to 60% since we can't get Writing in less than 4 turns
screen-shots if anything significant has changed - new world map generated - screenies taken before MM
end turn, save, sent to the nuts, record in turn tracker- saved & sent.... had to wait on forums before I could post in turn tracker
Bede Oct 08, 2005, 03:07 PM Turn 44
1. check that no one else has the save - done
2. post a "got it" in the Dept. of Turnplay - done
3. download the save -done
4. MM Simpleton to work cow, wheat, wines, bg & bg - done suggest we get
a road on the dry BG soon.
5. switch Ignoramus to granary - done
6. Daghda mine bg - done
7. DeeDee mine bg - done
8. move tommy boy SE to look for barbs - done
9. if no barbs seen from tommy boy's move then, new settler W - done
10. Peapants N - done
11. Fortify Hairy - done
12. curraph NW-W - done no contact visible but hitting "D" shows TNT
13. initiate diplomacy take a screenie of the diplo screen
14. Ave Joe S - done
15. settler plant Effing Whomping Rower -> start on worker - done
16. Igor fortify - done
17. check F3 screen to see relative strength against TNT and MIA - done
18. check happiness @ end of turn (see if it can be lowered) - lux @20%
19. SCI as high as possible with out going broke - sci@80% -2 with 42 in
the kitty Writing in 3
20. screen-shots if anything significant has changed - shots posted in
relevant threads
21. end turn, save, sent to the nuts, record in turn tracker - done
Miltary Advisor reports barbarians in the neighbor hood of Effing WR.
Rik Meleet Oct 08, 2005, 06:16 PM Bede:
How did you end the turn ? Did you just Save the game (incorrect way) and mail it or did you push this button to end your turn (correct way) ?
http://www.civfanatics.net/uploads10/knop.JPG
Team Doughnut has received a corrupt save and the symptoms indicate that the turn wasn't finished by team KISS. You always need to click the button or press enter for the next turn in PBEM.
Ginger_Ale Oct 08, 2005, 07:02 PM (Adding on to Rik's post) Please replay the save - you guys have a great log to follow, just duplicate your save as best you can and send it on again by hitting the button or enter to end your turn. MP is a bit different from SP in that regard.
Whomp Oct 08, 2005, 07:32 PM Should I play it or is it ok to wait for Bede?
Ginger_Ale Oct 08, 2005, 08:20 PM If you can duplicate his moves, (which you can, IMO), go for it!
Whomp Oct 08, 2005, 08:43 PM OK I got it then.
Two other items of note from the turn.
1. TNT has a Donut slave according to F4.
2. On the IT fortified Hairy become full strength and killed the attacking barb!
Bede Oct 08, 2005, 09:32 PM Ack! Sorry troopers, had too many windows open and the wind blew my brains out.
Tubby Rower Oct 12, 2005, 07:43 PM Turn 45
check that no one else has the save - check
post a "got it" in the Dept. of Turnplay - check
download the save - check
move tommy boy W - check
settler W - check
Peapants N - check
un-fortify Hairy (E of our borders) and move E - check
curraph W-SW - check
Ave Joe S - check see MIA dinghy
check F3 screen to see relative strength against TNT and MIA - check are weak vs. TNT & D'nut and are average vs MIA
check happiness @ end of turn (see if it can be lowered) - check nope
SCI as lowered to maintain fastest pace @ writing - check writing complete zero research for a turn while D'nut deal is going down
screen-shots if anything significant has changed - check up tomorrow
end turn, save, sent to the nuts, record in turn tracker - check
ADDED - sent WC, CB, & IW to D'nuts but the deal wasn't accepted so they can't backstab us for three free techs.
Tubby Rower Oct 14, 2005, 02:51 PM Todo for turn 46
Overhead
check that no one else has the save - check
post a "got it" in the Dept. of Turnplay - check
download the save - check
Diplo
D'nut should have sent Philo and CoL already accepted - check
Accept the trade if this is the case, if not stop and report back - check, got it
select Myst and then click accept then send - check
open diplo with MIA and send Writing and 25G already accepted - check
Micromanagement
MM Simpleton to work cow, wheat, wines & BG - check
Switch Ignoramus to worker - check
Switch Jesterton to worker - check
Set research to Republic - check
Unit movements new settler SW-SW-S - check
move tommy boy W - check
old settler settle SKWTD -> worker - check
Hairy S - check
A.R.S.E. Igor's Hope W-W - check
Ave Joe E - check
Peapants NW - check
End of turn stuff check happiness @ end of turn (see if it can be lowered) - check
science lowered to 10% for a min run on Republic - check 2 beakers per turn @ 10% with +17gpt
screen-shots if anything significant has changed - nothing much
end turn, save, sent to the nuts, record in turn tracker - trying to now
Daghdha Oct 15, 2005, 05:45 PM Turn 47
Diplo - We are given The Wheel from MIA. We accept. We have 2 horses (see in Cart.room)
MM Dunderhead to work 3 bgs, wheat, & forest (If you can get the granary built before the next growth that would be great) - Granny in 6, growth in 7 leaving wheat to Ignoramus which then grows in 1 instead of 2.
rename new worker in Ignoramus then S - Check, name is Bootsy
settler (Bernie) S then E - check
move tommy boy SW - check
Hairy S - check
A.R.S.E. Igor's Hope SW-W - check
Ave Joe E - check
Peapants NW - check
Fizzle roads the mined tile (my decision...)
check happiness @ end of turn (see if it can be lowered)- Raise to 30% to keep D-head going :(
science stay at 10% for a min run on Republic - check
check military strength with all civs - check
screen-shots if anything significant has changed - territory cartography, geek stuff in geek stuff.
Whomp Oct 17, 2005, 12:35 PM Todo for turn 48
Overhead
check that no one else has the save Check
post a "got it" in the Dept. of TurnplayCheck
download the saveCheck
Diplo
NothingCheck
Micromanagement
MM Simpleton to work wheat, cow, wines, & 2 bgsCheck
MM Jesterton to work fish and iron hillCheck
MM Ignoramus to work wheat and bgCheck
Unit movements
worker near Ignoramus then SECheck right in front of MIA warrior :eek:
Bernie (settler) ECheck right in front of MIA warrior :eek:
move tommy boy SWCheck
Hairy SCheck
A.R.S.E. Igor's Hope NW-WCheck
Ave Joe E He couldn't go east so I sent him NW and uncovered more iron.
Peapants E Check
End of turn stuff
check happiness @ end of turn (see if it can be lowered) Nada. Check
science stay at 10% for a min run on Republic Check
check military strength with all civs Oops forgot
screen-shots if anything significant has changed in the carto and geeks threads
end turn, save, sent to the nuts, record in turn tracker Check and explained to Donut that I was the culprit eating the half eaten donut. I said it's good being POTKISS. :mischief:
Also recommended another meeting.
Tubby Rower Oct 18, 2005, 10:14 AM Todo for turn 49
Overhead
check that no one else has the save - check
post a "got it" in the Dept. of Turnplay - check
download the save - check
Diplo
Nothing
Micromanagement
MM Ignoramus to work 2 bgs - check
MM Dunderhead to work wheat, forest & 3 bgs - check
Jesterton start on barracks - check
Unit movements
worker near Ignoramus chop - check
worker near Jesterton SE - check
Hairy W to iron hill - check
Ave Joe E - check
move tommy boy E - check
Bernie (settler) SE - check
A.R.S.E. Igor's Hope W-SW - check (see the Snarling Narwhal - MIA dinghy)
Peapants N - check
End of turn stuff check happiness @ end of turn (see if it can be lowered) - check (nope)
science stay at 10% for a min run on Republic - check
check military strength with all civs - check Now weak vs all civs
screen-shots if anything significant has changed - check
end turn, save, sent to the nuts, record in turn tracker - check ( barb is moving toward SKWTD)
Whomp Oct 21, 2005, 06:28 PM Todo for turn 50
Overhead
check that no one else has the save - check
post a "got it" in the Dept. of Turnplay - check
download the save - check
Diplo
Nothing -check still up 6 on TNT, 2 on MIA
Micromanagement
MM Simpleton to work cow, wheat, wines, & bg - check
MM Dunderhead to try to get 8 uncorrupted shields - check move citizen to forest so gran finishes next.
Unit movements
new settler Gozpel SE-SE-E - check
worker near Ignoramus road - check
Sir Bugsy the worker near Jesterton road - check
Daghdha the worker 2 NW of Dunderhead road - check
Fizzlewizzle the worker 1 NE of Dunderhead NW-N-W -check
move tommy boy E -check
Hairy S - check
Bernie (settler) settle Polecat -> Oracle (pre-build so that the chop goes to Ignoramus) Couldn't find palace :confused: and MIA elite in the boundaries. -but check
A.R.S.E. Igor's Hope go around MIA dinghy - check
Ave Joe E -check (nothing new in the fog)
Peapants NW - check
End of turn stuff
check happiness @ end of turn increased to 40% for Dunderhead. - check
science stay at 10% for a min run on Republic -check
check military strength with all civs weak vs. donut and tnt, avg vs. MIA - check
screen-shots if anything significant has changed- check in the carto room.
end turn, save, sent to the nuts, record in turn tracker - check, check, check
After turn
The barb went west but another appeared on the mountain near Slinger's pad and there the military advisor say there's Alemanni tribes near Polecat.
Scores
K.I.S.S 201 to 208
TNT 197 to 200
MIA 174 to 177
Donut 167 to 170
Tubby Rower Oct 23, 2005, 01:52 PM turn 51
-Dunderhead finishes granary -> MM to get 5 shields & 5 food per turn (wheat, 3 Bg's, & grass)
-AVE Joe NE
- Peapants N
-ARSE Igor's hope SW then has to wait on d'nut curraph
- fizzlewizzle starts roading
- Tommy Boy NE
-hairy S
-settler to ignoramus for a night's stay
- Send Philo to MIA
Lux to 30%
-Military advisor says we are still weak against Nuts & TNT but average against MIA
-Also there are tribes near Polecat
- forest finished chopping at the end of this turn
Daghdha Oct 26, 2005, 04:04 PM Turn 52
Micromanagement
MM Simpleton to work cow, wheat, wines, bg, & bg - check
switch Polecat to barracks - Check and MM to grow in 5 instead of 8. With D-head squirting workers we need citizens to work those tiles. Polecat has 3 forests to chop if we want to speed up the rax.
MM SKWTD to get worker out in 2 insted of 4 and still grow next turn. :)
MM Jesterton to get 1 more coin in the box at same growth and prod. :)
Unit movements
new settler Gozpel NE - check
move tommy boy SE - check
Hairy E - check and hits the coast
A.R.S.E. Igor's Hope S-S - check
Ave Joe NE to attack barb - Brab NE is fortified so Joe goes N instead. Wins losing 1 hp :) , no promo.
Peapants N - check, meets fortified Barb
Worker actions (they prolly won't be able to move this turn) - No they couldn't ;-)
worker near move SW to bg
worker near Jesterton move S to iron hill
worker 2 NW of Dunderhead move 2 E to wheat
worker 1 N of Polecat road
End of turn stuff
Peapants is attacked but survives :)
Joe is also attacked but victorious :)
Barb on mountain S SKWTD moves NW
check happiness @ end of turn (see if it can be lowered) - No
science stay at 10% for a min run on Republic - Due in 44 turns :sleep:
check military strength with all civs - weak compared to all others :(
Whomp Oct 29, 2005, 10:15 AM To Do's Turn 53---I wimped out on the barbs. I didn't see any benefit losing a military unit when we'll be upgrading them to GS soon.
1. check that no one else has the save Check
2. post a "got it" in the Dept. of Turnplay Check
3. download the save check
Diplo
1. Nothing check
· Micromanagement
1. MM Dunderhead to work wheat & 4 bg (should be +5fpt, 5spt) check
2. SKWTD works bg and forest. No it worked grass since it will pop a worker next regardless·
Unit movements
1. new settler NE-- check
2. move tommy boy SW to take out barb.-- No I can’t see losing that warrior when a 2nd barb can attack, iron soon online and MIA warrior headed that way
3. Hairy S-- Check
4. A.R.S.E. Igor's Hope SW-S--Check
5. Ave Joe NE to attack barb-- No Avg Joe is 2/3 so I sent southwest to fortify with barb right there
6. Peapants w-- No I fortify Peapants too since he’s 1/3. A barb approached him on the IT.
· Worker Actions
1. worker near move SW to bg -- Check
2. worker near Jesterton move S to iron hill-- Check
3. worker 2 NW of Dunderhead move 2 E to wheat-- Check
4. worker near Ignoramus SW to bg to start roading-- Check
5. worker 1 N of Polecat road--Check
6. new worker from Dunderhead move to wheat to road-- Check Bootilicious moves to the wheat
· End of turn stuff
1. check happiness @ end of turn (see if it can be lowered)-- Check
2. science stay at 10% for a min run on Republic-- Check
3. check military strength –-forgot
4. F11 printed-- check
5. Scores KISS 226 TNT 212 MIA 187 and Donut 179
Sir Bugsy Nov 01, 2005, 09:56 PM Todo for turn 54
Overhead
1. check that no one else has the save - check
2. post a "got it" in the Dept. of Turnplay -check
3. download the save -check
Simpleton produces a settler as I open the save. The to do list doesn’t say what to order up next, so I stick with a settler. I think I remember that we have a settler pump going.
Effing Whomping Rower and SKWTD both produce a workers.
Diplo
Nothing - check
Micromanagement
1. MM Simpleton to work cow, wheat, wines, & bg – That has us at the required 5fpt. Pump is looking good.
2. Ignoramus set to work 3 bgs by river (1 of them is 2 NW) - Check
3. SKWTD start barracks – check. Doesn’t say what to work. Since I am a big fan of growth and believing that pop is power, I move the citizen to the BG north of the city. Growth in six, barracks presently due in 40, but that will improve with more citizens.
Unit movements
1. old settler (Gozpel) NE - check
2. new settler SE-SE-S - check
3. move tommy boy fortify – a bit confusing – move where or fortify. Fortifying makes the most sense so Tommy is now on MP duty.
4. Hairy W - check
5. A.R.S.E. Igor's Hope S-S - check
6. Ave Joe NW - check
7. Peapants Fortify – still fortified.
Worker actions
1. worker south of Simpleton W to road – check – his name is Fizzlewizzle
2. worker near Jesterton road iron hill – check – His name is Sir Bugsy.
3. worker on wheat road – check – his name is Daghdha
4. other worker on wheat move E (to road that tile) – I don’t understand this move. Why aren’t we irritating? Why did we move this worker here in the first place? :smoke: - east he goes, but I’m not happy about it.
5. worker near Ignoramus mining bg - check
6. new worker from SKWTD move N – check renamed Slinger
7. if SKWTD produces a worker move north to road the bg – Repeat instruction. I’m assuming that one of these is supposed to be Effing Whomping Rower’s worker. I move that guy north as well onto the bananas. Renamed Grandma Harriet.
End of turn stuff
1. check happiness @ end of turn (see if it can be lowered) – no can do. Still at 30%.
2. science stay at 10% for a min run on Republic – We’d have to go up to 80% to make a dent.
3. check military strength with all civs – we are weak compared to everyone.
Checking out everything else. Our friends in Greece are building the Pyramids. By looking at the culture screen you can confirm that TNT did jump their capitol. :smoke: The space race screen says we need spies. :D
4. screen-shots if anything significant has changed – noted
I have placed a few maps in the cart room and F11 shot in the turnplay romper room.
5. end turn, save, sent to the nuts, record in turn tracker - check
Tubby Rower Nov 05, 2005, 07:38 AM worker comes out of Dunderhead. (renamed Crakie)
MM Dunderhead back to +5fpt
found Notthefullshilling to the NE of Ignoramus -> curraph
Workers
fizzlewizzle starts roading
as does slinger
Bootilicious starts road
Grandma Harriet starts chopping forrest on bananas
Crakie moves to forest NE of SKWTD to start chopping forest for barracks
Warriors
Ave jo fortifies to heal
Hairy west
Peapants fortifies
Settler moves 2 south headed for the spices
end of turn stuff
TNT has 30% of worlds pop to our 27%
MIA has 3% of world area to our 5%
and of course we are 15 points ahead of TNT.
Whomp Nov 06, 2005, 10:00 PM Todo for turn 56
Overhead
check that no one else has the save
post a "got it" in the Dept. of Turnplay
download the save
Diplo
Nothing
Micromanagement
MM Dunderhead to work wheat & 4 bg (should be +5fpt, 5spt). Worker next
Simpleton move citizen from forest to roaded BG.
Ignoramus gets rax next
Unit movements
new settler S towards spices
Hairy SW towards spices
A.R.S.E. Igor's Hope S-S
Ave Joe NW to clear fog near barb.
Peapants W
Worker actions
Crakie starts a chop at SKWTD
Bootsy moves to start a chop at Polecat.
End of turn stuff
check happiness @ end of turn (see if it can be lowered)
science stay at 10% for a min run on Republic
check military strength with all civs. We are weak compared to all.
end turn, save, sent to the nuts, record in turn tracker
Scores
KISS 237 to 244
TNT 220 to 223
MIA 195 to 198
Donut 186 to 189
soul_warrior Nov 08, 2005, 09:59 AM gone too long, hope ill be able to get back in.
just resigning up for this, somehow i seem to have a RL.
Whomp Nov 08, 2005, 08:49 PM Todo for turn 56
Overhead
check that no one else has the save
post a "got it" in the Dept. of Turnplay
download the save
Diplo
Nothing
Micromanagement
MM Dunderhead gets worker and starts another. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
Ignoramus gets rax and sets to Archer for a GS prebuild. Iron finished in 3.
Unit movements
new settler S towards spices
Hairy N to meet Settler
A.R.S.E. Igor's Hope S-SE
Ave Joe W to clear fog
Peapants W to clear fog
Worker actions
New worker Pentium moves to chop with Crakie at SKWTD
Daghdha moves to BG 1N1W of Ignoramus.
Bootsy starts cut at Polecat.
End of turn stuff
check happiness @ end of turn (see if it can be lowered). Still at 30%.
science stay at 10% for a min run on Republic. Cash at 182 with 18gpt
check military strength with all civs. We are weak compared to all.
end turn, save, sent to the nuts, record in turn tracker
Scores
KISS 244 to 250
TNT 223 to 226
MIA 198 to 202
Donut 189 to 192
Barb attacks the MIA warrior on the mountain and dies.
barbslinger Nov 10, 2005, 01:03 PM Todo for turn 58
Overhead
1. check that no one else has the save
2. post a "got it" in the Dept. of Turnplay
3. download the save
Diplo
1. Nothing
Micromanagement
1. Simpleton produces a settler, starts another. MM for 5 food and 6spt. 6+7+8+10 = 31.
2. Dunderhead looks like a great worker pump. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
3. Ignoramus gets rax and sets to Archer for a GS prebuild. This city looks like a grand military pump. Polecat looks good too.
4. Iron will finish in 2.
Unit movements
1. New settler heads S-S-SW towards mountains.
2. Spice settler S towards spices
3. Hairy NW to meet Spice Settler
4. A.R.S.E. Igor's Hope S-S
5. Ave Joe W to clear fog and sees a barb.
6. Peapants SW to clear fog
Worker actions
1. Fizzle finished road moves to Y to connect SKWTD and Jesterton.
2. Pentium completes the SKWTD chop.
3. Slinger moves with Fizzle to complete road at Y to hook iron.
4. Booti completes the mine at igno
5. Daghdha roads BG 1N1W of Ignoramus.
End of turn stuff
1. check happiness @ end of turn (see if it can be lowered). Still at 30%.
2. science stay at 10% for a min run on Republic. Cash at 225 with 16gpt
3. check military strength with all civs. We are weak compared to all.
4. end turn, save, sent to the nuts, record in turn tracker
Scores – I didn’t see any update. They were the same as Whomp had. We have 250.
We completed the iron road and then it exited.
Whomp Nov 12, 2005, 09:21 PM Todo for turn 56
Overhead
check that no one else has the save
post a "got it" in the Dept. of Turnplay
download the save
Diplo
We will settle one of the spices and let MIA settle one of the dyes.
Micromanagement
Iron is hooked up.
MM Dunderhead gets Bede the workermonk and starts another. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
Jesterton moves to the fish on growth for 1 extra gold and 3 food vs. 2. 5 will be in the box.
Unit movements
new settler S towards spices
Hairy fortifies over Settler
A.R.S.E. Igor's Hope S-S (marshes)
Ave Joe N to clear fog and see if a barb follows onto better terrain
Peapants W to clear fog and faces a barb on jungle.
Worker actions
New worker Bede moves to the BG SW of Dunderhead to road the only BG it's using that's not roaded.
Pentium roads at NE-E of SKWTD (3 turns)
Fizzlewizzle roads S-E of Jesterton (3 turns)
Slinger and Crakie move to the BG south of SKWTD(to be joined by Sir Bugsy next. (finish in 2 turns)
Bootilicious moves to BG E of Ignoramus and DeeDee to the horse NE both to road. (3 turns)
End of turn stuff
check happiness @ end of turn (see if it can be lowered). Still at 30%.
science stay at 10% for a min run on Republic. Cash at 241 with 16 gpt
check military strength with all civs. We are weak compared to all.
end turn, save, sent to the nuts, record in turn tracker
IT [list=1]
barb moves away from Peapants so he must sniff MIA's settler.
Chop at Polecat finishes.
Scores
KISS 261
TNT 233
MIA 208
Donut 201
Barb attacks the MIA warrior on the mountain and dies.
Bede Nov 14, 2005, 10:50 PM T60
* Overhead
1. check that no one else has the save - done
2. post a "got it" in the Dept. of Turnplay - done
3. download the save - done
* Diplo
1. Clear the table on TNT's offer of Masonry. Refused.
* Micromanagement
1. MM Simpleton to growth in 2 and settler in 3 (5fpt/7spt)
2. SKWTD for maximum shields (iron hill and roaded BG)
3. MM Dunderhead to +5fpt/5spt
* Unit movements
1. Hairy moves south and discovers a Samartian warrior on the mountain at the spices
2. Peapants north toward mountain
3. Joe heads home to SKWTD
4. A.R.S.E. Igor's Hope S-sE
5. settler between SKWTD and Dunderhead south
6. Settler with Hairy south
* Worker actions
1. worker on iron hill moves to irrigate the wines at Jesterton
2. workers at SKWTD start a mine
3. worker at Dunderhead starts a road to the SW
4. worker east of Ignoramus starts a mine
5. worker on horses NE of Ignoramus starts road
* End of turn stuff
1. check happiness @ end of turn (see if it can be lowered)
2. science stay at 10% for a min run on Republic
3. check military strength with all civs
4. screen-shots if anything significant has changed
5. end turn, save, sent to the nuts, record in turn tracker
6. Igor suggested embassies for a little more intel and to open up the map a little more. See the Cartography Room for the details.
Score data:
KISS 262
TNT 233
MIA 209
Nuts 201
Tubby Rower Nov 16, 2005, 03:18 PM MM issues
Dunderhead worker (renamed Bede)
Ignoramus swithced to GS (due in 4)
Simpleton MMed to work 2 bg's, wheat, & cow with a scientist (SCI slider down to 0)
Worker actions Daghdha starts mining NW of Ignoramus
Sir Bugsy mines grapes NE of Jesterton (already 2 G)
Bootsy starts roading NE of Polecat
Bede SW to continue road to south (I didn't know what priorities were so I went this way)
Other Moves Peapants North
Ave Joe NE back to home
Curraph continues to huig the coast
Incense Settler SW
Hairy & Spice Settler S
Tommy Boy moved SKWTD toward Ignoramus for an upgrade.
End of turn stuff Barb flawlessly dies upon the club of Peapants :D
D'nut 204 (209)
TNT 236 (239)
MIA 212 (215)
KISS 267 (273)
Whomp Nov 20, 2005, 04:25 PM MM issues
Dunderhead moves taxmen to grasslands (5fpt). Worker due next on growth from pop 5 to pop 6.
Ignoramus switches citizen to BG and gets GS in 2 still.
Simpleton settler--> worker in 2 and grow in 2. It seems like this is better for lux too.
SKWTD citizen moved off iron hill to grass. Rax in 7 growth in 5.
Worker actions Crakie and Slinger move to chop at SKWTD.
Bede starts a road outside our cultural borders.
Grasshoppah starts a mine on a BG at Dunderhead.
DeeDee starts a mine on the horse at Ignoramus
Other Moves Peapants moves into Senilityville.
Tommy Boy upgrades to a GS. :beer:
Curraph continues to hug the coast though the southern opening to MIA is there.
Incense Settler SW to incense.
Hairy heads N to get upgraded.
Igor moved to help Harriet who's chopping the jungle since a barb walked up. Change Effing Whomping Rower to warrior from worker due next just in case.
New settler heads W towards furs. We may want to send Tommy Boy along since there's a barb village over there.
Avg. Joe fortifies and waits to escort the settler.
End of turn stuff
Move science up to 10% and lux down to 20%. Gold is 85g and 26gpt.
Barb flawlessly dies upon the club of Igor who promotes! He should go home for an upgrade! :D
D'nut 213 (217)
TNT 241 (244)
MIA 219 (224)
KISS 280 (286)
Own Nov 21, 2005, 02:38 PM Turn 62
Revised Todo for turn 62
Diplo
Establish all embassies again. TAKE SCREENSHOTS
Overhead
MM Dunderhead to work wheat, 2 GRASSlands' (no bg's) and 2 taxmen (+1 food & no shields except from city center)
DO NOT MM Simpleton (cow, wheat, 2bg's & 1 SCI)
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
worker SW of Dunderhead move SW to start road to dye/incense
Other stuff
Spice settler should settle Senilityville (gramma Harriet's city) -> start work on a worker
Settler is headed for incense
Ave Joe is headed home to Ignoramus
Tommy boy (just north of Dunderhead) is too
Hairy (spice escort) could head back to since Peapants is right there
Peapants NW to Spice Mountain
Tubby Rower Nov 21, 2005, 06:02 PM Turn 64
Diplo
nada
Overhead
MM Dunderhead to get +5 food & 5 shields
MM effing Whomping Rower to work bananas & gets a scientist. while working on worker
Workers
Own comes out of Dunderhead and goes down to help Bede with luxury road
Crakie & Slinger are taking care of a forest NE of SKWTD to finish the barracks next turn
Other stuff
incense settler catches up with Ave. Joe. (they move together from now on)
Tommy Boy with his new hairdo is catching up with the fur settler
Hairy coming back home
Peapants fortifies in Seniletyville
grahamiam Nov 22, 2005, 09:53 PM Simpleton: worker -> worker
Ignoramus: GS
SKWTD: rax -> GS
Refuse MAS from TNT
Accept MAS from MIA
Warrior/settler pair heads S towards incense; Settler/GS pair head W towards furs
Igor heals (3/4 warrior)
Worker from Simpleton moves to Jesterton.
Changed a citizen in Notthefullshilling to a Scientist as it was about to riot and I didn’t want to pump up the luxtax for a 2pop fishing town. I keep it on the mined BG, MM’ing Ignoramus from the FP to the mined BG to get it up to 6spt after corruption
Continue moving the A.R.S.E. Igor’s Hope SE
Comments:
We can road a river grass near Dunderhead to make more gpt. Right now, it’s wasting 2s for every worker. If it workers a non-mined tile right now, it can still do 5spt and 5fpt after corruption. Not sure why we are mining that BG there?
Why are we not improving the river tiles near Polecat? Right now, the citizens work 3 river tiles, but the worker is mining a regular, roaded grass tile that’s not doing anything. That’s not going to help anybody. And why mine a grass not next to a river tile? We need all the gold we can get, especially this early in the game.
Switched research to 80%, Republic in 20T, -4gpt, 141g in the bank
Hairy is headed back to Polecat for MP/upgrading.
Regarding workers near SKWTD: they are both on a tile (was it a forest?). workers should not be stacked, especially for roading, as it wastes turns.
Whomp Nov 24, 2005, 03:01 PM Todo for turn 66
Diplo
nothing
Overhead
Dunderhead starts another worker
Jesteronton finished a mine on the wines so we move the citizen from the iron to the wines.
SKWTD is moved to the iron and should be moved to the grass next turn so it grows to 3 and get the iron on the IT.
Polecat moves a citizen from a bg to a river forest to get the rax done in 1 instead of 2 with no waste.
MM Dunderhead to get 5fpt.
Workers
Fizzlewizzle joins "worker" at Jesterton to finish the mine this turn. Rax build stays at 6 turns but growth goes to 6 instead of 9.
Own to mountain, Bede to grass to start road to dye/incense
new Thanksgiving worker Lovely Holly heads towards Polecat or Ignoramus.
Crakie starts a road and Slinger moves west to river tile
Bootilicious starts a road at Ignoramus.
Other stuff
southern settler & escort west to incense
northern settler & escort W headed for furs
Hairy headed back for upgrades
Igor heads home for an upgrade as a vet.
Score
Donut 226 to 230
TNT 251 to 255
MIA 232 to 236
KISS 298 to 304
Other MM
check for happiness @ end of turn. Science as high as we can go
Daghdha Nov 26, 2005, 02:19 PM Simpleton to start another worker - check
Polecat start a GS - check
MM Simpleton to work cow, wheat, wines, & Bg north of river - check
MM Dunderhead to get only 4 shields. All other citizens should be scientists. -check, ends with 3 shields and 3 scientists after online mm'ing with Tubs :)
Notthefullshilling should have both citizens working a tile IF it doesn't effect happiness - no can do but move from horse to grass and gets curragh in 1 instead of 2.
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely> - workers work, check worker map in Carto room.
workers SW of Dunderhead start roads - check
new worker help out with road to the south - gone SW, but i'd prefer him, George Best, to help out with Polecat and send the one mining at D-head south insted.
Other stuff
southern settler & escort SouthWest to incense next turn will settle down - check
northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs) - check
Hairy headed back for upgrades -check
Nothing on Igor but I have him back up Effing's poor defense just in case (valuable town that).
Other MM
check for happiness @ end of turn. Science as high as we can go - 80% it is
Rep in 15 at 80% + 5 scientists
SCORE:
KISS-304
TNT-255
MIA-236
Nutter-230
Area%: KISS 6_____MIA 4
POP%: KISS 30____TNT 25
MAd says "Weak to TNT, Nuts and average to MIA"
Tech: Up Writing, Myst on TNT
Post turn: Barb horseman 1 tile E of Polecat
Daghdha Nov 29, 2005, 11:26 AM turn 68
•Diplo
if we get Mapmaking from MIA accept. - we don't
nothing should happen that I know of.- TNT offers Math but we do not accept. If we decide to trade it will have to wait another turn.
•MIcroManaging
Dunderhead to start another worker - check
Polecat start a GS - check
MM Dunderhead to work wheat (take away from Ignoramus) & mined bg's (along river first) (+5 food)- check
•Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
new worker, KC, help out with road to the south - check
•Other stuff
Notthefullshilling: Curragh-->Curragh
southern settler settle Cyprus Creek on incense - check, starts worker
escort fortify -check
northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs)- check
Hairy headed back for upgrades -check
vet GS in Ignoramus go kill the horse near polecat - Kill
•Other MM
check for happiness @ end of turn. Science as high as we can go- 70% and rep in 17. The scientist in Effing is not needed but we keep him or rep would take 19.
SCORE:
KISS-310
TNT-258
MIA-240
Nuts-233
Tubby Rower Nov 30, 2005, 03:33 PM turn 69
Diplo
TNT sends Math again.... I send back Myst and accept. :D
Overhead
Simpleton to start another worker - check renamed to Jive talker
MM Simpleton to work cow, wheat, wines, & Bg north of river - check
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
you might be able to finish the road with the worker that's standing 1 N of the mountain, then other workers can move onto the mountain. - road done 3 workers on mountain (one already started)
new worker help out with road to the south - should move there next turn
Other stuff
northern settler & escort SW to new city location (DO NOT break up the hut... settling the city will do that so that we don't get barbs) - they are in place
Hairy headed back for upgrades - on the way back... move to Polecat then to MP duty in Ignoramus.
vet warrion between Effing Whomping Rower and Cyprus Creek should head back for an upgrade - yup
warrior in Dunderhead should go NE-NE-E (head to Ignoramus for MP) - should be MP next turn
VEt GS (renamed to stepchild) goes barb hunting and finds another horse - loses 3 hp but survives :eek:
Other MM
check for happiness @ end of turn. Science as high as we can go - done rep in 16
We get the forbidden palace message.... another pre-build opportunity?
EDIT:: I moved the curraph and accidentally moved it for for than it could go this turn. so it moved 1 tile after I hit enter :blush:
Daghdha Dec 02, 2005, 08:19 AM Diplo
TNT will probably send Writing again without being accepted... just hit exit unless something has been decided.- check
Overhead
Dunderhead to start another worker - check
Jesterton start on GS - check
MM Dunderhead to work wheat, & 3 roaded bgs (2 by the river) - check
MM Ignoramus to work roaded Flood plains and all mined grass NE,E,SE and 2NW - check
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
workers on mountain help road (ok to join in) - check
worker N of Dunderhead & worker N of mountain keep moving to help with the Luxury road. - check
new worker move south to help out with road to the south - check
Sir Bugsy is in place to start roading towards Frozen Lake furs.
we now have 19 workers and 6 on the way. Time to build something else.
Other stuff
northern settler settle Frozen Lake near furs -> start worker - check
GS at frozen Lake to go off to barb hunting -check
Hairy move to Polecat (on the way to Ignoarmus) - check
wounded GS fortify to heal (or move back to Polecat for healing) - check
Grunt head to Ignoramus for MP ( fortify - do not upgrade!) - check
Vet warrior by cyprus creek move E to move back towards homeland - check, have to stay around for worker protection.
Other MM
check for happiness @ end of turn. Science as high as we can go
Score:
KISS-323
TNT-265
MIA-250
Nuts-241
MAd- No change
Science- No change
Barb approaches Senilityville from NW
Tubby Rower Dec 03, 2005, 11:01 AM turn 71
Diplo
nada
Overhead
Simpleton to start settler - check
MM Simpleton to work cow, wheat, wines, & Bg north of river - check
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
road on mountain is complete!!! 6 workers are ready to start roading 2 tiles per turn :banana:
new worker moves to help around Dunderhead/Jesterton
Other stuff
Hairy to MP duty in Ignoramus - check
vet warrion between Effing Whomping Rower and Cyprus Creek should head to workers for protection - yup
VEt GS (renamed to stepchild) fortifies in Polecat
curraph finds the barb camp by some sugars and more wines
Other MM
check for happiness @ end of turn. Science as high as we can go - done rep in 14
I noticed that MIA settled their incense. another thing of note is that the power graph shows MIA gaining (no surprise) but at D'nut's expense. TNT seems to be staying steady.
After saving the barb by our spice city died attacking our warrior. he only did one damage.
Beorn-eL-Feared Dec 05, 2005, 08:50 PM Todo for turn 71 72 OWN has it not :p muhahahaha
* Diplo
1. if TNT offers math, press clear table and exit - Table cleared
2. if MIA offers MapMaking, press Accept and exit - Not sent
* Micromanagement
1. Dunderhead to start another worker (happiness issues right now if we start a settler) - worker it is
2. Seniltyville start another worker
3. Ignoramus start another GS
* we get a palace improvement :D *
I picked the doorways, underway to trees: trees are important. Recycle, save the planet.
4. MM Dunderhead to get +5 food (work roaded tiles near river) - impossible atm unless we want to work an unimproved forest, 6 food given
5. Switch Polecat to Forbidden Palace ++ due in 46
6. move the citizen in SKWTD that's working the mined grass 2 NE of SKWTD to the mined grass by the river ++ roger
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely> well shucks you might hate that but I started improving a tile of simpleton, it just was wrong to me tolose a worker turn on movement westwards to the new cities under improvement.
2. new Dunderhead worker move to Polecat to start improving
3. new Senilityville worker move SW to spices
* Other stuff
1. continue barb hunting with the GS in the west ** Sent him NW, wasn't sure what to do with him, might be a bad move but you gotta do something at one point. **
2. new GS out of Ignoramus move to take out barbs east of Polecat ++ negative, sent to Dunderhead for MP and lowered lux
3. Move vet warrior in junge towards the workers
* Other MM
1. check for happiness @ end of turn. Science as high as we can go: 0-8-2, Rep in 11 rather than 13.
So in short: check Micro 4, Other Stuff 2; uneventful barb hunt, FP build started, TNT deal rejected, road crew ready to start 2 tile/turn next turn. WATCH THE ROADS/DOTMAPS !
Ginger_Ale Dec 06, 2005, 06:10 AM Beorn-eL-Feared and Team KISS: We got this problem before, and it means that when you saved the game, you did it like Single Player (Control - S), rather than multiplayer. (Hit enter at the end of the turn). Since you guys keep a log, can you replay the turns in the same order and not gaining any other knowledge? Thanks.
(everyone: Be sure to read this good thread (http://forums.civfanatics.com/showthread.php?t=132772) so you know how to correctly open, play, and save a save in PBEM).
No harm, no foul.
Beorn-eL-Feared Dec 06, 2005, 11:29 AM Actually, I saved it both ways and attached the wrong one :blush:
I'll be home later tonight and will fix it.
Tubby Rower Dec 07, 2005, 02:37 PM I was able to replicate everything except the exact worker moves since that part isn't detailed enough.... I wasn't sure which tile near Simpleton was being improved so I started mining where the closest worker was standing (but it is in Jesterton's radius :hmm: ). I've sent it again.
Beorn-eL-Feared Dec 09, 2005, 04:02 PM Log for turn 73
Diplo
if TNT offers math, press clear table and exit -- nope
if MIA offers MapMaking, press Accept and exit -- neither
Micromanagement
MM Simpleton to work wheat, cow, wines & 2 bgs -- check
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) -- check
if you can't find anything that they need to do send them west to start roading to the furs. -- negative, all busy
FOR LUXURY ROAD: road with 3 workers. Move the other 3 south -- check
Other stuff
continue barb hunting with the GS in the west
Move vet warrior in junge NE towards the workers -- all checked
move the curraphs around. -- south curragh found a bit of coastal tiles around, sent him to investigate
Other MM
check for happiness @ end of turn. Science as high as we can go -- check, 80%
press enter and then select "Save & Exit" -- check ;)
Beorn-eL-Feared Dec 11, 2005, 07:06 PM Log for turn 74
Diplo
if TNT offers math, press clear table and exit -- negative
MIA should offer Math, press Accept and exit -- Affirmative, Maths received
Micromanagement
Dunderhead switch to a catapult -> work all mined bg's -- ready in 3
effing Whomping Rower -> start new worker -- in 10
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) -- all good for the workers
if you can't find anything that they need to do send them west to start roading to the furs. -- one on the spot, 2 more coming.
FOR LUXURY ROAD: road with 3 workers. Move the other 3 S then SW (where the warrior currently is)
new worker from effing Whomping rower to help chop jungle down
new worker from Dunderhead to improve Polecat
Other stuff
continue barb hunting with the GS in the west -- empty handed
Fortify vet warrior near jungle to protect the workers -- check
move the curraphs around. -- nothing spectacular
If it doesn't effect rate to get republic, move GS in Polecat to take out barb camp in east near sugar -- misfortunately it does.
However, sending one warrior MP down from ignoramus makes the deal possible. If we realize this is a bad move, we can still move everyone back next turn, in time for Ignoramus' growth miscontent to be contained. In the meantime, since it leaves all avenues open, the GS is out in the field, ready to strike at the barbies next turn.
At any rate, Polecat and Dunderhead are to grow in 3 or 4, which will force us to increase lux while we wait for dyes and spices.
Other MM
check for happiness @ end of turn. Science as high as we can go
press enter and then select "Save & Exit"
Daghdha Dec 14, 2005, 06:04 AM Diplo
if TNT offers math, press clear table and exit - no offer
MIA should offer Math, press Accept and exit - no offer, but we already have it?
Micromanagement
Simpleton start another settler -> work wines, wheat, cow & bg - check
Dunderhead can't do a horse because we don't have HBR - keeps building a cat
Workers continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
if you can't find anything that they need to do send them west to start roading to the furs. - 2 are assigned to prepare improvements for next city. J-ton will grow in 10 so no immediate hurry there. SKWTD will have access to those new improvements and P-cat is crowded with workers. 3 will keep working on Furry Lane.
FOR LUXURY ROAD: road with 3 workers. Move the other 3 SW then S -check
Rename worker @ EWR "Rik", starts roading with Gramma H (nice couple)
Other stuff
Name D-head GS Grinder and move him to Igno which will grow next turn while D-head will grow in 3. Some mm'ing gets GS in Igno out in 3. Grinder can then move back to D-head for MP.
move new settler to the south, east or west - move him SW to settle 3 tiles SW of SKWTD so we can start working those bg's.
continue barb hunting with the GS in the west - no luck
move the curraphs around. - nothing of interest and the S curragh is heading for MIA coast.
move GS in east to take out barb camp in east near sugar - Stepchild whacks Alemanni and gets 25 g's :dance: .
Other MM
check for happiness @ end of turn. Science as high as we can go - science down to 70% or Igno will riot. Scientist in EWR keeps the pace at Rep. in 9 turns. Changed when I moved Grinder out of D-head, but now D-head will riot with less lux than 30% so Rep. in 9 anyway.
get relative strength via F3 for MIA - We're strong. Still weak to others.
press enter and then select "Save & Exit"
Whomp said: we should send them the two pictures of the other capitals and our while it's in settler mode. Can someone do this? - Sent embassy shots from turn 62 + Simpelton in settler mode with all surroundings blacked out, only city radius visible. Pic can be seen in carto. room.
Score available on the pic of Stepchild in Military HQ's
Tubby Rower Dec 16, 2005, 04:01 PM Todo for turn 76
Diplo
MIA might offer techs, press Accept and exit
Micromanagement
SKWTD start another GS
Notthefullshilling switch to temple (border expansion needed)
EWR needs to be working the bananas
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
3 workers are enough for furry road.
FOR LUXURY ROAD: road with 3 workers. Move the other 3 W
Other stuff
move new settler towards location 3 SW of SKWTD
continue barb hunting with the GS in the west (closer to the workers preferablly
move the curraphs around.
move Stepchild (GS in east) back to core for MP duty
Please observe before you move the units, but try to rearrange the MP's so that the lux slider can drop to 20%. Might not be possible yet.
Other MM
check for happiness @ end of turn. Science as high as we can go
get relative strength via F3 for MIA
see how much money it is to spy on an MIA city. If you can get a list of all of the cities that would be great.
press enter and then select "Save & Exit"
Check to all except the MIA spying. Sci up to 80%
Daghdha Dec 18, 2005, 03:59 AM • Diplo
none that I know of - Me neither
• Micromanagement D-head start a rax - Yup, fotified cat.
Simpleton to work wines, cow, wheat, & 2 bgs - check
Notthefullshilling switch to temple (border expansion needed) <I forgot to do it last turn - Done. Have a look at it. We can rush with one pop to get it in 10 instead of 20, but we have a scientist there. It's not growing atm.
• Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) - workers work
some workers could start chopping near D-head - Rax is ready in 6 so a chop is almost unnessecary. George Best goes in that direction but I regret that. Could've made it if I'd used some more workers but...
3 workers are enough for furry road. - J.Walker, Sir Bugsy and Slinger are heading for the beavers allright.
FOR LUXURY ROAD: according to the save after our turn, you'll have to road with all 6 workers. - unsure about what you mean here. A stack of 3 is roading in each direction and it looks fine apart from the barbs (yet unseen) at Cyprus.
• Other stuff
move new settler towards location 3 SW of SKWTD - Getting there
continue barb hunting with the GS in the west (closer to the workers preferablly - We have no barbs up north so I keep him just S of the stack. I'd rather Tommy Boy goes SE to protect new settler and the GS from J-ton (ready in 3) goes W to protect the Furry Lane Crew.
move the curraphs around. - Meet MIA's Snarling Narwhal S of Nuts.
move Stepchild (GS in east) back to core for MP duty - done
I Change Cyprus Creek from worker (3 almost there) to warrior since MAdv warns about Barbies there.
• Other MM
check for happiness @ end of turn you'll probably have to bump it up to 30%. Science as high as we can go - SKWTD will riot on 20% lux but with a scientist we keep it at 20% and shave one turn on rep now due in 6.
get relative strength via F3 for MIA - strong
press enter and then select "Save & Exit"
Score:
KISS: 367
MIA: 296 (congrats to 2:d place)
TNT: 292
Nuts: 267
%Area: KISS 7_____MIA 8
%Pop: KISS 29_____MIA 26
MAdv says: Barbs near Cyprus Creek. We're strong vs. MIA.
Science: At current rate (80%), Poly is 7 turns and Constr. 14 turns.
Beorn-eL-Feared Dec 21, 2005, 08:41 PM Log for turn 78
Diplo
Cleared and exited HBR from TNT
Micromanagement
Ignoramus start another GS
Cyprus Creek start worker
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat and Dunderhead .(mine green; irrigate brown)
Ignoramus GS should head toward Cyprus Creek - actually, he did a MP dance at Dunder with the other GS.
some workers could start chopping near D-head The worker between Dunder and Igno will chop and the chop will be gotten by Dunder, trust me ;)
3 workers are enough for furry road.
FOR LUXURY ROAD: road with all 6 (incense will be hooked up next turns)
move workers 1 N near EWR - they're on 0 move =/
Other stuff
move new settler towards location 3 SW of SKWTD
move GS in west to hill 2 S - no barbs in sight yet
move the curraphs around.
move Stepchild (GS in east) back to core for MP duty
Other MM
check for happiness @ end of turn: steady twenty-0%. Science at 80.
get relative strength via F3 for MIA
press enter and then select "Save & Exit"
Additions: extra warrior from Cyprus creek sent S to investigate.
The old warrior was mis-clickedly headed north, please send back for MP.
No shields from chops wasted on the FP.
barbslinger Dec 22, 2005, 12:24 AM Only thing that catches my eye is "Additions: extra warrior from Cyprus creek sent S to investigate." I'm thinking he could be used for MP to free up a GS.
Sorry I could not get it earlier. Spending last day with my new lady before we both go to fly to families.
Daghdha Dec 24, 2005, 03:02 AM TURN 79
No diplo.
Simpleton settler-->settler
Dunderhead GS named The Collector and sent to SKWTD for MP.
Stepchild goes to D-head for MP
Polecat needs scientist not to riot.
Notthefullshilling has an improved tile. Scientist out, temple (could be swithed) in 9, growth in 10.
New settler, Dumbledore, goes E.
Don't remember the city names, but Gilfach is planted 3 SW of SKWT :clap:.
Gilfach starts worker, grows in 7, ready in 10.
Warrior Weezer to Cyprus
Incense on-line :band:
Revise som mm'ing ;)
No Barbies in sight
Curraghs find nothing of interest.
Strength vs. others the same as before.
Science 70%
Lux 10%
Net +3
Republic in 5
We could speed republic but I see no point in that. Better get plus net and have some time to build military. MIA shall not be informed.
Score:
KISS 378
MIA 312
TNT 300
Nuts 275
Bede Dec 26, 2005, 09:53 PM T80
No diplomacy open.
There is an MIA warrior on an incoming vector to ungarrisoned Gilfach. Move a GS to shadow.
Workers continue their roading, irrigating and mining.
I move the newly built GS out of Jesterton and just as quickly put him back as the town will grow and riot before the next one is built.
Igor's Hope sails north up the coast of the other continent while newly renamed Bede's Boat sails south along the MIA beaches.
Note that EFW is training a worker in 4 but will only grow in 5. Need to keep an eye on that one.
Move a GS into Glifach from SKWTD and reset the citizens to train the GS before the town grows.
The settler continues south towards Polecat.
Ignoramus has grown and threatens to riot so the new citizen becomes a scientist allowing the science budget to drop while Republic will be learned in four. Can make no other changes in allocations.
Worker at Frozen Lake is running a trap line to the inland furs.
Score data:
KISS: 385
MIA: 321
TNT: 305
Nuts: 278
barbslinger Dec 30, 2005, 12:32 AM Done for turn 81
• Diplo
1. none that I know of
None showed, none offered• Micromanagement
1. MM Simpleton to work wheat, cow, wines and TWO bgs
Played around trying to lower research. I noticed on T80 we could have lowered Repub to 3 but now it will screw Simpleton. Perhaps it would have been screwed this turn too.2. I would switch Gilfach to a barracks,
Did it. Noticed that Not the full shilling should have been rushed. It has 14 shields left. After temple, I suggest we DON’T make workers but let it grow as a fishing village.• Workers (it's ok for workers to join in on tasks)
1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
2 workers mine Polecat while 3 others run to connect settler heading E of Polecat. I was thinking of chopping for next GS out of Igno and then continuing road to settler.2. some workers could start chopping near D-head. Worker chopping S of Dunder will finish in 2. Swap Simpleton from Settler to a GW just before so chop goes to a GS to a Dunder GS.3. FOR LUXURY ROAD: road with all 3 in the jungle. Done.• Other stuff
1. move new settler 2 West. Heading towards 1st ring for FP.
2. follow MIA warrior with GS. Moved into Cypress Creek.
3. move the curraphs around. Moved. Nothing of note.
• Other MM
1. check for happiness @ end of turn. Check!
2. Science as high as reasonable to maintain pace for Republic. 3 turns3. get relative strength via F3 for MIA. Still strong!
4. press enter and then select "Save & Exit".
Done and sent.
We have 6 GS with 3-4 more coming in next 7 turns depending on chop direction. Keep the workers occupied with connecting lux and improving SPT to a number divisible by 30 shields (GS production). All new settlers should fill out our FP core and then send them marching to replace MIA.
On a personal note I would be attacking now and taking this continent. We are lulling them in, good, and should do fine. Hoplites are not easy and it takes 2 to every one. I feel they are in expansion mode and Chaninix is hoping to coax us into letting them do that. We need to go to war as soon as Rpub is in. Knock out at least 5 towns.
Daghdha Jan 01, 2006, 04:35 PM Turn 82
No diplo
D-head Rax--> GS (8spt)
GS Boyscout moves S
Change EWR to rax
workers work
Igors Hope spot MIA settler in far E greek territory
Post turn: Barb steps up next to Cyprus Creek
Sci 60%
Lux 20%
net +5
Rep in 2
Score:
KISS 398
MIA 338
TNT 314
Nuts 289
Military strenght, no change.
Comment: The change to rax in EWR can of course be re-changed (only 8 shields done). I thought it might be nice to have one at our rally point. I guess we will start sending units S as soon as we're in republic and need no MP's. Rep couldn't be finished faster even with 100% sci.
The MIA warrior still lurkes visible and could be a nice trigger for our GA when the time comes. We're back on #3 in mfg and I wonder if TNT have had any successful Immos, they may have just gone GA with that curious wonder of theirs?
Tubby Rower Jan 03, 2006, 09:44 AM Todo for turn 83
Diplo
none that I know of
Micromanagement
Simpleton start another settler - check
Ignoramus start another GS - check
MM Simpleton to work wheat, cow, wines and the bg north of river - check
Added - MM'ed Ignoramus for 10spt = 4 turn GS
Added - MM'ed Dunderhead for more food with 8 spt (once it grows in 2 turns, it'll be @ 10 spt too
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
some workers could start chopping near D-head
FOR LUXURY ROAD: roading where workers stand if available
furs should be online at the end of the turn :dance: - check
Added - Dyes and spices should be online at the end of this turn
Other stuff
move new settler towards mountains south of Dunderhead - check
move old settler (near east coast 1 NE) - check
follow MIA warrior with GS in Gilfach - check lost him to the west
move the curraphs around. - check > nothing
take out barb with GS in Cyprus creek. - check lose 1 hp in the process
move warrior on mountain NW - check
Added - Move warrior to spice mountain to find that Flaxon Musk is undefended
Added - move warrior out of Cyprus Creek to aid in barb camp hunt
Other MM
check for happiness @ end of turn - check
Science as high as necessary to get Republic next turn - check @ 50% due next turn
get relative strength via F3 for MIA - check strong (weak vs other two)
press enter and then select "Save & Exit"
Addendum: Move GS to EWR - check 3 are headed south with the catapult 2 in Ignoramus could only get to Dunderhead but are only one turn behind the others. Next turn we'll be revolting and MP's are no longer needed.
After I hit enter to save it, the dyes and spices were both connected :banana:
.........83.....84
Dnut: 296 302 (+6)
TNT : 318 322 (+4)
MIA : 346 356 (+10)
Kiss: 404 411 (+7)
Daghdha Jan 05, 2006, 04:50 AM Diplo
send Republic to MIA but DO NOT ACCEPT - Done
Micromanagement
Go to big picture upon discovering Republic
go to the F1 screen and revolt there. Check all of the cities for happiness before exiting (you might have to change some citizens to taxmen and/or clowns) - Only Igno needs the IRS to do their thing, otherwise our people are happy.
:rockon: ANARCHY IS ONLINE :rockon:
Simpleton pop4 is now working cow, wheat, wine river BG for 5 food and growth next turn, but please check in case I messed it up.
Some mm'ing to max food where it's needed.
Workers
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
some workers could start chopping near D-head
Workers Bugsy, Slinger and Walker starts connecting Frozen Lake with Gilfach (see proposed rout in cartography room).
Worker Smart starts hooking the 2:d fur for future trading.
The spice boys starts hooking a 2:spice for future trading.
The dyes boys goes to 2:d dye for same reason.
Other stuff
move new settler along the road south of Dunderhead - Yup
old settler settle Idiote - Dumbledore transformes into Idiote. Starts pre-build for harbour.
find MIA warrior with GS near Gilfach (I think that he went to the west) - The Collector finds him hiding in a forest.
move the curraphs around. - Bede's Boat finds Ephebe.
find the barb camp with GS & two warriors near Cyprus creek. - Nothing found
GS's Stepchild, Boyscout and //8=) moves toward EWR.
D-head GS's Grinder and B-Ball heads for EWR.
Our ol friend Peapants remains on spice mountain gazing over the undefended Flaxon. Oh, he thinks, Oh if only the wussies back home in Simpleton could let me be the one to conquer it. I might even have some fun with that tiny worker of theirs...
Tommy Boy moves back into Cyprus Creek 1 hp shy.
Other MM
check for happiness @ end of turn - 1 tax in Igno is all
Science at 0% -ok. Set on construction.
get relative strength via F3 for MIA - We're still strong
Score: KISS-411, MIA-356, TNT-322, Nuts-302
MIA has started the Pyramids in EMP City...another chop?
Tubby Rower Jan 07, 2006, 06:59 PM Todo for turn 85
Diplo
accept MIA techs, but note what is there -no check send back republic and send unaccepted
Micromanagement
Switch to a glorious Republic -check
MM every city. (no joke) 8, 10, 14 spt is what we are looking for (anything below that just get as high as possible)
Simpleton 9spt 3fpt (4 turns for growth 4 turns for settler)
Notthefullshilling 1spt 4fpt
Ignoramus 10spt 2 fpt
Dunderhead 10spt 6fpt (warrior being sent to disband)
Jesterton 6spt 2 fpt
EWR 1 spt 3 fpt
SKWTD 5 spt 2fpt
Polecat 6spt 3fpt (grows next turn to 6)
Senilityville 1spt 3fpt
Cyprus Creek 1 spt 3 fpt
Frozen Lake 1spt 3fpt
Gilfach 1 spt 3fpt
Idiote 1 spt 3fpt
Dunderhead and Ignoramus should have 10 shields per turn (at least) -check
Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
some workers could start chopping near D-head
moved some workers back home from luxury road experiment
Other stuff
move new settler along to the roadded mountain south of river -check
move the GS (The Collector) near Gilfach NE-N (we need covereage up here in case of a barb camp) -check
move the curraphs around. -check
find the barb camp with GS & two warriors near Cyprus creek. -check it's gone thanks to MIA
move GS to EWR -check 3 are stationed there rest are spread around since impending peace and to protect from barbs
ADDED barb camp near Jesterton has troops going to investigate
Other MM
check for happiness @ end of turn -check bumped to 10%
Science at 0% -check
get relative strength via F3 for MIA -check strong
press enter and then select "Save & Exit"
after enter was pressed, a barb camp out of the fog near Jesterton.. see cartography room
Daghdha Jan 09, 2006, 09:25 AM Diplo
accept MIA techs, but note what is there - MM, Lit, Currency, HBR and *drum roll* Poly.
We're up on Nuts: Republic, MM and Currency
We're up on TNT: CoL, Lit, MM and Poly
Micromanagement
Switch to a glorious Republic - we're in it Man
take one of the warriors and move it to Dunderhead. disband it. the GS should be now in 1 turn. - Grunt is no more and GS now in 1.
If D'head is not 1 turn away from GS then, disband the other in the same fashion - no need
If D'head is 1 turn away from GS then, send the other warrior to Jesterton - on his way
move Ignoramus citizen from unimproved FP to roaded, irrigated FP (10spt, +3fpt) - check
Simpleton is at 9spt/3 fpt for settler in 3 (on growth). We have 9 shields in the box. I change this to
7 fpt/7 spt and settler still in 3 (growth next turn). I'm not sure on this, but we will have no happiness probs (4 happy+1 sour atm).
Jesterton citizen moved from plain to fish. GS still in 4, but growth in 6 instead of 9 + 1 more coin.
Workers
move workers near Frozen Lake SE - I trust you there Tubby, but thought that tile was ment to be a city square according to BeF's D-map?
some workers are on the way back from the jungle, continue to move them back to the core - check
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
move a worker to Polecat to join to bring it up to 7 pop - move to, but can't join this turn
Other stuff
move settler to where the catapult is. - check
move the GS (The Collector) near Gilfach E-E (protect that worker from the barb) - check
move the curraphs around. - nothing new
find the barb camp two warriors near Cyprus creek. (north warrior move NW to track MIA warrior) - No camps found
some GS are covering for barb camps
vet warrior on lux road back to barracks city for upgrade - check
reg warriors can be disbanded ONLY when in a city that can use 2 shields
Other MM
check for happiness @ end of turn - 10% lux
Science at 0% -check
Net +38, 162 in the box
get relative strength via F3 for MIA - Good news: Weak vs. Nutters, Strong vs. MIA and Average vs. TNT
SCORE: KISS-426, MIA-376, TNT-331, Nuts-314
IBT- A barb horse kills one of our scouting Warriors W Cyprus Creek :(
__________________
Smart Jan 11, 2006, 08:06 AM Turn 87
Diplo
none
Micromanagement
D'head to start a horseman (see below for why) - done
move warrior 2 SE of Jesterton (central to 3 cities for disbanding when needed) - done
MM SKWTD to maximize food while still getting a GS next turn - Food is maxed already, so I have moved two citizens from mines to horse and roaded river tile (+2 gold)
Added: MM Jesterton - move one citizen from fish to mined grassland. Lets disband reg warrior at the next turn, and we will get GS one turn faster, without waste of shields.
Workers (it's ok for workers to join in on tasks)
road with workers near Frozen Lake - done
some workers are on the way back from the jungle, continue to move them back to the core - move workers on Senilitiville back. Two workers are mining BG near Cretinograph
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown) - mine grassland near polecat, road irrigated plain near Jesterton.
move a worker to Polecat to join to bring it up to 7 pop - done
Added: Move worker from Simpleton to Jesterton - he will mine iron hill with other worker next turn.
Other stuff
settler to settle Cretinograph - OK :crazyeye:
take out barb with the GS (The Collector) near Gilfach - kill barb, lose one hp.
new GS (please rename) out of Dunderhead move to furs road to find barb camp up there. - GS was renamed and moved to mine 1S from Jesterton.
move the curraphs around. - done
move warrior W of Cyprus creek 1 S (or to wines if blocked) to reveal barb camp - see barb camp, MIA warrior is ready to get 25 gold before us :rolleyes:
some GS are covering for barb camps
vet warrior on lux road back to Dunderhead for upgrade - done
reg warriors can be disbanded ONLY when in a city that can use 2 shields - ready to be disbanded next turn.
Other MM
check for happiness @ end of turn - all towns are very happy! [party]
Science at 0%
get relative strength via F3 for MIA - strong :ar15:
press enter and then select "Save & Exit"
Daghdha Jan 14, 2006, 05:07 AM Turn 88
Diplo
none
Micromanagement
SKWTD to start another GS - check
MM SKWTD to work all available mined grass - done
add worker to Polecat - Done, FP in 15.
I move 1 more worker to Polecat so he can join or it will take 17 til growth.
Bootilicious moves to forest for rax-chopping at Idiote
D-head will soon grow and needs improvements on river tiles so I move Ginger from Idiote.
move warrior to Jesterton for disbanding next turn - done, but better upgrade him or wait with disbanding til next GS. He couldn't be disbanded this turn because loss of movement over the river.
switch Ignoramus to a courthouse, rush it, then switch it to a marketplace - Nice move, market in 2.
switch D'head to a courthouse - check
Switch citizen in J-ton back to fish because it will give 1 extra gold, grow 2 turns faster and keep production unchanged. I did this last turn but it was switched back. There might be a reason for this that I don't know of, but this seems much more efficient IMHO.
Workers
workers roading near Frozen Lake move SE - check
some workers are on the way back from the jungle, continue to move them back to the core - yup
continue to road and improve D'head and Gilfach - will do
workers near Notthe Full shilling should move elsewhere after finishing their tile (road and irrigate) - Dee Dee and Daghdha moves to 1 of Igno's tiles.
Smart has finished hooking up the furs at Frozen and heads back to core for work/joining
The Spice Boys (Bede, Lenny, Grasshoppah and G-man) move back to core.
Question: why are 3 worker clearing jungle NE of EWR? They'll be done in 5 so let them swing the knifes, but what is the plan?
Other stuff
GS in Cyprus Creek move to fog to the NW - No, reason below.
move both GS in west to find barb camp near Jesterton - new GS (Morpheus) in SKWTD goes W. Invincible whacks the camp :D .
move the curraphs around. - Igor's Hope spots some interesting TNT city layout. They seem to like jungles (and prolly luxes). Bede's Boat sees that Athens are mining hills which indicates that Athens has soon done it's job as settler factory and prolly will be used for, ehum...military?
warrior W of Cyprus creek attack barb camp (it should still be there since there is a warrior and a horseman there) - Camp holds 2 barbs so if we hit it the MIA warrior will get the gold. Weezer moves 1 NE and wait for GS in Cyprus to come help him (3 turns). Hopefully barbs will attack the closest warrior (MIA) and I don't think MIA will attack as long as there's 2 barbs in camp. I'm not sure if this was better than to fortifie Weezer in the plain?
GS Tubby's Terror leaves EWR for a while clearing some jungle fog.
Boyscout moves from EWR to cover Cyprus while Tommy Boy heads off to assist Weezer.
some GS are covering for barb camps - GS at the eastern swamp named Happy Camper keeps scouting.
vet warrior on lux road back to Dunderhead for upgrade - check, Igor is up for a new suit.
reg warriors can be disbanded ONLY when in a city that can use 2 shields - none
Other MM
check for happiness @ end of turn - lux stays @ 10
Science at 0% - check
get relative strength via F3 for MIA - MIA is in ANARCHY and we're strong vs. them. Still average vs TNT and weak vs. Nutters.
SCORE: KISS-443, MIA-398, TNT-341, Nuts-325
IBT: A redlined barb galley S of Frozen Lake suggests the TNT curragh has been converted into a submarine.:lol:
__________________
Crakie Jan 17, 2006, 04:26 PM Turn 89 - instructions followed, nothing to report except the GS west of our south-west lux city was attacked by a barb horse. He lost two hitpoints.
gmaharriet Jan 20, 2006, 11:47 PM Turn 90 (keeps fingers crossed)
Diplo
none
Micromanagement
I'mus finished market, start GS (make sure 10 spt) check
Jesterton to start another GS check
MM Simpleton to work wines, fish, cow, forest, & 2 bgs (9spt, 4fpt) 2 excess food and 1 excess shield in 3 turns check
see if you can rush the court in D'head. We, hopefully, should have JUST enough money. 1 gp short
if you were able to rush the court, switch d'head to a market and MM d'head to 10 spt – nope, can’t do it
Workers (it's ok for workers to join in on tasks) check
workers roading near Frozen Lake road
some workers are on the way back from the jungle, continue to move them back to the core
continue to road and improve (mine green; irrigate brown)
Other stuff
move settler S-SW-W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.) check
GS in Cyprus Creek move to fog to the NW check
move the curraphs around. check
move warrior (near MIA warrior) back toward EWR check
move reg GS to the north check
some GS are covering for barb camps
fortify vet GS in south to heal check
move reg warrior in Jesterton down south to Effing Whomping Rower check
Other MM
Moved worker to wheat in Igno and gave BG to Polecat to speed up FP by 2 turns.
Change Dunder head to GS, rush for 36g, change back to court in 4.
Moved Grinder east to bust fog east of Senilityville.
check for happiness @ end of turn – everyone happy, lux 0%
Science at 0%
get relative strength via F3 for MIA – average, TNT – average, Dnut weak
check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - nope
press enter and then select "Save & Exit"
Beorn-eL-Feared Jan 21, 2006, 12:07 AM At the moment Dunderhead is making 12spt, has 40 in the bin and is working a courthouse. If we change to market, it wastes 0 shields, due in 5, whereas keeping the court build wastes 8 shields, due in 4. Just thought I'd write it somewhere.
Daghdha Jan 21, 2006, 03:19 AM Average to MIA even when offensive (GS) is rated higher than defense (Hoppies)...hmm
Tubby Rower Jan 22, 2006, 06:54 PM Todo for turn 91
Diplo
none
Micromanagement
NottheFullShilling finishes temple -> start harbor - check
switch D'head to market and rush it - check cost 192G
MM D'head to max food - check
MM Ignoramus to get at least 11 shields - check
MM Jesterton to used the mined iron hill - check
Workers (it's ok for workers to join in on tasks)
workers roading near Frozen Lake road - changed since road was alread there. moved 1E
move two workers SE of D'head to grassland 1 S of D'head - moved to hill to hopefully get 3 turn GS after mining
continue to road and improve (mine green; irrigate brown) - okie dokie
Other stuff
move settler W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.) - check. settle next turn
Start moving GS to EWR and/or Senilityville unless busting fog (or shadows) - check
move reg warrior near Jesterton down south to Effing Whomping Rower - check
Other MM
check for happiness @ end of turn - check
Science at 0% - check
get relative strength via F3 for MIA - D'nut is strong and average against TNT & MIA
check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - check no trades yet
press enter and then select "Save & Exit"
MIA is still in anarchy. D'nut has had a library for two turns now (or a temple for 3 turns)
btw, this isn't a discussion thread ;)
Tubby Rower Jan 25, 2006, 06:26 PM Todo for turn 92
Diplo
none
Micromanagement
D'head finishes market start a GS - check
Frozen Lake finishes worker start galley? - check
MM D'head to 10 uncorrupted shields - check
MM Ignoramus to get at least 10 uncorrupted shields - check
MM Jesterton to used the mined iron hill - check
Workers (it's ok for workers to join in on tasks)
workers roading near Gilfach road the tobacco - check
two workers NW of D'head to mine that hill - check
continue to road and improve (mine green; irrigate brown) - check
Other stuff
settler to settle Knucklehead (nice name Bugsy) - check
two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can - check
moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - check
move reg warrior near SKWTD down south to Effing Whomping Rower - check
Other MM
check for happiness @ end of turn - check
turn science up to 60% should be ~ -18 gpt construction due in 6 - check due in 6 turns @ -4gpt :D
get relative strength via F3 for MIA - check ave against MIA & TNT - still weak vs Dnut
check F3 for barb camp locations. - check Minoans near Senilityville (spices)
check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - check still no. they are lacking wines, dyes and spices
press enter and then select "Save & Exit" - check
barb galley attacked our curraph coming up TNT's shores but he survived suffering only 1 hp damage.. I'm glad that I fortified after moving 1 tile.
beakers spent at given research (turns x beakers per turn)
10% - 429
20% - 450
30% - 440
40% - 459
50% - 426 <- -4gpt
Bede Jan 29, 2006, 03:14 PM * Diplo
1. none
* Micromanagement
1. Simpleton to start another settler done
2. MM Simpletonto work cows, wheat, wines, & 2 BG done
3. Change Idiote switch to harbour done
4. Frozen Lake switch to harbor done
5. Senilityville switch to a rax done
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown) done
2. connect Knucklehead done
* Other stuff
1. new settler head East of Polecat done Should that be southeast? Along the river?
2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can (don't move the eastern GS to the mountain. it will give away our position) done
http://i15.photobucket.com/albums/a371/doconor/MTDG/t93_WanderingGreekGalley.jpg
3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows) done
4. move reg warrior near SKWTD down south to Effing Whomping Rower done
5. kill the barb horse done
* Other MM
1. check for happiness @ end of turn done
2. get relative strength via F3 for MIA Average and now a Republic
3. check F3 for barb camp locations Senilityville
4. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) No
5. press enter and then select "Save & Exit" done
Curragh still fortified off TNT shore just to keep an eye on things.
Score data
Kiss 486
MIA 451
TNT 370
Nutters 354
0 more turns til declaration is sent (10 more turns after that) So let's get ready!
Rik Meleet Jan 29, 2006, 04:48 PM Uhm Bede, did you post in the turntracker-thread?
Ginger_Ale Jan 29, 2006, 04:53 PM Rik, Whomp posted in it 6 minutes before you wrote that post, but yes, Bede didn't post in it - no problem, just remember next time.
Bede Jan 29, 2006, 07:25 PM :blush:
But at least this time I sent them the right save.
Bede Jan 31, 2006, 09:29 PM Turn 94 a continuation of 93.
MIA's boat has disappeared but there is now a horse at Senilityville.
See MIA diplo thread for note sent to MIA via Gmail regarding our intentions.
Here is the overview:
http://i15.photobucket.com/albums/a371/doconor/MTDG/T94_LOD.jpg
barbslinger Feb 03, 2006, 03:21 PM • Diplo
1. none
• Micromanagement
1. SKWTD to start another GS. Started at 8spt due in 5.
2. MM Simpleton to get the settler in at least 2 turns, then get max gold after securing the shields. We need 14 and I set it to 7spt and 6 ftp
• Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown)
2. mine hills
• Other stuff
1. new settler head SE. Heading SE of Polecat towards wines / iron.
2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can (don't move the eastern GS to the mountain. it will give away our position). Does not look like we can get through on the west but possibly in the east.
3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)
4. move reg warrior near SKWTD down south to Effing Whomping Rower. Heading there.
• Other MM
1. check for happiness @ end of turn (might be able to turn it down). Turned down to 0% with Polecat running 1 tax.
2. raise science up to try to shave some time off of Constr. (60% ought to do it) Science to 80% @-31gpt to get Construct in 2.
3. get relative strength via F3 for MIA. SAME
4. check F3 for barb camp locations. Barbs near Senilityville.
5. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core). We can trade! Ivory available.
6. press enter and then select "Save & Exit". Watched a hoplight do vet in Flaxon Musk.
Whomp Feb 03, 2006, 03:27 PM Slinger was the hoplite on a "Go to" move? If so tit for tat and it's a violation of the rules.
Description: The last team in the turn order can issue the “GoTo” command, and have a unit move twice before the next turn begins. This is very strong in war-time. Every Civ has that option, that's why it is stipulated that no one use go-to. Note: This does not provide an extra turn of movement, but rather advances the timing of that movement (i.e. 2 moves in turn 1, and 0 moves in the final turn of the task). Similar results can be achieved with auto-explore and auto-workers.
Definition: This can result in the last team to play in a given turn, the ability to move their units twice before another team could move in between
Exception: Automation of worker tasks (roading, mining, irrigating, etc.) is permitted. Stack & individual unit movement that concludes within territory currently (when order is given, not when units arrive) visible (ie. not unexplored and not in the fog of war) is permitted. Automated moves are subject to administrator oversight. Contested moves that result in an unfair advantage (ie. arriving at a location before another team that would have arrived first, but wasn't using automated movement; reinforcing a poorly defended city or location; etc.) will remain a violation of this rule.
Purpose: To prevent the unfair movement of units; especially during war time.
Verdict: Getting two moves out of a unit or units before you opponent can move through any means is a violation of this rule.
Punishment Level: Once - Orange (1-5 turns), Repeat - Red (2-10 turns
barbslinger Feb 03, 2006, 03:32 PM Slinger was the hoplite on a "Go to" move? If so tit for tat and it's a violation of the rules.
No he was in Flaxon musk.
barbslinger Feb 03, 2006, 04:03 PM Looking at that bug it sounds like we are allowed to use it in our own territory. Our GS on automove could move 12 tiles on OUR roads and workers looking for another job can look 6 tiles away on a road for their next task. Sounds really handy. I should have done that with the warrior moving to Effing.
Tubby Rower Feb 03, 2006, 04:14 PM No that's illegal if I'm understanding you correctly. You are only allowed to move 1 turns worth of tiles each turn. If you select a tile and it has 2 on the cursor, then click on that unit again so that it doesn't move at the end of our turn too.
barbslinger Feb 03, 2006, 05:07 PM No that's illegal if I'm understanding you correctly. You are only allowed to move 1 turns worth of tiles each turn. If you select a tile and it has 2 on the cursor, then click on that unit again so that it doesn't move at the end of our turn too.
In Whomps spoiler it says "Exception: Automation of worker tasks (roading, mining, irrigating, etc.) is permitted. Stack & individual unit movement that concludes within territory currently (when order is given, not when units arrive) visible (ie. not unexplored and not in the fog of war) is permitted.
So it seems as long as we are moving to a place that has been explored it is permitted.
Ginger_Ale Feb 03, 2006, 05:13 PM That is how I interpret it too.
Be warned though, even though you go say, 6 tiles on a road in one turn, (instead of just 3), doesn't mean you'll be able to move it the next turn. You'll have to wait one more, for a total of 2 turns. The tiles/turn ratio will stay the same regardless of whether you use double-move or not.
barbslinger Feb 03, 2006, 06:40 PM That is how I interpret it too.
Be warned though, even though you go say, 6 tiles on a road in one turn, (instead of just 3), doesn't mean you'll be able to move it the next turn. You'll have to wait one more, for a total of 2 turns. The tiles/turn ratio will stay the same regardless of whether you use double-move or not.
So it really makes no difference, except as you state, it would definately be a cheat to get reinforcements to the front doubletime. They would not have movement left but they would be there.
As for workers, if you moved 5 on turn 100 there would probably only be 1 move left on turn 101.
Tubby Rower Feb 04, 2006, 06:00 AM Ah.. Thanks for clearing that up GA. I had been avoiding all multi-turn moves for fear of cheating.
Daghdha Feb 06, 2006, 10:26 AM Diplo
none
Micromanagement
D'head -> another GS (work the hill & try to get 3 turn GS) - 3 turns it is to the cost of zero growth.
Jesterton -> another GS - OK
Workers (it's ok for workers to join in on tasks)
continue to road and improve (mine green; irrigate brown)
mine hills
I send some workers from the jungles down S up north. We have better use of them improving around Polecat which will have a FP ready in eight and a neighbour city soon to be settled.
Bootsy and Lovely Holly follows our new settler to improve new city.
Other stuff
settler move SE - check, but it looks he's heading further S than I expected. I suppose we will settle the bonus grass area before the sugar/wines.
two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can (don't move the eastern GS to the mountain. it will give away our position)
moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - does so. Military will have to decide for how long we should let our core be undefended.
move reg warrior near SKWTD down south to Effing Whomping Rower- There is no warrior at SKWTD but Hairy is S of Cretino and has started to walk towards Senility. I keep him going.
Other MM
check for happiness @ end of turn (might be able to turn it down) - allready at zero
check Science rate to see if we can get Construction one turn earlier or save money at the current rate - scientist in Polecat and Cretino gets Construction in 1 at 70%. Net -22, 40 g's in the box.
get relative strength via F3 for MIA - Average to Nutters :) , Strong to TNT :D , Average to MIA :p
check F3 for barb camp locations - Barbs at Senilityville
TNT/Nuts in Despotism, MIA in Republic
Nothing new to post screenies about.
Whomp Feb 09, 2006, 09:26 PM Beorn and I made an executive decision to research engineering for the speed.
http://img416.imageshack.us/my.php?image=newage0rr.jpg
* Micromanagement
1. Simpleton -> another settler done
2. MM Simpleton to get at least +5 food and ~6 shields or more. no need to overdo it 6 spt 7fpt and all commerce tiles including the fish for extra
commerce
3. Move Jesterton to a plain for commerce. Same impact shields.
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown)
2. mine hills done
* Other stuff
1. old settler move E ( headed for wines I messed up) and i screwed up and the settler did a go to move on top of the wines on the IT
2. new settler move to the W as far as he can (headed for iron and wines on north coast done
3. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can done
o east should move southdone
o western should move 1 SE then fortify (he'll move through their borders next turn)done and fortified but on a desert. We should move him.
4. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)done
5. move reg warrior near SKWTD down south to Effing Whomping Rowerdone
6 Curragh stops at MIA border. Where to next?
* Other MM
1. check for happiness @ end of turn. done
2. science set to engineering at 50% due in 13 at -4gpt
3. get relative strength via F3 for MIAaverage
4. check F3 for barb camp locations Senility
5. press enter and then select "Save & Exit" done
Daghdha Feb 10, 2006, 12:19 AM 2. new settler move to the W as far as he can (headed for iron and wines on north coast done
(http://www.ironandwine.com/) Click on the quote for the entertainment in our new city :D
Whomp Feb 12, 2006, 03:33 PM Here's turn 98:
We are strong compared to TNT and average compared to Donut and MIA. I almost feel we should take TNT instead because they're so weakened. We have 62 gpt on unit support.
Unit movement
GS's Grinder, Happy Camper and Gallic Sword move along the eastern edge heading south.
GS Invincible and warrior Weezer head south along the west coast.
GS Scoutsout moves towards Effing Whomping Rower
GS Mad Max moves into Effing Whomping Rower.
GS Tubby Terror moves to outline Parga (the Greeks northern most west coast city)
GS Morpheus continues down the west coast.
Bede's curragh sees a reg galley. (not sure what we should do with this curragh)
Igor's curragh stops on the gap between TNT and our coast. TNT roading furs without a city.
Picture in the Secret War Room
Worker actions
Bootsy starts a road towards our new west coast city.
Lovely Holly :love: moves towards the sugar.
Dee Dee roads wines south of Notthefullshilling
Daghdha irrigates plains near Notthefullshilling
Gram Harriet and Jive Talker start a road on the mined hill at Dunderhead
Crakie chops at Knucklehead to finish the chop.
RegentMan starts a road on that spot.
G-Man start a different road near Knucklehead
Pliskenator starts a chop outside of Knucklehead's borders
Settler continues west and the other is on top of the wines to the east.
MM'ing activities
Simpleton has a ton of food. Get it to 7spt from 6 spt. Grows next.
Give Dunderhead the FP wheat for a turn from Ignoramus. GS still finishes next.
Ignoramus picks up another FP tile and the horse from Polecat. Pick up another beaker.
Move Cyprus Creek to a banana from the oasis and pick up 1g. Grows next.
Frozen Lake moves to the furs tile and gets 1g. Grows next.
Move Gilfach to a river tile and pick up a beaker. Grows in 2 so rax should finish in 2.
Idiote grows next so doesn't need the fish which goes to Notthefullshilling which gains us a beaker and extra food in Notthefullshilling.
Science at 60% 14g (-3gpt)
Check F1 screenies in dept. of turn play thread.
other stuff
Lux still at 0% but we should check to see if raising it will get the FP in Polecat faster over the next few turns.
There are till Minoan barbs near Senilityville. I'm just not sure where.
Avg. to Donut and MIA strong to TNT
Press enter and sent.
Tubby Rower Feb 14, 2006, 03:09 PM Todo for turn 99
Diplo
none
Micromanagement
Dunderhead -> start library - check 15 spt!!
[/ist]
Workers (it's ok for workers to join in on tasks)
[list=1]
continue to road and improve (mine green; irrigate brown) - check
mine hills - check
Other stuff
eastern settler settle Crackhead on wines - check start on harbor
western settler move to the northern wines (1 N of Iron Hill) - check
two GS are scouting the eastern shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can - check find the barbs near Senilityville on MIA's side of Flaxon Musk
leave D'head's new GS in the core - check
moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - check
move reg warrior near west coast down south to Effing Whomping Rower - check
Other MM
check for happiness @ end of turn (might be able to turn it down) - check
get relative strength via F3 for other teams - check ave vs MIA & D'nut, Strong vs TNT
check F3 for barb camp locations - check just the Minoans
press enter and then select "Save & Exit" - check
MM per Whomp's suggestions.
Here are the Minoans
http://img114.imageshack.us/img114/4869/image25qk.jpg (http://imageshack.us)
Beorn-eL-Feared Feb 17, 2006, 09:18 AM Log for turn 100
Diplo
1. send Republic to D'nut, then accept it. - check
Micromanagement
1. SKWTD -> another GS - check
2. Cyprus Creek -> catapult - check
Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown) - check
2. mine hills - check
Other stuff
1. western settler settle Devil's Soul on wines - check
2. we got caught in our scouting efforts in the south. Just roam around busting as much fog as you can - check, Grinder is yet 2 tiles deeper :devil:
3. moving all GS to EWR and/or Senilityville except 2 maybe 3 placed strategically in the core for defense - check
4. move reg warrior down south to Effing Whomping Rower - check
Other MM
1. check for happiness @ end of turn - check
2. might want to drop science back to 50% to not run a risk of going negative and losing a barracks/granary/unit - check, 60% with gpt gain
3. get relative strength via F3 for MIA - check, strong vs TNT, avg vs others
4. check F3 for barb camp locations - check, none
5. press enter and then select "Save & Exit" - check
Tubby Rower Feb 19, 2006, 08:24 PM Todo for turn 101
Diplo
nada
Micromanagement
Simpleton -> settler MMed for commerce with 6spt & +8fpt
Jesterton -> another GS
Gilfach finished barracks -> start GS
Workers (it's ok for workers to join in on tasks)
continue to road and improve (mine green; irrigate brown)
mine hills
Other stuff
settler moved westward
Grinder found the lux road. We could cut it next turn if they don't cover it :devil:
moved all GS to EWR and/or Senilityville except 2 maybe 3 placed strategically in the core for defense
Other MM
check for happiness @ end of turn
SKWTD & Jesterton grew to 7 and got a scientist (shaved a turn off of Enginering)
science on 60% Eng. due in 7
ave vs. MIA & D'nut; strong vs. TNT
no barb camps
press enter and then select "Save & Exit"
- D'nut is Anarchy
- MIA galleys are on each shore about midway up the continent
I mis-clicked and moved the warrior off of dye moutain. Luckily nothing big.. we'll just move him back next turn
http://img419.imageshack.us/img419/5070/image12zw.jpg (http://imageshack.us)
Tubby Rower Feb 22, 2006, 04:12 PM Turn 102 played
I switched Jesteron to a Galley. and moved the new GS over to the west. The settler has been moved to get to the space just south of D'head next turn.
I'm blocking the MIA horse to the west. and I'm still busting fog in the south
http://img60.imageshack.us/img60/1017/image17ak.jpg (http://imageshack.us)
Here is the core
http://img60.imageshack.us/img60/9853/image24dv.jpg (http://imageshack.us)
Here is TNT
http://img60.imageshack.us/img60/3315/tnt5ph.jpg (http://imageshack.us)
F8
http://img60.imageshack.us/img60/6839/f89ix.jpg (http://imageshack.us)
F11
http://img461.imageshack.us/img461/4760/f113cx.jpg (http://imageshack.us)
- Ave vs. D'nut (Anarchy)
- Strong vs. TNT (Anarchy)
- Ave vs. MIA (galleys are on each shore about midway up the continent)
gozpel Mar 03, 2006, 01:02 AM I finally enter the scene, I'm sure you'll d!ckheads.
Everything is unsufficient!
Maybe I shout out loud here, just to save a gold here and there. But without even knowing the save, by your actions and stuff.
I'm able to fix your short-comings.
I want to be complete Leader-Ship! (in-game)
scoutsout Mar 03, 2006, 01:13 AM @Gozpel: :salute:
I'm not quite sure about your rant there... but I'm a little embarrassed. I have played three turns from this point... but posted my logs in another thread. I thought the thread I was posting in was the 'turnlog' thread... (I found this thread when I looked at your profile...to see what you are up to, maybe catch up a bit...)
I also posted some screenshots and reports from a recent scouting mission by one of our Gallic Swords. That stuff is in Bugsy's War Planning thread. There is a dotmap in there too.
Highlights of the status of the game at the end of turn 105: We are now 2 turns from Engineering, thanks to the completion of the Forbidden Palace and a little creative micromanaging on my part. We went from #2 to #1 in GNP from turn 104 to 105. We went from "weak" to "average" compared to MIA. A single Gallic Sword tipped the balance. We have 2 settlers on the ground, and 3 more in the queue.
The saves (if you want to download them) are in the GMAIL box.
I'll go get my turnlogs from the other thread and post them here.
scoutsout Mar 03, 2006, 01:20 AM Turn 103:
Something that resembles a log:
Thoughts on our tactical situation: We've got 2 towns that are right in the face of the Greeks, and they're surrounded by jungle. Each has a mountain next to the town. We need to get some workers down there to clear that out, or be prepared to cede those towns if MIA come's after them soon. They will be difficult to reinforce... and skirmishing in Jungle is tough sledding.
We don't have feudalism... which isn't all bad. Once we get it we'll be forced to build MDI instead of GSs if we've had our GA.
War Production:
Knucklehead - currently 2spt, I queued up an archer. Good.
Crackhead - no garrison, 1spt, making a harbor.
Devil's Soul - no garrison, 1spt, making a harbor. A Cultural improvement here would allow it to work the whale.
Simpleton - making a settler. s'alright by me.
Jesterton - Has a rax, 10spt net with a scientist, Galley due next turn. I wish I had more time to consult the team on this... I know it's bad form, but I swap Jesterton to a Gallic Sword, due in 2.
At 10spt net, Jesterton can make whatever we need it to without any shield overruns.
Dunderhead - 13spt net, Library in 2. I see an opportunity here. MM Dunderhead to work a couple of forests... get it to 15spt net. That's a pike every other turn when we get Feudalism, or a Gallic Sword every 3 turns (as opposed to 4)... though it'll cost us a 5spt over-run.
Effing Whomping Rower gets a scientist, because I want to fire one in the core somewhere. (I didn't...but it shaved a couple of turns off Engineering...)
A little MM in Gilfach gets us from 4spt to 5, another multiple that works nicely for a lot of things. Swap it to Catapult...
Firing the Scientist at SKWTD would get us to 10spt net, but we can't keep 'em happy. The extra scientist at EWR gets us Engineering in 5.
Cyprus Creek gets a tax collector; we will eventually need some cash for upgrading a few cats to Trebs, or for short-rushing cats/trebs in Cyprus Creek.
I spent 12 gold short rushing the barracks with a Horseman at Effing Whomping Rower.
F3 Check:
Average to D'nuts, who are in Anarchy.
Strong to TNT, also in Anarchy.
Weak to MIA, in Republic.
F11 check shows us #1 in GNP, #2 in MFG....not good, considering that 2 tribes are in Anarchy. MIA is out-producing us in shield output.
GS Happy Camper can see MIA's Twitching Aardvark off the eastern coast. I like him on the mountain, so I'll leave him there.
Worker stuff: Workers near Notthefullshilling road the hill. Worker Grasshoppa moves to a BG near Simpleton. He should road that, then mine it, then move over to the cow and mine that too. We will eventually want to build units here. Worker Lenny moves to a roaded BG outside Dunderhead and starts mining it. Dunderhead will be able to work that tile after its culture expands (Library due next turn). Worker G-man starts mining a BG near Knucklehead. Worker Smart starts irrigating a plains tile E of Devil's Soul. George Best and Crakie start roading the iron hill S of Devil's Soul. Pliskenator starts roading a BG. Lovely Holly irrigates the sugar plain outside Crackhead.
Worker Own, Smart Guy, and KC head south towards Effing Whomping Rower.
Grinder does a little fog busting.
http://www.civfanatics.net/uploads11/MTDG_KISS_Grinder_fogbust.jpg
Other Gallic Swords near the front start heading towards our forward towns. Picket lines in the jungle don't make a lot of sense if there's nothing there to defend... we need a warrior or two out there so we can see 'em coming, but my guess is they'll come right after one of our two forward cities. Gallic sword E of Simpleton stays put. Another GS held in reserve is dispatched to Gilfach, for eventual deployment on the Greek frontier. (SKWTD will make a GS next turn.) Wake GS Bruce Lee and send him to the Iron hill outside Polecat, because I don't like all that fog there.
Settler was sent where Tubby wanted it.
I change my mind on Gilfach, MM in back to food, and swap it to a settler.
Just as I'm about to hit the spacebar... I see something interesting.
Hey gang, I have an idea.
Look for a post soon in Bugsy's War Room.
Turn 104:
Something that resembles a log...
Right off the bat, some ugly mug with a mullet head shows up offering me Monarchy for free. So I take it. I send Construction back.
Dunderhead completes a Library>Settler
SKWTD GS>Redux
Polecat Forbidden Palace>Settler
Engineering just went from 5 to 3 turns.
Reviewing builds... we've got 5 Settlers in the queue, with 2 due next turn, and 1 due in 2.
F3 Check: TNT and 'nuts are still in Anarchy. We're 'weak' compared to MIA.
Worker Own and Smart Guy are sent east, towards SenilityVIlle.
Worker KC joins Rik near EWR.
Worker Scruffy heads to a banana at Cyprus Creek.
3 workers South of Gilfach start roading.
Worker FizzleWizzle the slaveboy mines a bg at Knucklehead.
Worker Pentium loses a movement point crossing a river... but we've simply got to get workers south.
Worker Bede does a little mining outside Dunderhead. Grasshoppa starts a road.
Worker Bootilicious starts a mine.
Rik whacks some jungle at EWR.
Worker Ginger moves to a BG outside Dunderhead.
Worker Grandma Harriet starts a road.
Village d'Idiota (someone can re-name). Starts a 'pult.
Gold goes from +13 to +19gpt.
Move the warrior off the mountain at EWR.
A little creative tile swapping gets us to +20gpt, Engineering in 3.
F11 shows us #2 in GNP and MFG... not good.
Dispatches in the War Room thread on Grinder's reconnaisance.
Edit: Letter sent to Chamnix, without the boat stuff. Their boat was nowhere near being in the way, and Twitching Aardvark (eastern galley) hadn't moved.
Turn 105:
Log for turn 105:
Mullet-head shows up again... 'accepting' the tech I thought I had sent him last turn. I hit 'accept', and he's on his way.
Simpleton Settler>
Ignoramus Settler>Catapult
Jesterton Gallic Sword>Galley
Cretinograph Barracks>Spear?
The settler builds took us back to Engineering in 3. Hire a scientist in Idiote, change a tax collector to a scientist somewhere else, MM Ignoramus, and we're back to Engineering in 2 at +6gpt.
City Actions:
MM Ignoramus for food. 10spt net, Cat in 2. This is a really close research cycle. Putting that citizen back on the unroaded forest puts the city at 10.11.0, and sets the Engineering cycle back to 3 turns. Putting it on the roaded/mined riverside tile takes it to 12.13.0.
Notthefullshilling is pop6 and has +5fpt without the harbor. Swap from harbor in 4 to acqueduct in 2.
MM Dunderhead for food and gold (affects research cycle).
Short rush the Harbor build in Frozen Lake with an Archer for 28g.
Short rush the Harbor in Devil's soul with a worker for 12g.
Worker Actions:
Jive Talker heads south.
Ginger roads a BG outside Dunderhead.
"Worker" at Cretinograph Irrigates.
Own and Smart Guy arrive at SenilityVille.
Scruffy starts chopping Banana jungle at Cyprus Creek.
RegentMan heads south.
KC starts a jungle chop at EWR.
Daghda mines a hill at NotTheFullShilling.
DeeDee heads for Idiote.
Settler from Simpleton heads generally southwest...towards the wine/river site on the west coast.
Settler from Ignoramus heads south, to settle 1SW of the iron near Polecat.
'nuts and TNT are still in Anarchy.
Check this out!
Talk about close... that Gallic Sword I built where someone had queue'd up a Galley?!?! The latest F3 shows we are now average to MIA. Oh yeah, and we're number one in GNP per F11.
grahamiam Mar 03, 2006, 07:43 AM don't worry scout, I think he's drunk :ar15: :banana:
actually, I think it's just his way to say we wants to play the next save ;)
Daghdha Mar 03, 2006, 08:27 AM Oh, how I love it when the aces starts bickering over gold pieces :dance: . It seems the time has come to gear up a notch and for a :crazyeye: like me to kick back and enjoy :cool: . Squeeze that mutha map so it bleeds green all over...
scoutsout Mar 03, 2006, 10:34 PM don't worry scout, I think he's drunk :ar15: :banana:Bastige. Gettin' drunk and civvin' with out me OR 'slinger. That's a party foul, IMHO. :p actually, I think it's just his way to say we wants to play the next save ;)Fine by me, as long as I get to follow him when he gets us surrounded. :crazyeye: But it's going to cost him 1 BPT (Beer Per Turn) for calling out the wrong turnplayer. :beer:
Edit: @Gozpel, grahamiam: I've got the save, but I will check back here to see if either of you want to pick it up. I'll play it no earlier than say... 8pm EST Saturday, March 4 (2000S, GMT -5). If one of you just wants to play "soon"... no biggie... but if one of you wants to play the very next turn, it's time to step up.
I can't remember which time zone Goz is in...but IIRC, it's on the other side of the IDL... so I guess it's still Friday on that side of the planet. Anyway... I'll check back here this evening.
scoutsout Mar 04, 2006, 09:39 PM Okay... here we go for turn 106
Idiote Harbor>Aqueduct
Scroll through the cities... swap SKWTD to a Market
Swap Knucklehead to a Courthouse... because I'm about to start a forest chop I don't want to dump into a catapult, and this town has real potential.
Crackhead swap from Harbor to Library.
Worker SirBugsy, Slinger, and J. Walker move to chop Jungle at Cyprus Creek.
SmartGuy and Own start chopping Jungle at SenilityVille.
DeeDee starts irrigating at Idiote.
Move a settler to the Iron Hill outside Polecat. Another Settler moves near SKWTD.
Wake Peapants and take him off the mountain at Seniltyville.
Move Grinder NE, to shoot the gap between Flaxon Musk and ChuckNorrisville.
F3 check: 'nuts and TNT are still in Anarchy.
F8 check shows TNT leads culture.. MIA has a slight edge on us in land area and population.
We are now #2 in GNP again.
Let's see... we're at 13g+9gpt, Engineering due next turn. MM the cities... Swap a tile between Dunderhead and Ignoramus so that dunderhead will grow next turn (It will also equip a settler next turn). MM some other stuff for growth and gold.
We need to take a serious look at Notthefullshilling. At size 6, with no harbor, this town is putting 7gpt into the treasury, 10 beakers to science, working 4 coastal tiles... and its only improvement is a temple. And with all that, it's 3 long on food with an aqueduct next turn. Commerce Powerhouse potential.
On the other side of the empire is Knucklehead. At size 2 it's producing 2 spt, 2gpt to treasury, and 3gpt to science. Its one improvement is a rax.
get us to +11gpt, and we're #1 in GNP again.
Oh yeah - we've got 2 settlers on the ground, and 4 in the queue.
At the tail end of the turn, a barb galley comes after one of our curraughs outside Frozen Lake.
scoutsout Mar 06, 2006, 09:13 PM Log for Turn 107:
Engineering comes in. We can get Feudalism in 6 at the current rate... but I decide to back off so we can get some gold for short rushing. Taking it back to 50% still gets it in 6 and +26gpt. 40% (+55gpt) gets it in 8. Queue set to Invention through Feudalism.
Per the Treaty with 'nuts, I dial 'em up and give them Engineering.
Builds:
Dunderhead Settler>Gallic Sword. (Is everybody's City view nerfed during this part of the turn?)
Notthefullshilling Aqueduct>Worker
Build order change: Swap Knucklehead from Court to Granary.
The unit support and population loss cuts us back to +49gpt.
Unit moves:
Settler outside Polecat is renamed "Settle Here", and moved to the spot SW of the Iron hill that I want to make a town.
Dunderhead's Settler moves to Village d'Idiota, eventually (I hope) to set up a town to support our front... 3S of Cretinograph.
Bede's Boat sails north. A Barbarian Galley is near our other boat.
Grinder trespasses in MIA territory between Flaxon Musk and Chuck Norrisville.
MM Dunderhead for gold and growth, +52gpt, Feud in 8.
MM Devil's soul for an extra shield, slows growth by 1 turn but cuts harbor build in half. We need some help there.
Seeing that we'll lose a scientist when Polecat completes its settler, I hire another in Frozen Lake; MM some other cities... Feudalism in 7, +48gpt.
Worker moves: Lenny roads a forest that Dunderhead is using. Grandma Harriet organizes a forest chop at SKWTD. Grasshoppah mines a BG at Simpleton. George Best roads a grape at Frozen Lake. FizzleWizzle joins a BG mining party at Devil's Soul. G-man organizes a forest chop at Knucklehead. Sir Bugsy, Slinger, and J Walker work on a jungle chop at Cyprus Creek. Smart moves to road a tile at Devil's Soul. Bootsy moves to a BG that our next town will claim.
F3: 'nuts are now a Republic, as is TNT. And we're #2 in GNP (as well as every other stat that matters to me). I'll take that for the moment, but we need to work on it. I suspect MIA is #1.
F6: We are technologically advanced! (too bad the advisor is an idiot...) Do a diplo check to see where we are. TNT is down Monarchy and Engineering. As is MIA. Hey team - we had a 'monopoly' on Engineering there for a minute.
F11: We're #2 in GNP (again)... but the other continent is out of Anarchy. Athens is SHRINKING. MIA must be doing somethink kooky with specialists... as that town has 3 irrigated floodplain tiles...one with a wheat.
Due next turn:
Settler in Polecat (FP City - needs infrastructure bad)
Settler in Gilfach (has a rax)
Trebuchet in Ignoramus (can crank one out every other turn...but might be time to peel a worker there next.
Galley in Jesterton.
The very last move I make is with one of our Curraughs. We've got a barb galley at Frozen Lake that I cannot outrun. I'm tempted to simply retreat to the city...but a Curraugh does us little good there. If I fortify it there is a chance that I'll lose the boat... but it might also sink the barb... decisions, decisions. I'd rather take my chances with a Curraugh than Galley full of troops. One south an fortify. Fingers crossed...
Just as the game saves and exits, the barb galley attacks our Curraugh... which sinks the barb and promotes!
scoutsout Mar 08, 2006, 10:00 PM Log for Turn 108:
Ignoramus Trebuchet> Trebuchet (3)
Jesteron Galley>Galley (3)
Polecat Settler>Gallic Sword I wanted to build a Market (FP City, has rax and FP) but this town needs some worker turns before starting infrastructure. There are some forests we could chop.
Gilfach Settler> Gallic Sword
Start turn at 72g+39gpt, Feudalism in 6.
MM Ignoramus for gold, was 18.8.0 now 21.9.0.
Note that Notthefullshilling doesn't have a granary. Swap worker to Market. It costs a few gold, but I MM for shields. Market in 16. (I later undo this...)
MM Gilfach for growth.
Irrigation complete at Cretinograph, hire a scientist . Doesn't affect shields, and it will still grow next turn.
Tileswap SKWTD and Gilfach to shave a turn off the Market build in SKWTD (due in 8 w/ forest chop due in 3).
In an effort to speed the pace of settlement... (and put a town the in the land MIA wants us to cede in a treaty) I swap Crackhead's Library to a Galley, and spend 68g to finish it.
Worker moves: Bootsy roads a riverside BG near a town I'll settle this turn. Lovely Holly mines a BG at Crackhead. Ginger mines a BG at Dunderhead. Bede organizes a forest chop at Village d'Idiota. Smart roads a plains at Devil's Soul. Jive Talker roads a Jungle tile south of the spot where I plan to put a settler next turn.
Settler at Polecat heads to Crackhead. Settler at Cretinograph heads SW, S, S. Will be in position to settle bananas S of Cretinograph after next turn, settle the turn after. Settler #1 at Gilfach is renamed "Settle Here", goes W, NW to settle riverside site 3 SW of Knucklehead. Settler #2 at Gilfach goes S, S, W towards a site 3 SW of Gilfach. Will arrive next turn, settle the turn after. DuMass founded near Iron S of Polecat. Queue up a Trebuchet.
Military Unit moves: Trebuchet from Ignoramus SW. Grinder moves north out of MIA territory. Galley sails west out of Jesterton. Bede's Boat sails north. A.R.S.E. Igor's Hope (Curraugh) heads toward Devil's Soul.
F2 check: We can trade with either civ on the other continent. Mapcheck shows a harbor at Crunch. We have surplus dyes and spices.
F3 check: Still average to MIA and 'nuts, strong to TNT. Or military is costing us 68gpt.
F11 Check: still #2 in most categories. #3 in Approval, #3 in Land Area 4 in Military Service. Athens is still shrinking.
Diplo Check: We're still up Engineering and Monarchy to TNT and MIA.
End the turn at 4g, +50gpt, Feudalism in 6. Fiddle with the cities and get it to +53. Take research from 40% to 30%... Feudalism in 8... and try to get back one of those turns with specialists... at the cost of slowing a little growth , I get us to +68gpt and Feudalism in 7. We can't rush and short-rush if we don't have cash... and we don't need feudalism as badly as we need to get into some short rushing infrastructure to maximize our GA.
Just as I hit save, a forest chop went into the Granary build at Knucklehead. Granary now due in 13.
scoutsout Mar 11, 2006, 09:26 PM Log for Turn 109:
Simpleton Settler>Settler
Crackhead Galley>Worker
F1: Start the turn at 72g +61gpt, Feudalism in 7. :hmm: I thought that was where I left off... Hire a scientist in Frozen lake...takes us back to Feudalism in 6.
F2: We can trade with all but TNT.
F3 Barb warning at Senilityville. This just in: We are "strong" to 'nuts. :hmm: Still strong to TNT, Average to MIA.
Wake up some Gallics and send them to play whack-a-barb...but can't find them.
Settler stuph:
Paradise Hotel founded. Starts a Trebuchet. Settler re-named "Settle Here" and moved to the tile S-S-SE of Paradise Hotel. Settler re-named "Settle Here" and moved to the tile 3 S of Cretinograph. Settler out of Simpleton heads SW. Load a settler into the galley at Crackhead.
Worker moves:
Pliskenator moves to help mine iron at Devil's Soul. Worker at Cretinograph roads an irrigated tile.
Unit Moves: Move a trebuchet towards Village d'Idiota. Peapants to a mountain, Grinder to spices. Galley moves westwardly... while the curraughs head for Devil's Soul. Galley w/ settler is christened "Fool's Errand", and moves our settler around the cape of Crackhead.
City stuff:
The city we founded let me fire the scientist in Frozen Lake. MM Devil's soul for growth, a BG got mined IBT. MM Paradise Hotel to pick up a shilling.
Swap Ignoramus to Granary. It's size 8, but we need a worker pump.
Rushing a spear in Polecat will cost 44g. In Notthefullshilling it's 48g. In Devil's Soul it's 12g. Rushing a horse in Knucklehead will cost 24g.
I decide short rushing in Notthefullshilling is a priority. Brother Bede would LOVE the potential of this town. Knock 3 turns off the market build. Market due in 20, growth in 13. I would love to have that market built before the city grows. Short rush with a horse in Knucklehead, granary in 10. Our worker G-man will contribute some turns with a forest chop... so that may be the last short rush needed there. Worker Grandma Harriet will contribute a forest chop to SKWTD in 2 more turns... which will help.
Amazing... hiring the taxman in Frozen Lake pushed Feudalism back to 7 turns. We need a corruption expert in here... because these towns that are away from our core may actually be producing something. Or maybe it's the bonus commerce from the lux... with the citizen on the furs... the town puts one lousy shilling to the kitty, and one to the beakers. Am I nuts, or have I cut this research cycle to a single gold piece? That sounds like something Bede would do... Putting the citizen back on the furs brings us back to Feudalism in 6. Putting the other citizen on the wines that got roaded IBT nets us another shilling. I am really glad I queue'd up a Granary in Knucklehead.
@Team: I am going to put some troops on The Other Continent. Because I am most certainly NOT Bede... and I need to whack something to feel like I'm earning my keep. :crazyeye:
I wish I had checked this at the beginning of the turn...but F11 shows we are now #1 in Land Area, and #2 in most other categories.
We finish the turn flat a$$ broke, but we're making a cool +70gpt.
Oh yeah - and I've got the logistics set up so that our first to Gallic Scouts will arrive on The Other Continent turn after next. ...with "more to follow". :devil:
Note to our Doughnut Emissary: We can trade Dyes or Spices to 'nuts. Let's see if we can get some worker out of 'em.
We're still up Engineering and Monarchy to both TNT and MIA.
Just as I went to save, forest chops completed at SKWTD and Knucklehead. The market in SKWTD went to 6... our granary build in Knucklehead went to 7... I think.
anyway...saved and sent to the 'nutters...as I contemplate a more vexing question...is anybody reading this crap?!?!?
scoutsout Mar 13, 2006, 01:26 AM Log for Turn 110
Mullet Head shows up offering 15gpt for Spices. I consult with a teammate, and take the offer.
After the trade we're at 86g+86gpt.
F11 Check: We're #1 in land area
F3: Strong to 'nuts and TNT, average to MIA.
We're still up Monarchy and Engineering to the Scientifics.
Trebuchet near Village d'Idiota heads southward.
Worker stuff:
Bootilicious heads to a floodplain near the capitol. DeeDee Roads an irrigated plains tile. Worker RegentMan S to get Dresden connected. Worker George Best SW-S to mine tundra furs. FizzleWizzle SE and start mining. Pentium roads.
Unit Moves:
Weezer (warrior) north towards mountain near Cyprus Creek. Galley Fool's Errand SW SW, wake the settler, and plant her on the spot Grahamiam liked. Bede's Boat N-E. A.R.S.E. Igor's Hope NE-E. Galley (christened Danny Buoy) SW, SW, SW. Bump the rest of the gallics... leave peapants on the mountain... leave Grinder on the spices (just to annoy MIA)
Dirty Harry heads to SenilityVille...The Collector gets back on the road...and goes to "Fortress" Bump Igor. Galley "Fool's Errand" goes NE
Rename a GS between Knucklehead and Devil's Soul "Josie Wales" and put him in the Galley. Rename another "Flyin' Elvis" and do the same.
Settler stuff:
Dresden founded. In honor of Mistfit's recently departed dog. Queue up a Trebuchet.
Fortress of Stupidity founded. Queue up a Worker.
Wandering settler in the interior heads SW.
City stuff:
Knucklehead's granary is due in 6, growth in 5. So we need to rush that to completion when it will grow in 2.
Short rush the Market in Notthefullshilling with a settler at the cost of 24g.
Short rush the Harbor in Devil's Soul with a settler at the cost of 44g.
MM Simpleton for another gold piece... lets me work a mined BG at Notthefullshilling for faster growth AND a faster market build.
Swap DuMass to a worker.
End the turn at 18g+96gpt, with Feudalism due in 5.
Forest chop goes to Village d'Idiota at the end of the turn.
scoutsout Mar 15, 2006, 07:39 PM Log for Turn 111:
On the IBT-
Dunderhead Gallic Sword> Settler
Jesterton Galley> Market
Start the turn at 114g+97gpt, Feudalism in 4.
F3 Check: Strong to 'nuts and TNT...Average to MIA.
F11 Check: We are now #1 in MFG Goods!
Worker stuph:
RegentMan roads at Dresden. G-Man Roads at Knucklehead. Smart irrigates at
Devil's Soul. Grandma Harriet roads at SKWTD. Bootilicious roads on a FP
tile that can be shared between Igrnoramus and our capitol. Daghda heads for
Polecat. Bootsy heads towards DuMass.
Settler heads towards Gilfach. Nincompoopicity founded on the tile that
Grahamiam preferred over "Site #5". Starts a Worker.
City stuff. Barracks as a short rush in Devil's Soul will cost 28g. Done.
Library short rush in SKWTD will cost 44g. Done.
Swap Simpleton to Market. Balance production to 10spt, short rush an
Archer for 16g. Market in 8.
Unit Moves: Danny Buoy (Galley) moves to the coast on The Other Continent.
Josie Wales and Flyin' Elvis offload. Weezer and Morpheus spot some barbs
near Dresden. Wake a Catapult and send it to Cretinograph for an upgrade.
Most Gallic Swords stay put. The Collector and Invincible head north.
We finish the turn at 26g, +103gpt, Feudalism in 4. With troops (okay...not
exactly "many") on The Other Continent.
As a last-minute executive decision... I decide to spend 20g to investigate
the TNT city of Furbomb.
scoutsout Mar 17, 2006, 09:01 PM Log for Turn 112:
Are you happy now,
with all the choices you've made?
Did you compromise, and realize
the price was too much to pay?
None of our towns produced anything this turn.
F1: 110g, +104gpt, Feudalism in 3.
F3: We are Strong to 'nuts, TNT. Average to MIA.
F6: We are Technologically Advanced!
F8: We have 16% of world area v. MIA 15%.
31% of Population, v. MIA 32%
Current score: 667 v. MIA 659
F11: We've slipped back to #2 in MFG goods.
Rush Opportunities:
Market in SKWTD will cost 52g.
Granary in Knucklehead will cost 44g.
Harbor in Devil's Soul will cost 68g.
Granary short rush in Notthefullshilling will cost 72g.
The Harbor in Devil's Soul is a priority, so it gets rushed to completion. Spend 52g rushing the market in SKWTD
City stuff:
MM Idiote for growth. Swap Polecat to Market. Swap Village d'Idiota to Library...because we won't need a trebuchet next turn.
Unit stuff: Get a Trebuchet headed to EWR, move a Cat to Cretinograph for upgrade.
A.R.S.E. Igor's Hope heals in Devil's Soul. Bede's Boat heads for Devil's Soul. Fool's Errand makes for the tradewinds... (towards the north, eventually towards TNT...) Galley renamed Hunky Dory heads west.
GS Morpheus disperses a barb camp and is promoted!!! A couple more Gallic Swords move "in the general direction" of TNT. Our two scouting Gallics get back on the boat. (I'm going to use that boat to move a settler next turn.)
Worker Stuff:
J Walker and Scruffy road a Banana tile at Cyprus Creek. Daghda heads to a forest tile at Polecat. Bootsy roads at DuMass. Bede roads at Village d'Idiota. Worker re-named "Bubba" heads for Fortress of Stupidity.
After a little MM, end the turn at 15g, +108gpt.
scoutsout Mar 20, 2006, 09:31 PM Log for Turn 113
City Production:
Effing Whomping Rower Barracks>Worker
SKWTD Market>Gallic Sword
Devil's Soul Harbor>Galley
We start the turn at 123g+109gpt. Feudalism in 3 running 70/30/0.
No real changes on the F-screens, though we're now #1 in MFG goods.
Dispatch a Trebuchet to EWR.
Worker stuff: Sir Bugsy to Fortress of Stupidity to road a jungle. Slinger and Scruffy move to jungle tiles at Cyprus Creek. Bubba roads a banana at Fortress of Stupidity. Pliskenator moves south to add a road at Paradise Hotel. Pentium starts a mine. Grasshoppa mines a BG near Simpleton. Daghda starts a forest chop at Polecat. DeeDee moves to a plains tile outside Idiote.
City stuff: MM Knucklehead for an extra shield...and rush the granary for 32g. MM some other cities...and as bad as Jesterton needs a Market, I swap it out for a Galley, due next turn. We simply need another boat right now.
Unit stuff: I spend 90g upgrading two Curraughs to Galleys. I move a GS out of Senilityville. Pull a gallic off our galley Danny Buoy so I can make a settler run.
Finish the drill with 1 gold shilling in the treasury, making 112gpt. We're still up Engineering to the Scientifics.
War will come soon... but I'm going to have to empty our core to do it. But that's okay... we'll soon have a corps on the other continent.
scoutsout Mar 23, 2006, 12:30 AM Log for turn 114:
Doughnuts have got a galley off the coast of Nincompoopicity.
Dunderhead Settler>Gallic Sword
Ignoramus Granary>Settler
Jesterton Galley>Market
Knucklehead Granary>Market
Crackhead Worker>Market
Start of turn: 115G+101gpt, Feudalism in 2.
Worker stuff: Sir Bugsy roads at Fortress of Stupidity. Lovely Holly roads at Crackhead. New Worker at Crackhead moves to do a forest chop at Polecat. DeeDee Roads at Idiote. Bootilicious mines a BG at Simpleton. Ginger does a forest chop at Village d'Idiota, as does Lenny. Grandma Harriet mines at SKWTD. Crakie irrigates wines between Devil's Soul and Frozen Lake. G-man mines near Knucklehead. Pliskenator roads outside Paradise Hotel. J Walker moves towards EWR. Slinger and Scruffy road at Cyprus Creek.
City Stuff: I spend 104g short rushing a Market at Simpleton with a Library. MM Knucklehead for a shield. Fiddle with some riverside tiles... and end up taking firing some scientists... Take the research slider down a notch, hire one scientist back. MM Ignoramus for food. I want to keep it above size 7. Swap Devi's Soul to Trebuchet.
Unit Stuff: Trebuchet into EWR. Fool's Errand Sails westward. Galley (Christened Chumbucket sails westward, as does Bede's Boat (now a galley) and A.R.S.E. Igor's Hope (now a Veteran Galley). Danny Buoy offloads a settler (renamed "Settle Here") next to the last unclaimed wine on the continent. (Easy Tubby...) Morpheus (now Elite) loads up onto Danny Buoy. GS Dirty Harry heads NE... I want some more Gallics in the East in case 'nuts try something dodgy. Happy Camper climbs off East Mountain.
Diplomacy: We're still up Engineering to the Scientifics.
Last minute decision: I pull GS Boy Scout out of Senilityville, and hey - cool... someone named a GS "Scoutsout"... he comes out of EffingWhomingRower to Rally up at the staging point.
End of Turn: 11g+133gpt. Feudalism in 2.
scoutsout Mar 25, 2006, 11:33 AM Turnlog for 115
City Production:
Cretinograph Spearman>Spearman
F-checks: We're still #2 in GNP, #1 in MFG. Barb warning near Dresden. Still strong to TNT and 'nuts, average to MIA. All of a sudden we went from being technologically advanced to backward! As a teammate said... TNT got Engineering and MIA did not. F8 shows MIA edging away from us in population... but I've been peeling a lot of population lately. We have 30% v. their 32%. Not that it matters much, but we are leading in score: 703 to MIA at 693.
Beginning of turn: 144g+141gpt, Feudalism next turn.
Worker stuff: J.Walker heads to our southern dye. Bede irrigates at Village d'Idiota. Rename a worker AnsarTheKing, who begins a forest chop that will go to Polecat's Library. Bootsy starts mining a BG at DuMass. Smart moves into position for a forest chop into Knucklehead's Market. RegentMan starts roading at Dresden.
Dangit... forgot to grab the list of city names... and I'm gonna plant one this turn. Log onto CFC... get list...everybody who has a suggestion on the list has already named at least one city... but Dionysus sounds like a good name for a town near the last wine.
...back to the game.
Dionysus founded. Queue up a Worker.
Unit stuff:
This next move just figures. I can either offload troops from Danny Buoy to protect our workers from barbs... or ... Gallic Swordsman Scoutsout must be deployed to Dresden. Regardless of who plays the next turn, "scoutsout" will play whack-a-barb in the jungle next turn.
Gallic Swordsman Boy Scout heads into the jungle W of Cyprus Creek to play whack-a-barb. FYI, our garrisons at EWR and Senilityville consist of 3 GSs each plus a Treb at EWR and a warrior at Senilityville.
Spear heads towards the front. Move a settler westward. Sail Bede's Boat and A.R.S.E. Igor's Hope to the point of departure for our invasion force. Take Weezer off West mountain to hunt for barbs. Warrior Igor starts heading south for eventual upgrade at EWR. GS Dirty Harry heads westward. Rename a GS Bugsy's Blade and dispatch him westward.
Rename a GS SupahFly and load him on a boat. Load GS Invincible, Mad Max, Josie Wales, The Collector, re-name a GS SisterSara'sMule and load him up too. That makes 6. Danny Buoy heads north, with Flyin' Elvis and Morpheus (Elite) on board. That makes 8 GS's that are two turns out.
Fortify Hunky Dory in case of a barb attack.
City MM:
The market is due in Polecat in 4 turns... let's see what I can do about that. Worker Daghda will complete a forest chop in 2 turns...which IIRC works funny in multiplayer. If I'm right (fingers crossed) he'll do that forest chop at the end of THIS turn. We need 36 shields to complete the market... a Library short rush will cost 64g... leaving us 20 short. A little tile-swapping with Ignoramus gets Polecat to 10spt (I had to hire a scientist with the 7th citizen). If all goes well I can get the market in Polecat next turn with a perfect zero shield overrun... and queue up a Library in the next IBT. Simpleton's market is due next turn, and it will build a Library next as well.
I spend 64g spent to short rush the Market in Polecat with a Library. I spend the remaining 80g to do the exact same thing at Notthefullshilling.
Frozen Lake is now producing 2spt at size 3. Swap Devil's soul to a Galley, Dresden to worker.
End of turn: Once again, I leave us flat-a$$ broke at the end of the turn, but after fiddling with the specialists and ratcheting down science we should bring in 157g and Feudalism next turn. Simpleton will complete its market, and Polecat...
At the end of the turn a barb warrior advances on Dresden, and a forest chop put ten shields into the market at Polecat. We get our market in the FP city and the Capitol next turn!
scoutsout Mar 29, 2006, 07:40 PM Log for Turn 116
On the IBT, Persia shows up offering Ivory. Truly Ironic. Hit <Esc>.
Feudalism comes in, queue up Invention.
Simpleton Market>Library
Polecat Market>Library
DuMass worker>market
F-checks... no change in military standing. Still #2 in GNP.
Worker Stuff: J.Walker roads a jungle dye. Worker at DuMass named Holly's
Beyotch moves to road a BG next to Nincompoopicity next turn. Fizzlewizzle
the slaveboy E-SE to mine a grass that can be used by Jesterton or
Kucklehead. Smart does a forest chop at Knucklehead. George Best SE-S to
road wines next turn.
MM'd Simpleton to grow in 2 turns, and Ignoramus as well.
Archer short rush in Knucklehead for 48g. Finish the Market in
Notthefullshilling for 56g. Library or Harbor next.
Unit stuff: Upgrade a Cat to a trebuchet. Upgrade all 3 Gallics in EWR to
MDI. Spearman towards Gilfach. Galleys move into position to land troops
outside Furbomb next turn. GS Dirty Harry loads onto Chumbucket. As does
Bugsy's Blade. Boats move to the point of no return.
Change a bunch of builds from MDI back to Gallic Swords. Up research to
40%, Invention in 13. Fiddle with the specialists to get invention in 12 at
+104 gpt.
scoutsout Apr 01, 2006, 08:11 AM Log for turn 117 (260 BC)
Oh this is rich - TNT shows up offering Ivory and GEMS!!!
Dunderhead Gallic Swordsman>Redux
Notthefullshilling Market>Library
Start the turn at 128g+108gpt.
F checks: Still strong to TNT and 'nuts. Average to MIA. Still #2 in GNP, and we've slipped to #2 in MFG. MIA must be working the upper side of the tech tree, as they're still down Engineering. We are technologically advanced! We still lead in Score, 728 to 718 (MIA). MIA now roughly equals us in world area (17% each), though we seem to be gaining in population (30 to 31%).
Diplo stuff: Dial up 'nuts and give 'em Feudalism.
Worker stuff: Jive talker moves to build another road at Fortress of Stupidity. Pliskenator moves to a tobacco tile next to Paradise Hotel. George Best roads the wine at P. Hotel. DeeDee irrigates a roaded plain next to Idiote. Daghda roads the grass he chopped at Polecat. Lovely Holly moves to road a riverside plain at Crackhead. Holly's Beyotch roads a BG at Nincompoopicity.
Pre-deployment Unit stuff: Dispatch a Trebuchet from Cretinograph towards Senilityville. Happy Camper moves into the city radius at Senilityville. Igor moves south with the Trebuchet. New Gallic Swordsman at Dunderhead is dispatched westward. Spearman heads towards Knucklehead for upgrade next turn. Galley "Fool's Errand" moves westward. Re-name the MDI at Effing Whomping Rower. (1bpt to Tubs) GS Boy Scout whacks a barb camp and collects 25g. GS Scoutsout gets back on the roads so he can get re-deployed to the front. Settler moves towards the west coast.
City stuff: Swap DuMass to a Trebuchet. Spend 44g short rushing Simpleton's Library with an Archer. 40g to do the same thing at Polecat. MM Gilfach to get another Gallic Sword next turn. Short rush Knucklehead's Market with a Pike for 24g. Short rush Paradise Hotel's Trebuchet with a worker for 8g.
Swap Frozen Lake to a Court. I can grow it to size 6 without the harbor, and it's producing 2spt unwasted. A court could get that town up and going a little better. Knucklehead might need a courthouse as well, but it can grow to the point we'll have happiness issues without the Market.
Senilityville's barracks will cost 28g. Or I can investigate Furbomb one more time before declaring...
I decide to investigate Furbomb. I'm glad I did. They've swapped their build queue to a Galley, and the city appears undefended. Ivory is connected where it wasn't before, and our galleys will mess up their food bonus fish.
7g in the kitty, with 110gpt coming in, Invention in 11. Fiddling with the specialists and taking science down to 30% gets us Invention in 13, +134gpt. Our libraries will come in and take a little time off that... and I want just a little more cash for short-rushing.
***** Operation Igor's Fist
As Chumbucket is sailing towards the rally point, the skipper spots a TNT warrior on the northern coast.
It took me a minute to figure out the mechanics in PBEM... but I manage to dial up TNT and declare war in-game.
Bede's Boat, Danny Buoy, A.R.S.E. Igor's Hope, and Hunky Dory all sail to the fish tile outside Furbomb. Wake the troops in the boats, and deploy Gallic Swordsmen Mad Max, Morpheus (5/5), Flyin' Elvis, Invincible, Supahfly, The Collector, SisterSara'sMule, and Josie Wales.
There are no troops in the garrison at Furbomb. :banana:
*****
Unsure of how quickly war weariness might set in if TNT should mount a stiff counterattack... I bump the lux tax to 10%. This allows me to fire a specialist at Jesterton, which gets it growing again...and returns us to #1 in MFG.
One lousy shield returns us to the top spot in MFG...before our GA. Take screenshots of a few towns where WLTKD might matter.
Finish the turn at 7g, 106gpt, Invention in 13.
As I hit <save> a forest chop went into Polecat's Library, cutting the build to 5 turns.
Save sent to the 'nuts with the following note:
Team Doughnut,
Attached is our turn 117 save. This one has a little something for everyone on your continent. We suspect that Team Doughnut will like what we sent more than team TNT. We sent them something...different.
Kindest regards,
scoutsout
scoutsout Apr 05, 2006, 09:57 PM Screenies are in the log thread that we're spamming in. Log for Turn 118, 240 B.C. 49 turns to D-Day (the MIA one).
IBT - TNT comes a-calling. Nothing on the table with them... but put peace on the table and hit "clear table" for good measure. (1bpt to Rik)
Ignoramus Settler>Settler
SKWTD Gallic Sword>Redux
Gilfach Gallic Sword>Pikeman
Idiote Aqueduct>Market
We get a palace expansion, and I opt for an idiotic decor. Persian looking steps... to remind us of where we were putting our jackboots when we got this expansion.
F-checks: 113g+95gpt, Invention in 12.
MIA has slipped ahead of us in land, 18% to 17. Population is 33% to our 31. We're up in score by 10 points, 740 to 730. We've slipped to #2 in MFG.
We're still up Engineering on MIA.
Worker stuff: Jive Talker roads a jungle at Fortress of Stupidity. RegentMan moves towards Dionysus. Pliskenator roads a Tobacco tile outside Paradise Hotel. Crakie moves to a grassland tile at Frozen Lake. Lovely Holly roads a plains tile at Crackhead. Own moves to a jungle tile that needs to be roaded so I can plant a settler between our luxury towns. Smart Guy moves to the banana at Senilityville. Lenny roads at Village d'Idiota. Ginger moves south to a grassland tile that will be claimed after a border expansion at Village d'Idiota.
Unit stuff: Dispatch a Trebuchet to Senilityville. Settler heads west out of Ignoramus. Igor continues towards EWR. Fool's Errand heads west. Happy Camper hits the jungle 2NW of Senilityville just to make sure the barb warning isn't a problem. Gilfach's Gallic Sword heads to Senilityville. SKWTD's new Gallic heads for the rally point. Gallic Swordsman Scoutsout heads for the Rally Point.
City Stuff: Spend 12g on a Gallic Sword short-rush at Frozen Lake. Spend 36g on an archer short rush of the Trebuchet at Paradise Hotel. Spend 52g short rushing an archer into Notthefullshilling's Library.
*****Task Force Igor's Fist
See a border...and what may be a rockpile NW of our position. Gallic Swordsman Invincible heads W, NW, ... the border and the rockpile just don't make sense. Waste 2 movement points going S and then N again... then grab Mad Max. W, NW, NW... and spot another undefended city.
Doesn't look like we get our GA this turn team. Move the rest of the troops out, and take a couple of screenshots.
Chumbucket offloads Bugsy's Blade and Dirty Harry NW of lookout mountain.
*****
Take down science, fiddle with the specialists... Finish the turn at 13g, +129gpt, Invention in 14.
Forest chop to Knucklehead at the end of the turn, market in 14...and that town grows again next turn.
scoutsout Apr 08, 2006, 06:26 PM Log for Turn 119
It seems the RNG was kind to TNT. None of our Gallics retreated; not only did we lose 3 Gallic Swords, they lost nothing.
My goal this turn: Get a kill ratio.
@Team: To show you how serious I am about getting a kill ratio... I even downloaded the latest Combat Calculator. The one I had was version 1.15... which is... older. Shows you what a second-hand warhorse I am.
TNT does not dial us up for peace. They're probably feeling pretty cocky right about now...thinking they can bounce back.
Our cities build... nothing. Not one blasted thing.
Start the turn at 148g+148gpt, Invention in 13.
F-checks: We are still strong to 'nuts, but AVERAGE to TNT. Still #2 in Population, GNP, and MFG.
MIA now has Engineering.
Worker stuff: Smart Guy roads a banana at Senilityville. Own roads a jungle that we can use to plant a town between Senilityville and EWR. Ginger roads outside Village d'Idiota. Bede starts planting a forest at Village d'Idiota. AnsarTheKing roads at Polecat. Grasshoppah mines the cow at Simpleton. Pentium gets ready to do a forest chop at Knucklehead. Crakie roads a grass at Frozen lake. RegentMan roads at Dionysus.
Unit stuff: Upgrade a spear at Knucklehead for 30g. Settler near Dionysus heads NW to hitch a ride on a galley. GS Boy Scout moves with the settler. Igor gets on the road to go to EWR. An unnamed GS heads to the wester jungle to take over for Boy Scout. Happy Camper gets back on the road outside Senilityville. Northern settler moves westward. Chumbucket moves towards Dionysus. Bede's Boat And Danny Buoy cross the strait to support a settler ship-chain. A.R.S.E Igor's hope re-positions to recieve the last chain. Hunky Dory returns toward Frozen Lake to receive troops. Two un-named Gallic Swordsmen load into Hunky Dory... dangit. I left Gallic Swordsman Scoutsout on the shore...again.
Battle Log:
Veteran Gallic Swordsman Dirty Harry attacks 4/4 Warrior Slipshod. GS Dirty Harry loses 1HP, kills Slipshod, and our Golden Age begins. Dirty Harry promotes to Elite.
As much as I'd like to recon that Iron Hill... I move Bugsy's Blade to the roaded fur.
Battle Log: Veteran Gallic Swordsman Invincible attacks a regular pike, loses 2 hp, kills pike. (I'll have to reload the save to see the pike's name.) GS Invincible is promoted to Elite.. and I'm officially feelin' froggy.
Veteran Gallic Swordsman The Collector dies attacking regular Pikeman #1... Pikeman #1 promotes. That was dumb. I know better than that. Sorry team.
Veteran Gallic Swordsman Josie Wales attacks 1/3 Immortal #1, flawlessly kills it, and promotes!
Flyin' Elvis pillages the road leading to the TNT capitol.
Taking a risk here... Gallic Swordsman Mad Max Captures a worker. No enemy units nearby.
Units killed this engagement: One Warrior, one Immortal, One Pikeman. Units lost: one Gallic Sword.
That's a 3:1 Kill Ratio for the battle, 3:4 for the war.
We are strong to TNT again.
City Stuff: Short rush a trebuchet in DuMass with a worker for 28g. RUSH a Trebuchet in Paradise hotel for 36g. Spend 32g short rushing the Court in Frozen Lake with an Aqueduct.
A little MM in SKWTD gets it to 15spt. Sounds like a 2-turn Trebuchet factory after it finishes its Gallic Sword. Rush the rax in Senilityville for 28g. MM Simpleton to shorten the Library build to 2 turns. A little tile-swapping in Cyrus Creek and Cretinograph... speeding up trebuchet builds.. though cutting growth in Cretinograph. Tile swapping Dunderhead and Village d'Idiota cuts the Library build from 5 to 3 turns without sacrificing next turn's growth.
End the turn at 2g, +210gpt, Invention in 11.
Dial up Doughnuts and offer them Dyes.
We're now #1 in MFG and GNP. Let's see if we can keep it.
AAAH - My stupid Image editor crashed, and I lost my screenies!
scoutsout Apr 12, 2006, 09:32 PM 47 Turns to MIA D-Day.
Turn 120/200 BC
'nuts accept our offer of dyes. I accept and send 'em over... awaiting colored sprinkle thingies on the next donut shipment.
City Builds:
Dunderhead Gallic Sword>MDI
Senilityville Barracks>Walls
Devil's Soul Galley>Trebuchet
Paradise Hotel Trebuchet>Redux
Dresden Worker>Trebuchet
Fortress of Stupidity Worker>Trebuchet
The people admire us so much, they expand the palace.
F checks: We're #2 in Land and Population. We need to fix that. We're still strong to TNT and 'nuts. Average to MIA. We're still up 10 points in score on MIA. Their power bar is growing at a disturbing rate. Hopefully their military buildup will cripple their economy.
Start the turn at 213g, 202gpt, Invention in 11.
Time to spend some gold. The cheapest Doughnut city to investigate is Frosted Lemon (37g). The Doughnutians are spending 5.4.1
Worker stuff: George Best mines the wines at P. Hotel. The "no-name" slave worker is renamed Dinsog, and sent to start a road. New worker at Dresden sent to road a BG. New worker at Fortress of Stupidity heads for Senilityville. Grandma Harriet heads to the forest at Simpleton. Daghda heads to do a forest chop at DuMass. Holly's Beyotch mines a BG at DuMass. Bootilicious helps Grasshoppa mine the cow at Simpleton. Pentium starts a forest chop at Knucklehead. G-man moves to a regular grass between Gilfach and Dresden. Smart roads a grass at Knucklehead.
City Stuff: MM Village d/Idiota for growth; Library still comes in next turn. Spend 36g rushing a Trebuchet at Cyprus Creek. Spend 24g short rushing an archer into the pike at Gilfach. Spend 12g doing the same thing at Cretinograph. Spend 32g short rushing an archer into the Trebuchet at DuMass. Swap Nincompoopicity to Trebuchet. Spend 28g short rushing the Courthouse with a Granary at Frozen Lake. MM Notthefullshilling to get growth next turn. Spend 36g on an archer to short rush the market at Idiote.
Libraries will come in at Simpleton, Polecat, and Village d'Idiota next turn. Ignoramus will equip a settler. SKWTD will train our last Gallic Swordsman. Cyprus Creek will build a Trebuchet.
Unit stuff: Upgrade 3 GSs to MDI at Senilityville. (Yes Tubs, I renamed 'em.) Treb at P. Hotel heads towards the port. Settler sent to Dionysus, ship chain next turn. GS Boy Scout joins this settler. Other Settler heads for Devil's Soul, and a waiting Galley. Unnamed GS into the jungle to watch for barbs. Igor heads for EWR. Upgrade MDI Happy Camper at Senilityville. Dunderhead's new Gallic heads west. Chumbucket moves into Dionysus. Boy Scout loads. Bede's Boat, Danny Buoy, and A.R.S.E. Igor's Hope are positioned. We'll have a settler next to the Ivory at the end of next turn.
On the front:
GS Dirty Harry climbs down off the mountain to get on a road. Hunky Dory drops a couple of Gallics NE of the Iron Hill on The Other Continent. Our troops face only Pikemen, who... I suspect are on a pillaging mission. Bugsy's Blade moves to cover a road. GS Invincible fortifies in place. Mad Max moves to a road and fortifies. Flyin' Elvis and Josie Wales fortify in place.
End the turn with 8g in the kitty, +200gpt, Invention in 10.
Screenshots in the other turnplay log in a minute.
scoutsout Apr 15, 2006, 08:54 AM Log for Turn 121
Simpleton Library>Barracks
Ignoramus Settler>Settler
SKWTD Gallic Swordsman>MDI
Polecat Library>MDI
Cyprus Creek Trebuchet>Redux
Village d'Idiota Library>Market
Begin the turn at 208g, +183gpt. Invention in 9.
Still strong to 'nuts and TNT, Average to MIA.
We're a bit behind MIA in land, 19 to 17, population is 32 to our 31. They're also closing in score, we're only 8 points ahead. Relative to us, their power is growing at a rate that is starting to bother me.
Worker stuff: Pliskenator moves to road a desert tile near Dresden. G-man roads a regular grass between Gilfach and Dresden. Unnamed worker roads a BG at Dresden. Unnamed Worker roads Jungle at Senilityville. Lenny moves to an unimproved grass at Cretinograph. Grandma Harriet starts a forest chop at Simpleton. DeeDee moves to an unimproved plains tile at Idiote. Lovely Holly irrigates a roaded plain at Crackhead. Bootsy moves to road an unimproved grass W of DuMass. Daghda starts a forest chop at DuMass. Captured worker re-named P.O.W. starts roading in our new province.
City stuff: MM Simpleton for growth and gold.
The timing of the forest chop at Simpleton is important. The city will produce a Barracks in 2 turns. As it stands right now, the city will grow in 3 turns. The Forest chop will actually complete at the end of the 3rd turn from now (PBEM quirk). If the queue is set to Settler after the barracks build, we will actually complete the settler in one turn - the same turn the city grows again. After the forest chop we need to road and mine the plains tiles around Simpleton... as we need shields more than food.
City stuff: Library short-rush of market at Knucklehead will cost 60g. MM Knucklehead for a gold piece. MM SKWTD for a gold piece. Fire a scientist at Crackhead. Short rush a worker into the Trebuchet build at Devil's Soul for 12 gold. Rush the Trebuchet at DuMass for 28g. Short rush the Trebuchet at Paradise Hotel for 32g. Spend 36g short rushing a Treb with a worker at Dresden, same thing at Fortress of Stupidity. Fire the scientist at Nincompoopicity and Dionysus. (Population is power, etc.) MM Ignoramus for food and gold. MM Jesterton for gold. (The mined iron might be better used by SKWTD after next turn...) Gilfach will grow next turn... and produce a pike. MM for a shilling. Short rush an MDI into Idiote's Market. I forgot what it cost... but I'm down to 12g. Jesterton will complete its market next turn - which might allow us to take the lux back down to zero.
Unit Stuff: Settler and Pike are loaded onto a Galley at Devil's soul. Settler loaded onto Chumbucket at Dionysus. Unnamed Galley at Devil's Soul sails to the position of Fool's Errand. Fool's Errand takes the pair to the coastal tile 1W of the furs NW of Frozen Lake. Settler at Ignoramus heads west. Bede's Boat picks up the settler pair from Chumbucket and moves 1N to hand them off to Danny Buoy. Bede's boat continues northward and finishes the turn 1W of Frozen Lake. Danny Buoy heads straight west to link up with A.R.S.E. Igor's Hope... which picks up the settler pair and plants 'em on the rockpile that was Furbomb. Take an unnamed Gallic in the SW and reduce our blind spot a bit. Trebuchet at Cyprus Creek heads towards Gilfach. Trebuchet at Frozen Lake is loaded onto Bede's Boat. Gallic Swordsman Scoutsout boards Bede's boat.
Scoutsout on Bede's Boat. If I had renamed that Trebuchet "Bugsy's Rock Chucker", we'd have the perfect League of Ordinary Gentlemen Combined Arms Task Force. :D
Dispatch a couple of Gallics westward.
*****Theater of Operations
Take an unnamed Gallic on the north shore of The Other Continent and move him 2NW. He sees...nothing. This gives me an idea.
First I wake up Flyin' Elvis ...do a little recon... and find the TNT strike force.
I was thinking about sending the other Gallic to do a pillaging mission of the TNT iron... but that'll have to wait. The other Gallic heads 2S to get on a road. This gives me 8 Gallic Swords on the roads surrounding a town that'll be founded next turn.
****
Two turns from now we're going to have an interesting battle.
End the turn at 201gpt, Invention in 9.
City Builds next turn:
Dunderhead: MDI
Jesterton: Market <-- Might let us drop lux
Gilfach: Pike <-- dispatch to the front.
Cretinograph: Pike <-- Plan to dispatch to MIA frontier.
DuMass: Trebuchet <--the plan is to rush one per turn.
Sir Bugsy Apr 17, 2006, 11:08 PM Turn 122
Put on “London Calling” to get in the right frame of mind.
Donuts are sending us Monotheism. I accept… I think. Bugsy, remember to check if that took.
Builds – Dunderhead: MDI=>MDI (2 turns) – That’s one nicely set up city.
Jesterton: Market=>court (due in 5, I select this because we could use one more shields out of this city. We’re at 19 spt at the moment.)
Gilfach: pike=>pike (4 turns)
Cretinograph: pike=>pike (6 turns)
DuMass: Treb=>treb (8 turns)
We don’t have much of a technical advantage over the other civs. They have all have Engineering. We are strong to TNT and Donuts, average to MIA. MIA has built the Colossus in Athens this turn.
I move some trebs south towards MIA. I ship chain a GS and treb across using Bede’s Boat and Hunky Dory. Load two new GSs for the front. I use Elvis to do some recon:
http://img463.imageshack.us/img463/6272/turn122recon3us.jpg (http://imageshack.us)
Yep, TNT is following the red path outlined earlier. They have placed all their units in that SOD – five immortals and four pikes. Time to set some traps. I decide against settling and move the settlers towards the north. Mobility is more important than the extra 2G we would get out of the city. Plus it doesn’t give TNT a target at the moment. I think as soon as they start chasing our boys back into their lands we can settle.
Josie Wales pillages the road E of the TNT SOD and moves SE. Gather the troops onto two tiles for the sprint across no man’s land.
Here is the situation on the front at the end of the turn:
http://img162.imageshack.us/img162/4850/turn122sitrep7bo.jpg (http://imageshack.us)
I fortified the red circled GS. We can use him as a picket. We will also want to leave one GS along the road to pillage just ahead of the TNT SOD. I woke up the worker so we can get him to safety with the settlers. Perhaps send the settlers north with the pikes and treb.
When the SOD moves along the blue path, we run across the no-man’s land to start raising hell in their backyard along the red path. We can send eight GS across, leaving one as a picket/pillager.
Back home – rename a GS on the SW coast to GS Butterball and move him farther down the coast. Move a warrior out of EWR to work as a sentry on the SW coast. Here is the situation there:
http://img128.imageshack.us/img128/1941/turn122swsitrep9mu.jpg (http://imageshack.us)
Move one worker south towards the jungle. Have the others start improving tiles where they stand.
Change EWR to walls. Short rush two treb builds and completely rush the treb build in Nincompoopcity. Short rush some walls in Senilityville. The gift from Donuts did take. I swapped one citizen to a scientist to cut a turn off invention, but other than that I left things as is. I think we have a nice combination of infrastructure and military on our builds.
Drop lux to zero, Invention due in 8. 5G and 251 gpt.
On closure, the barb galley attacks our galley and loses. We lose 1hp.
Sir Bugsy Apr 21, 2006, 12:40 AM Turn 123
Builds:
Simpleton: barracks=>MDI
Nincompoopcity: treb=>treb
MIA has stopped building the pyramids.
I head right for the front to check out the situation:
http://img204.imageshack.us/img204/949/turn123front3dk.jpg (http://imageshack.us)
I think we can play a “long march” game here. We can’t jump across the gap yet. I decide to play the turn out. We need to decide whether Scout is going to play this next turn. I vote yes.
I take a GS and check to see if there are any other Persians on the way. None. I pillage the road tile to the NW. I probe to the southeast a little. I take our picket and probe one NW and move back. Here is the report:
http://img208.imageshack.us/img208/3944/turn123front14oa.jpg (http://imageshack.us)
There are two pikes and an immortal on that iron hill.
I short rush several builds. We’ll get our treb next turn on a standard build. Somehow I mess up the save and it asks me for donutian’s password. I go back and try a duplicate the play. I think I got it, but…
Ginger_Ale Apr 21, 2006, 05:57 AM I'm sorry about having to make you do this, Bugsy, but you have to replay the turn, because you saved it SP-style and not MP-style (by hitting enter at the end to bring up the dialog box). Because of this, Donut cannot move any of their units - it's a PBEM bug.
However, you do have a good detailed log of your actions, so can you replay it and send it as soon as possible? The way to play a save in MP is written here (http://forums.civfanatics.com/showthread.php?t=132772). Thanks.
scoutsout Apr 24, 2006, 10:51 PM Log for Turn 124:
City Builds:
Dunderhead MDI>MDI
Ignoramus Settler>Trebuchet
SKWTD MDI>MDI
Polecat MDI>MDI
Notthefullshilling Library>Harbor
Knucklehead Market>MDI
Devil's Soul Trebuchet>Galley
DuMass Trebuchet>Trebuchet
Palace Expansion
Begin the turn at 280g, +237g, Invention in 6.
F checks. Strong to 'nuts and TNT. Average to MIA.
Worker stuff: Pentium roads a grass tile at Knucklehead. Sir Bugsy NE to road jungle. Slinger moves to road jungle W of EWR. FizzleWizzle mines an Oasis at Cyprus Creek. Unnamed worker at Dresden moves to Oasis between Cyprus Creek and Dresden. G-man moves to other oasis between the two.
City stuff: Fire a scientist at Dionysus. MM Ignoramus for growth. Tile swap SKWTD and Knucklehead to shave a turn off the MDI build at Knucklehead.
Rush a Treb in Paradise Hotel for 24g. Another in Dresden for 36g. Another in Fortress of Stupidity for 36g. Short rush one w/worker in Nincompoopicity for 34g. Rush a Treb in Cyprus Creek for 24g. Rush the Court in Frozen Lake for 32g.
Unit stuff: Treb in DuMass heads west. Put a Treb in EWR.
MDI near Knucklehead moves towards Frozen Lake. MDI at SKWTD heads west. MDI at Dunderhead moves to SKWTD. MDI at Polecat heads west. Fortify a Pike in EWR.
Chumbucket heads straight north.
Settler at Ignoramus heads west. Settler near Cretinograph heads SW.
Trebuchets near Polecat head west. Trebuchet at Devil's Soul SW. Swap Devil's Soul to build another Treb.
Fool's Errand moves into Frozen Lake, waits, a pike loads. Fool's errand moves outside Frozen Lake, hands the Pike off to A.R.S.E. Igor's Hope, then back into Frozen Lake.
A.R.S.E. Igor's Hope hands the pike off to Danny Buoy, who carries it to the other shore. Other Galleys head homeward. Bede's Boat heads East.
Spend 48g finishing a Pike at Gilfach.
Wake worker Crakie, who doesn't have movement points... but I need another worker over there. I'll send him next turn.
*****Theater of Operations
First Settler heads north. Unnamed Gallic Swordsman in the NW goes S, then SE
Wake the stack of Gallics on the road. GS Dirty Harry heads for the Iron Hill. Flyin' Elvis heads NW to Recon, finds the Persian Stack. I count 5 Immortals, 6 Pikes, and 2 workers. Flyin' Elvis heads East. GS Invincible moves to the Iron Hill. GS Mad Max Pillages, heads NE. Boy Scout moves SE, pillages. Unnamed Gallic to the Iron Hill. Josie Wales to the Iron Hill. Bede's Boat offloads 2 Gallic Swordsmen.
Veteran Pike, Trebuchet, and the other settler go to the Iron Hill.
P.O.W. goes north.
Dangit. I forgot to log the gpt we'll get next turn....
scoutsout Apr 27, 2006, 07:28 PM Log for turn 125
City Builds
Simpleton MDI>Settler
Cyprus Creek Trebuchet>Redux
Frozen Lake Courthouse>Aqueduct
Gilfach Pikeman>MDI
Paradise Hotel Trebuchet>Courthouse (shields are 7 gross, 3 net...)
Dresden Trebuchet>Worker
Fortress of Stupidity Trebuchet>Redux
Dionysus Worker>Trebuchet
Begin the turn at 292g, +234 gpt, Invention in 5
F-checks: WooHoo!!! We're "strong" to everybody in the world!!! And we are technologically advanced!
MIA has 20% land to our 17, 33% Pop v. our 30%. MIA has caught and passed us in score, 827 to 826. The current sharp move in the power scale is Doughnut. The ratings in this game have not yet matured.
Worker Stuff: TNT P.O.W. starts roading. Crakie boards Fool's Errand. Grandma Harriet roads at Simpleton. DeeDee irrigates at Idiote. Lovely Holly moves to a plains tile at Nincompoopicity. Daghda roads at DuMass. Bootsy moves to start a road that will connect DuMass to Village d'Idiota. Sir Bugsy roads a jungle between Fortress of Stupidity and EffingWhompingRower. J. Walker clears jungle on the dyes tile S of EWR. (24t) Slinger roads a jungle tile W of EWR. Unnamed worker at Cyprus Creek is re-named SimpleMonkey, starts a road at an oasis. G-man roads another oasis at Cyprus Creek. Pliskenator moves to a jungle tile at Cyprus Creek. New worker at Dionysus is renamed "JB", moves to a forest 2NE of Dionysus (chop then road).
City management: MM Frozen lake for another shield, 'duct due in 9. Picks up a gold piece. Tile swap SKWTD and Gilfach to get Gilfach's MDI in 4 instead of 5. Costs us a gold piece. Spend 88g rushing a Trebuchet at Devil's Soul. Spend 16g on a Pike in Village d'Idiota to get the market moving along. Spend some more time fiddling with the cities in general... trying to pick up a gold piece here and there. Fiddle with Cyprus Creek to get another shield...and do a bit more MMing to get the research back.
Unit Stuff: Load a Trebuchet on Fool's Errand. Fool's Errand moves out, hands off to Hunky Dory, back to Frozen Lake, wait. Load a Veteran MDI onto Fool's Errand. Trebuchet at Dresden heads for Frozen Lake, as does the Trebuchet at Cyprus Creek. The Trebuchet at Fortress of Stupidity is dispatched to Senilityville. Trebuchet west of DuMass gets back on the road near Village d'Idiota. Two Trebuchets at Dunderhead make their way westward. Trebuchet at Paradise Hotel heads for Frozen Lake. Trebuchet on Iron hill is skipped. Igor moves towards EWR for upgrade.
Okay...that's nine trebs, and all but one of them are headed towards TNT. Does that make anybody happy?
MDI at Knucklehead moves towards Frozen Lake, as does the Pike at Gilfach, and the MDI at SKWTD. An MDI at Dunderhead makes his way to SKWTD. Settler south of Simpleton heads west. MDI at Simpleton heads east (s'right, east. Zone defense and all...)
Settler between Cretinograph and Fortress of Stupidity heads towards EWR...will turn west into the jungle next turn to limit our west coast blind spot.
*****On the Front
Found Spite on the Iron Hill. A little rusty here... trying to remember if putting worker shields into the bin counts as a short rush or not... spend 80g on the worker... then another 80g finishing the pike. IIRC, that saved us 80 gold pieces. Don't worry team, I'll spend that 80g somewhere...
Fortify the veteran pike on Iron hill. Let's see...TNT knows about the pike, treb, and 5 GSs on the hill...and they'll assume I'll put the other 3 in there they could see.... but I've got 3 Gallics and a pike they don't see... oh I hope they take this "bait".
Settler next to Spite moves NE.
Fool's Errand uses it's last movement point to hand a MDI off to an un-named Galley. Hunky Dory hands Crakie and a Trebuchet off to Danny Buoy, who lands them NE of Spite. Unnamed Galley hands off the MDI to A.R.S.E. Igor's Hope, which drops it on the tile with Crakie; then heads north to keep an eye on the coast. Chumbucket and Bede's Boat move into Frozen Lake for future resupply missions.
Bump the Elite Gallics (Invincible, Dirty Harry, and Josie Wales) Fortify the Veterans (Bugsy's Blade, unnamed) and move Flyin' Elvis, Mad Max, Boy Scout, and 1, 2, 3 more Veteran Gallics and a Veteran Pike into Spite. I've got 11 units in Spite: a Trebuchet, 2 Veteran Pikes, and 11 Gallic Swords (3 Elite).
Last minute Diplo check: We've got 5 turns left on a spice deal with 'nuts. They're paying 15gpt; diplomats, better get the dialog going!
End the turn at 28g, +243 gpt, Invention in 5.
Builds that will complete next turn:
Idiote: Market
Devil's Soul: Trebuchet
Dunderhead: MDI
Spite: Pikeman
scoutsout Apr 29, 2006, 12:39 PM Log for Turn 126:
Hiawatha shows up with a pair of workers. Sweet!
City Builds:
Dunderhead MDI>Archer ('sright, Archer)
Idiote Market>Library (there you go Tubs... so much for "not building any Libraries...)
Devil's Soul Trebuchet>Galley
Spite Pikeman>Walls
F-checks: We are strong to everybody... unit support is 110gpt. We are dead last in approval rating. This is the most likely reason MIA is getting away from us in score... 842 to 837. We really need to acquire that Ivory...and it's nobody's fault but mine that we don't have it yet. We seem to be gaining in power... 'nut's power is climbing sharply. Our kulcha seems stable... MIA is becoming a cultural monster.
Begin the turn with 271g, +253gpt, Invention in 4.
Now this is amusing... screenshot of Simpson probe... take some screenshots of cities for the team... screenshot of the front... TNT did NOT take the bait. TNT founded Unabomb on the site of a rockpile.
Worker Stuff: Crakie roads at Spite. Pliskenator roads jungle at Cyprus Creek. Regenman moves to road a coastal jungle. Bootsy roads between DuMass and Village d'Idiota. Holly's Beyotch moves to the Iron Hill at DuMass. Lovely Holly roads at Nincompoopicity. Doughnut worker moves to mine at Simpleton... but I only see the one slave worker. I could have SWORN the round opened up with 2 workers. Grasshoppa mines a plains tile at Simpleton. George Best moves to the sugar at Paradise Hotel. JB does a forest chop outside Dionysus.
Unit Stuff: Trebuchet in Devil's Soul dispatched to Frozen Lake, same with the Trebuchet at Paradise Hotel... the one at Gilfach, the two at SKWTD, and the one at Village d'Idiota all head that way. Igor goes into EWR for upgrade. Settler near EWR heads into the jungle. MDI at Dunderhead goes to SKWTD. MDI at SKWTD goes to Knucklehead. MDI at Knucklehead goes towards Frozen Lake. Pike at Knucklehead goes towards Frozen Lake. Settler at Jesterton heads towards the shipyard. MDI near Ignoramus moves into the eastern zone.
City Management: Swap SKWTD to Library. Tile swap Gilfach and SKWTD, shave a turn off the Library build. 36g to a worker short rush of Fortress of Stupidity's Trebuchet. 16g to an archer short rush of the Trebuchet build at Nincompoopicity. 36g to a worker short rush of the Trebuchet at Dionysus. MM Ignoramus for growth. Spend 132g short rushing a granary into SKWTD. Do a little tile swapping between Jesterton and SKWTD...MM SKWTD for shields (costs us 6g this turn) and we get the Library in SKWTD next turn. Sorry Tubs... we'll only be building a Library in SKWTD for one turn. The Empire needs that city to beat plowshares into swords. Spend 24g on a Granary towards Crackhead's market.
We've got 5 unhappy citizens at Simpleton... and 5 happy.
*****at the front:
Put a Trebuchet and MDI in Spite, fortify the pikes. Skip the Gallics. Load a Trebuchet on Bede's boat. Load a MDI on Bede's Boat. Bede's Boat hands off to Hunky Dory, which takes the MDI/Treb to The Other Continent. Fool's Errand goes into Frozen Lake. Danny Buoy and an unnamed Galley move into position for ship chaining next turn. Malice founded on the north shore of the Other Continent. Hire a tax collector and queue up a harbor. A.R.S.E. Igor's Hope moves 2 and fortifies... I'm hoping to be able to use that as an early warning of sorts.
Builds due next turn:
Simpleton - Settler
Dunderhead - Archer
Ignoramus - Trebuchet
Jesterton - Courthouse
SKWTD - Library (1bpt to Tubs)
Polecat - MDI
Finish the turn with 27g, +259gpt, Invention in 4.
As the turn completes, Crakie and the TNT POW finish the road between Spite and Malice.
scoutsout Apr 30, 2006, 10:43 PM Log for turn 127
City builds:
Simpleton Settler>Archer
Dunderhead Archer>Archer
Ignoramus Trebuchet>Settler
Jesterton Courthouse>Library (1bpt to Tubs)
SKWTD Library>Pikeman
Polecat MDI>Pikeman
Begin the turn at 286g, +253gpt, Invention in 3.
F-checks: We're strong to everybody. MIA continues to edge away in score. The latest uptick in power is TNT. We'll have to fix that.
I have to "W"ait a LOT of stuff to get to the workers first this turn. :hammer:
Worker stuff: Holly's Beyotch roads the iron at DuMass. Pentium starts a mine at Knucklehead. George Best mines a sugar at Paradise Hotel. RegentMan roads some jungle near Dionysus. Jive Talker starts whacking jungle at Fortress of Stupidity. TNT POW heads S, to road SE of Spite.
Unit Stuff: Grab Igor, and sure enough... that 'nut warrior is on our side of "the green line". Grab a screenie. Igoramus' Trebuchet heads west. Polecat's MDI heads SW. SKWTD MDI West to the rally point. Same w/ Knucklehead's MDI. Archer at Dunderhead goes to Village d'Idiota. Trebuchet between SKWTD and Village d'Idiota head towards Frozen Lake. Two Trebuchets between Knucklehead and Gilfach head that way too, as does a Trebuchet at Paradise Hotel. Gallic Swordsman Eastern Sentry is pulled to Village d'Idiota, so he can demonstrate in the face of the 'nut Warrior next turn.
Simpleton's settler heads south. Settler at Devil's Soul heads towards Frozen Lake. Take a settler near EWR and send him west.
City Management: Tile-swap between Jesterton and SKWTD to get Jesterton's Library in 4 not 5. The Library in SKWTD nerfed up my research... so I fire a few scientists. Spend 76g rushing the walls at Spite; 36g for a worker short rush of Malice's Harbor. I spend another 36g for an archer short rush of the Trebuchet in Fortress of Stupidity. Cyprus Creek gets 16g into a worker short rush of a Trebuchet. 44g into an archer for Idiote's Library. 52g into a library short rush of a market at Crackhead. 8 gold into a worker short rush of a Galley.
*****On (and towards) the front:
Load a MDI and Pike on Chumbucket at Frozen Lake. Load two Trebuchets onto Fool's Errand at Frozen lake. Bede's Boat heads back to Frozen Lake. Bede's Boat and Chumbucket hand off their passengers to Danny Buoy and an unnamed Galley...who carry the troops to Malice.
The garrison at Spite now includes 11 Gallic Swordsmen, 3 MDI, 3 Pikes, and 5 Trebuchets.
Builds due next:
Simpleton>Archer
Dunderhead>Archer
Cretinograph>Pikeman (will be dispatched to Fortress of Stupidity)
Knucklehead>MDI
Spite>Walls
Fiddle with the cities, and end the turn at 18g, +261gpt. After much consternation... I swap Paradise Hotel to a courthouse. It's wasting 4spt, producing 3spt, at pop 2. This town could be made productive. Spend 16g on a worker short rush to shave a turn off the build. That takes us down to a whopping 2 gold at the end of the turn. As an afterthought, I wake the Pike in Malice and use him to cover the worker.
scoutsout May 02, 2006, 09:26 PM Log for Turn 128
Simpleton Archer>Archer
Dunderhead Archer>Archer
Cretinograph Pike>Pike
Knucklehead MDI>MDI
Spite Walls>Trebuchet
Start the turn with 263g, +254gpt, Invention in 2.
F-checks: We seem to be slipping further behind MIA in land; they have 21 to our 18%. We seem to be keeping up a bit better in population, 30 to 32%. Score is 861 to 874. I'll have to see what I can do about acquiring Ivory and improving on that a bit. Tera-el-Feared tells me we're strong to everybody. I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.
Worker Stuff: Own chops jungle/spice tile at Senilityville. Rik moves to help J Walker whack jungle/dyes at EWR (They'll be done in 11). G-man backs up to mine a grass at Gilfach. SimpleMonkey moves alongside to help (grass mined in 3, Gilfach grows in 4). Lenny roads a grass at Cretinograph. Bede organizes a forest chop at Village d'Idiota. Smart Guy moves to help Own with the jungle at Senilityville, they'll finish in 12. Daghda moves into position to start a forest chop at DuMass. AnsarTheKing moves to a grass tile near Crackhead. Grandma Harriet mines a plains tile at Simpleton. Crakie moves... wait... other section.
Unit Stuff: Move a settler to the tile W-W-NW of EWR, to settle next turn and claim some fish. Settler W of Dunderhead goes S of SKWTD (going to claim that western coast.) DANGIT... I thought I had another settler... I meant to take that one towards the unclaimed spice. Put 2 Trebuchets in Frozen Lake. Trebuchets near Knucklehead and Simpleton head west. Archer in Simpleton goes to Jesterton. Pike in Cretinograph heads towards the front. (We've got some road issues here...) GS Eastern Sentry goes to Fortress of Stupidity. Un-named MDI goes towards Nincompoopicity. Another MDI moves to the tile S of Crackhead. A pair of MDI in Knucklehead go towards Frozen Lake. Archer in Villag d'Idiota heads towards MIA frontier. Archer in Dunderhead goes to SKWTD. Igor and Hairy move to screen the Simpson Probe. MDI Josie Wales stays put.
City Management: Tile-swap Cretinograph, Village d'Idiota, and Cyprus Creek to net another shield in Cretinograph without costing us any gold.
Let's see... we've got 54 shields in the bin at Village d'Idiota, producing 8spt net. The town will grow in 5, Bede's forest chop in 4. If I spend 24g on a granary short rush... that gets us the market a turn sooner with a 2 shield overrun on the market. Versus being 4 shields short after the chop if I let it go.... 24 gold spent.
Rushes/Short Rushes this turn:
16g to a Treb in Nincompoopicity.
32g to an archer short rush of a Trebuchet in Dionysus.
36g to an archer short rush of a Harbor in Malice.
28g to an archer short rush of a Trebuchet in Cyprus Creek.
28g to an archer short rush of a Courthouse in Paradise Hotel.
44g to a barracks short rush of the Library in Idiote. It grows next turn, producing 9spt net. Fingers crossed we get it to 10spt.
Stop rushing here. It's time to conserve a little gold for upgrading. Fiddle with Gilfach and Dresden... because Dresden is working a Tobacco that's also a BG. This one costs us 1gpt, but gets Gilfach growing a little faster. Someone remind me to queue up a market here next turn.
At (and towards) the front: Crakie moves under the Pike SE of Spite. TNT POW starts roading that tile this turn. (I know this is wasting worker turns... but I really need that road...) Loat a settler on Hunky Dory. Load a Trebuchet and MDI onto Bede's Boat. Hunky Dory heads that way, but the settler can't unload (loaded from shore). Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and and unnamed Galley position for ship-chain next turn. Wake A.R.S.E. Igor's hope, move him 2, and fortify.
I'm going to put a settler, 3 MDI and 3 more Trebuchets on The Other Continent next turn.
?Fortify a Veteran Pike on the workers. Hmm...
The TNT Pikes can see a little further since they're fortified... and I'd like to see a little further. Take Flyin' Elvis, move him S of Spite, and fortify him. Put the Veteran Pike on Flyin' Elvis. TNT will see the pair... but I'll get to see more than I saw this turn, too. Wake another Pike and put him down there. Depending on what I see next turn, I may put the pikes on the rockpile next turn.
Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
SKWTD>Pike
Polecat>Pike
Nothefullshilling>Harbor
Gilfach>MDI
Nincompoopicity>Trebuchet
Dionysus (if JB completes his forest chop this turn) Trebuchet
End the turn with 55g, +257gpt. Invention in 2.
At the end of the turn, a forest chop went into Dresden... where I have a worker queue'd up. And I forgot the screenies. :wallbash:
scoutsout May 05, 2006, 05:59 AM Log for turn 129
City Builds:
Simpleton Archer>Archer
Dunderhead Archer>Archer
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Nothefullshilling Harbor>Galley
Gilfach MDI>Market
Dresden Worker>Trebuchet
Nincompoopicity Trebuchet>Worker
Begin the turn with 312g, +247gpt, Invention next turn.
We've got 5 archers that will need to be upgraded at a cost of 3gpt/shield... or 60g/archer...or about 300g.... plus the 2 I've got queue'd up... call it 420g.
F-checks: Still a turn left on Spices deal with 'nuts. F3, strong to all. Unit upkeep is 132gpt, but some of that is into settlers. MIA has 22% land to our 18, Pop is 31 to our 30. Score is 889 to our 873.
Worker Moves:KC roads a freshly cleared jungle tile at EWR. Scruffy moves to chop jungle at Fortress of Stupidity. Bootsy moves to chop forest at DuMass. Ginger moves to road a marsh that will provide an additional route into Senilityville from the north. Daghda starts a forest chop at DuMass. Lovely Holly mines a plains tile at Nincompoopicity. AnsarTheKing roads a grass tile between Polecat and Crackhead. DeeDee moves to a plains tile Between Idiote and Crackhead. (Hopefully I'll remember to mine that sucker next turn.) Bootilicious moves to mine a regular grass at Dunderhead. Smart moves to irrigate grass at Frozen Lake. Unnamed worker at Dresden moves to mine an Oasis at Cyprus Creek. Crakie roads at Spite.
Unit Moves: I don't remember if I have that settler a tile off the green line or not...and I need a new city name... so I log onto CFC to check our threads. KB suggested a name that seems appropro... Wilde Side is founded this turn on the western coast; queue up a worker. Settler at SKWTD to Gilfach. Pike at SKWTD to Knucklehead. Pike at Village d'Idiota to SKWTD. Pike at Polecat towards Nincompoopicity.
Archer at Cretiograph heads towards Fortress of Stupidity. Archer at SKWTD to Knucklehead. Trebuchet at Jesterton to Devil's Soul. Archer at Jesterton Towards Knucklehead. Archer at Simpleton to Jesterton. Archer at Dunderhead to SKWTD. Trebuchet at Knucklehead to Frozen Lake. MDI at Gilfach to Knucklehead.
Wake Peapants and put him in Senilityville. [b]@Diplomats: Invite 'nuts to climb that mountain at Senilityville.
City Management: Idiote is doing a bit better than I'd hoped, 11 spt net, Library in 3. I'm glad I queue'd up a court in Paradise Hotel; with a touch of mm, it's now producing 4spt net at pop 3, court due in 15. MM Notthefullshilling to work a coast... 10spt net, adds a shilling to the kitty. Fire the scientist in Senilityville.
I do not have a single scientist on the payroll, and Invention still comes in next turn. I think this is due to a combination of population growth and infrastructure builds coming in.
Rushes/Short Rushes this turn: Gotta be gentle with the gold this turn. My highest priority build right now is in Malice. Rushing the harbor will cost 156g; a MDI 76; a 30 shield build 36... doing the math. I'll have the settler on the ground this turn... Crakie and the TNT POW finish the road at the end of this turn. If all goes well, the settler is on the rockpile next turn, settles the turn after. The cheaper path is Pike (36) MDI (36) and then I can finish the harbor the turn we settle the ivory. Rush a pike in Malice for 36g.
On the TNT front:
Load 2 Trebuchets onto Chumbucket at Frozen Lake. Load 2 MDI onto Fool's Errand. Fool's Errand and Chumbucket move out, transload to Danny Buoy and an unnamed Galley. Bede's Boat takes another load of troops into Malice. Hunky Dory drops off a settler. Move all the troops into Spite. Plant 3 Fortified Gallics and a regular Pike on the workers... as TNT has a horse over there.
Flyin' Elvis does a quick recon.
Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
Ignoramus>Settler
Crackhead>Marketplace.
Devil's Soul>Galley
DuMass>Trebuchet
Finish the turn at 248g, Invention next turn.
Whomp May 06, 2006, 02:25 PM Well here's a little precursor to Scout's round. TNT sent 5 vet pikes, 3 reg pikes and a horseman to the forests of Spite....here's the result. Close your eyes.....
Ready?
1.
2.
3.
OK go to the next post...
Whomp May 06, 2006, 02:33 PM and open them....
SURPRISE!!!!!
:yup:
http://img243.imageshack.us/img243/3006/pike5uu.jpg
scoutsout May 06, 2006, 02:46 PM Log for Turn 130 - 1 A.D.
Lots to do this turn. Invention comes in, queue up Gunpowder.
Begin the turn with 507g, +238gpt. Gunpowder in 17.
Dial up 'nuts and send invention and spices.
Looks like TNT got a little froggy...and jumped.
http://img460.imageshack.us/img460/6610/new45mb.jpg
City builds:
Ignoramus Settler>Library?
Crackhead Market>Library
Devil's Soul Galley>Worker
DuMass Trebuchet>Library
F-checks: Strong to all. MIA now has a full 20 points on us in score, 4 points on us in world area, and 3 points on us in population. We're still dead last in approval.
TNT has advanced troops on Spite. Eight Pikemen and a horse. That's the dangdest excuse for a Stack o' Doom I think I've ever seen. What are they gonna do with that?
Worker Stuff: JB roads near Dionysus. Unnamed worker at Senilityville helps with a jungle chop on the spices. FizzleWizzle the slaveboy helps an unnamed worker with a mine at Cyprus Creek. Bootsy does a forest chop at DuMass. DeeDee roads a plain at Crackhead. Ginger roads a marsh near Senilityville. TNT POW to grass S of Spite.
City Management: Hire a Scientist at Fortress of Stupidity. Change all tax collectors to Scientists. Gunpowder in 13 at 223gpt. MM Simpleton for a shilling. MM Ignoramus for food and gold. Tile-swap Notthefullshilling and Ignoramus to get some more shields for Ignoramus' Library. MM Gilfach for shields. It grows next turn, and is currently netting 10spt. Idiote starts whaling, and gets mm'd for food. Tile swap between Cretinograph and Cyprus Creek to speed growth in Cretinograph. Rush the harbor in Malice for 116g.
Rushes/Short Rushes:
24g to a longbow short rush of Paradise Hotel's court.
28g to a Trebuchet at Fortress of Stupidity.
80g to a Galley at Notthefullshilling.
8g to the walls at Senilityville.
Unit Stuff: Settler out of Ignoramus heads south. Settler near Gilfach heads to Dresden. Archer at Fortress of Stupidity heads towards EWR. Upgrade Archer at SKWTD for 60g. Upgrade 2 archers at Knucklehead. Upgrade an archer at Jesterton. A pike and MDI at Knucklehead move out to Frozen Lake. Pike at SKWTD to Knucklehead. Treb at DuMass placed between Crackhead and Nincompoopicity. Treb at Nincompoopicity joins it. Regular Pike to Spite, Veteran Pike out of Spite to cover worker. Two full-strength Elite Gallics are sent to cover the workers after doing battle w/ TNT (below). Gallic Swordsman Eastern Sentry is sent back to the Eastern Zone. Peapants back to the mountain at Senilityville. Fortify a Pike in Nincompoopicity.... so MIA's hoplite can see it. Fortify Flyin' Elvis and 2 Veteran Pikes on the site of Auda City. GS Butterball heads for Wilde Side.
Unnamed Galley at Devil's soul heads out to sea.
Bede's Boat and Danny Buoy are positioned for ship-chaining. Fool's Errand and Chumbucket head back to Frozen Lake.
On the front:
Settler to rockpile. Auda City claims Ivory next turn.
http://img248.imageshack.us/img248/885/new58yo.jpg
*****Redlegs, man battle stations! They're at the walls! (This is the battle log part...)
1st Trebuchet shot misses.
2nd Trebuchet shot takes a hit point off TNT Veteran Pikeman #1, now 3/4.
3rd Trebuchet shot misses.
4th Trebuchet knocks hit point off unnamed TNT Pikeman, now 3/4.
5th Trebuchet knocks hit point off TNT Pikeman #11, now 3/4.
6th Trebuchet misses.
7th Trebuchet knocks a hit point off TNT Veteran Pikeman #2, now 3/4.
Veteran Gallic Swordsman attacks TNT Pikeman Lagmar. Veteran Gallic Swordsman dies, Lagmar now 1/4.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman dies, TNT Pike now 2/3.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman retreats, TNT Pike now 2/3.
Veteran Gallic Swordsman Bugsy's Blade attacks TNT Regular Pikeman. TNT Pike dies, Bugsy's Blade now 3/4.
Veteran Gallic Swordsman Mad Max attacks 3/4 Pike. TNT Veteran Pikeman #1 dies. Mad Max now 3/4.
Veteran Gallic Swordsman Boy Scout attacks TNT 3/4 Pike. Boy Scout FLAWLESSLY kills an unnamed TNT Veteran Pikeman.
Veteran Gallic Swordsman attacks TNT 3/4 Pike. TNT Pikeman #11 dies, Gallic Sword now 1/4.
Unnamed Medieval Infantry attacks TNT 3/4 Pike. TNT Pike dies, MDI loses 2 hp, promotes, now 3/5.
8th Trebuchet misses.
Elite Gallic Swordsman Invincible FLAWLESSLY kills 2/3 Pike... but fails his promotion boards.
Elite Gallic Swordsman Dirty Harry FLAWLESSLY kills 2/3 Pike... but also fails his promotion boards.
Elite Gallic Swordsman Josie Wales kills 4/4 TNT Horseman TimBently. Gallic Swordman now 4/5. Sorry Tim.
TNT Pikeman Lagmar is now 1/4. He will be permitted to live - this time.
I skip 5 healthy MDI at the end of the turn.
Builds due next:
Simpleton>Longbow
Dunderhead>Longbow
Jesterton>Library
SKWTD>Pike
Polecat>Pike
Notthefullshilling>Galley
Senilityville>Walls
Fortress of Stupidity>Trebuchet
Malice>Harbor <----- We get Ivory connected next turn!
Take Research to 40%, Gunpowder in 8 at +123gpt. At the end of the turn, Bede chops a forest into Village d'Idiota for 10 shields to the market there.
scoutsout May 09, 2006, 08:34 PM Log for turn 131/ A.D.
City Builds:
Simpleton Longbow>Longbow
Dunderhead Longbow>Longbow
Jesterton Library>Galley
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Notthefullshilling Galley>Worker
Senilityville Walls>Worker
Fortress of Stuipidity Trebuchet>Trebuchet
Malice Harbor>Galley
Begin the turn with 134g, +118gpt, Gunpowder in 6.
Diplomacy Note: Team Doughnut did not initiate diplomacy this turn. There was no payment sent for Spices. Furthermore, they did not accept the spices we sent. We need some dialog with these guys ASAP. They could very well be up to something dodgy.
F-Checks: We're strong militarily. Pop v. MIA is 18-22. Land is 29-31. Score is 897-922; not good. Our approval rating is 67%. That should improve this turn.
Worker Moves: SimpleMonkey and G-man mine a BG/Tobacco at Gilfach. Lenny irrigates some grass near Cretinograph. Crakie moves to help our road network in our newly acquired lands. TNT POW starts roading between Spite and the rockpile.
Unit Moves: Settler at Dresden moves for the coast. Settler near Polecat works SW. Auda City founded this turn, claiming Ivory. This one lux takes our approval rating from 67% to 79%, ranking us second in the world. Our towns with markets now have 6 happy faces, which means we can grow 'em to size 12 on native lux.
Dispatch a Trebuchet from Fortress of Stupidity to Senilityville. Two Longbows from Knucklehead towards Frozen Lake. Longbow from Jesterton to Devil's Soul. Longbow from Simpleton to Jesterton. Longbow from Dunderhead to SKWTD. Longbow from SKWTD to Knucklehead. GS Eastern Sentry returns to the eastern shore. Pikeman at SKWTD to Knucklehead. Pike at Knucklehead towards Frozen Lake. Weezer heads to the coast to eliminate a blind spot left when GS Butterball headed out for Wilde Side. Polecat's Pikeman heads west. New Galley at NTFS heads west.
City Management: Gilfach grew last turn, and is now netting 11spt. We may need to help this market build along... but that can wait. Swap Devil's Soul to a Galley. MM Cretinograph for shields and swap to a Library. Swap Knucklehead to a Longbow. MM DuMass for shields. Ignoramus grows next turn, which will take a few shillings off unit support. MM Notthefullshilling to let Ignoramus use the mined hill to shave a turn off the Library build at Ignoramus. Crackhead grows next turn, and will hopefully help itself with the library build.
Rushes/Short Rushes this turn:
28g to finish a Trebuchet at Dionysus.
44g to finish a Pike at Cretinography, swap to Library due in 7.
20g to a worker at DuMass, to shave a turn off the Library.
Actions at the TNT Front: No combat this turn, just Logistics. Load a Trebuchet onto Chumbucket at Frozen Lake. Load a Pike and MDI onto Fool's Errand. Hunky Dory moves into Frozen Lake. Hand off to Danny Buoy and an unnamed Galley. Bede's Boat heads back to Frozen Lake. An unnamed Galley heads to Frozen Lake. This will give Hunky Dory (2/3) a chance to heal. Shuffle 5 Trebs to the tile NE of Auda City.... cover w a couple of MDI and a fortified Gallic.
Tempted to upgrade an archer at EWR, but I'll hold on that.
End the turn with 42g, +125gpt, Gunpowder in 6.
We also went up a point in land area, and went up substantially in approval ratings. Let's see if that closes the score gap a bit, or at least keeps MIA from getting away from us at a rate of 5 points/turn.
Builds due next turn:
Cyprus Creek - Trebuchet
Idiote - Library
Knucklehead - MDI
Village d'Idiota - Market.
Dionysus - Trebuchet (need to try to get 1 per turn until the MIA war).
Grab a screenie of the front, and some areas we need to do a little dotmapping.
As the turn ends, Daghda finishes a forest chop into DuMass' Library.
126203
126204
126205
scoutsout May 11, 2006, 11:22 PM Log for Turn 132.
The Doughnut Mullet-head... er... Leaderhead shows up offering 15gpt+Theology for Spices. Done.
City Builds:
Cyprus Creek Trebuchet>Worker
Idiote Library>Barracks (first one of those I recall queue'ing up...)
Knucklehead Longbow>Redux
Village d'Idiota Market>Granary
Dionysus Trebuchet>Redux
Begin the turn with 183g, +141gpt, Guns in 5.
F-checks and such: We could have Education in 5 turns from this juncture...which means at least one (more likely 2) other civs already know it. We're technologically advanced, and strong to the world. Land: 19 to MIA's 22. Pop: 29 to MIA's 32. They're still getting away from us in score, though not as quickly: 910 to 938. (They gained 5 points on us last turn, only 3 this one.)
The latest uptick in the power graph is... us. :)
Interesting... we're at 80% approval, but suddenly we've slipped to third in approval rating. Someone upped the lux slider last turn.
Worker stuff: Crakie roads that all-important tile between Spite and Auda City. Grasshoppa moves to a plains tile at Simpleton. Bede mines at Village d'Idiota. AnsarTheKing mines grass at Crackhead. Bubba has finished roading a Jungle at Fortress of Stupidity, and moves over to help Scruffy clear some Jungle. They'll finish in 11. KC moves to help 2 other workers chop jungle at EWR. An un-named worker starts a jungle chop at Cyprus Creek.
City Management: MM Knucklehead for a couple of shillings. We need this cultural expansion at Crackhead; it's borrowing tiles from our FP city. MM Ignoramus for Food. Fire a couple of scientists. MM Frozen Lake for food.
Rushes/Short Rushes this turn:
36g into a MDI at Gilfach for the Market build.
8g into a MDI at Cretinograph for the Library build.
48g to finish a galley at Devil's Soul.
28g into a worker for Dresden's Trebuchet Build.
52g into a MDI for DuMass' Library (Forest chop due this turn)
36g into a worker for Malice's Galley Build.
36g into a worker at Auda City, swap to Walls.
Unit Stuff: A pike at Dunderhead goes to SKWTD. Galley on the northern coast heads west. Treb at Dionysus heads inland. Treb at Cyprus Creek heads towards MIA. Longbow at SKWTD to Knucklehead. A pair of Longbows at Knucklehead go towards Frozen Lake. Longbow at Jesterton to Devil's Soul. Longbow at Devil's Soul to Frozen Lake. Knuckleheads' Pike heads towards Frozen Lake. Hunky Dory takes a breather to heal in Frozen Lake. With MDI and Trebuchets in the Eastern Zone, GS Eastern Sentry heads west.
Settler near DuMass heads towards Senilityville. Settler near the west coast approaches a spot.
At (and towards) the Front: Load a Pike onto a Galley at Frozen lake. Load 2 Longbows onto Bede's Boat. Bede's Boat Moves out. Let's see... if I make that the point element in the D-Day landing... I can land in 4 or 5 turns. Time to see if I can shave a few turns off that 8 or 9 turn estimate I gave the team.
Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and an unnamed Galley are re-positioned in the ship-chaining lane. A.R.S.E. Igor's Hope is awakened and dispatched to Malice.
D-Day ship-chaining analysis: (1bpt to Bugs and G-man)
Let's see... Bede's Boat is one turn out to sea... with 2 boats underneath ready for ship chaining. I've got 4 boats in Frozen Lake...
Next turn (133): two will load out next turn, and ship-chain, keeping up with Bede's Boat.... putting 3 of 4 boats off the coast of Malice. This will leave 2 in Frozen Lake, 2 in the shipping lanes... and ... A.R.S.E. Igor's hope can rendezvous with the Task Force (need a name for this one...) at Malice.
Turn after (134): I can get 2 more longbows loaded out... ship chain to the lane, ship chain to the two left from the previous turn... and keep up with Bede's Boat ...which will make it to the tile that A.R.S.E. Igor's Hope was fortified on at the beginning of this turn. This may be the point of no return. From here I can get these troops back to the beachhead to reinforce our positon on the other continent.
From the point of no return we will be 2 turns from landing at Grenadapolis. So that puts D-Day... four turns from now... right? @Bugs, is this any better? So do I have your permission to take it to TNT's SE Flank in 2 turns?
Builds due next turn:
Simpleton: Longbow
Dunderhead: Longbow
Jesterton: Galley
EWR: Walls
SKWTD: Pikeman
Polecat: Pikeman
Notthefullshilling: Worker
Nincompoopicity: Worker
End the turn with 11g, +154gpt, Gunpowder in 5.
At the end of the turn, a forest chop goes into DuMass' Library, now due in 5.
grahamiam May 14, 2006, 10:11 PM Log for Turn 133.
Sorry, this isn’t as detailed as I’m a bit scatterbrained.
Diplomacy
Nada
City Builds:
I basically repeated the city builds till I could get a look around…
Simpleton longbow -> LB
Dunderhead LB -> LB
Jesterton galley -> galley
Effing W.R. walls -> settler
SKWTD pike -> pike
Polecat pike -> pike
Notthefullshilling worker -> rax
Devil’s Soul galley -> galley
Nincompoopicity worker -> worker
F-checks and such:
Nada
Worker stuff:
Moving workers and forget to record it all. The POW refugee near Auda City begins planting a forest on the fur nearby.
City Management:
MM Jesterton off Iron and onto mined grass. Galley still in 2, grow in 3T vs 5T
MM Auda city to the irrigated ivory for growth. In fact, I change Malice to grow as well. With the fish, we can get more than 1 sci or tax collector from this town.
Change Malice to walls instead of a galley
Found Apefish near the banana’s and fish on our Western coast.
MM Ignoramous off irr wheat and onto FP (grow in 6T vs 4T, but it will really grow in 4T when I MM against next turn since there’s 23food till growth and it’s doing 7fpt with wheat and 4fpt without).
MM Dunderhead off river grass and onto irr FP Wheat that Ignoramous left (grow in 1T vs 3T)
MM Simpleton onto FP Wheat for growth in 1T vs 2T
Rushes/Short Rushes this turn:
DuMass is 23s from a Lib, doing 7spt. Spend 12g shortrushing via granary to shave a turn off it.
Crackhead is doing 8spt, has 23 in the bucket. Shortrush a LB for 68g, then switch back to Lib to shave 3T off
Unit Stuff:
@ Frozen Lake:
Galley chain 2 LB”s and 2 Pikes to Malice. Also, load 1 LB into a lone galley and send it. Not enough Galleys to chain, but it’ll be fine. Bede’s Boat moves into Malice as well, giving us 4LB’s and 2 pikes in the Navy. There are 2 more LB’s near Frozen Lake that can get ship chained next turn to A.R.S.E. galley, which will give us a landing of 7 LB’s and 3 pikes (I’m going to peel one off from the beachhead).
I move the galley N of Simpleton back to the E. It can do a little protection work from an MIA landing over there.
At (and towards) the Front:
Rotate a pike from Auda City into Spite. That will be the one that joins the landing party.
D-Day ship-chaining analysis:
Galleys from Devil’s Soul and Jesterton head W.
I don’t really see a ship chain setup yet? Talk to Scout on MSN and figure it out. All setup now.
Builds due next turn:
Frozen Lake gets a ‘duct next turn. Seems weird, but the plan is to irrigate the grass and work the mined tundra + mountain. Probably for some quick galleys.
End the turn with 85g, +128gpt, Gunpowder in 4.
grahamiam May 17, 2006, 09:30 PM Log for Turn 134.
Diplomacy
Send Donuts 60g, 52g to build an embassy, 8g for a little winky-winky
City Builds:
Frozen Lake: Duct -> galley
Spruce up the palace
Begin the turn with 213g, +128gpt, Guns in 3.
F-checks and such:
Per F11, we are (respectively): 3rd, 2nd, 1st, 1st, 2nd, 3rd, 2nd, 1st, 2nd, 2nd, 2nd, 1st, 1st So, the only thing of concern is that we’re 3rd in literacy, but that probably means that were not stupid enough to build Libraries in corrupt towns.
Worker stuff:
Lots to do.
City Management:
MM Ignoramous and Dunderhead between the irrigated FP Wheat and a roaded river tile.
Switch Polecat (doing 19spt) from a pike to a granary. Town needs to grow faster.
Ditto for Jesterton. Having these core cities small is not helping things, and we have enough galleys and towns building galleys
Rushes/Short Rushes this turn:
Idiote shortrushes a rax via a pike for 32g
Jesterton shortrushes LB, switches to granary, and is MM’d for 20spt
Knucklehead shortrushes a LB via a pike
Unit Stuff:
@Frozen Lake
Load 2 LB’s onto Fool’s Errand, ship chain them to Chumbucket 3T W, which I then shipchain to A.R.S.E. Igor’s Hope in Malice
Unit block setup between Nincompoopicity and Crackhead.
At (and towards) the Front:
A.R.S.E. Igor’s moves 2T N and finds an MIA galley (see below)
http://img.photobucket.com/albums/v645/grahamiam/80AD-2-MIAgalley.jpg
Move the Arse 1T S to look like it’s on a defensive mission.
Hunky Dory, with 1LB, moves into Malice
Macho Galley, an empty shipchain galley, moves into Malice with the others. I want one empty galley as cover, and this one is a vet so it’s perfect.
Devil’s Choice Galley moves into Frozen Lake
D-Day ship-chaining analysis:
We have 7LB’s and 3 pikes ready. Just need to know what that damn MIA galley is doing.
Turn after (135): Check for the MIA galley again. If it’s just sitting there, then the cover is blown and we should just go for it as it won’t be moving anytime soon.
For the unit block in the East, we need to road the coast and build enough troops to block between Idiote and Crackhead.
Builds due next turn:
Knucklehead -> LB
Jesterton -> granary
SKWTD -> Pike
Simpleton -> LB
Dunderhead -> LB
Ignoramous -> Library
Idiote -> Barracks
End the turn with 49g, +135gpt, Gunpowder in 3.
Diplomates, please inform our Allies of the MIA galley situation.
Admiral Kutzov May 21, 2006, 03:52 PM the only thing of concern is that we’re 3rd in literacy, but that probably means that were not stupid enough to build Libraries in corrupt towns.
should we start temples? :devil:
grahamiam May 24, 2006, 11:57 PM Log for Turn 135.
Diplomacy
City Builds:
Simpleton LB -> Colosseum (5T, so shield wonder build info)
Dunderhead LB -> LB
Ignoramous Lib -> Pike
Jesterton Granary -> pike
SKWTD pike -> pike
Cyprus Creek worker -> court
Idiote rax -> pike
Knucklehead LB -> Court
Begin the turn with 185g, +133gpt, Guns in 2.
F-checks and such:
Worker stuff:
Start building a fortress near Effing Whomping Rower on the dyes tile whose jungle was clears. When building a hostile border, leave the jungles as they impede movement of the fast movers. Now, we’ll have to build a barracade. Actually, scratch that. We’ll build a forest instead.
City Management:
Found Swampland -> settler
MM Simpleton off FP to mined river grass. Need to MM back to FP next turn for growth.
MM Jesterton off iron and onto fish for growth in 2T
MM Notthefullshilling for some extra coastal gold
MM Gilfach for extra growth, short rush lib for market for 16g
MM Devil’s Soul for shields and short rush galley via walls for 8g. This city needs a ‘duct desperately.
MM Polecat for extra shields, then shortrush granary via LB.
MM Ignoramous to grow next turn. This city should be MM’d for 10fpt till it gets up to size 12.
Rush walls in Auda City
Unit Stuff:
Upgrade LB in EWR.
Looking at F3, we have 127 units, but supporting only 48, Paying 158gpt in unit costs. We also have 5 warriors. Disband 1, will disband more warriors next turn as I need to dig them out of jungles and stuff. I may upgrade vets depending on short-rush needs. I also may start to join workers as we’re paying a lot of gold for jungle choppers.
Ships move out of Malice. The MIA galley has not moved, so we are blocked 1T. This also delays our landing by 1T, but move the units out. May land short of Grenadapolis instead of long.
At (and towards) the Front:
Move units out.
First move Bugsy’s Blade (vGS) NE, N out of Spite. He finds a reg pike SE of the ivory.
Josey Wales (eGS) moves 2x NE, finds empty forest.
SoD moves NE out of Spite. It consists of 6 Trebs, 2 vPikes, 6vMDI’s, 1eMDI. At least 2 eGS’s, possibly more can join the SoD next turn when it plants on the forests W of Unabomb.
Defenses in Auda City are 1vPike, 1rPike, 3GS’s, 2 trebs.
Defenses in Spite are 2vPikes, 4 GS’s, 2 trebs.
2 more LB’s will be shipchained next turn. They can either help with defending our cities or join the landing party as I do have 1 empty vGally traveling with the pack (defensive purposes)
D-Day ship-chaining analysis:
2 or 3T till landing.
Turn after (136):
Builds due next turn:
Polecat -> Granary
DuMass -> Lib
Notthefullshilling -> galley
Devil’s Soul -> galley
End the turn with 29g, +146gpt, Gunpowder in 2 (6.4.0)
http://img.photobucket.com/albums/v645/grahamiam/100AD-1.jpg
grahamiam May 26, 2006, 10:11 PM Log for Turn 135.
Diplomacy
City Builds:
Polecat granary -> LB
Notthefullshilling galley -> galley
Devil’s Soul galley -> ‘duct
DuMass Lib -> ‘duct
Auda City walls -> settler
F-checks and such:
Worker stuff:
Forests going up in the gaps near MIA border
City Management/rush builds:
MM Simpleton to grow in 1T
MM Ignoramous to grow in 2T
Fiddle with Scientists in corrupt towns till I can get research down to 30%, guns still in 1T.
MM between Village d’Idiota and Dunderhead so it gets 10spt. Short-rush LB, switch back to granary (due in 2T)
After much thought, decide to rush the pike in Jesterton, MM for gold. Switch to LB. I want more LB’s for the front.
Unit Stuff:
MIA front:
vPike fortifies in Senilityville
disband a rWarrior into Effing Whomper Rowering
At (and towards) the Front:
TNT front:
Shipchain 2 LB’s into Malice
Macho Galley (landing party protector) moves NW 2x, then W, finding the MIA galley again (Twitching Ardvark)
Bugsy’s Blade moves NW (nothing new) W to forest. Finds 3 TNT workers Mining the iron.
SoD W, finds a Pike in Unabomb. 5 GS’s (3 elite, 2 vet) join the SoD (now has 5 GS’s, 7MDI’s, 2 pikes, 6 Treb’s)
LB’s slide over from Malice to Spite
I am very tempted to drop off the Landing party now, as TNT only needs 2 galleys to screw this up. Decide to let it be so we can drop off the units right on their doorstep.
I move up Fool’s Errand Galley so we can ship-chain out of Malice if desired.
D-Day ship-chaining analysis:
1 turn
Turn after (137):
Builds due next turn:
Dunderhead -> LB
SKWTD -> Pike
Cretinograph -> Lib
Gilfach -> Market
Jesterton -> LB
99 gold in treasury, making +194gpt, Guns in 1T (7.3.0)
http://img.photobucket.com/albums/v645/grahamiam/120AD-1.jpg
grahamiam May 28, 2006, 10:29 PM Log for Turn 137
Diplomacy
nada
City Builds:
Dunderhead LB -> LB
Jesterton LB -> LB
SKWTD Pike -> Pike
Gilfach market -> LB
Cretinograph Lib -> Market
Begin the turn with 307g, +220gpt, Chems in 10T.
F-checks and such:
Salt is located in the Jungle, on a mountain, near Wilde Side.
Worker stuff:
City Management:
We’re going to need the Happy Gas due to WW, so bump lux slider up to 10%
Sci slider to 50%, Chems in 6T, +33gpt. I believe this is the last turn of our GA, but I might as well pump all the sci into it as we can.
Shave a turn off the court in Knucklehead by shortrushing LB
Switch WildeSide to walls.
Shave off 3T on the ‘duct in Devil’s Soul by shortrushing LB
Unit Stuff:
A.R.S.E. Igor’s Hope moves NW, W, landing spot is clear
Move him 1 more tile W and I see that the town is empty. So, I empty my load
All 5 galleys dump troops NE of Grenadapolis
Bugsy’s Blade moves NW and pillages road
I move the remnants of our SoD E (NW of Spite) to the grass. Eliminates bombardment and chance to hit by Immortals. Move a pike to cover in case of Horseman. Rotate a pike up from Auda City as nothing can hit that town next turn.
I ship-chain 2 more LB’s over to the stack, so now it’s 3 pikes and 9 LB’s. Hope it fairs better :)
Turn after (138):
Builds due next turn:
Ignoramous -> Pike
Polecat -> LB
Idiote -> Pike
Crackhead -> Lib
Village D’Idiote -> granary
Devil’s Soul -> ‘duct
End the turn with 135g, +34gpt, Chems in 6T
Note: It is possible to research Chivalry in 4T (costs about 840g, which indicates only 1 Civ has it) or Education in 4T (costs about 1145g, which indicates that only 1 Civ has it).
Crap, forgot to take a picture :sad:
grahamiam May 31, 2006, 09:14 PM Log for Turn 138.
Diplomacy
Send Guns accepted to Donuts
City Builds:
Ignoramous pike -> LB
Polecat LB -> pike
Idiote Pike -> LB
Crackhead Lib -> barracks
Devil’s Soul ‘duct -> market
Villiage D”Idiote granary -> rax
Begin the turn with 171g, +28gpt, Chems in 5.
F-checks and such:
Worker stuff:
Run a worker under the SoD NW of Spite
City Management:
Change Simpleton to Pyramids and MM off FP Wheat and onto hills (mine due next turn)
MM Ignoramous to grow in 2t (+10fpt)
Switch Notthefullshilling to rax as we’re 1 short of a galley (MM for gold)
Hurry Court in Paradise Hotel for 32g
Unit Stuff:
Battle of Grenadapolis:
LB dies to pike (1/3)
LB kills pike (4/4)
LB kills redlined pike and we raze the town
http://img.photobucket.com/albums/v645/grahamiam/160AD-1.jpg
Capture a worker that was in town.
The rest of the SoD moves S to iron hill, capturing another worker
GS Bugsy’s Blade moves W, finds Carpetbomb empty, moves SW along road and finds 2 unguarded workers.
http://img.photobucket.com/albums/v645/grahamiam/160AD-2.jpg
Run him back to the SoD stack.
Load the new captured worker into Bede’s Boat and send him back to the rear
Perky Galley sinks the Titanic without a scratch (4/4)
Turn after (139):
Builds due next turn:
Notthefullshilling -> rax
Dunderhead -> LB
SKWTD -> pike
Jesterton -> LB
Frozen Lake -> galley
Senilityville -> worker
End the turn with 142g, +38gpt, Chems in 5 (4.5.1)
grahamiam Jun 03, 2006, 10:01 PM Log for Turn 138.
Diplomacy
Donuts send us Education accepted
City Builds:
GA ends
Senilityville worker -> settler
Paradise Hotel court -> rax
Begin the turn with 116g, -15gpt, Chems in 6.
F-checks and such:
Pop = 1
GNP (614 Million) = 2
MFG (149 Megatons) = 2 (161 megatons gets us to #1)
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 2
Military Service = 1
Annual Income (8 per capita) = 1
Productivity (674) = 2
Worker stuff:
Captured TNT worker moves N, will jump on a galley next turn.
Mine on hill finished near Simpleton, start roading.
City Management:
Shortrush LB via Pike in Gilfach
Simpleton is now doing 24spt, Pyramids in 12T
Rush Pike in SWKTD, then switch to LB and MM for 10spt.
Switch Dresden and Cyprus Creek to Settlers from Trebs.
Unit Stuff:
The borders of Unabomb have expanded.
Note: MIA galley is on a sea tile (Astronomy)
GS Bugsy’s Blade moves SW, and sees a pike in Capetbomb. Moves SW 1 tile, and the workers have left.
Move the 3 pikes and 6 LB’s SW 1T, then W next to Carpetbomb. Bugsy’s Blade joins them.
Move 1 vLB S to Iron hill.
¾ LB heals
Perky Gally blockades Capetbomb
Use a GS to verify that the horses are not connected.
Ship chain a LB and pike over to Malice and then move them to Spite.
Move another LB out of Spite to cover the trebs.
Redlined ePike and vMDI heal in Spite.
Turn after (139):
Builds due next turn:
Dunderhead -> LB
Notthefullshilling -> rax
SKWTD -> LB
Jesterton -> LB
Gilfach -> LB
Frozen Lake -> galley
End the turn with 72g, -11gpt, Chems in 6 (4.5.1)
http://img.photobucket.com/albums/v645/grahamiam/180AD-1.jpg
grahamiam Jun 05, 2006, 08:55 PM Log for Turn 140.
Diplomacy
Donuts have started the Pyramids race. Probably a prebuild but not sure.
City Builds:
Dunderhead LB -> Pike
Jesterton LB -> LB
SKWTD LB -> LB
Notthefullshilling rax -> University (this city can be max pop + uni as it has a lot of gold in the sea tiles)
Frozen Lake galley -> Market
Gilfach LB -> LB
Begin the turn with 116g, -15gpt, Chems in 6.
F-checks and such:
Pop = 1
GNP (613 Million) = 2
MFG (157 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (678) = 2
Worker stuff:
City Management:
MM Ignoramous to grow in 2T
Unit Stuff:
Battle @ Carpetbomb:
There are 2 immortals around Carpetbomb, outside of town.
Town has a vPike protecting it.
http://img.photobucket.com/albums/v645/grahamiam/200AD-1.jpg
vLB dies to vPike (3/5)*
vLB dies to 3/5 pike (1/5)*
vLB dies to vImm (1/4)*
vLB kills 1/5 pike, promotes (4/5)*
vLB kills ¼ LB (2/4)*, and we capture the town. Debate razing it, so consult AK and BeF
http://img.photobucket.com/albums/v645/grahamiam/200AD-2.jpg
Since there’s an SoD of units to the S (we could not count, but it looked like 5 units to me, plus the 2 others nearby) we raze the town + capture Trebs + get 3 slaves.
Notice that this town was on a gold hill, so that hurts even more.
Move 2 slaves to Perky galley, the rest of the trebs and workers to the hill N of the ruins
¼ and 2/4 pikes move to hill as well.
Bugsy’s Blade moves NW, W, razes road, then NE to hill.
vLB from SoD heads E, along with the other vLB’s up near the Iron
Turn after (141):
Builds due next turn:
Nada
Barb galley approaches our retreat convoy.
End the turn with 69g, -18gpt, Chems in 5 (4.5.1)
http://img.photobucket.com/albums/v645/grahamiam/200AD-3.jpg
grahamiam Jun 07, 2006, 11:13 PM Log for Turn 141.
Diplomacy
Accept Gems from Iro.
Send Dyes accepted to Iro.
City Builds:
Begin the turn with 55g, -11gpt (I think), Chems in 4.
F-checks and such:
Pop = 1
GNP (633 Million) = 2
MFG (159 Megatons) = 1
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (697) = 2
Worker stuff:
Going to squeak a few more shields out of Simpleton by foresting some river grass tiles. Also, a few more gpt by roading Ignoramous’ FP’s.
City Management:
Next turn, Ignoramous will grow to size 11 and finish a pike. It will then be a 11/12 size settler pump.
I don’t rush anything so we can do a faster burn when we have to research Metal and MT
Unit Stuff:
Near the ruins of Carpetbomb:
Seems like they are intent on keeping us from moving south :lol:
http://img.photobucket.com/albums/v645/grahamiam/210AD-1.jpg
Stack has 4 Immortals (Celtkiller, Immortal #2, Immortals, Philip). The elite is named “Immortal #3.
Bugs can throw a big party, because I finally move on Unabomb, and I find it empty and burning :lol: :blush:
http://img.photobucket.com/albums/v645/grahamiam/210AD-2.jpg
On a hunch, I move GS Boy Scout out of Auda City, NE of pike, find nothing
Move SoD next to Unabomb as I can’t get a GS to the town to take it. (3 pikes, 2 LB’s, 4 MDI’s, 6 trebs)
Move 3 GS’s, 1LB, and 3 trebs down to Auda City so they can strike W next turn.
2/4 LB on ruins of Carpetbomb dies to eImmortal (4/5)
Bugsy’s Blade kills it (2/4)
Turn after (142):
Builds due next turn:
Ignoramous pike (will start building settlers in earnest, doing an 11/12 4T settler pump)
Polecat LB
Turn off lux sliders, reduce sci slider to 20%, Chems due in 8T (is that slow enough?). 55g in banks, making +179gpt (8.2.0)
grahamiam Jun 09, 2006, 05:46 PM Log for Turn 142.
Diplomacy
City Builds:
Ignoramous Pike -> setter
Polecat LB -> settler
Begin the turn with 55g, -11gpt (I think), Chems in 4.
F-checks and such:
forgot to check
Worker stuff:
Move 1 worker on top of the salt, 2 others nearby go to clear some jungle. I will expend one of the workers to build a colony next turn as it’s faster than roading and we have plenty of workers.
City Management:
Note that MIA has joined the Pyramids race with a build in Filiatra
Unit Stuff:
W of Auda City:
3 Trebs bombs pike, last one hits (2/3)
LB kills 2/3 Pike (3/4)
Move 1 vPike to cover the trebs
Move 1 vPike and 5 GS’s to join the ¾ LB W of Auda City
Turn after (143):
Builds due next turn:
Dunderhead -> LB
Knucklehead -> Court
Apefish -> worker
Settler timelines:
Dresden 3T (actually 2T because I will disband a warrior there next turn)
Cyprus Creek 7T
Dionysus: 20T
Malice: 19T (will be reduce via chops)
Auda City: 24T (will be reduced via chops)
Spite: 16T
Effing Whomping Rower: 19T
Swampland: 21T
Nincompoopycity: 4T
Ignoramous: 4T (pump)
Polecat: 3T (grows to 9 in 2T)
End of turn: 236g in treasury, Chems in 2T, -41gpt (3.7.0)
http://img.photobucket.com/albums/v645/grahamiam/220AD-1.jpg
grahamiam Jun 11, 2006, 09:48 PM Log for Turn 143.
Someone beat us to Pyramids, so switch to Sun’s. It will take 17T to finish, so plenty of time to switch. Donuts finished it in Chocolate with a pretty good pre-build. Better them than MIA.
Diplomacy
City Builds:
Dunderhead LB -> settler
Knucklehead court -> horse
Apefish worker -> settler
Begin the turn with 194g, -44gpt, Chems in 1.
F-checks and such:
Pop = 2
GNP (664 Million) = 2
MFG (160 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (739) = 2
Worker stuff:
Build a colony on the salt (we had 39 workers (not including slaves) so we could spare one)
City Management:
Switch Gilfach to musket.
Unit Stuff:
TnT has fortified their pike on a hill. I decide that they can keep the hill and move ePike W to the road, find nothing so whole stack moves there too.
Galley hop the rest of the captured trebs and workers to Malice.
Flying Elvis (GS) jumps out of Southern SoD and sees TnT town.
4 trebs and pike move under the SoD to the S. Will move the rest next to town next turn.
Note: the towns to the S are Donuts, not MIA’s.
Turn after (144):
Builds due next turn:
Jesterton -> LB
SKWTD -> LB
Village d’Idiote -> rax
Idiote -> LB
Crackhead -> rax
Dresden -> settler
Northern SoD will continue towards TNT capitol. Southern SoD (now with trebs) will go W or SW.
Turn off lux sliders, reduce sci slider to 0%, Chems due in 19T (is that slow enough?). 194g in bank, making +301gpt (8.2.0).
Note: at 10%, it takes 8 turns (344g) to get Chems. We need to keep an eye on this so we know exactly when MIA gets Chems.
http://img.photobucket.com/albums/v645/grahamiam/230AD.jpg
grahamiam Jun 13, 2006, 08:40 PM Log for Turn 144.
Diplomacy
City Builds:
Jesterton LB -> harbor
SKWTD LB -> LB
Idiote LB -> granary
Crackhead rax -> horseman
Villiage D’idiote rax -> horseman
Dresden settler -> settler
Begin the turn with 497g, +307gpt, no research (10.0.0).
F-checks and such:
Chems still takes 8T
Pop = 2
GNP (685 Million) = 2
MFG (169 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (10 per capita) = 1
Productivity (749) = 2
Worker stuff:
City Management:
Go thru the MM’s, eek out some gpt.
Unit Stuff:
Devils Choice vGalley goes to chase down that TNT dingy
Other SoD’s advance, though 1 pike in our big SoD hangs back to cover some LB’s.
Some galleys are coming back to fortify on those coastal tiles N of Simpleton. We don’t need caravels suprising us from up there.
vPike left over from the northern excursion moves S to start scouting the Western area.
http://img.photobucket.com/albums/v645/grahamiam/240AD-2.jpg
Turn after (145):
Builds due next turn:
Polecat -> Settler
Ignoramous -> settler
Dunderhead -> Settler
End turn with 497g, +310gpt (10.0.0)
grahamiam Jun 15, 2006, 04:33 PM Log for Turn 145.
Diplomacy
City Builds:
Dunderhead settler -> Musket
Ignoramous settler -> setter
Polecat settler -> Horseman
Begin the turn with 804g, +293gpt, no research (10.0.0).
Filitra seems to me NE of Olympia. No way that town is building anything fast. Too much corruption.
At the end of the turn, I fog gaze and come up with the core town of Virtuoso that may look interesting. I look for 118g (should be a big town) and get this:
http://img.photobucket.com/albums/v645/grahamiam/250AD-2-Virtuoso.jpg
Hehe, good guess. It’s their FP town :)
F-checks and such:
After MM
Pop = 2
GNP (681 Million) = 2
MFG (166 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (736) = 2
Worker stuff:
City Management:
WLTKD ends in Knucklehead, dropping us down to 9spt. Can’t seem to get it to 11spt to make up for it. Oh well.
Unit Stuff:
@ Grenapolis:
Trebuchet misses
Treb hits vPike (3/4)
Treb hits rPike (2/3)
Treb hits rPike (2/3)
vLB kills 3/3 pike (1/4)
Flying Elvis (GS) retreats from ¾ pike (2/4)
Boy Scout (GS) kills 2/3 pike (3/4)
Mad Max (GS) retreats from 2/3 pike (2/3)
GS kills 2/3 pike (1/4)
GS retreats from 2/4 pike (2/4)
¾ LB kills 2/4 pike and we take the city + 12g
http://img.photobucket.com/albums/v645/grahamiam/250AD-1-CaptureDynopolis.jpg
Run the injured GS’s inside (5)
Move 2 pikes into town
Move 1 rPike and 2 vLB’s onto treb stack (also has a redlined LB). Move 1 pike back out of town to cover the stack as an Immortal could reach our Trebs next turn.
Move big stack next to Dancing Bananna. There are no GS’s with it, so I moved it so one could join the stack next turn. Then we can pillage all the way to the NW
Turn after (146):
Builds due next turn:
Crap, forgot to record it.
End turn with ~680g (forgot to record it), +313gpt (10.0.0)
http://img.photobucket.com/albums/v645/grahamiam/250AD-3-battlefield.jpg
Sir Bugsy Jun 17, 2006, 07:18 PM Here is turn 146 played by the Venerable Monk:
Armies are strong to all according to Millie of Mil Intel.
Could find no reason to mess with g-mans's management other than making a tax collector at Igno as the only field available was an unroaded forest that if worked would bring the settler in 1 turn before growth, or change any worker assignments other than to gang some workers onto a banana plot in the west.
Started a trained musket on the road to the MIA front.
Wasted some coin trying to spy into MIA's town on Battle Isle, then realized I won't see it in the Embassy screen until I can see it on the map DUH!
Didn't spend any money other than 20g to finish a settler in a town that lacked productive fields and could spare the population.j
And now for a really bad choice
Battle Log
On the coast at Jesterton
KISS Devil's Choice vs TNT Western Expedition - Devil's Choice sunk. TNT Western Expedition 1/3
But at least he won't make it home.
Boated a couple of LB's over to Battle Isle then chose the wrong boat and left a settler sitting on the dock of the bay.....
Covered the slave at Spite then covered Spite with the ariving LB
http://i15.photobucket.com/albums/a371/doconor/MTDG/T147_002.jpg
Shifted the trebs down closer to the stack at Dyno, then moved trebs and pikes out of Dyno to the forest at Dancing Banana
http://i15.photobucket.com/albums/a371/doconor/MTDG/T147.jpg
http://i15.photobucket.com/albums/a371/doconor/MTDG/T147_001.jpg
My assessment is that TNT now has a Hobson's choice. They can hammer on the stack between Semtex and Dancing Banana, but that will leave most of it standing, if wounded, but the trebs should be safe to support the troops healing in Dyno. And that will leave the major portion of their remaining troops crippled.
Or they can leave it alone and move into Dancing Banana and can try and hurt us in two directions, but which ever way they go will leave a major portion of our troops healthy while they are crippled.
The other choices aren't really worth considering as they will lose the capitol.
Of course I may have completely erred in my assessment of the relative strengths and they will now proceed to chew us up.
Nonetheless it will be fun to watch.
Sir Bugsy Jun 19, 2006, 12:34 AM Turn 147
Cyprus Creek: settler=>settler
Knucklehead: horse=>horse
DuMass: Duct=>barracks
This is ugly ladies and gentlemen.
On Battle Island:
Kill two barbs and collect 25G.
Battle Log:
Treb misses pike
Treb misses pike
Treb hits pike (3/4)
Treb misses pike
Treb hits pike
I realize that our NW stack is down to just a LB. I cease fire and move most trebs from this stack to cover.
Form a furs colony. Pillage outside Semtex. Sink a barb galley.
Here is the situation:
http://img159.imageshack.us/img159/4071/funstuff1cx.jpg (http://imageshack.us)
Due to my error, we will probably lose the LB and the treb NW of the Banana. We need to consolidate our forces SE of the Banana. We will need a much larger force as well.
I hurry a market in Cretinograph and Devil’s Soul, otherwise we’ll have WW issues there. Lux up 10 so Sipleton doesn’t riot.
In IBT – sink a barb galley
Our situation got considerable worse over the IBT. I didn’t help it much with my stupid move.
Losing seven units put us in the hurt locker.
grahamiam Jun 20, 2006, 08:02 PM Log for Turn 148.
Diplomacy
MIA is building Sun’s in Athens. Obviously a prebuild.
City Builds:
SKWTD LB -> LB
Polecat horse -> horse
Cretinograph market -> granary
Crackhead horse -> LB
Devil’s Soul market -> court
Begin the turn with 1275g, +291gpt, no research (9.0.1).
F-checks and such:
Pop = 2
GNP (685 Million) = 2
MFG (165 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 3
Pollution = 1
Life Expectancy = 1
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (742) = 2
Worker stuff:
Why do we have a colony on forested furs? Wtf, we already have furs :confused:
Anyways, chop the forest for shields towards the settler
City Management:
MM Ignoramous for gold
Hire a scientist in Malice to finish Chems in 1T
Fire tax collector in Devil’s soul to take 2 turns off court
Switch Notthefullshilling back to Uni and MM for shields
MM Jesterton for growth (harbor still due in 1T)
MM SKWTD onto mined river grass
MM Polecat for growth (horse still in 3T)
MM Frozen Lake for Growth
MM Cretinograph for Growth
MM Crackhead for gold
MM DuMass for gold
MM Dresden and Cyprus Creek so Dresden gets the irr Oasis and we don’t waste food
Hire another tax collector in Fort of Stupidity as it’s just grown onto a desert tile (not irrigated)
MM Spite for growth
MM Simpleton to plains as mine will finish on the IBT, getting us up to 26spt.
Unit Stuff:
Withdraw from Dancing Bananna to the forest NW of Dynopolis. GS pillages road on the way back.
Disband Treb NW of Dancing Bananna (no need to give them a free unit)
Pike N of Semtex moves SW to forest
Bomb the wheat to remove the irr and road (no crater)
LB near Dancing Bananna kills LB (1/4)
http://img.photobucket.com/albums/v645/grahamiam/280AD-1.jpg
I’m running 1 settler SW of Paradise. Sorry, but there’s a fish there and we could use it.
Disband a warrior in Apefish. It’s not doing anything useful right now.
Turn after (149):
Builds due next turn:
Ignoramous -> settler
Villiage D’Idiote -> Horseman
Jesterton -> Harbor
Wilde Side -> Walls
Paradise Hotel -> Settler
End the turn with 1275g, +303gpt (9.0.1), Chemistry in 1T.
grahamiam Jun 24, 2006, 10:12 AM Log for Turn 149.
Chems -> Metal
Diplomacy
City Builds:
Ignoramous settler -> horseman
Jesterton harbor -> LB
Villiage D’Idiota horse -> horse
Paradise Hotel settler -> settler
Wilde Side walls -> rax
Begin the turn with 1580g, +280gpt, Metal in 50T (9.0.1).
F-checks and such:
Pop = 1
GNP (633 Million) = 2
MFG (159 Megatons) = 1
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (697) = 2
Worker stuff:
City Management:
MM Ignoramous for growth + gold
Sci Starve Dynopolis
MM Jesterton for shields
Change EWR taxman to scientists
Hire a scientist in Frozen Lake
MM Villiage D’Idiote for shields
MM Malice to grow in 1T
MM Simpleton off Fish and onto mined grass, shaving 1T off Leo’s build, doesn’t effect research
Shortrush LB in Gilfach to shave 1T off the musket.
Shortrush Uni in Notthefullshilling via a Colesseum for 148g. This should time it so it can make units once we reach MT.
MM Idiote for gold (it’s 20s from granary, now doing 7spt)
Set research @ 80%, Metal in 5T, -120gpt. We still need 10% happygas, or we could get it in 4T (1.8.1)
Unit Stuff:
Our sea borders:
vGalley is maneuvering around Idiote to intercept the TNT Dingy near Notthefullshilling
vGalley is heading S towards Wilde Side
TNT Front
Semtex is rioting
Settle FishyFishyInTheSea -> settler
Move vPike near Semtex SW
Pull a LB from Senillityville and an MDI from EWR to go towards the TNT front.
Shipchain 2 settlers to Malice
It takes 6 trebs, but I finally bomb a road NW of our traveling LB’s. This will ensure their safety for the new push.
Clear all units out of Dynopolis except 1 GS in case it flips
End turn with 1392g, -120gpt, Metal in 5T (1.8.1)
Turn after (150):
Notes:
I think we have enough settlers for now so all core cities and the peripheral should finish units or infrastructure, plus 3 of the battle island cities will have settlers in less than 12T (Malice = 12, Spite = 9, Auda City = 7)
Also, I check and we don’t have a RoP with Donuts right now. Perhaps that’s something we should offer so we can off TNT a little faster?
Builds due next turn:
Dunderhead -> Musket
http://img.photobucket.com/albums/v645/grahamiam/290AD-1.jpg
grahamiam Jun 26, 2006, 09:33 PM Log for Turn 150.
Diplomacy
City Builds:
Dunderhead musket -> musket
Begin the turn with 1272g, -118gpt, Metal in 4T (1.8.1).
Worker stuff:
City Management:
Hire Scientist in Malice
Found Punchinello -> settler
Found Stoogeville between Dionysus and Paradise Hotel -> settler
MM Ignoramous for growth
MM Jesterton for growth/gold
MM Polecat for growth/gold
MM Notthefullshilling back onto fish (TNT dingy knocked it off)
MM Senilityville for another food as it’s at an odd # due to banana chop
MM Idiote for food/gold
MM Villiage D’Idiote for food
MM Paradise Hotel for food
Unit Stuff:
Shipchain a settler and LB over to Malice
Looking for the reference on the location of the TNT iron and I can’t find anything. Move pike near Semtex S, find “Divebomb” (sp?), It has a vImm + vPike nearby
SoD heals, but I’m really waiting for 2 muskets from the core (ETA 4T to protect Spite). We’ll have to move on Dancing Banana with pikes if we want to take it within the next 3 turns or so.
We have a total of 5 settlers available, 3 on Battle Island. We will have
F-checks and such:
Pop = 2
GNP (700 Million) = 2
MFG (176 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (758) = 2
We now have an average military compared to MIA
End turn with 1272g, -108gpt
Turn after (151):
Builds due next turn:
Polecat -> horse
Gilfach -> Musket
http://img.photobucket.com/albums/v645/grahamiam/300AD-1.jpg
Our vGalley also kills the barb galley (2/4 I think)
grahamiam Jun 28, 2006, 09:07 PM Log for Turn 151.
Diplomacy
City Builds:
Polecat horse -> horse
Gilfach musket -> musket
Begin the turn with 1165g, -107gpt, Metal in 3T (1.8.1).
Worker stuff:
Irrigate one of the flood plains near Ignoramous so Dunderhead can use the FP wheat if necessary.
City Management:
MM Idiote for food/gold by working sea tiles
MM DuMass for growth
MM Apefish for gold (gets 2 bpt instead of 1)
Unit Stuff:
Found Frogfuciusville -> worker
Ship-chain 2 GS’s over to battle island.
vGalley kills TNT “Western Expedition (4/5)
vPike in TNT land moves W to forest, finds TNT iron. City name is “Provobomb” :D
Take a “peak” at Dancing Banana and notice the Donut SoD (10 MW’s (1e), 1 pike, 3 swords, 1 settler). 3 more MW’s (1 is ¾) and 1 sword on unroaded mountain.
http://img.photobucket.com/albums/v645/grahamiam/310AD-1.jpg
After taking the above pic, I move the vPike out of Frogfuciusville towards Dyn. 3 vPikes + 1rPike + LB’s + trebs will move on Dyn next turn (in the forest), GS’s can hang back. GS in Spite covers Frog. I need some units in case TNT starts causing trouble in the N.
Horseman covers settler near Fishyfishyinthesea
F-checks and such:
Pop = 1
GNP (723 Million) = 2
MFG (176 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (777) = 2
We are still average vs MIA, strong vs others. Unit support cost is down to 110gpt
Turn after (152):
Builds due next turn:
Idiote -> granary
Crackhead -> horseman
Ignoramous -> Horseman
SKWTD -> LB
Knucklehead -> LB
End turn with 1176g, -53gpt (2.7.1), Metal in 3T
Sir Bugsy Jun 30, 2006, 11:26 PM Turn 152
Ignoramus: horse=>horse
SKWTD: LB=>court
Idiote: granary=>treb
Knucklehead: LB=>musket
Crackhead: LB=>LB
Checking the diplo screen, TNT doesn’t have iron anymore.
Looking over things, Dynopolis is building a worker, with an empty food box (grow in 7) build a full shield box in 4. I rush a worker then change it to a barracks.
I decide we need to bust some fog, so I step over the frontier, snap this picture, and step back:
http://img213.imageshack.us/img213/1659/turn152spying7dw.jpg (http://imageshack.us)
We have a settler that may be in place. I need to look up the settling plan. Yup, we’re in position. Look up the next city name. I’m not sure how that works, but I know Mistfit’s entry has been up there a long time so I choose that one: Punchinello. It already exists. :hmm: So I go for Butterball’s: Decrepit
I remember G-man’s idea of a pair of GS around to the north, so I send two in that direction. Plink that barb warrior with an LB, then cover him with a pike. Spot a barb village in the area of carpetbomb.
I ship chain a settler across. I also start to set up a settler block to our south to keep donuts from expanding SE of Dynopolis.
I change Ignoramus to a settler since it is so food rich. Shift several scientists over to tax men.
Here is the other continent and where I think we should set up a block and settle:
http://img273.imageshack.us/img273/2020/turn152tactics8pj.jpg (http://imageshack.us)
Then I mess up the saving portion of the turn and I get to try it all over again. :rolleyes:
On the IBT a barb horse approaches our pike in the west.
Sir Bugsy Jul 03, 2006, 10:41 PM Turn 153
Jesteryon: LB=>Musket
On the front – Kill that barb camp around the ruins of Carpetbomb. Set up the settler block and do a little probing. Our pike to the west continues heading south.
Semtex is now rubble. I move a GS towards the banana to scope out the situation and…
http://img74.imageshack.us/img74/9945/turn153banana2rc.jpg (http://imageshack.us)
I decide to commit our forces to the fray. Just so it is on the record, we now have: 3 pikes, 7 LB, 1 GS, and 10 trebs.
I short rush a few items. We have 914G with -46GPT.
Sun Tzu =>Leo’s is due in five.
Metallurgy is due next turn.
Here is a zoom of Battle Island:
http://img489.imageshack.us/img489/1592/turn153battle3pj.jpg (http://imageshack.us)
Bede Jul 07, 2006, 08:22 PM T154 in the barn. Will put up a better summary tomorrow afternoon
Bede Jul 09, 2006, 10:32 AM Metallurgy in started on Military Tradition due in six before spending adjustment
Dunderhead musket>musket
Polecat horseman>horseman
Village d'Idiota horseman>horseman
DuMass Barracks>horseman
Fiddle with Simpleton to get it off starvation rations and holding to the Construction Schedule. Sun Tzu's due in 4.
Ship two longbows and a mace into Malice and move them to the front.
FOund Fofomeno 2SW of Punchinello and move the other two settlers closer to position. Close up the settler block to cover the arriving settlers.
Workers keep clearing, roading and mining as appropriate.
Turn up the heat on the Bunsen Burners so we have Military Tradition in 5 and with Leo's in 4 will have one turn's at 332g plus another 300 in the kitty to spend on upgrades.
Plink at Dancing Banana with a 30% hit (3 out of 10) ratio and hold fire on anything else 'till I can see the whites of their eyes, or get some more GS in place. The settler block can move in for the kill. A rush finish to the barracks at Dynopolis is in the offing, as soon as there are troops there to take advantage for upgrade to maces.
The northern force loops around and finds little of interest and is now positioned to stoop on the Banana.
TNT's T154 battle log-troops south east of DB
Treb bombards vet pike-no damage
treb bombard vet pike-no damage
treb bombard vet pike-no damage
treb bombards vet pike-pike 3/4
treb bombards vet pike-pike 3/4
treb bombards reg pike-no damage
vet immortal attacks reg pike-is bombarded (3/4)
loses -pike (2/3)
vet immortal attacks vet pike(3/4) is bombarded (3/4)
loses pike no damage
vet immortal attacks vet pike(3/4) is bombarded (3/4)
loses pike no damage-pike promoted
vet immortal attacks elite pike(4/5) is bombarded (3/4)
loses, pike (3/5)
elite immortal attacks vet pike (3/4) is bombarded (3/5)
wins (3/5)
TNT - lost 4 Immortals took 6 treb shots 2 successful
KISS - lost 1 pike
KISS's T154 Battle Log
Treb shot misses
Treb shot misses
Treb shot hits wounds a pike, healthy pike shows
Treb shot misses
Treb shot misses
Treb shot misses
Treb shot wounds a pike, healthy pike shows
Treb shot misses
Treb shot wounds a pike, healthy pike shows
Treb shot misses
No further action
I take the gamble that Simon has no more healthy immortals, otherwise he would have mowed down the longbows he can see.
Bede Jul 12, 2006, 09:36 PM FishyFishy in the Sea gets its second citizen and decides a riot is in order - hire a clown as a tax guy won't calm them down. That will take care of itself once the road completes.
Send Metallurgy to the Indians at Doughnutia.
Execute a tactical withdrawal from Dancing Banana for healing and upgrades. Cannon fire is what that city needs....give 'em grapes instead of stones. Unless TNT has panzers or cavalry they can't reach the stack in 1
Little else of any note to report. Burning the midnight oil to get MilTrad. Leo's appears to be in the bag as we have no report of it being built anywhere else.
No rash of completions as I have been burning the cash on science and want to have some left over for upgrades when Leo's drops
Pictures and analysis to come tomorrow.
It has been a long day and is only getting longer.
Bede Jul 13, 2006, 09:18 AM http://i15.photobucket.com/albums/a371/doconor/MTDG/T155_F1.jpg
Us v. Nutters
http://i15.photobucket.com/albums/a371/doconor/MTDG/T155_F3_Donuts.jpg
Us v. MIA
http://i15.photobucket.com/albums/a371/doconor/MTDG/T155_F3_MIA.jpg
The Battleground
http://i15.photobucket.com/albums/a371/doconor/MTDG/T155_Battlemap.jpg
Once MT and Leo's is in it will be time to rush the barracks in Boomboomopolis, upgrade to maces and boom booms and maybe a single cavalryman and finish the job.
Of you look real close to Idiotincum you wil see a wandering purple people eater. He is just one move late to do anything meaningful.
Sir Bugsy Jul 14, 2006, 12:20 AM Nice timing on the land grab. Also good headwork on the retreat.
Tubby Rower Jul 17, 2006, 02:14 PM turn 156
accept RoP and Astronomy from the Nuts
Crackhead Horse -> Horse
Auda City Settler -> Settler
Found Left-overs next to a D'nut settler
Rush a barracks in BoomBoomoplois for 28 G
dump all trebs there
workers -> lots of chopping
move settlers to the front
note that MIA is building Sun Tsu's in Athens
The attached picture is of the settlers D'nut is spamming. After hitting enter, the settler moved. Luckily I blocked it :p
Bede Jul 17, 2006, 07:03 PM Good move with the save pick up. Hints of turnplayer confusion are all to the good. Got this note from killer this evening based on Simon's whomping on his MW NW of the 'Nana:
Here is the battlelog for this turn:
treb bombards MW north west of DB- 1 damage done (3/4)
treb bombards reg pike west of DB- 1 damage done (2/3)
treb bombards reg pike (2/3) west of db-1 damage done (1/3)
treb bombards bet MW west of DB- 1 damage done (3/4)
treb bombards vet MW north west of DB (3/4)-1 damage done (2/4)
Elite immortal attacks reg pike (1/3)- immortal wins (2/4)
treb bombards vet MW (3/4)-hits it for one (2/4)
So they have 5 trebs and only one immo who is 2/4 or 2/5. All their improvements on the left are gone. MIA still does not have ToG or Magnetism if CA2 is right.
He is not moving in force yet as you can tell from the unit counts.
@TR, there were 2 GS and horseman NE of 'Nana as I recall, which way did they go?
Tubby Rower Jul 17, 2006, 07:22 PM they fortified... as did all of the boats. I didn't want to lose those guys yet but I thought about pillaging. The boats are fine where they were and sea levels haven't risen yet from global warming
Bede Jul 19, 2006, 07:56 AM Mostly in pictures:
The D'nuts picket force.
http://i15.photobucket.com/albums/a371/doconor/MTDG/T157_000.jpg
These guys are industrial and looking awful industrious
http://i15.photobucket.com/albums/a371/doconor/MTDG/T157_001.jpg
The Leo Project
http://i15.photobucket.com/albums/a371/doconor/MTDG/T157_002.jpg
D'nuts lonely mountie west of 'Nana
http://i15.photobucket.com/albums/a371/doconor/MTDG/T157_003.jpg
The Lullaby Front
http://i15.photobucket.com/albums/a371/doconor/MTDG/T157_004.jpg
The mace you see in Boomboom is a newly upgraded GS. All of his fellows have been given the same treatment, except for two under the musket to the east. They are in waiting to see if TNT takes the bait on the uncovered horseman to hammer any wounded. If they don't bite the GS can move to Boomboom for upgrade and then join the stack of cannon in the move on the 'Nana.
Work at home continues apace. Research has been dialed down now that we are within two of MilTrad which will help pay for a mess of upgrades.
We have probably equipped at home the last settler we will need for Battle Isle. There is a longbow/settler moving west to the spot to claim a spot. And another pair on the way to the transfer depot. ANy others needed can come from the local population.
Bede Jul 21, 2006, 05:58 PM From the front
Homer is gathering strength
http://i15.photobucket.com/albums/a371/doconor/MTDG/T158_002.jpg
http://i15.photobucket.com/albums/a371/doconor/MTDG/T158_003.jpg
And so are we
http://i15.photobucket.com/albums/a371/doconor/MTDG/T158_004.jpg
Moving the troops to the gates of the 'Nana to protect our attacking field caused an upswing in war weariness so the Beer Budget increased.
http://i15.photobucket.com/albums/a371/doconor/MTDG/T158_001.jpg
But here is the big news
http://i15.photobucket.com/albums/a371/doconor/MTDG/T158_000.jpg
Accordingly every treb on Battle Island got a barrel and a pike or two got an upgrade to musket. All the GS within reach of Boomboom have gotten their armor and thei morningstars. There is one zizagging in and out of the jungle to the south of the Nutter's front line towns.
One last settler is heading for a boat and there are two in the western reaches of old TNT land looking for a good home. The lead could drop where he stands if his follower can bring the western cows within the borders.
Remind me to ship some workers to the west as there are critical irrigation projects in hand over there.
Two more horses and a musket finished at home and the towns were shifted to horsemen. I also started some courts in the south to bump up the commerce return there. There are a least three towns that are getting to critical mass for courts.
Whomp Jul 22, 2006, 07:40 PM Here's TNT's battlelog
6 trebs bombard the stack south east of DB causing
1 vet musket to go to (1/4)hp and the other vet musket to go to (2/4)
All hit except one treb which missed.
Tubby Rower Jul 22, 2006, 08:47 PM wow... so the RNG must be on a roll... attack this turn :)
Bede Jul 22, 2006, 09:24 PM Gonna take a turn to get the cannon to the gates. Patience TR
Bede Jul 24, 2006, 08:47 PM Moved the stack of cannon to the gates of Nana
http://i15.photobucket.com/albums/a371/doconor/MTDG/T159_000.jpg
Ran some upgrades both at home an abroad. Horse to cav is 75g and pike to musket is 45 while treb to cannon is 15.
There is a settler and longbow moving west of Decrepit and another settler following and a barbarian warrior emerged from the fog on enter. May have to drop the settler with escort where he stands and move the second into town for protection.
The last settler from the mainland has moved onto Battle Isle and has marched west. The boat chain has been reconfigured to reach both west and south.
War unhappiness is growing and grew some more when the stack moved onto TNT territory. We make only about 260gpt right now so that is three horses and a treb or two upgrade per turn.
MilTrad came in and was not offered to Homer. Clarification on where it is supposed to go after they get their hands on it is needed.
The more I look at MIA town layout the more I begin to wonder what were they thinking. Unless they are chock full of troops and they may be as Millie reports we are only average to them. No signs of railroads in the jungle yet though.
We have one town that do a cav in four and three others that with a little more growth (1 or 2 citizens) can do a cav in 5. Most of the home towns are working military right now with a handful doing markets and universities and courthouses and such. The cash has gone to upgrades rather than building rushes.
MIA's strength rating includes those thirty knights that have been reported somwhere. As we are rated average to them and our troop support costs are getting close to three times the limit. I do not fear their research budget though as their support costs have to be close to ours. We are being held back by 20% entertainment until the war with TNT is over, and the lack of development for tax farming on Battle Isle.
Bede Jul 26, 2006, 11:23 AM Just a quick diplomatic check
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_002.jpg
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_003.jpg
Here is the caravel that scared Tubby
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_000.jpg
Even if it is loaded there are enough troops on the eastern shores to cope with a sudden invasion.
Our new town and its neighbors. The bow between the two northern towns is covering a settler and there is a secind settler inside Fairfield Street
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_001.jpg
The Battle Log
T160 KISS Battle Log
Bombardment
Cannon - vPike -1
Cannon - vPike -1
Cannon - vPike -1
Cannon - missed
Cannon - vPike -1
Cannon - missed
Cannon - vPike -1
Cannon - vPike -1
Cannon - missed
Cannon - missed
Flyin' Elvis (mace) vs vPike - Elvis takes a treb hit -1 and kills pike with no further damage.
Bruce Lee (mace) vs vPike - Bruce takes a treb hit -1, takes -2 off the pike but dies.
Vet Longbow vs vPike - Longbow takes a treb hit -1, and dies pike crippled (1/4)
Vet Longbow vs vPike - Longbow takes a treb hit -1, kills pike, longbow crippled (1/4)
Vet Longbow vs vPike - longbow takes a treb hit and dies, pike healthy (4/4)
Vet Longbow vs vPike - Longbow takes a treb hit and dies, pike crippled (1/4)
Vet Longbow vs wounded ePIke (4/5) - No treb fire, longbow wounded (1/4), pike dead.
Mad Max vs healthy eImmortal - No treb fire, Immortal crippled (1/5) Mad Max dead.
Vet Longbow vs rPike - Longbow wounded (2/4), pike dead.
Vet Longbow vs rPike - Longbow dead, pike unhurt (3/3)
Vet Longbow vs rPike - Longbow dead, pike wounded but brevetted (3/4)
MDI Stepchild vs now VPike - MDI Stepchild critically hurt (2/4), pike dead.
Vet Longbow vs wounded vPike (3/4) - Pike dead, longbow healthy (4/4)
Vet Longbow vs wounded vPike (3/4) - Pike dead, longbow wounded (3/4)
Vet Longbow vs wounded vPike (3/4) - Longbow dead, pike takes no further casualties (3/4)
Vet Mace vs wounded vPike (3/4) - Pike dead, mace unhurt (4/4)
Battle ends with a wounded vPike showing in the defense of Dancing Banana and our effective forces cut in half
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_006.jpg
Simpsons have a Battle Group of Mounties hanging out on the mountain but refused to commit so there was no battle on their turn
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_005.jpg
Upgraded about half the remaining early MA units at home.
And that barbarian warrior moved in on Fairfield Street when saving
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_008.jpg
The troops at the gate of the 'Nana were reinforced with a fresh musket, the cavalry were held in reserve out of reach of any of the 'Nana defenders
http://i15.photobucket.com/albums/a371/doconor/MTDG/T160_007.jpg
But it looks like the TNT battle results hit us hard
That stack of yours south east of DB
treb bombards vet musket loses 1hp
treb bombards vet musket (3/4) loses 1 hp
treb bombards reg musket (2/3) no damage
treb bombards reg musket (2/3) no damage
treb bombards reg musket (2/3) loses 1hp
treb bombards vet musket (2/4) loses 1hp
vet celt killer attacks vet MI is bombarded loses 1hp- vet MI meets his maker
Bede Jul 27, 2006, 06:20 PM T161 Battle Of Dancing Banana
KISS Log
Cannon fire - vPike hit wounded (3/4)
Cannon fire - vPike hit wounded (3/4)
Cannon fire - miss
Cannon fire - vPike hit wounded (3/4)
Cannon fire - miss
Cannon fire - vPike hit wounded (3/4)
Cannon fire - wounded vPike hit hurt (2/4)
Cannon fire - miss
Cannon fire - miss
Cannon fire - miss
vMace (4/4) vs wounded pike (3/4) - treb fire misses pike dies
vLongbow (4/4) vs wounded pike (3/4) - treb hits, bow dies, pike crippled (1/4)
vCav (4/4) vs wounded pike (3/4) - treb hits, pike dies, wounded vCav pulls back (2/4)
Got two, lost one.
Two cavalry have been detacched from the border patrol and are on their way to board a boat. Three cavalry should finish the job.
http://i15.photobucket.com/albums/a371/doconor/MTDG/T161.jpg
There is not much left healthy in the stack. One mace at full strength, the rest are slowly healing up.
Homer's wolf pack rest in the mountains still
Whomp Jul 29, 2006, 04:33 PM Whoa Nelly. Start by getting massive WW as Simpleton loses all production. I cycle through and save about 10 others.
Ignoramus cannon --> cannon
Decrepit worker --> worker
Swampland walls --> worker
Turn up lux to 30%.
Retreat our troops from 'Nana.
Kill a barb flawlessly trying for a promotion. Scope out more Donut territory and approach MIA's city in the Donut jungles. Ship chain another settler and cav towards 'Nana. There's a couple settlers on our east coast. I really don't know what to do with these guys.
Send a few vet galleys towards harbors so they can be upgraded to caravels.
Re mm our cities. Upgrade a few horses, buchet and pike and short rush a settler for a cannon to finish next.
We need the gems from Donut.
Check the demographics. 3rd in pop, GNP, Mfd. Good, productivity and 2nd in land, per capita income and literacy.
On the IT lose a worker and settler to a barb horse on Battle Island. :(
No time for pics today. Sorry everyone.
Tubby Rower Aug 01, 2006, 06:19 AM turn 163
By Tubby Rower
Publisher: Randomer House
D'nuts send gems but dlbunchofnumbers forgot to accept :gripe: - accept and send back
builds
Simpleton (not rioting) - cavalry => cavalry
SKWTD - cannon => cannon
Other Stuff
Found Where's the Love right next to the D'nut settler
Move a bunch of units (I'm not sure where is the best location for them all)
Continue to scout Battle Isle's dark abyss
Move most units toward MIA front
try to set up a ship chain for getting cannons back from battle isle.
move said cannons out of D'nuts sight toward the coast.
Workers
plop some more workers on the fortress job on dye mountain.
irrigate Battle Isle
get 4 workers ready to chop forests SE of Ignoramus
MM'ing
-dropped lux slider to 0% (science was already at 0%)
-MMed everywhere, I got Simpleton down to 3-turn cavs while losing 1 food per turn at the cost of 3 gpt.
-ended turn with 261 G and raking in +437 gpt
After I pressed enter, the D'nut settler moved NE :gripe:
Other stuff of interest,
-I checked the cities to see if anyone else could see if Simpleton is starving, and I noticed that Athens is also starving :hmm:.
-I found MIA's city on Battle Isle
Tubby Rower Aug 03, 2006, 08:45 AM turn 164
builds
Dunderhead cav -> cav (5 turns)
Jesterton cav -> cav (6 turns)
Polecat cav -> cav (8 turns)
Gilfach musket -> musket (6 turns)
Fofomeno worker -> worker (10 turns)
Stuff
- dispatch the Bulgar encampment with the longbow out of Fairfield. He gets 25 G and a promotion to elite :dance:
- split the units between the core, EWR, & Senilityville.
- start chopping forests.
- plan on using the two settlers on the mainland to settle on either side of saltpeter mountain
Diplo
send D'nuts Dyes accepted.
end turn
no pictures as nothing new developed.
Tubby Rower Aug 05, 2006, 01:32 PM turn 165
Diplo stuff
Dancing Banana is offered and accepted from the Nuts...accept and get a new city :D
Builds
Idiote cannon -> courthouse
Stuff
- Switch a bunch of cannon builds to something else (courthouse, worker, or wealth) depending on how many shields were accumulated and spt and location
- rush a settler in DB as it had 1 shield already (needs 2 clowns currently)
- irrigate
- settle Crack-a-toe-ah on old TNT rubble on North shore -> wealth
- MM Frozen lake to work a mountian (1 more shield) to shave a turn off of the marketplace)
Do a little investigation on the diplo screen and MIA is still down Monarchy and Mil. Trad to us. I don't see any workers near our border, so no railnet being set up.
hit enter and send it off.
Tubby Rower Aug 07, 2006, 08:47 AM tunr 166
Diplo
Banking and Physics comes accepted
Builds
Simpleton cav -> cav
DB settler -> settler
Frozen Lake market -> library (15 gpt currently)
DEvil's Soul library -> barracks
Auda City worker -> wealth
Idioticum worker -> wealth
Left-overs worker -> wealth
Stuff
- Found One Last Kiss just NE of DB
- Water ICS land
- move have a galley fortified off of our E and N coast as far as it can go without going into ocean
- Found Jungle Boogie 2 N of EWR. Need a few more cities for ICS in the jungle
- reset ship chain to get 4 more cannons over to the Motherland
* current econ status: 1509 G @ +471 gpt
* no research since we can't access IA techs yet
* Change Simpleton to University so as to start building up shields for a ToE build
* Notice that MIA now has Mil Trad :scared:
Whomp Aug 13, 2006, 02:04 PM Turn 167:
Pre turn: Accept techs from Donuts. Knucklehead cav --> horse.
Rushing: Rush a cav in SKWTD for 116, Jesterton for 120g., Ignoramus for 76g, Polecat for 104g, Crackhead 108g, Notthefullshilling for 76g, short rush a settler in Devil's Soul for 76g and switch back to rax finishing next, switch Nincopoopity from cannon to pike and rush for 44g, Frozen Lake to rax for 144g.
Switch ldiote to horse which will finish next turn and can be upgraded. Simpleton will finish a cav every 3 once we get the salt back so leave it. Up lux to 50% and gold stands at 817g +125gpt.
Scout around Effling Whomping Rower and find another cav. Bombard around Effing Whomping Rower. Move units from the east coast and send them west. Wake up all the workers and send those with movement west. Send the galleys east to pick everything up.
Battle report
KISS vet MI loses to MIA vet cav now 1/4
KISS vet Cav goes 3/4 takes out MIA 1/4 cav
KISS vet cav loses to MIA vet cav now 1/4
KISS vet MI 4/4 retreats a MIA vet cav now 1/4
Send Gilfach and Dresden to Donuts. Ask them by email for incense. Our lux rate is insane.
BCLG100 Aug 13, 2006, 02:37 PM we also switched Simpleton to Sun Tzu to give MIA something to think about while we wait for saltpeter.
RegentMan Aug 13, 2006, 06:39 PM Rule 1.8 requires admin approval for gifting cities. In addition, it forbids gifting cities to deny another team the right of conquest, and I consider this gift to Doughnuts denying M.I.A.'s right of conquest. I have instructed Doughnuts to not accept the transaction.
1.8 Enjoining Teams
Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, its players are allowed to change teams as permitted under Section 0.3.
Definition: A team trading one or more cities to another team for the purpose of either granting that team an advantage (premature contact with another civ, map information, etc.), or denying an aggressor the right of conquest.
Trading and/or gifting cities is permitted, but each transaction shall be reviewed by the administrators of the game. If a specific transaction is considered to be in violation of the spirit of this law, then the traded/gifted cities may be forcibly returned to their original owner(s) or simply abandoned at the sole discretion of the administrators.
As a general rule, the administrators will consider city gifts/trades that are temporary in nature (i.e. only a few turns in duration) and those given/traded for the purpose of granting a team an advantage (premature contact, map information, etc.) or to deny another team the right of conquest to be against the spirit of this law.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game or to unfairly prevent a conquering civ from taking your cities.
Tubby Rower Aug 15, 2006, 10:33 AM Turn 168
Diplo Stuff
D'nut offers Saltpeter and Incense accepted
Units
There are 2 cannons, 1 musket and 1 MDI that are in hostile territory. I spread out some of the units in our new homeland. I moved some galleys to the south. Hopefully we'll be able to extract them out.
Citys
Every one of our cities is building a settler. We can't make any cavs even though we have salt since the horse on Battle Isle isn't hooked up yet.
WW is tough in DB. Everywhere else, I'm able to use all of the citizens.
New Build orders
BoomBoomopolis -> Musket since already had a rax
Capital (Malice) & all inland cities (w/o rax already) -> rax
all coastal cities -> privateers
DB -> rush a worker since it has too many pop
No builds will complete next turn so it all can be changed. Lowered Lux rate to 30%
Post-Enter Time
2 barb horses show up next to One Last Kiss
Whomp Aug 19, 2006, 08:35 PM Pre-turn: Snap a picture of the name changes of our cities. :mad:
http://img201.imageshack.us/img201/2726/miame2.jpg
Ok we have 489g +25gpt and are running lux at 30%
Rush a privateer in Malice for 148g and Auda City for 192g.
Hurry a settler in Spite for 40g and switch back to rax in 2.
Hurry a settler in FishyFishy for 80g switch back to privateer due in 10.
Rush a settler in Boomboom for 8g and back to cav in 13.
Kill a barb horse with our cav. No dice. Looking for a promo. Move our galleys south as scouts. Spot a MIA caravel.
http://img201.imageshack.us/img201/4352/sealanesku6.jpg
MM to get gold to 33gpt and leave 21g.
MIA is 40% of land and 55% of pop.
Whomp Aug 21, 2006, 08:27 PM Both privateers finish. Move the galleys around trying to find some targets. Some head NW to cover our flank. Nothing.
Revolt for monarchy. Two turns. Our happiness actually improves and every city has people working. We have 11 galleys, 2 privateers, 1 pike, 6 LB's, 2 muskets, 2 cavs, 4 MI, 1 GS, 1 native cannon and 5 captured cannons. 8 workers and 6 slaves.
http://img172.imageshack.us/img172/1608/boatstg0.jpg
Whomp Aug 22, 2006, 10:01 PM Turn 171: We receive nationalism and lux from Donut. Not much else to report since we are in anarchy. No boats were found and moved a cav onto their silks. The pirates are ready to strike with any activity.
Whomp Aug 23, 2006, 07:39 PM Turn 172: Came out of anarchy and we're are now Kings and Queens. :D
It seems to have helped since we don't need any lux. We're getting 68gpt. (enough to get steam in 40...that's pretty much no)
I'm going to hold it for musket to rifle upgrades.
We have some rax being built but we may be better off just making regular rifles. We can discuss that. MM a bit. Hunt for ships but don't see anything. That's about all she wrote.
Tubby Rower Aug 25, 2006, 08:07 PM turn 173:
Spite rax -> rifle
move some boats and workers
that's pretty much it.
We have 122 & +70 gpt. I thought about upgrading a musket to a rifle, but I figured that the next person could do it if we wanted to .
Whomp Aug 27, 2006, 11:47 AM Turn 174:Pre-turn: Greeks offer peace again. Yeah right. Make sure to clear the table.
Upgrade 2 rifles and draft in Malice and Auda City since they're the only two cities with pop over 6. Spend 16g in Decrepit short rushing a settler and change back to rax. It can be mm'd for 6 and 4 shields. Hurry a gran at Boomboom for 44g and switch back to cav now in 7. There's a galleon in Ithaca. Donuts should be aware that their spear on a mountain near Apple Crumb may not be enough. I sent them a message. MM to maximize growth so commerce takes a little hit.
Whomp Aug 28, 2006, 08:27 PM Honestly not much to report onTurn 175:
Receive gems and steam from Donut. The gems gets the clown in Nanner back to workRush a privateer for 24g at Fishy. Hurry a explorer in Punchinello and take two turns off rax in Punchinello due in 5. Rush worker for 12g at Auda City and take two off of privateer. Move the injured boats back towards home and everything else hunts. We'll need Donut to send coal. Rax will finish in Decrepit and privateer in Fishy. That's about it.
http://img154.imageshack.us/img154/3109/cityta9.jpg
Whomp Aug 30, 2006, 08:44 PM Turn 176:
Pre turn: Privateer finishes in Fishy and start another.
Rax finishes in Decrepit and starts a cav.
It's official. KISS and Donuts versus MIA.
http://img175.imageshack.us/img175/6923/warhk0.jpg
Move our boats around. No targets. Get 2 cavs and a GS ready to help at MIA's city on the continent.
Rush a temple for 24g at Punchinello. It can finish in 2 due to growth with a forest. Finish cav at Boom Boom for 56g. We'll be able to draft in Auda City again next turn.
Whomp Sep 02, 2006, 01:58 PM Pre-Turn: We receive coal from Donut. Boomboom finishes its cav.
Send Creaky Galley further and see a reg galleon sitting in Pale Dove.
http://img272.imageshack.us/img272/4262/paledovest9.jpg
Chum Bucket and Danny Buoy continue along the NW coast.
Draft a citizen at Auda city. Hurry a settler in Malice for 36g and switch back to Privateer in 7. We may want to change this to a frigate. Malice will be able to draft next turn. Hurry a cannon at Spite for 32 gold and back to rifle due in 7 (can be a cav)
3 Workers start railing near Auda and Frog and the many just finished tasks and will start next turn. 7 cities will grow next turn.
Question is whether we should risk sending our cavs onto this mountain and raze that stinkin' city!
http://img377.imageshack.us/img377/4572/miastrongholdfm2.jpg
http://img266.imageshack.us/img266/6603/eastcoastsn3.jpg
BCLG100 Sep 02, 2006, 06:14 PM why dont we just let nutters do it? (razing the city that is
Whomp Sep 04, 2006, 07:36 PM Turn 178
The galleon is gone from Pale Dove. Try to hunt it down. No dice. Two privateers continue south towards the MIA core. Draft a rifle at Malice and short rush a MI for 24g and switch to a frigate. Hurry a gran at Spite for 56g and switch back to cav in 4. Change Dinsog's Dancing 'Nana to BCLG's Bears Brewery. Our first rails are finished connecting Frog and Auda City. A new line is connecting Frog and Spite. It should be finished next and will then allow us to connect to the capital. 3 cavs and a GS are down by Eureka Stockade. They will land on the mountain in 2 turns.
Here's the epitome of a specialist farm. I tried to fit it all in but had to shrink the picture.
http://img105.imageshack.us/img105/6021/miaau8.jpg
Bede Sep 05, 2006, 08:34 PM They got a ways to go before those towns start putting out much of anything. They are still size two and won't grow all that fast.
Whomp Sep 05, 2006, 10:40 PM Turn 179: Punchinello rax to cav.
Creaky galley relocates the Snarling Narwal Galleon. Send the redlined SS Arrowhead to the area trying to draw the Snarling Narwal into a trap. Vet galley Perky galley is also dispatched to the area. Here's the set up.
http://img182.imageshack.us/img182/1329/southernmiaax6.jpg
Auda City, Frog and Spite are railed. Start railing to Malice and towards Boomboom. Start the slow research on commie.
Rush the frigate at Malice for 68g.
Set up the 3 cavs and 1 GS for Eureka Stockade's mountain next turn.
Whomp Sep 08, 2006, 12:19 AM Battle log in the box:
3/3 MIA galleon sinks our 1/3 galley off the coast of Abdera.
Turn 180:
Greece sends a peace treaty. Clear the table again.
Finishes the frigate at Malice and start another. Fofomeno finishes rax and starts cav. We are railed from Malice to Spite to Frog and just outside of Frog.
We find the galleon off the coast of Abdera. It's the Trusty Guppy. Time to sink that hunk of junk. We find the Snarling Narwal too.
Our vet privateer goes 3/4 sinking the Trusty Guppy! Woohoo!
Our reg privateer promotes to 3/4 and enslaves the Snarling Narwal!
http://img160.imageshack.us/img160/7219/newpirateshipci7.jpg
Our Frigate bombards the furs at April Fools and is successful cratering it!
http://img220.imageshack.us/img220/8349/miafursvi6.jpg
Draft at Spite and short rush a LB at Auda City for 52g. It brings the privateer build down to 3. Rush the cav at Spite for 28g.
We'll have 2 more draftees next turn.
Move to the mountain at Eureka Stockade with 3 cavs and a GS.
http://img171.imageshack.us/img171/3096/miastockadepd9.jpg
Whomp Sep 09, 2006, 04:06 PM Turn 181;
Sorry I forgot to snap pictures.
Battle Log in our box: 3/3 MIA Frigate attacks 3/3 KISS Galley – MIA wins with 2/4 Frigate
MIA sends a peace treaty again. Clear the table.
Spite finishes a cav and starts another.
Find the 2/4 frigate near Tarkingrad and our enslaved privateer promotes to 3/4 sinking it.
MIA has abandoned Eureka Stockade. The have a reg cav and a MI fortified on the spot.
Vet cav promotes to 3/5 taking out their reg cav.
Vet cav loses to the vet MI who goes 2/4. Even with a 68.6% win and 17% retreat. Sheesh.
Vet cav is flawless 4/4 taking out the MI and MIA is off the continent.
Short rush an explorer for 36g at Punchinello and switch back to cav to knock off two turns to 10.
Short rush another explorer for 12g at Boomboom and back to cav in 12.
Short rush a gran at Fairfield Street for 34g and back to cav in 5.
We are nearly railed to Donut. We will start heading west next turn.
Whomp Sep 10, 2006, 12:26 PM Turn 182:
Battle log: 3/3 MIA Frigate attacks 1/3 KISS Galley – MIA wins with 3/3 Frigate
Privateer finishes in Auda City and start another. Rail towards Donut and west. Our ships are not successful finding anything.
Short rush a LB at Decrepit for 44g and back to cav in 7. Short rush a settler in Boomboom for 16g and back to cav in 9. Draft a rifle at Bears Brewery.
There's a barb galley that appears NW. We may have to dispatch a privateer for easy enslavement.
Whomp Sep 11, 2006, 06:49 PM And another Battle Log:
4/4 MIA Frigate bombards 3/3 KISS Galley Hunky Dorey – Hit for 2 points
4/4 MIA Frigate attacks 1/3 KISS Galley Hunky Dorey – Sunk. MIA
Frigate is still 4/4
Hunky Dory was up north near Fe's Winery so I send send ships back north. Our frigate moves towards our fur colony along with a privateer.
Send 2 privateers further south together. Rush a LB for 64g at Crack a toe and back to Privateer in 4. We'll need one up there. Hurry setter at Left overs for 20g and back to rax. I'm not sure we can afford any rax so anyone who reads this please comment.
We are now railed to Donut.
http://img133.imageshack.us/img133/3163/amr3.png
Whomp Sep 12, 2006, 07:30 PM Turn 184:
A frigate hit our galley for 1 hp in the battle report. There's a 70% probability the galley will take off 1-3 hps from the frigate at Pale Dove so our privateer can knock it out at 65-85% versus 45%. Hit it with the galley. The arrows miss the frigate altogether and promote it when our privateer goes in to the see the damage. Well crap. Back the privateer off at the 30% odds.
Hurry a privateer at Crack a Toe for 28g. It can go after a barb galley. Hurry a duct at Punchinello for 52g and drop the raxed cav to 5 turns. Draft a rifle at Beer's Brewery and it set up MP duty there.
We'll have another reg cav next turn.
Whomp Sep 13, 2006, 10:55 PM Turn 185: Get gems back from Donuts. Beer's Brewery still goes into disorder but save the capital.
Fairfield Street gets a cav and Crack a toe ah finishes its privateer. Send the privateer after the barb galley to the west sink it flawlessly and capture a new privateer! I'll send the new one back east. We may want to leave that area for barb galleys.
Cash rush in the capital for the frigate, Punchinello's cav and Auda City's privateer. Auda City drafts another rifle.
I'll get another picture up next turn.
Whomp Sep 15, 2006, 07:43 PM Turn 186: Not much news this turn as we didn't find any boats however we did find the Great Meleet's message. hehe
http://img84.imageshack.us/img84/1481/aoo1.jpg
Send some galleys home so we can upgrade to galleons to protect our frigates and privateers. Short rush a galleon and back to frigate in the capital for 60g.
http://img182.imageshack.us/img182/9329/bje4.jpg
Whomp Sep 16, 2006, 02:18 PM Turn 187: Hurry a frigate at the capital for 24g. upgrade a galley to galleon so it can defend our privateer and frigate stack. Rush a settler for 20g back to frigate at Auda City in 10. Draft another rifle at Spite and Where's the Love.
Daghdha Sep 18, 2006, 03:09 AM Whatabout the greek silk city, is it bye bye....?
Whomp Sep 18, 2006, 09:04 AM It is Daghie. They abandoned it and left their 2 units there. We got a cav promotion out of it.
Whomp Sep 18, 2006, 08:43 PM Pre-turn: We receive replaceable parts from our friends the Donuts. We receieve a peace offer from our enemy the Greeks. Clear the table on that one. Frigate finishes in Malice start another. Cavs in Punchinello and Frog start infantry in both.
Many RP is so cool. Rails are railed faster, arty, infantry, guerillas. Stuff and things....I digress.
Upgrade two vet rifles to infantry for 60g. Short rush a settler at Fishy or 20g and switch back to privateer due in 10.
Not too much else. Trying to draw out some ships with our 2 frigates and a galleon.
State of our military.
http://img163.imageshack.us/img163/7922/asu9.jpg
Kickbooti Sep 19, 2006, 09:20 PM Wow. That is one depressing screenie, Whomp.
On the upside, now that we don't have to worry about winning we can see how much havoc can be created by a Donut client state.
Good job Whomp. Thanks for you're hard work. I've been ungodly busy these last two months (you know what I mean...), but I do check the board regularly.
I love you guys man!
Whomp Sep 20, 2006, 07:53 PM Turn 189
Pre turn: Receive salt and incense but Bear's Brewery still revolts and have to save a couple cities from anarchy by going through the big picture. Decrepit finishes a cav and starts a infantry. It may be time to consider a market or two.
Short rush a privateer for 56g at Auda City and back to frigate in 4. Raise lux this time to 10% since we'll lose another lux on the IT. Not much else to report.
Own Sep 21, 2006, 05:13 PM Having not been here for a while, I have a question. Are we winning? What's our tech, military and diplo situation?
Whomp Sep 21, 2006, 06:02 PM Having not been here for a while, I have a question. Are we winning? What's our tech, military and diplo situation?
Hehe. No we are not winning. We got run over by rails and cavs. :(
Whomp Sep 21, 2006, 10:05 PM Turn 190: MIA Frigate bombards KISS Galleon - Hit. KISS Galleon now 2/4
Bears Brewery is still revolting. Can't find that MIA frigate. It keep hiding.
Rush a frigate in Auda City for 24g and a raxed infantry in Boomboom. A bunch of cities will grow next turn.
F3
http://img228.imageshack.us/img228/2417/f3yy0.jpg
F1
http://img227.imageshack.us/img227/8734/f1tb1.jpg
http://img97.imageshack.us/img97/3401/f1bjg1.jpg
Whomp Sep 23, 2006, 12:28 PM Note email from Donuts--We landed 38 infantry and a guerilla on MIA. Our military is strong. Now would probably be a good time to send some troops over if you want some action ;).
And a pm from Killercane--Me neither. Well suffice it to say we landed a bunch of infantry off our west coast right by 2 size 8 cities that they will have to destroy. We seem to have had some troops renamed to KISS Mercenaries who have helped us out over the years, from Kutzov's Krushers to Whomp's Mercs. We just didnt have enough team names CAUSE WE LANDED SO MANY TROOPS ON THEIR ASSES. MIA sucks.
Turn 192:
We get a frigate and infantry this turn. Draft 2 more infantry. Upgrade a galley to galleon. Probe around for boats. Nothing. We will start pillaging their rubber next turn. If Donut could do the other one we'd really set them back.
Bring our galleon home to heal and we will have 3 galleons next turn. Due to size I switch a citizen in the capital to tax guy.
Should we risk our vets or conscripts with a landing?
Conscripts will win 28.16% and lose 55.7% oof the time on most terrain.
They'll lose 41.682% win and lose 31% on mountains. Doesn't seem very good odds. Their odds are much better fortified in towns.
Vets will win 44.88% of the time but only lose 19.9% on grass versus cavs. 52% win on a mountain with only 5.296% loss. It would be nice to have MIA move off that mountain.
I'm not 100% sure we can muster an attack. Thoughts?
Kickbooti Sep 23, 2006, 04:21 PM It seems a matter of honor to do SOMETHING. We can't do much for a few turns, I guess we will see how the Nuts stack does, but surely there is an area where some infantry and cavs could wreck some havoc. Or maybe switch to some guerillas and get them in the jungles to cut roads/rails. Dear God something.
Even the Poles had an airborne brigade in Market-Garden and they didn't have a country. We have to try something!
Whomp Sep 24, 2006, 08:49 PM A note from Donuts
They merely bombarded us with a couple of cannons; they may have taken rep parts with ToE and upgraded some artillery.... I will have to check the save to see. Sending silks...
If they reinforce the city I believe they will, most of their troops will be committed that way and we are cutting the roads so they cant get out. Turn after next might be a good time to land if you can but their troop strength is still a bit hazy. We are average but after drafting we are strong again.
Pre turn 192: We get silks from Donuts again but we still have disorder in Boomboom. Save a couple more cities from disorder.
Where's the Love finishes a cav and starts another.
Upgrade a galley so we have three ready to roll next turn. Upgrade a conscript rifle to infantry. What should we land with our 9 infantry (3 vet and 6 conscripts)? 3 Conscript rifles or 3 cavs or 3 cannons or 3 LBs? I'm leaning towards cavs because they only have cavs protecting April Fools.
Finish some mm'ing. Our frigate misses taking out their rubber.
Here's a great picture for you.
http://img166.imageshack.us/img166/1319/donutlandinggr4.jpg
My favorite...
http://img99.imageshack.us/img99/270/donut2ks9.jpg
Where I think our landing area should be...
http://img178.imageshack.us/img178/412/landingxh3.jpg
BCLG100 Sep 24, 2006, 10:00 PM i agree about the landing but the mountain of course would be great.
chances are though, if MIA are screwed they will rather finish our troops off than the nutters.
is that a load of cities been abandoned in the south or just a weird picture?
my favourites 'your moms core'
Daghdha Sep 25, 2006, 05:44 AM I garee we should irritate MIA best we can. At least they won't be able to commit 100% of their forces on Nut's. A matter of honour, yes (and fun).
Tubby Rower Sep 25, 2006, 06:24 AM @ Simon, I think that in their core, they kept things spaced out but where corruption was rampant (ie, our land) ICS prevailed.
I think that Whomp should take all of the attacking turns since he was the one that took time to play the turns while things were down.. ..the rest of us can live vicariously through him. (that is of course unless he can't play )
Kickbooti Sep 25, 2006, 08:34 AM Why not the red or blue spots? It would threaten two cities and maybe force them to commit more, sooner.
Tubby Rower Sep 25, 2006, 08:48 AM I wonder if Whomp's spots will allow us to drop them on the first turn instead of having to wait one more turn before taking our proverbial dump on MIA.
Whomp Sep 25, 2006, 09:07 AM I think there's two reasons Booti.
1. We can unload in one turn and reinforce in two at that spot.
If we can create a foothold this will allow us to reinforce faster.
2. The other spot is on roads which means they will be able to manuever easier. I plan to bombard the rails in between Far West and April Fools.
I think time is the key here. Donuts are getting bombarded and we need to distract attention. MIA has to make a choice. Bombard us near the corrupt science farms or lose ground to Donuts at their core. We would undoubtedly be bombarded unless MIA commits 100% to protecting their core.
Remember that Donut intends to land an additional 40+ (I presume fast) units either this turn or next.
I think we should send cavs with the infantry so we can threaten April Fools the next turn. If we can take that mountain we're near inpenetrable.
Kickbooti Sep 25, 2006, 12:14 PM You're right - reinforcement trumps all in my mind. Do we have an extra settler kicking around? We could plant a port city and if we lost it...who cares - not like its never happened before. ;)
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