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Tubby Rower
Mar 29, 2006, 07:35 AM
This should be the new dept. of Turnplay since Rik has issues with counting past 4 digit numbers :).

Last page of previous Dept. of Turnplay (http://forums.civfanatics.com/showthread.php?goto=lastpost&t=124975)

scoutsout
Mar 29, 2006, 07:39 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.

Sir Bugsy
Mar 29, 2006, 10:11 PM
This should be the new dept. of Turnplay since Rik has issues with counting past 4 digit numbers :).
We don't want to tick off His Meleetness.

May Meleet bless you.

Tubby Rower
Mar 30, 2006, 05:36 AM
Well he killed ~5 of my immortals in a PBEM..... And I sacrficed 3 catapults to him too. A stack of immortals are defenseless. :wallbash:

I'm regrouping now and going after Whomp :D

Rik Meleet
Mar 30, 2006, 05:52 AM
Thanks for sharing that Tubby.... Now all teams know.
That was classified !

Tubby Rower
Mar 30, 2006, 05:54 AM
I can share my battle log... can't I? Whomp knows that I have some immortals too ;)

Whomp
Mar 30, 2006, 09:28 AM
Berry intavesting....thanks for the update Tubs. :evil:

BTW I will not be sharing anything with the Great Meleet or you. You need a cup of tea...go ask your partners.

Tubby Rower
Mar 30, 2006, 09:29 AM
I've seen Whomp's swords die attacking my archer.... that was pretty funny. :lol:

EDIT::: btw, how do you know that I'm not practicing my lying? I think that I'm quite good at it when I want to be ;)

Whomp
Mar 30, 2006, 09:35 AM
OK Mr. Loose Lips sink ships Fella. Take it somewhere else. Tell someone who cares in the Geek Engineer thread or something. :D

Tubby Rower
Mar 30, 2006, 09:38 AM
We're all on different teams... and I want to sink both of your ships..... http://www.civ3duelzone.com/forum/uploaded/Tubby Rower/20051020154642_rower.gif

Daghdha
Mar 30, 2006, 12:44 PM
@Scout
My humble request for a screenie of the battle area to be.
Side note: We're throwing loads of techs over the ocean w/o getting any back. Should we not consider a more modest research pace to let Nutters "catch up" some? I see good use of cash to rush some infra so that our core can squirt units 4 a while.

Tubby Rower
Mar 30, 2006, 12:48 PM
FWIW, we are researching all of the military techs. I'd be fine with getting all of ours and then build up a sizeable advanced force while we wait on them to catch up. But I think that we need to have some good Military techs before turn 166 so that we can defend/attack MIA when we want to.

Tubby Rower
Mar 30, 2006, 05:10 PM
This stack includes 1 elite GS and 7 vet GS.

http://img240.imageshack.us/img240/6206/image29ul.jpg (http://imageshack.us)

scoutsout
Mar 30, 2006, 06:02 PM
@Scout
My humble request for a screenie of the battle area to be.I see Tubby posted a screenshot. I'll be sure to get some good 'uns on the next few turns.

scoutsout
Apr 01, 2006, 08:14 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.

*****

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


Screenshots to follow

scoutsout
Apr 01, 2006, 08:35 AM
Here's Furbomb as it appeared just before our landing:

121885

This is chumbucket, spotting a TNT Warrior. I think that guy was one turn too late for lookout duty.

http://www.civfanatics.net/uploads11/Chumbucket_Spots_Warrior.jpg

Here is the lay of the landing:

http://www.civfanatics.net/uploads11/8_GS_LANDING.jpg

http://www.civfanatics.net/uploads11/8_GS_LANDING2.jpg

...and a couple of shots of my foreign advisor.

http://www.civfanatics.net/uploads11/CPL_P_FOREIGN1.jpg http://www.civfanatics.net/uploads11/CPL_P_FOREIGN2.jpg

...and here's Tera, doing her thing as my stand-in Military Advisor.

http://www.civfanatics.net/uploads11/TERA_Standing_In.jpg

Ansar
Apr 01, 2006, 08:42 AM
http://thelastwatch.org/forums/images/smilies/cheer.gifGo TEAM K.I.S.S Go!http://thelastwatch.org/forums/images/smilies/cheer.gif


:D

Tubby Rower
Apr 01, 2006, 12:46 PM
well for one thing we will have at least one slave next turn. There is no way they can stop that worker from irrigating and move him in the same turn.

Excellent work Scout!!! HAs anyone sent the Booti declaration yet??? The answer is yes... it was sent @ 0130 EST

Whomp
Apr 01, 2006, 01:00 PM
Here are the PM's I've sent today as well...

Pm'd to Donsig, Strider and Greekguy
Most Esteemed Residents of TNT:

We humbly apologize for the offensive tone and saber-rattling nature of our last communique.

We are a passionate people, and drink sometimes makes us forget ourselves. We apologize for any distress or unease our message may have caused.

The people of KISS are, at heart, peaceable farmers dedicated to the matters of religious enlightenment. We believe that amicable relatioins and open trade further these sublime pursuits and are eager to engage in discussions regarding trade and commerce.

Please, brothers, let us sit and barter. May our interaction based on mutual respect lead us both to a peacable and prosperous existence.


APRIL FOOLS!!!

We're just messing with you. We're idiots and April Fools Day is our highest religous holiday.

We're really only interested in trading blows. Soon your cheif import will be pain, while your chief export will be the odor from your fancy silk MC Hammer pants when you soil yourselves at our approach.

Consider this a declaration of war.

This is no joke. We've declared war on you. Our holy Meleetian Jihad has been declared on the holiest of all KISS days.

If you have any quesitons you can speak with Admiral Kutzov.

Have a nice day.

POTKISS Whomp

Sent to General W, Chamnix, Peter Grimes and Fe3333au..
Team MIA,

On our holiest day, a day for fool's on the first of April, the idiots thank you for your great wit. The Grumpys? Well they're grumpy today.

We have sent some units to TNT for a police action. We have good intelligence the doughbolt explosion was started by Dinsog. We have started our holy Meleetian jihad to avenge this loss.

Would you like to join us at some point? This way you wouldn't have to kick off your GA against us. Simply send a few hoplites in and a GA will be yours.

Thanks again!
POTKISS Whomp

Sent to Robi D of Donut
BTW on our holiest day, a day for fool's on the first of April, we have sent TNT a declaration of war. We have good intelligence the doughbolt explosion was started by Dinsog.

Would you like to join us at some point? I'm sure they will need to leave their cities on the Donut frontier reasonably free of units.

:D
Whomper

Daghdha
Apr 01, 2006, 01:05 PM
OK, so now they really have gotten The Message (http://forums.civfanatics.com/showpost.php?p=3879278&postcount=127) :lol: 1:st of April starts in Sweden before it hits Chicago, hehe

Tubby Rower
Apr 01, 2006, 03:37 PM
Should I send it too.... Maybe everyone send it?

Sir Bugsy
Apr 01, 2006, 04:34 PM
Excellent landing execution scout! Now a question: do we keep Furbomb? i would suggest keeping it at least one turn to see what TNT's response is. We also need to get some combined arms (defenders and trebs) across to help the overall effort.

soul_warrior
Apr 02, 2006, 12:42 AM
rumble in the jungle.
only htere is NO jungle.
and the only rumble is from my empty belly.

chime the bells and ring the chimes, war is upon us!
as well as some soon to be extinct Tuskers ;)

Sir Bugsy
Apr 04, 2006, 11:29 PM
We just got the game back. Scout is checking it out.

Edit - This is rich!

gmaharriet
Apr 05, 2006, 01:06 AM
Edit - This is rich!
Oh....and you're just going to leave us hanging there???? :hmm:

Daghdha
Apr 05, 2006, 01:42 AM
I opened the save GmaH...I opened it and saw....that TNT has abandoned Furbomb. The diplo screen also popped and they're wondering if we might consider peace :lol: :lol: :lol:. It looks like we will have a fast ride straight into their core. Have fun Scout!

soul_warrior
Apr 05, 2006, 01:56 AM
this calls for a nice quote:
I Blame It On The BOOGIE
and another:
someone:Swede, talk to the man.
Swede: im gonna rip off your head and Sh1T down your throat
both seem appropriate somehow :D

gmaharriet
Apr 05, 2006, 02:12 AM
I opened the save GmaH...I opened it and saw....that TNT has abandoned Furbomb. The diplo screen also popped and they're wondering if we might consider peace :lol: :lol: :lol:. It looks like we will have a fast ride straight into their core. Have fun Scout!
OMG!!! Scout had said doing that would be their BEST tactical move, but their WORST strategic move. :woohoo:

Daghdha
Apr 05, 2006, 03:13 AM
Yeah it is. Since I couldn't move anything I don't know how far we'll get or what to encounter, but things are looking way cool :cool:

Rik Meleet
Apr 05, 2006, 03:13 AM
For inexperienced PBEM players (Bede?) the error of opening the diplomacy screen to check out your enemy and forgetting to click "clear table" leads to a peaceoffer being send to that enemy.

KISS did the same to TNT.

Tubby Rower
Apr 05, 2006, 05:40 AM
WooOOoOoOoOt! I expect pictures Scout since we can't replay it.

Ansar
Apr 05, 2006, 06:16 AM
:woohoo:

Straight to the Dancing Banana:banana:



Also, Tubby Rower, isnt that Furiey's avatar and sig?;)

Tubby Rower
Apr 05, 2006, 06:19 AM
Also, Tubby Rower, isnt that Furiey's avatar and sig?;)
yup the one and only... we extended the April Fools' Avatar switch to a week. It's already gotten under RM's skin. and Whomp and scoutsout have confused more than 2 people with their switch.

Furiey now appears as though she is Beorn (who's title is Pregnant Idiot :lol: )

Tubby Rower
Apr 05, 2006, 06:21 AM
That warrior scout is a veteran... Why haven't they upgraded him? seems odd to not have him in a barracks city to be upgraded if needed.

Should we plant a couple of GS next to their lookout mountain to take him out?

Whomp
Apr 05, 2006, 08:32 AM
That warrior is farm material for Morpheus. He will be hunted down like the dog that he is.

Bede
Apr 05, 2006, 08:39 AM
It is way too rich for words. Myself I couldn't believe it when the screen opened and there sat the pile of rubble.

The Lone Ranger is pretty cute, I think we should let him live. He is a long way from home and what can he hurt?

Tubby Rower
Apr 05, 2006, 08:46 AM
I agree with Bede. We will need firepower to take a city. That warrior isn't going to hurt anything right now.

There is a galley right next to him. I was just wondering if those re-"enforcements" should be rewarded with a little cat and mouse game.

Also, What about the worker... Should we capture him?

grahamiam
Apr 05, 2006, 03:39 PM
@scout: don't be too worried about WW yet. However, be aware that the biggest trigger for WW in Republic is to lose a town (-30 modifier iirc). So, if we establish or take a town, we need to be able to defend it. Killing units builds up WW too, so take a close look at the WW thread in the strategies forum.

WW can be quite funny in pbems. In my game vs akots, we were in a locked war yet both of us made it to the Modern Age while in Republic. WW would kick in and out during the game due to units being in and out of each others territory, and I found a use for Cathedrals, but overall I wouldn't worry too much about it right now. Too bad that warrior is not in range, as it would have been an easy kill to kick off our GA.

scoutsout
Apr 05, 2006, 09:53 PM
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.

122500

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.

122501

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...

122502

then grab Mad Max. W, NW, NW... and spot another undefended city.

122503

Doesn't look like we get our GA this turn team. Move the rest of the troops out, and take a couple of screenshots.

122504

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 05, 2006, 09:55 PM
Here's a shot of the theater of operations, with some dots where I'd like to start a "real estate redevelopment project" (TM),

122505

gmaharriet
Apr 05, 2006, 10:15 PM
How odd that they would leave a pop 5 city completely undefended. I wonder if that second rubble pile was left from their war with D'nuts or if they just now abandoned it. I wonder if they have defenders on their way. Very curious situation. :hmm:

Sir Bugsy
Apr 05, 2006, 10:17 PM
See a border...and what may be a rockpile NW of our position. Gotta love seeing things like this. Diplomats remember to praise our Donutian friends for their city preservation skills.

then grab Mad Max. W, NW, NW... and spot another undefended city. Even richer than my wildest dreams could imagine. No wonder there was panic in the streets. TNT seems to be completely out of position. What is up with the pike off in the woods? So they have two potential defenders completely unable to defend.

what are the odds TNT will be able to place a substantial number of defenders in the city next turn? If they had units in any NE cities or the capitol, they would almost be there by now. They must have had everyone down south.

So if Meleet graces us in battle do we keep the city or raze it? I'm think raze it. Defending it would be too difficult without pikes and trebs.

:hatsoff: to scout for a well executed two-turn campaign so far.

scoutsout
Apr 05, 2006, 10:20 PM
How odd that they would leave a pop 5 city completely undefended. I wonder if that second rubble pile was left from their war with D'nuts or if they just now abandoned it. I wonder if they have defenders on their way. Very curious situation. :hmm:I think 'nuts must have sacked something there... the placement seems all wrong for that to have been abandoned last turn...

...although... one would think they would have improved that tile for the commerce bonus of the ponies. :hmm:

...but this is the dangdest thing I've seen. We have invaded, and been at war 2 turns... and yet neither side has incurred a single combat casualty.

I'm trying to decide if I want to torch their capitol, or whack the warrior for the GA and sign a peace treaty of some sort. My gut says sack the capitol... but it'd be nice to win this war without a single casualty.

Sir Bugsy
Apr 05, 2006, 10:31 PM
Invoking Charis' "pop is power" principle again, conversely removing population from their civ reduces power. We need to methodically and judiciously prosecute this campaign. Let's nail every city we can. Their economy is going to start hurting very soon with the loss of cities and the increased support costs:
- That will slow their research effort with MIA.
- That will reduce their ability to cash rush additional military units.
- That will force them to concentrate on land units over naval units. Thus keeping our shores free of potential Persian invaders.

In the next turn or two we'll have a feel for how far we can take this campaign.

Tubby Rower
Apr 06, 2006, 05:24 AM
I'm thinking that the pile of rubble was another undefended city that they abandoned. It was within striking distance although we couldn't see it. That's prolly what took them so long to play the turn.

I sent a PM to Robi and Nobody of D'nut with Bugsy's questions and hopefully will get a response soon.

:worship: scout for a well executed war so far :thumbsup:

soul_warrior
Apr 06, 2006, 09:22 AM
all hail the Scout!
praise be upon the Meleet!

can we use Uncle Tom for a summery winter retreat fur fur?

Crakie
Apr 06, 2006, 01:39 PM
Here's a shot of the theater of operations, with some dots where I'd like to start a "real estate redevelopment project" (TM)

We want to mimize the logistic burden. Your dotmap seems fine, but where should we found a city first? I'm too lazy to open a save, but from what I can see, the most eastern dot minimizes ship movement (or the length of a ship chain, if that's legal) so we can unload and move in a single turn, but the southern one benefits from roads already in place. It seems to depend on little details what's best. My gut feeling is the southern dot.

Kickbooti
Apr 06, 2006, 06:09 PM
:drool: I can't believe this war. It is like Christmas.

I too join in the priases of Scout - though less for his prosocution of the war than for the replacement of Cororal Punishment with Major Fox as his military advisor. Details will follow in the Crazy Eye

Admiral Kutzov
Apr 06, 2006, 06:35 PM
robi, wants to know if my ad will be repeating. he's trolling for knowledge and I have not replied. anyone have a suggestion?

I too join in the priases of Scout - though less for his prosocution of the war than for the replacement of Cororal Punishment with Major Fox as his military advisor. Details will follow in the Crazy Eye
well major fox is hot. the post should be good

Whomp
Apr 06, 2006, 06:47 PM
robi, wants to know if my ad will be repeating. he's trolling for knowledge and I have not replied. anyone have a suggestion?
Say something idiotic like...that it's a possibility since Igor may need a family to take him in for a foreign exchange program, Tubby may have a bridge to sell, Scout may have some cheap workers available at nice prices and Beorn may need a personal ad for SGPI (single Gallic Pregnant Idiot) 5 foot 4, 220 is looking for SFI (Single Female Idiot) wholikes slow walks on a nice rubble beachs and is willing to live on both continents.

Admiral Kutzov
Apr 06, 2006, 06:50 PM
"i may have the wits, but i don't have the words. you guys do it much better" So sayeth deputy PotKiss Daghie while in his cups at Slinger's Casino. Reputable Citizens of our government were quite taken aback when Daghie said, "Major Fox, well yes she used to be on my staff." ;) of course we have no reputable citizens...

Tubby Rower
Apr 06, 2006, 07:03 PM
AK, I would reply to Robi that we are finding more and more cities everyday so we might as well go ahead and run it for 5 issues

Admiral Kutzov
Apr 06, 2006, 07:19 PM
this is what I sent: Well, we're gonna let <idiot/grumpy to be named later> play a few, so we'll take the bargain rate.


i was going to ID slinger and then thought it should be a surprise

soul_warrior
Apr 07, 2006, 05:05 AM
a tale from the crypt:

it was a dream to most notable fool and babbler had.
he saw in his dream a peaceful Celtonia, where no military where need (just like our current situation :lol: )
and in his dream Celtonia has conquered the world WITHOUT shedding a single drop o' :beer:

check this out THE MEEK SHALL INHERIT THE EARTH (http://forums.civfanatics.com/showthread.php?t=127894).
maybe we could have the scribes write up a note to those Fabeee guys, just so they have some ideas on how to try and salvage thier lands?
we are not so cultured as them, but WAYYYY COOOOOLER!!!!

scoutsout
Apr 08, 2006, 06:32 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! [pissed]

scoutsout
Apr 08, 2006, 06:37 PM
If they would not have "seen" the promotions... am I obligated to tell TNT which units got promoted while killing TNT units?

Proposed submission Submitted to TNT as a battle log:

Battle Log:
Veteran Gallic Swordsman Dirty Harry attacks 4/4 Warrior Slipshod. GS Dirty Harry loses 1HP, kills Slipshod.

Veteran Gallic Swordsman Invincible attacks a regular pike, loses 2 hp, kills pike.

Veteran Gallic Swordsman The Collector dies attacking regular Pikeman #1... Pikeman #1 promotes.

Veteran Gallic Swordsman Josie Wales attacks 1/3 Immortal #1, flawlessly kills it.

Flyin' Elvis pillages the road leading to the TNT capitol.

Gallic Swordsman Mad Max Captures a worker who shall be interrogated to see if he knows the whereabouts of Dinsog.

Tubby Rower
Apr 08, 2006, 06:44 PM
excellent work scout. I can take some screenies in CA2.. I've also created a label called Battle Logs in our Gmail box. I've attached both the battle log and TNT Specific labels to the battle logs so that we can easily find them if needed.

Tubby Rower
Apr 08, 2006, 06:48 PM
archeligical findings
http://img53.imageshack.us/img53/3329/image29lz.jpg (http://imageshack.us)

The Straight of Blood
http://img53.imageshack.us/img53/9194/image41kw.jpg (http://imageshack.us)

scoutsout
Apr 08, 2006, 07:00 PM
Thanks Tubs. I feel like a total Idiot for losing that one Gallic Sword. I knew better than that. But it doesn't matter... there's no way that they're going to hurt us now. With the road pillaged, they cannot close with us before I get a city founded next to the Ivory...

Wait a second...this is TeamKISS... I'm not supposed to feel like an Idiot, I am supposed to embrace my inner lunacy and "Become The Idiot".

Sir Bugsy
Apr 08, 2006, 07:15 PM
So each team has to give the other a battle log?

Nice work on the initial skirmish Scout. We presently have five GS on the far shore. We'll need a turn to gather our forces together. I think we'll need some pikes in a SOD to march on the TNT capitol, otherwise we'll take some loses.

So we have three ways we can go here.

1. We can start building cities along the scout triangle and the skirmish TNT as they send troops forward.

2. We can gather a SOD and march on the capitol.

3. We can keep a holding force in skirmish alley and circle some troops around to the north to raze some outlying cities.

I'm not sure which way to go here. How big is dancing banana? IIRC, it is around pop 8. We'll need artillery to crack that nut.

Sir Bugsy
Apr 08, 2006, 07:17 PM
I just noticed that they have a city 3 SE of the capitol. That may be worth looking into.

scoutsout
Apr 08, 2006, 07:25 PM
I just noticed that they have a city 3 SE of the capitol. That may be worth looking into.Geez... lemme get something more than a toehold will ya? :p

What do you think about using cash rushing in such a way that we spit out a Trebuchet every single turn from now until the showdown with MIA?

Sir Bugsy
Apr 08, 2006, 07:27 PM
Trebs are a good thing. I love artillery. I think we'll need to get a few across to help with the skirmishing.

Mostly we need to consolidiate our troops since they are a bit scattered after the first battle. That little buffer zone shoud help with the immortals.

Bede
Apr 08, 2006, 09:28 PM
Get those rock throwers over there. They are the colon in the kill ratio.

Patience and persistence. Let 'em suffer. They can't out-produce us for the next twenty and we can finish them at our leisure.

Whomp
Apr 08, 2006, 10:00 PM
The buchets will be very helpful but remember they will be high value targets. There's nothing worse than having them turned around and used against us. We will need defensive cover to move with them. Where I see them being most useful is when they are dumped off from a galley next to a city with a stack and then either reloaded or fully protected.

Sir Bugsy
Apr 08, 2006, 10:40 PM
Get those rock throwers over there. They are the colon in the kill ratio.

Patience and persistence. Let 'em suffer. They can't out-produce us for the next twenty and we can finish them at our leisure.Oh Venerable One you are so right. They just lost two cities. They are hurting. Perhaps resource denial would be appropriate right now.

soul_warrior
Apr 09, 2006, 07:16 AM
like was said, trebs gallore if you please.

i think that a pair's bass players should be a strong enough rhythem section for now (a drummer boy or two, maybe a string quartetlater?)

take away thier Iron Maiden :rockon: and what have they got left?
a Motley Crew in Paradise Lost?

Tubby Rower
Apr 10, 2006, 05:19 AM
I was talking to Simon (BCLG100 - TNT) last night. He said that no one is listening to anyone else. Apparently they might have a couple "know-it-all"s over there and they won't listen. I'll get a log of the conversation and post it in the Diplo for TNT thread.

He asked what we were going to do after our swords were slapped around. The only thing that I mentioned was that we would trade 3 GS for 3 cities anyday. He didn't flinch and sounded disheartened about it. So they did raze 3 of their cities.

I was oddly silent otherwise (I have trouble not letting stuff slip out). I knew you guys would kill me otherwise. :lol:

Sir Bugsy
Apr 10, 2006, 09:28 AM
Razing three cities without lift a sword is a good day's work if you can get it. You were precisely right Tubbs. 3 for 3 is a nice trade.

scoutsout
Apr 12, 2006, 09:38 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.

123248

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

123249

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.

123250

End the turn with 8g in the kitty, +200gpt, Invention in 10.

Admiral Kutzov
Apr 12, 2006, 09:54 PM
+200gpt? are you slacking? ;)

Sir Bugsy
Apr 12, 2006, 09:57 PM
A couple of general comments and questions.

1. Excellent headwork fortifying along the road.
2. What are your intentions with the two Gallics on the northern coast - zone defense or pillaging/exploring expedition.
3. Are the donutians researching in the MA yet? If they are, shouldn't they have a higher research rate?
4. Using AW logic, do we want to settle on the ivory? Provides three tile spacing with iron hill and can't be pillaged.
5. Do we want to rename the worker Dinsog? Kind of ends our "police action" if we have captured him already.
6. Sounds like we should have some trebs across in about two turns. That should help immensely in dealing with the pikes.

Daghdha
Apr 13, 2006, 12:34 AM
(a) Why not do the investigation as suggested here (http://forums.civfanatics.com/showpost.php?p=3917895&postcount=294) and here (http://forums.civfanatics.com/showpost.php?p=3918885&postcount=297)? There might be logic behind that I don't get.
(b) Why gift D'nuts the dyes? What is the point in trying to figure out how we can make best use of 'em if they're suddenly, and without further discussion, gone for 20 turns? If the game is going to played along the lines of "Scout makes a suggestion (http://forums.civfanatics.com/showpost.php?p=3917039&postcount=291), Bugs says OK (http://forums.civfanatics.com/showpost.php?p=3917296&postcount=292) and then all other discussions are overruled, then we have to reconsider our style of government.
(c) Otherwise everything looks fine and you're doing a great job as TP.

Crakie
Apr 13, 2006, 05:30 AM
Any idea when Chivalry will come in? Couple of knights wouldn't hurt right now, and they have the upgrade we'll want for taking on MIA.

Also, let's think far ahead. Say we conquer TNT... very well, but the Nuts and MIA will team up against us for sure. We don't want to be too strong in other words. Let's get the Nutters to join us once we got a few nice luxes and cities in fertile lands.

scoutsout
Apr 13, 2006, 05:32 AM
2. What are your intentions with the two Gallics on the northern coast - zone defense or pillaging/exploring expedition.Re: #1: Thanks. As for the 2 Gallics in the north, I have options... I can move them 2S and get them on the road if I want reinforcements... or I can move 1 to the Iron hill for a look around, or I can leave them where they are... as I'll have a settler 1NE of their position in 2 turns. (Yup, 2 settlers over there in the next 2 turns.)
3. Are the donutians researching in the MA yet? If they are, shouldn't they have a higher research rate?They are, and according to the investigation, they're spending 40% of their treasury on research
4. Using AW logic, do we want to settle on the ivory? Provides three tile spacing with iron hill and can't be pillaged.We could... though if we put a town on Iron hill, and a town 2NE of Iron hill, and settle on the rockpile... Trebuchets in the town on Iron hill could move to either town center and fire off a volley on the same turn... let's discuss this more.
5. Do we want to rename the worker Dinsog? Kind of ends our "police action" if we have captured him already.Good point. :blush: Maybe you should relieve me of command Bugs. :salute:
6. Sounds like we should have some trebs across in about two turns. That should help immensely in dealing with the pikes.It'll take me a few more turns to get multiple trebs over there... but I'm working on it.
(a) Why not do the investigation as suggested here (http://forums.civfanatics.com/showpost.php?p=3917895&postcount=294) and here (http://forums.civfanatics.com/showpost.php?p=3918885&postcount=297)? There might be logic behind that I don't get.I did a cheap investigation now to see what they're currently spending...that doesn't preclude another investigation in a couple of turns.
(b) Why gift D'nuts the dyes? What is the point in trying to figure out how we can make best use of 'em if they're suddenly, and without further discussion, gone for 20 turns? If the game is going to played along the lines of "Scout makes a suggestion (http://forums.civfanatics.com/showpost.php?p=3917039&postcount=291), Bugs says OK (http://forums.civfanatics.com/showpost.php?p=3917296&postcount=292) and then all other discussions are overruled, then we have to reconsider our style of government.Gifting the dyes might not have been such a hot move... I had asked for a delay... but then ran into Tubs and AK on MSN. Tubs seemed to think it was OK to go ahead and give 'em the dyes, and that he'd be able to work a deal... hopefully Tubs will be able to vindicate me on this one. :blush:
(c) Otherwise everything looks fine and you're doing a great job as TP.Thanks.

Tubby Rower
Apr 13, 2006, 05:41 AM
RE: Dyes gift to D'nuts

I told Scout to gift the dyes. We will get that back in techs. I personally consider the D'nuts an ally in the current situation. We are tied to them until the end of the MA and if we can get their reseach rate up then that's the best situation for us.

Think about what they are currently capable of trading:
1) gold -> needed for research
2) gpt -> see above
3) cities -> wouldn't be helpful for either team
4) units -> wait this isn't [civ4] nvrmind
5) workers -> we have to wait until we plant a city on their continent
6) techs -> we already have a deal and are equal now anyway

They can trade abosolutely nothing for the dyes. The Dyes are extra and therefore wasting turns in our store-houses. Why not send them early to D'nut and I'm going to send a PM to Kunigas, Robi, & Nobody about a worker or two once we get a city planted on their continent. Maybe they can get one in their capital in two turns when we'll be planting that Ivory city (scout's still debating the name). Scout followed one of the rules of our Anarchy.. He had 2 idiots (myself and AK) approve his action before proceeding so beat us up over it not scout.

And in the words of the great philosopher Forrest Gump, "That's all I have to say about that."

scoutsout
Apr 13, 2006, 05:44 AM
Any idea when Chivalry will come in? Couple of knights wouldn't hurt right now, and they have the upgrade we'll want for taking on MIA. I'm not sure Chivalry is in the "Simpson Protocol"....
Also, let's think far ahead. Say we conquer TNT... very well, but the Nuts and MIA will team up against us for sure. We don't want to be too strong in other words. Let's get the Nutters to join us once we got a few nice luxes and cities in fertile lands.I don't think "getting too strong" is going to be a problem. MIA's power bar is growing at a disturbing rate. Pick up the save and hit F8. Team Doughnut won't be a factor in the near term; they're spending 40% of their economy on a tech that is known by 2 civs...and they haven't got it yet. Translation: their economy sucks.

I think we might want to think in terms of peace with TNT soon. Grab some land and a lux... sign peace... and focus on the coming war with MIA. Trust me team, when we settle in to fight MIA, it is going to be a real slugfest. Golden Age aside, MIA has the better empire right now. Strong team + strong empire + strong turnplayer = Trouble. We must not become so drunk on the blood of the No Namers that we lose sight of this.

Crakie
Apr 13, 2006, 06:06 AM
Alright, Scout, I'm with you. Not getting overambitious with TNT is definetely the way to go... [GA triggered] + [lux + land grabbed] + [Stretching for military resources] + [TNT sufficiently weakened as MIAs research partner] = peace talks.

To make the most of our GA, let's not waste too much shields on MDI but spend them on horsies + infrastructure, and we'll need to out research MIA as well.

Tubby Rower
Apr 13, 2006, 06:08 AM
Who's going to volunteer as the peace-talker with TNT? I know one TNT player, but according to him no one listens to him, so he might not be the best person to talk to .

Daghdha
Apr 13, 2006, 07:25 AM
Because I'm a total schmuck and have managed to delete this post 3 times already, I'm gonna be very short :crazyeye:
-Sorry for maybe sounding put off about the dyes deal. I knew zip about the MSN session and hadn't had morning coffee. All good.
-Peace with TNT is ok anytime. Estimate how many tiles we would need there to get to 66% if we whipe out MIA, draw a line and offer peace for that chunk. E of it TNT cannot settle, period. We have accomplished a lot already :goodjob:. Then we could fully concentrate on the big slugfest :D. We will have cavs before MIA and should go for a massive roll-over as soon as we have upped our (then) Mama SoD of horses/knights and cannons.

Kickbooti
Apr 13, 2006, 08:47 AM
Alright, Scout, I'm with you. Not getting overambitious with TNT is definetely the way to go... [GA triggered] + [lux + land grabbed] + [Stretching for military resources] + [TNT sufficiently weakened as MIAs research partner] = peace talks.

To make the most of our GA, let's not waste too much shields on MDI but spend them on horsies + infrastructure, and we'll need to out research MIA as well.

I think all of this is spot on. I would only bring these points up for consideration:
A) Timing - the Nuts peace deal with TNT ends in 2(?) turns. Before we seriously consider peace we should do the 'ally' thing and discuss it with the Nuts. If they are rearranging things (as per our request) to pressure TNT and take advantage of the situation, to pull that rug out without warning would make working with them in the future against MIA a difficult thing.

B) Darkness - I would personally love to know more about the lay of TNTland before we start talking peace. There may be a particulalry desirable hunk of realestate that is worth a bit of a stretch.

C) Depth - how large a holding do we want? I think that two cities is a great beach head, but I seriously doubt it is defensible. How many cities do we want over there? Or more precisely, do we intend on KEEPING our holdings or is it just a GA/lux grab? And if we are committed to holding it, what kind of forces would that require?

Personally I would love to take and keep land in TNT, but the forces required both to protect it, and present at least a credible threat to TNT/Nuts against easy incursion would be considerable. In other words, I don't think a zone defense will work in TNT land, we don't have the room to loose.

If I'm correct that we will have to dedicate forces to a static defens + have a mobile reaction force, will that allow us to still go after MIA as we need to?

Nagging questions aside, I stand in awe of Scout's prowess.

Tubby Rower
Apr 13, 2006, 09:37 AM
A) Timing - the Nuts peace deal with TNT ends in 2(?) turns. Before we seriously consider peace we should do the 'ally' thing and discuss it with the Nuts. If they are rearranging things (as per our request) to pressure TNT and take advantage of the situation, to pull that rug out without warning would make working with them in the future against MIA a difficult thing.It was said that they extended it for 5 more turns. There's no telling how long their current deal is in effect, but yes they should be informed if peace is the direction that we are headed.

I think that we should hold off at 1 maybe 3 cities at most. Plant a few pikes there and just let them be. Horses/knights should be our next focus if we are planning on pulling out.

Crakie
Apr 13, 2006, 07:12 PM
I say we grab as much TNT land/cities as we can without overstretching our resources (hence wasting our GA) and not worry about defending it. We'll never stand a chance against the Nutters anyway if they choose to take it. Any land we grab now, is not theirs (be it the Nutters or TNT) for the time being and that's a good thing as long as we're not getting ahead too far and forcing a MIA/Nut alliance. The rest is pretty inconsequential IMO.

Sir Bugsy
Apr 14, 2006, 12:37 AM
If the game is going to played along the lines of "Scout makes a suggestion (http://forums.civfanatics.com/showpost.php?p=3917039&postcount=291), Bugs says OK (http://forums.civfanatics.com/showpost.php?p=3917296&postcount=292) and then all other discussions are overruled, then we have to reconsider our style of government.Don't know where this one came from. I have never felt like I am anything more than an advisor, a schemer, a planner, and a :devil:

How about I go through and post all the hundreds of other times I have said I liked something in this game. If you guys don't want my participation, just let me know. I have a project I can be spending time on and I can stop wasting the hour or so I spend here every night

Please note that I said I liked three different ideas in post 292. I certainly didn't act like a dictator. I gotta tell you this has got me a bit cross.

soul_warrior
Apr 14, 2006, 03:00 AM
bugs, dont worry. be happy :)

i may be silent most of the time, but only for a lack of better things to say.
hence my halted promotion within the Academy.
maybe im not a true idiot - one would not do as i do where they idiots, right?

during our perliminary questioning, the young rebel, captured on the plains of Tuskana, has confessed himself to bethe infamous Dinsog.
it took our Idiot Savants a whole HOUR :eek: and 4 thumbscrews :evil: to secure the truth out of that dastardly liar.
we had in fact captured a revolutionary miscreant of persian decent.
his name was not Dinsog, but Che' Dins. (which is translated phonetically into IdiotSpeech as Dinsoguevarra, which in turn SHOULD be translated into either Dinsog Jr or Dinso@ {depending on your town of origin}
to avoid unneeded troubles, and to keep our credebility {ncredulous as that may seem} with the others, i suggest branding his forehead with the sacred "@", do a quick lobotomy [scoutsout can surely supply us with a nifty blade], and simply rename him "@Dins"

Crakie
Apr 14, 2006, 06:27 AM
Don't know where this one came from. I have never felt like I am anything more than an advisor, a schemer, a planner, and a :devil:

How about I go through and post all the hundreds of other times I have said I liked something in this game. If you guys don't want my participation, just let me know. I have a project I can be spending time on and I can stop wasting the hour or so I spend here every night

Please note that I said I liked three different ideas in post 292. I certainly didn't act like a dictator. I gotta tell you this has got me a bit cross.

I think you are being a bit too sensitive about this Bugs. If Dagh feels this way, it's important for his enjoyment of the game he can post about it so we can work things out. I understand Dagh - it does seem sometimes that some input doesn't get enough attention. For me that is not a problem, I follow the game closely and post when I feel there's something to add (like SW in that respect). Having assumed that role, I do not expect all of a sudden my contributions to be considered Holy. Dagh favours a higher level of participation but feels he is a bit left out due to the 'old boys network'. Now that's a fair complaint, isn't it? I'm sure we can work that out, but threatening to quit is not very constructive.

I am happy the turns are in the obviously capable hands of Scout, who also posts detailed logs, which must take a good deal of time to write. And I'm sure everyone will agree your contributions are invaluable as well and we wouldn't miss you for the world! In fact, have you considered becoming turnplayer for a while? Scout may like a bit of rest.

Tubby Rower
Apr 14, 2006, 06:41 AM
Bugs.... I think that Daggie wasn't informed about a MSN conversation. Please stick around. we need you.

Whomp
Apr 14, 2006, 09:17 AM
Ahhhh...anarchy!!http://67.18.37.17/2135/53/emo/nervous.gif

If i may...this team was brought together for reasons a lot of which was my doing. When the game was constructed Ginger Ale and Regentman were struggling to put teams together . I stepped in and said if I can bring together a team of players I'd like to build from a group that knew each other that I felt gave us the best chance to win. Hence, the many players from the SG world.

I have the utmost respect for the chemistry and teamwork this team has shown. I didn't want to get caught up in the mess known as the Demogame world others operate under, which I found extremely unattractive and still do. The fact is we can be decisive and the others can not. I see this as a distinct advantage.

In the process, fully understanding, we couldn't exclude anyone from joining us and we added to big additions Crakie and Kickbooti. It was not intended to be old boys network but a network that could work together for a common goal which I am fully confident we will succeed at.

If we think things should be changed let's discuss that. Maybe the game has progressed where this is necessary, and to maintain our core, assign areas of interest and expertise. I know where I feel my expertise falls. The game's turnplay has gone beyond my level of confidence against players like Chamnix and Kuningas/Killercane so for me talking (diplo) is where I feel I contribute...so if we're going to assign areas this is a space I find interesting and enjoyable.

Daghdha
Apr 14, 2006, 01:05 PM
@Bugsy (and others)
Between my intital, somewhat frustrated, post, and Bugsys, somewhat crossed response, I posted this:-Sorry for maybe sounding put off about the dyes deal. I knew zip about the MSN session and hadn't had morning coffee. All good.
. I'm not going to apologize for having an opinion on how the game is played, but I didn't mean to suggest someone is acting as a dictator, and I don't feel my post made such a point. All I felt was that some ideas is taken seriously into consideration, and some fall flat without any discussion at all. I am fully aware that my skills are far below those of, for example Scout and Bugs, and I have no probs with being voted down because I'm still learning from you guys. What is a wee itch is that no one can learn anything from scilence (except maybe that your idea was too dumb to even comment).
Now, this is not a big issue and, but right then (for the reasons I've already mentioned) I felt I had to object. I don't expect everyone to read and comment everything, not at all. It's just that in this particular case it seemed so odd to just ignore some valid points and do something completely different and that's how I read it at that moment.
I'm very much for staying in anarchy and I also which we can be a bit grumpy with each other every now and then without anyone feeling he/she has to abandon the ship.
I'd like to close this particular incident with the words of Whompie: I love you guys, man :cry:

Kickbooti
Apr 14, 2006, 01:21 PM
:love: :cry: :blush:

Okay. Now that THAT is over, in the words of my leather-faced, emotionally distant, battle-hardened grandfather "BUTCH UP!"

Let's go kill Persians. That will make all of us feel better.

Remember, Maudlin despair and irrational rage are the emotional bookends of any drunken society. We're just riding the pedgilum. ;)

(PS - I love you guys too :cry: But if you tell anyone, I'll Kill Ya:ninja: )

Whomp
Apr 14, 2006, 01:28 PM
.:stupid: OK group hug everyone. You guys are making me feel all misty eyed! :cry:

Yes AK, I have issues....now let's go whack a Persian!!:cheers: :band: :smug:

Where's my fellow Wildcat 'Slinger when I need him? Bear down 'Slinger!

gmaharriet
Apr 14, 2006, 06:33 PM
.:stupid: OK group hug everyone.
I'm all for that!!! http://img.villagephotos.com/p/2003-5/180352/grouphug.gif

scoutsout
Apr 14, 2006, 08:10 PM
Wow - I missed the group hug. Dangit. :( But I'm more sorry this got so long-winded.

Oh well. I'm all for KB's suggestion on whacking some Persians. I still haven't been able to confirm the initial recon reports about their women... due to the "siege prevention auto-razing sequence".... Sorry team.

@Daghie, et al: Somebody mentioned something about a "good ol' boys" club... I'd like to speak to that...and something Whomp mentioned about this being a team comprised of SG types.

I think one of the greatest strengths of this team is that we come from the SG background. Because of this, we don't necessarily need to discuss every detail ad nauseum... and can focus on strategy and tactics. I want to come back to this in a moment...

...but on the SG thing... please don't think I mean to exclude anybody... but I have played in at least one SG with everyone described as a "Grumpy"... and I go back further with Bugs than any active player at CFC.


To anyone who might feel a bit left out...please understand...

Bugs was one of my instructors in GK2 - when I was a Regent level player. After that we played together in The League of Ordinary Gentlemen (my first Emperor SG). We were in Bede1 together - where we field tested paratrooper tactics that were later published in the War Academy; and (at the risk of bragging) it was I who set up a Longbow Rush in Bugs2 ("Gauntlet revisited") that some considered a difference maker between Bugs2.0 and 2.1 (same game, second team).

In short - with the possible exception of Bede - there is no player on CFC who knows me better than Bugs. If you want to see me get my a$$ kicked in a PBEM, pit those two against me. (Sun Tzu, etc.)

Please understand, I do not mean to exclude anyone on the team from the discussion - it's just that "the Grumpys" can say more with fewer words to each other - because we know each others' playstyles, and minds. There's a reason that Nincompoopicity is where it is - because I understood Grahamiam's reasoning without him having to spell it all out. This level of understanding is a strength of our team - but I think we've just seen how it can work to our disadvantage.


Having said all that - (whew!) - there is some really good discussion in General Musings on city placement on the beachead...and whether or not we want to grab enough tiles for a domination win...

...and I think it is an important strategic discussion. The next turn we'll have a settler next to the Ivory... but after that turn we'll need to plot a course that will shape the way we play the game.

...and this is where I will truly need the team's help. Bugs and Bede will tell you, I'm a passable tactician. But all (and I do mean all) of the "Grumpys" are better strategists than I.

End of sermon. Amen. (apologies to KB)

Sir Bugsy
Apr 14, 2006, 10:35 PM
Sorry to everyone for getting ticked off. I didn't read everything and just saw the first post and got ticked.

Scout - that was a very good description of the grumpies. Between you, bede, Slinger, G-man and me, I think we could have a huge conversation with less than 100 words typed. My apologies to the team on this regard.

I understand that we have the game back. How is the tactical situation looking.

Edit - Oh, BTW there was supposed to be a little bit of humor in my being "a bi cross." See this article: British Alert Levels (http://cerebralwaste.blogspot.com/2006/01/more-terror-level-warnings-announced.html).

scoutsout
Apr 14, 2006, 10:42 PM
I understand that we have the game back. How is the tactical situation looking.Aw dang. I've been chatting with Whomp, Harriet, Tubby, and Mistfit. Between sharing "213 things Skippy is no longer allowed to do in the Army" and trying to teach yankees how to make barbeque... I knew there was something I forgot.

But at least I helped AK improve his Chili. :D

Kickbooti
Apr 15, 2006, 04:15 AM
...and trying to teach yankees how to make barbeque...

C'mon. That is a cheap shot. Everybody knows how to use ketchup.

:D

Admiral Kutzov
Apr 15, 2006, 05:26 AM
But at least I helped AK improve his Chili. tis true....

scoutsout
Apr 15, 2006, 09:17 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. 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

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.

123501

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 tempts me to send the second to go pillage their iron... but ..

123502

First I wake up Flyin' Elvis ...do a little recon...

123503

and find the TNT strike force.

123504

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.

scoutsout
Apr 15, 2006, 09:27 AM
Let's see here... a couple of tactical notes.

We've got 9 Gallic Swordsmen (two Elite) on The Other Continent at the moment. Only one is not on the roads, and he's one move from being in position to whack something.

123509

Next turn we'll have a town founded. We'll start the turn with 9 gallics on thier soil, and we can ship chain a Treb and another gallic there next turn.

I expect the TNT attack force to step out of the fog next turn, most likely on the tile NW of the horses. This will give them 4 Pikes and 5 Immortals on one tile. We'll have Ten Gallics and a Treb.

I plan to withdraw, and let them move again - onto the road NE of the Horses.

With careful positioning we can get 2 more gallics ship-chained over there, and we can commit our pike if need be.

123508

The odds aren't exactly in our favor, but if we can get through the pikes we can shred the Immortals.

Bede
Apr 15, 2006, 01:20 PM
It's going to take at least rock slingers to put a dent in that stack, just way too many pikes. Can we dance around them and maybe pull somebody out of position?

Looking at the picture of the strike force we need at least a fortified pike and a treb (preferably two) to make mincemeat of it.

Strategically speaking, I think planning on a long term use of TNT's lands is the way to gor. Looks like a nice river network where our AGRI trait will play nicely for developing our science and tax farms and who cares about the corruption levels as we won't depend on those towns for raw commerce anyway.

(P)lay on, Macduff!

Sir Bugsy
Apr 15, 2006, 04:44 PM
Bede has an interesting idea there. Let's say we don't found the city quite yet. Or we found the city as bait. I don't really like that idea, but it would surely keep TNT out of position a lot longer. Then we use our greater speed to strike TNT again when they are out of position.

OK, let me explain in greater depth so everyone is on board with this. TNT is probably going to move that stack onto the hill next turn. We will gather up our units two tiles away and tremble in fear just out of reach of those mean and nasty immortals.

Then the following turn TNT moves down off the hill onto the road. Now we use our greater speed and race across the roadless lands into their backyard. If we run into some pikes guarding those cities we start pillaging TNT back to the stone age. IF we run into some unguarded cities, well we know what happens there.

Advantages: TNT's main strike force is out of position to defend their core, unless they want to attack with pikes. We use our speed to stay just out of reach of TNT's main force until we can get some rock throwers across.

Disadvantages - It delays settling the east for a few turns until we have a stronger defense.

scoutsout
Apr 15, 2006, 04:49 PM
It's going to take at least rock slingers to put a dent in that stack, just way too many pikes. Can we dance around them and maybe pull somebody out of position?That's definitely an option. One of the thoughts I had was this: If they consolidate their stack on the tile 1NW of the horses, I could put all of our Gallics on the forest tile S of the horses. This might buy us the precious time needed to get some more troops in the pipeline. It might also put us in position to hurt another city... but I don't want to start going after dug in cities without a decent combined arms stack.

This is going to be a great warmup for dealing with Hoplites, btw....

Looking at the picture of the strike force we need at least a fortified pike and a treb (preferably two) to make mincemeat of it.I'd prefer a few more Trebs than that... but we've got a Pike and a Treb on Galleys... and they could be brought to bear before TNT could be in position to hurt us. Strategically speaking, I think planning on a long term use of TNT's lands is the way to go.The more I think about it, the more I think it makes sense to grab as much land as possible over there. Pack in a bunch of specialist farms, and swap 'em between taxmen and scientists as needed....

...but we've got a tough row to hoe over the next 3-5 turns. Even a little PRNG cruelty could really hurt us at this juncture. We've already been bitten pretty hard when they attacked our gallics with 3 Immortals and not a single Gallic retreated.

Bede
Apr 15, 2006, 04:57 PM
IF we run into some unguarded cities, well we know what happens there.

Advantages: TNT's main strike force is out of position to defend their core, unless they want to attack with pikes. We use our speed to stay just out of reach of TNT's main force until we can get some rock throwers across.

Disadvantages - It delays settling the east for a few turns until we have a stronger defense.

:rotfl:

Dang it, Bugs you're reading my mind again. To wit, I deleted a phrase that ran "is it possible there are undefended cities in the backlines"

But even if the desired outcome (undefended cities) doesn't happen we will use our advantage, speed, to spread them around and possibly crate an opening.

Delaying the settlemetn won't really cost us anything at this point and will ensure we land in greater force when we do.

Sir Bugsy
Apr 15, 2006, 05:04 PM
Exactly, we can gather up a secondary force in the east while we create terror, panic, hate and discontent in TNT's core.

Edit - The more we pillage the less TNT's immortals can catch up with us.

scoutsout
Apr 15, 2006, 05:05 PM
Let me see speculate on how TNT might play it, and see if I can come up with some tactical options.
TNT consolidates all available forces on the tile NW of the horses. This is probably how I'd play it.
TNT leaves the pike on the hill, and does something stupid with the pike SE of the main stack.
If they go with option 1, we could have our hands full. I would probably move the elite off the northwestern-most position, and pull him back a bit... and move the veteran off the tile NE of the horses. I would basically play it expecting them to put the stack on the road next turn...

...at that point I would be forced to skirmish. If they make this maneuver with fewer than 4 pikemen, I will shred them. I don't think I've got enough over there to hack my way through 4 pikes and 5 Immortals... but if they only bring a couple of pikes we will have enough to deal with the stack. The key is to let them step on the road, but not use the road.

Another thing we could do is pull everything northward, and establish a base of operations on one of the 2 proposed sites NE of the Iron hill. This would buy us the time needed to get some trebuchets over there... but the lack of roads would probably negate our speed. We would also give up control of the existing roads in neutral territory. We would probably need to pull our settler away from the Ivory if we went this route.

Another option I see is to move all of the gallics to the Forest 1S of the horses. This might accomplish Bugsy's tactic of drawing them out of positon.

These are just some of the thoughts I'm having...

Sir Bugsy
Apr 15, 2006, 05:19 PM
OK, since I'm a visual guy, here goes:
http://img512.imageshack.us/img512/6076/troops18ru.jpg (http://imageshack.us)
The blue line is Scout's TNT option 1
The red line is Bugsy's TNT option 1.

I think Scout might be correct here. It appears TNT is advancing on a broader front instead of concentrating forces.

A broad advance leaves them open to losses.

In either case, blue or red, we will want to stay just out of striking range with our GS's. Once TNT commits their main force to our road, we can run around them into their backyard. We can take either, the red, blue or green tracks. I would prefer red or blue since that puts us in their core before they can counter.

scoutsout
Apr 15, 2006, 05:44 PM
@Bugs: The problem I see with the blue axis of advance is that it puts our Gallics in range of their immortals. Let me outline a couple of alternatives.

First, turning the flank:

123568

We use the roads and our speed to put our gallics in position to threaten their city in the fog. It's probablly defended... possibly heavily defended... and possibly in a position to get reinforcements. But the TNT stack is not in a position to help.

Another option I see is the tactical retreat...which might give us a strategic advantage.

123569

I can have a settler on Blue Dot next turn, and plant a town there the turn after. The Gallics on the road west of the river can pillage and retreat to the forest. Other gallics can make it to the iron hill. The settler by the Ivory will need to be pulled onto a galley.

The yellow lines are the moves made next turn, blue lines are made the turn after.

This is the safer option. And by the time TNT closes with our town, I could have a couple of pikes and several trebuchets there to greet them. And if they don't come to us, we come to them when we're in a better position to take the fight to them.

scoutsout
Apr 15, 2006, 05:55 PM
Sorry for the double-post... somebody had suggested settling on a site 1SW of the Blue Dot. Here's the problem I see with that: A city on that site could be threatened by a pike/immortal stack on the iron hill...which would put us in the position of having to pry that stack off the hill from across a river. The Blue Dot site is slightly more defensible IMHO.

Sir Bugsy
Apr 15, 2006, 06:11 PM
I really don't like the second option at the moment. I imagine those immortals in that stack are all the offense TNT has. By staying mobile and using our speed, we can raise hell in their core. Plus it puts us on our heels.

I think you misinterpreted what I was advocating. We do not march across the unroaded lands until TNT places their stack on the road. That will be two turns from now and that stack will probably include the two additional pikes as you advocate. Now it will take two turns to get back across and by then there will not be any roads for them to use when they do get across.

scoutsout
Apr 15, 2006, 07:03 PM
@Bugs: I think I see what you mean... pull the "turn the flank" maneuver a turn later....interesting...

Kickbooti
Apr 15, 2006, 09:04 PM
Wow. Bugs and Scout are like Xenophon and Hanibal shooting the breeze. Maybe I will have to try southern BBQ.

I am working on keeping up (and have some obligaitons tonight and tomorrow that mean I won't be able to digest this until later). But...

Why wouldn't TNT's SoD go directly to the horses?

The stack would only be one pike short. Our two northernmost GS could bypass and pillage the core, but if they moved the pike off the hill and left the singleton pike in place, they could block that maneuver for a turn or two and have their Immortals closer to the bulk of our forces.

I can see a couple of disadvantages to that move, but I see it as plausable, which means that we should consider it before putting all our GS in the forest to the south.

Okay, I have to go. This may be stupid, but like I say, tomorrow is a big work day - other things on my mind...

scoutsout
Apr 15, 2006, 09:15 PM
Wow. Bugs and Scout are like Xenophon and Hanibal shooting the breeze. Maybe I will have to try southern BBQ.Okay... I guess I'm Xenophon... and I highly recommend you start with Hickory and Pork for the barbeque...

Why wouldn't TNT's SoD go directly to the horses?Because then their SoD would be shy one pike... unless...

Unless they've got a settler in the fog...and plan to try to resettle the horses...

Daghdha
Apr 16, 2006, 12:29 AM
Interesting conversation to say the least. I'm positive that TNT has thrown a major part of what offense they have which makes the "flank/sneak option" tempting. I'd prefer we keep the initiative and let that Stack of Mischief march into nothing.
ATM they have 1 connected Iron outside Grenadopolis. I suggest we take our whole stack, including the settler (by boat), and go invisible to E of G-polis. We raze it and settle on the Iron Hill. Upside with this is we whack one more core city, deny them the fuel for Immos and plant in striking distance from another core city (Carpetbomb III). Downside that the whole TNT strike force is undented and will control the east front where we want to settle.
In the meantime I want us to intensify diplo with Nuts to see if we can diverge the no-namers somewhat. If we could, defending that hill until reinforcements (pikes) arrive would be possible IMHO.
About the Nut diplo I will elaborate in that thread.
Another thing of note is that MIA is building Pyramids as well as Colossus which tells us...? That they are planning on making it on their own assuming Nutters are too far behind and TNT are doomed.

scoutsout
Apr 16, 2006, 08:00 AM
@Daghie: Good catch on MIA starting Pyramids. That is great news... because those 600 shields translate into a lot of troops we won't have to kill.

Sir Bugsy
Apr 16, 2006, 03:44 PM
The Pyramids is wonderful news! The Colossus is even better news. Those are two major shield sinkholes. Very interesting move by MIA. They obviously aren't seeing a threat from our military unless those are prebuilds for Sun-Tzu and Leo's.

Daghie - I don't know if we have the navy for that move. That is a great idea. Keep hitting them where they ain't

Tubby Rower
Apr 17, 2006, 07:35 AM
I just opened the save and the hill with the pike has 1 elite immortal. 1 vet immortal, 3 reg immortals, 3 vet pikemen, & 1 reg pikeman. There's also a worker there. Not sure what he's doing other than building a fort and/or a road.

The only other new enemy visible is a barb galley 1 SE of our settler

Kickbooti
Apr 17, 2006, 07:58 AM
If that is what they are up to, then it gives us time to get some pikes/trebs and pillage the punk out of their core, especially before they build the road and allow greater Immortal mobility.

Of course, it also allows them time to stiffen their cities defenses.

Without opening the save, looks like it could be a slug-fest.

Daghdha
Apr 17, 2006, 04:16 PM
I suggest we take our whole stack, including the settler (by boat), and go invisible to E of G-polis
I don't know if we have the navy for that move
Clumsy expressed by me. What I ment was the GS's go land route, but the settler can stay in the boat and go seaways. All in all, I'd go for the "sneak behind their SoD"- alternative.

Sir Bugsy
Apr 17, 2006, 09:08 PM
It looks like TNT is following the red path. We'll want to move away from them and pillage that tile E of the hill before we leave it. Looks like they are going to overplay their strength right into our strength.

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 17, 2006, 11:10 PM
Hey G-man, can you draw a picture on how you would like to see our road network in the jungle?

Butterball
Apr 18, 2006, 02:11 PM
Turn 122

Back home – rename a GS on the SW coast to GS Butterball and move him farther down the coast.

I'm sooo proud of this young idiot. Yesss sir.
:rolleyes: :goodjob: :thumbsup: :beer:
BB

grahamiam
Apr 18, 2006, 03:23 PM
Hey G-man, can you draw a picture on how you would like to see our road network in the jungle?
I'll try to do it soon. Basically, we need to prevent quick access to our core, so the road from EWR, on the bannana, needs a barracade (note, it will destroy the mine, but just build it again after the barracade and all is well, but wait till after the GA) as well as the jungle road N of it. We also need a sort of barracade line in the middle of the empire, to prevent quick moving cav's from zipping thru our core. imho, if we clear jungle near MIA, barracade it as well, and only clear the 6 tiles around the immediate core. the rest can stay as virgin jungle. roads thru the jungle to the outposts should be direct and barracaded. this is all in preperation of a cav attack, so it's not something that need to be immediately done, and is definitely secondary to improving the FP/Palace cores.

scoutsout
Apr 18, 2006, 08:59 PM
@G-man: Don't you think it's possible we can take on MIA before Cavalry?

Crakie
Apr 20, 2006, 04:35 AM
@Scout: you didn't ask me, but I really don't think so.

grahamiam
Apr 20, 2006, 07:54 AM
@G-man: Don't you think it's possible we can take on MIA before Cavalry?
take on? possibly. but it's also possible that they reach cavalry before us and turn us back. better to be prepared than suprised.

Tubby Rower
Apr 20, 2006, 01:05 PM
I opened up the save and they have a big stack of 13 units

2 workers (one road per turn)
5 immortals (1 elite, 1vet 2 regs)
6 pikes (4 vets, 2 regs)

Sir Bugsy
Apr 20, 2006, 11:50 PM
So am I supposed to play this turn or are we back to scout?

Daghdha
Apr 20, 2006, 11:54 PM
Go play Bugsy :goodjob:

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.

Sir Bugsy
Apr 21, 2006, 09:19 PM
Sorry, :blush: I'll have it up shortly.

Sir Bugsy
Apr 22, 2006, 12:06 AM
posted in the main forum, answered here because I don't like those guys on the other teams[/I])]Yah know Bugs...for all your pokin' fun at me for "jumping out of perfectly good airplanes"... I never did ask you... exactly WTH does "IFR" stand for?!?!?!?

I'll tell you what... I'll go easy on you, and make this a multiple-guess question:

a) "I Fly the Roads" (based on my experiences with... "certain chopper pilots")
b) "I Fly the River" (based on my observations of "certain Navy pilots"...who... like some other Navy types I've observed... don't seem to know what to do on land...)
c) "I Fly Randomly" - 'nuff said.

Now if you... "charlie out, when in doubt"... you're definitely gonna hafta pick this game up again if we ever get an air force. :p
Thee are too many buttons to push when flying in the MTDG. Lately it has been "IDF" - I Don't Fly. Been about a dozen yars since I logged any flight time.

Edit - For those that don't know - IFR means "Instrument Flight Rules." It is the term used for flying an airplane when you can't see a thing, and you completely trust your instruments to see you through.

Kickbooti
Apr 22, 2006, 12:13 AM
Edit - For those that don't know - IFR means "Instrument Flight Rules." It is the term used for flying an airplane when you can't see a thing, and you completely trust your instruments to see you through.

Any other jargon you guys can think of let me know, a guy in our church in on deployment in Kosovo with the MI National Gaurd - he flys Crash-hawks, I mean Blackhawks (don't tell his wife I said that). Any acronyms or lingo I can drop in conversation may smooth his transition back to civie life.

Either that or we could have him drive the church van - who has better manners, Belgian peacekeepers or 11 year old Northern Michigan red-necks? I wonder...

scoutsout
Apr 22, 2006, 10:33 AM
Any other jargon you guys can think of let me know, a guy in our church in on deployment in Kosovo with the MI National Gaurd - he flys ... Blackhawks ....First off, anybody who makes fun of Blackhawks is too young to remember Hueys. I once jumped out of a Huey "slick" (everything stripped out of it) from 14,000 feet. Frankly, I was surprised it held that altitude long enough for me to get out safely.

I'll be sure to post some jargon spam as I think of it... but here's a little something that might amuse:

"Phrases to watch out for in the Army, when spoken by particular types of officers"

"I've been thinking..." (when spoken by a Captain)
"It's been my experience..." (when spoken by a Lieutenant)
"Watch this $#!+ guys!" (when spoken by a Warrant Officer)


I think there's a "redneck equivalent" joke out there... but I can't think of it at the moment.

Bear in mind, most "mud pilots" (helicopter pilots) are Warrant Officers. The trick in dealing with warrant officers is to buckle up before they decide to do something cute. Might be good advice to give any passengers boarding that church van. ;)

Kickbooti
Apr 22, 2006, 11:29 AM
First off, anybody who makes fun of Blackhawks is too young to remember Hueys.[QUOTE=scoutsout]

Actually, this guy was flying Hueys until about a year ago - National Gaurd unit so they had cast offs.

[QUOTE=scoutsout]
"I've been thinking..." (when spoken by a Captain)
"It's been my experience..." (when spoken by a Lieutenant)
"Watch this $#!+ guys!" (when spoken by a Warrant Officer)
[QUOTE=scoutsout]

This I will love. It is being committed to memory.

[QUOTE=scoutsout]I think there's a "redneck equivalent" joke out there... but I can't think of it at the moment.[QUOTE=scoutsout]

The answer to that is "What do you hear in the north woods right before someone calls 'Dial 911?' "Hey, hold my beer and watch this..."

[QUOTE=scoutsout]Bear in mind, most "mud pilots" (helicopter pilots) are Warrant Officers. The trick in dealing with warrant officers is to buckle up before they decide to do something cute. Might be good advice to give any passengers boarding that church van. ;)

Actually, my friend is a CWO - and maybe having him drive the church van will create more 'come to Jesus moments' :mischief:

Tubby Rower
Apr 24, 2006, 06:12 AM
battle log from turn 124....

un-named (3/3) immortal vs. Scoutsout (4/4) GS
un-named immortal dies; Scoutsout loses two hp

un-named immortal vs. Scoutsout (2/4) GS
un-nmaed immortal loses 2 hp, Scoutsout dies

Whomp
Apr 24, 2006, 07:55 PM
Anyone going to be able to grab this tonight?

scoutsout
Apr 24, 2006, 08:07 PM
Anyone going to be able to grab this tonight?Bugs posted in his log that he thought it'd be a good idea if I took over again. I'm willing unless someone else wants it.

grahamiam
Apr 24, 2006, 08:30 PM
I can help play some turns, but not for a few weeks (after May 15th). Till then, I'm actually earning my living :lol:

Sir Bugsy
Apr 24, 2006, 09:39 PM
That was my scouting mission to the southwest where we lost the GS. They must be building more immortals.

scoutsout
Apr 24, 2006, 10:41 PM
It's no biggie Bugs. Our position is about to improve. Team TNT is about to hear the Siren's call. (The same Siren that sent many Greek ships to the bottom...)

I had an idea. Dispatches shortly.

scoutsout
Apr 24, 2006, 11:04 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.

http://img289.imageshack.us/img289/9039/tnttf1vi.jpg

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.

http://img289.imageshack.us/img289/7017/spite8vf.jpg

P.O.W. goes north.

Dangit. I forgot to log the gpt we'll get next turn....

scoutsout
Apr 24, 2006, 11:06 PM
Here's the plan: Next turn, I found Spite on the Iron Hill. I queue up a Pike, and spend 240g cash rushing it. With 2 Veteran and one regular pike fortified on that hill... TNT is going to have a very hard time prying me off that hill.

My guess is they'll come straight at me... to their doom.

Kickbooti
Apr 24, 2006, 11:54 PM
Iron hill is the most defensible bit of terrain in the area. They should have a hard time dislodging us.

The one concern I have is resupply. I would be far happier if there were a port tht could ship reinforcments there more easily.

In thinking about that I was wondering if the map below would be a good idea.

The three red dots are proposed city sites to be linked by roads.

Obviously they could only be founded when sufficient pikes/trebs were available. But if we kept the current GS as a mini-stack in the middle city it would be a reaction force that could reach all of the cities, and/or form the core of an offensive unit if we upgraded them.

My first reason for this is to have a port for resupply. My secondary reason is to create an 'offensive' city.' The southern city would not only deny them of more ivory, but would increase our 'arc of offense,' along with just getting us more land/cities.

I throw this idea up to be picked appart. I know that it would take time to gather the forces necessary to defend it, but with the roads there would be the possiblity of mutual defense and with walls/rax they could all be formidable military launching points.

Sir Bugsy
Apr 25, 2006, 12:05 AM
They'll have five attackers. With three pikes and a treb we should be in very good shape. Our GS might be able to pick off some Persians. The only bad thing is that the Persians might go for that forest. Would we want to place a pike and some GS in the forest to get the Persians onto a grassland tile?

scoutsout
Apr 25, 2006, 12:21 AM
The one concern I have is resupply. I would be far happier if there were a port tht could ship reinforcments there more easily.That, my good man, is where the other settler is headed... with follow-on troops and a ship chain being prepared for the beachead. ;) ...if we kept the current GS as a mini-stack in the middle city it would be a reaction force that could reach all of the cities, and/or form the core of an offensive unit if we upgraded them.I like the concept, and proposed something similar in an earlier post. Your "middle dot" was my "southern dot" in the earlier proposal. Consider this: With a site on the Furbomb rockpile, and a site 2 NE of Iron Hill, any trebuchet in "Spite" could move to either other town and fire on the same turn. I'm not ruling out your southern site... I'd just like a tighter perimeter until we've got TNT thoroughly gassed.

@KB: Your idea is sound, but the southern flank would be tougher to defend. They'll have five attackers. With three pikes and a treb we should be in very good shape. Especially if they come after us. I would love nothing better than to see their Immortals impale themselves on our pikes. Would we want to place a pike and some GS in the forest to get the Persians onto a grassland tile?Let 'em take the forest. In time I'll have the trebs to plink 'em to death. Or maybe I'll just take the Gallics and run around their stack. Pikes fortified on a hill get a 75% defensive bonus. They'll need to muster every Immortal they've got just to deal with our pikes.

In any case, we'll cross that bridge when we come to it. We have more options than TNT. And their options will only get fewer as this plays out.

Crakie
Apr 27, 2006, 03:26 AM
Wake worker Crakie, who doesn't have movement points... but I need another worker over there. I'll send him next turn.

Be careful with me!

barbu1977
Apr 27, 2006, 03:13 PM
Rushing a wall is not mutch more money than a pike and will give mutch more defensive value.

scoutsout
Apr 27, 2006, 07:35 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...

http://img136.imageshack.us/img136/387/new19rv.jpg

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).

http://img136.imageshack.us/img136/8037/new27lo.jpg

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

Sir Bugsy
Apr 27, 2006, 09:46 PM
I think nine trebs at the front is good enough. I think the rest should go to our southern cities.

I like barbu's idea. Walls in spite next is a great idea, then a barracks.

Kickbooti
Apr 28, 2006, 07:17 AM
Log for turn 125

Okay...that's nine trebs, and all but one of them are headed towards TNT. Does that make anybody happy?



[Sigh] :rolleyes: I guess it will have to do...



Here is my 20 turn forecast...
:goodjob: :evil: :spank:

Thanks Scout.

Tubby Rower
Apr 28, 2006, 07:36 AM
I was just looking at the save and noticed that Jesterton, Ignoramus and SKWTD all do not have libraries. Currently there is none being built. Now that we have a significant presence on the other continent, could we build a library at a time before the GA runs out?

Daghdha
Apr 28, 2006, 10:16 AM
Looking good :goodjob:. Don't forget to give our units extremly silly names :lol:

scoutsout
Apr 28, 2006, 07:36 PM
I was just looking at the save and noticed that Jesterton, Ignoramus and SKWTD all do not have libraries. Currently there is none being built. Now that we have a significant presence on the other continent, could we build a library at a time before the GA runs out?Good point Tubby. Here's how I see it.

IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.

SKWTD does need a library. It's probably the most productive city in our 'western core', and should develop into a real powerhouse. Now that Knucklehead is developing nicely (and beating plowshares into swords) we might be able to afford a library in SKWTD. Do you know how many turns out the next MDI is in SKWTD? How soon do we need to decide on a build swap?

Ignoramus is a little more problematic. First off, it's an extremely food rich city, with a granary. With carefull MM, it can maintain a population of 8 and squeeze out a settler in 3 turns. We will probably need to pump it for settlers and workers in the near future. We also need to do some terrain trimming and finish the harbor at Notthefullshilling so that we can do some more effective tile swapping between these two cities. But with all that river frontage...it's an economic powerhouse... and we do need a library there. But that one might have to wait... as the empire might need some things out of this city before we can consider what the city needs.

That's my $0.02.

scoutsout
Apr 28, 2006, 07:39 PM
Sorry for the double-post...Looking good :goodjob:. Don't forget to give our units extremly silly names :lol:I'm open to suggestion! I would especially like some nifty names for our boats... and I need to know if there are any teammates that we don't have workers name after... I'll rename some units too. Why don't you start a thread on the topic? Or maybe post some ideas in the city naming thread?

Sir Bugsy
Apr 28, 2006, 09:23 PM
IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.Yeah, that's what I was thinking. 19 spt kind of stinks no matter what you are building. Not too many builds require 19, 38, 57, 76, or 94 spt; military or otherwise.

Crakie
Apr 29, 2006, 10:25 AM
Good point Tubby. Here's how I see it.

IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.

I haven't checked the save, but the magic twenty spt could also be achieved by simple population growth, perhaps? If so, the library might be the better choice.

scoutsout
Apr 29, 2006, 10:43 AM
I haven't checked the save, but the magic twenty spt could also be achieved by simple population growth, perhaps? If so, the library might be the better choice.I thought about that... but I think that town lacks a granary, and is working some food-poor tiles... a mined iron hill and a mined wine/plain.

I'll post screenshots of these 3 towns later today. I'd also like you guys to have a look at Notthefullshilling... so we can discuss terrain trimming options. I think we might want to mine a couple of plains tiles up there.

scoutsout
Apr 29, 2006, 01:06 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.

I lost my screenshot of the front... but here's the "Simpson Probe":

http://img75.imageshack.us/img75/3857/probe3hk.jpg

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.

Here's SKWTD after the MMing:

http://img75.imageshack.us/img75/7683/skwtd25dt.jpg

Here's Ignoramus after MMing:

http://img75.imageshack.us/img75/2951/igno20dn.jpg

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 29, 2006, 01:41 PM
Here are some screenshots of some of our cities.

Ignoramus, before MMing:
http://img138.imageshack.us/img138/613/igno11wp.jpg

Jesterton:
http://img138.imageshack.us/img138/1516/jester3fj.jpg

Knucklehead:
http://img142.imageshack.us/img142/6365/knuckle7xg.jpg

Notthefullshilling:
http://img142.imageshack.us/img142/4410/shilling1is.jpg

SKWTD, before MMing.
http://img134.imageshack.us/img134/5283/skwtd13co.jpg

Sir Bugsy
Apr 29, 2006, 09:49 PM
Scout - what do you think about an amphibious landing on their other coast? Perhaps four units. Just enough to raise some hell.

scoutsout
Apr 30, 2006, 08:45 AM
I think an amphibious landing might be effective... especially when we get some longbows in play, and a few more boats in the water. I'm going to build some archers for longbow upgrades.

Tubby Rower
Apr 30, 2006, 05:44 PM
FWIW, there was no combat during TNT's turn

Sir Bugsy
Apr 30, 2006, 06:23 PM
That's good news.

Tubby Rower
Apr 30, 2006, 07:13 PM
Ok the turn is in and only the 6 TNT pikemen remain visible. The workers have gone since last turn.

Also of note is that the D'nut warrior is gone.

Sir Bugsy
Apr 30, 2006, 09:48 PM
Sounds like they are turtling a bit. They probably pulled their immortals back as a reacionary force.

OK military brains, let's think about how we can go back on the offensive. One step would be an amphibious landing on the opposite coast. However, that will probably take a few turns. We also need to consider a TNT landing on our eastern seaboard. We have some troops there, but enough?

scoutsout
Apr 30, 2006, 11:19 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.

http://img205.imageshack.us/img205/4872/127new14ev.jpg

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.

http://img69.imageshack.us/img69/9761/127new21hr.jpg

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.

http://img232.imageshack.us/img232/6434/127new35cg.jpg

I lost another screenie....(Sorry Team) but that Doughnut warrior is going to wake up tomorrow and see one of our warriors to the north, Igor to the west, and Tubby Rower (MDI) to the NE.

Tubby Rower
May 01, 2006, 05:13 AM
I could have sworn that I didn't see any purple people eaters in the jungle down there. Maybe I AM getting old :cry: Whomp and I can start an old folks home. :lol:

Kickbooti
May 01, 2006, 12:11 PM
The garrison at Spite now includes 11 Gallic Swordsmen, 3 MDI, 3 Pikes, and 5 Trebuchets.



:D This quote makes me smile.

I think that an amphib raiding party is a grand idea to raise some cain with TNT, but if we can get the nuts to bite I think a nice comined force SoD issuing from Spite might get a reaction out of TNT - then have the Nuts send their MW from the south and squeeze them like a zit.

If the destruction of TNT is the price of active, Nuts involvment then I'm okay with that.

Sir Bugsy
May 01, 2006, 10:37 PM
Can anyone plot out the plan that Robi laid out for raising hell in western TNT lands I don't have a game disk available at the moment.

Scout how many units do you think we could gather for a landing as Robi suggests?

Whomp
May 01, 2006, 10:50 PM
Since I'm not sure what threads people are reading here's the convesation with Robi Donut. :smug:

Robi Conversation (http://forums.civfanatics.com/showpost.php?p=3997465&postcount=329)

scoutsout
May 02, 2006, 05:10 AM
Scout how many units do you think we could gather for a landing as Robi suggests?It'll take me a few turns, but what I'd like to do is get 6-8 longbows and a couple of pikes for a landing at their iron city.

My first tactical (and strategic) priority right now is securing the ivory, and setting up the 3 towns so that they can be easily defended. That will also take a few more turns.

Once I muster some more MDI/longbow class units, I may look at pulling the gallics off for a landing in the east. I'll need to decide if I'm feeling as gutsy as Lee at Chancellorsville. Hannibal at Cannae won't work here, as our center won't appear weak.

Whomp
May 02, 2006, 09:00 AM
What's interesting from the conversation with Robi is their pikes are likely frozen on that spot. They're waiting for an incursion from our new cities to their capital and are hiding the immortals behind the pikes. I think by sending a few scouting units towards the forests to show movement will help distract them from sending units back to the core and keep their units in their current spot. By doing this any landing party either south (near the fish) or west near Carpetbomb will be met with significantly less resistance.

I really wonder if we secure the cities with pikes whether we could send a good percentage of the GS towards other objectives.

We have a huge advantage of speed whether it's by sea or land. Neither of which they can contend with.

Tubby Rower
May 02, 2006, 09:05 AM
yeah.. if they aren't planning on hitting our cities... just leave 2-3 pikes in there, build walls and a barracks, then take the GS on a field trip.

http://www.adkinsarboretum.org/images/fieldtrip_bus.jpg

Bede
May 02, 2006, 12:56 PM
Can we see if they have an RoP with MIA? That is really the only thing I see to worry about in terms of a TNT counter as we have the straits pretty full of our boats so will have plenty of warning from the direction.

Or could they come whaling in from the east while we focus on the west?

Tubby Rower
May 02, 2006, 02:02 PM
No I think that all diplo is invisible until peace is made. But I could be wrong.

Kickbooti
May 02, 2006, 02:16 PM
Can we find out from the Nuts if TNT has a RoP agreement?

Whomp
May 02, 2006, 03:12 PM
I will inquire with Killercane or Robi next time I talk to them. It sounds like Killercane had an exchange with Tubby today so hopefully Tubs will enlighten us.

For TNT, it seems like a mighty long way for their units to hit the seas and be an impact. It would mean going west and south around Donut and landing in MIA and moving north across their roads. The bigger issue with TNT attempting this is making the boats. They have two cities capable of producing them. I'd be surprised if they could mount any type of significant naval force.

Tubby Rower
May 02, 2006, 06:12 PM
here it is.. I didn't follow everything that he was saying, but I was reading without coffee. Not advisable btwHoller at me today on MSN to discuss the MTDG situation and an alliance. Nobody is having to take a backseat for a while, I dont know who else you all have been talking to.

Ive been hankering to put our MWs/swords in position to take out the southern part of TNT, and we can be ready to war in a few turns if we get that completed. How did the attack against the TNT stack go? Do you want to post some screenshots? We have the economy under control thanks to Kuningas, and are sitting pretty.
I'll be home around 2 EST this afternoon. TNT appears to be trying to draw us in. Their immortals left and only thing remaining is 6 pikes. Whomp talked to Robi for a while and Robi gave us some good intel. For example, going into the jungle to cut off their luxuries and hitting carpetbomb. We've also been thinking about getting a landing together on their west coast.

Robi gave us the impression that you still had about 20 turns before you were ready for war. If that's not the case then heck yes, we'd love to be with you guys in this war. A distraction for each other will send dinsog in circles. As soon as you guys are ready, I think that we are ready for you to join up.

We have a secure beachhead that they won't be able to budge. We are constantly reinforcing our position and positioning ourselves for another attack... It's just too bad they didn't attempt to attack our city.

Until then

Tubby

We have a poll up and turn 135-140 is the leader, with turns 130-135 as the next in line. The Donuts want some war. I havent checked the latest save to see where our troops are but I will. I have postulated that MIA might try something funny, but I think they have spawned so many settlers/libraries and whatnot that they dont have the troops just yet.

scoutsout
May 02, 2006, 09:30 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:

grahamiam
May 02, 2006, 10:48 PM
fortifying only increases the sight distance of a boat, not a ground unit ;)

scoutsout
May 02, 2006, 10:52 PM
fortifying only increases the sight distance of a boat, not a ground unit ;)So tack on another :wallbash: or :smoke:

Tubby Rower
May 03, 2006, 05:17 AM
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.It's likely in MIA territory. In Whomp's convo with Robi D, he mentioned a lot of barbs and that the warrior is elite because of it. it's probably on their swamp (or ours).

Tubby Rower
May 03, 2006, 07:09 AM
I was just perusing through the save and noticed that we are exactly half-way through our GA. It seems so long ago when it was started.

I wonder..... what happens if we are undefeated against MIA's hopilites? Would that happen or is that a near impossibility? oh the excitement

Whomp
May 03, 2006, 10:36 AM
I was just perusing through the save and noticed that we are exactly half-way through our GA. It seems so long ago when it was started. I wonder..... what happens if we are undefeated against MIA's hopilites? Would that happen or is that a near impossibility? oh the excitement They probably can't be avoided since as you know even a cav can lose to a fortified hop. It could also be why they've built the Colossus. I think the only scientific builds left are the Glib (400 shields) which would be a waste but could they be considering Newton's (400s) with ToG or ToE (600s)?
ToE is something I think we must have.

grahamiam
May 03, 2006, 11:58 AM
Smith's is actually very nice, as it makes the markets/banks/harbors free, which allows us to spam courts and police stations, lowering our corruption so much that 4T IA research can be easily achievable.

Tubby Rower
May 03, 2006, 11:59 AM
so a double pre-build? who is good at timing such things?

grahamiam
May 03, 2006, 12:22 PM
we're probably not ready for a ToE prebuild yet. For Smith's, we still have to get Guns, Chems, Metal, and MT 1st, then go over to Economics via Banking. If donuts gets us up to Banking, then we're not too far off. However, I forget the costs for the tech's so I can't tell right now how long it'll take us.

Crakie
May 03, 2006, 05:09 PM
Wow, long time since I've had competition building ToE... it's just so easy while the AI is either behind already or researching crappy government techs. Our human (sort of) opponents will make it more interesting.

Wosret
May 03, 2006, 05:18 PM
I agre we are too far away from ToE, but i dont about ToG or Smiths, this i considering we wont put our most productives cities in prebuilgings.

scoutsout
May 05, 2006, 06:05 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.

125714

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. Note that MIA is going for a tight build on our front.

125713

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:

Flyin' Elvis does a quick recon.

125711

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.

125712

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.

Here are the screenies:

Tubby Rower
May 05, 2006, 06:14 AM
sent . . .Kuningas,

We invite you to climb the mountain at Senilityville. After that you should be able to see a path out of the jungle and Mr. Simpson is welcome to hitchike across our nation. We'll let you know if it appears as though he will block our daily highways and request that he moves off of the highways when requested to do so. Other than that, he is extremely welcome to roam at will, presuming that you agree to swapping Territory Maps once map trading is discovered.

Thanks,

Tubby

Tubby Rower
May 05, 2006, 07:13 AM
and his response
crap. I disbanded the warrior (turn sent), I though we have seen enough of the MIA lands. Let's swap territory maps later when tech becomes available.

Whomp
May 06, 2006, 03:04 PM
And in the 1st year of "Tubby's child" (1 AD) a mighty battle force was brought to bear at the fortress known as Spite. In all the Meleetian years there had never been a battle of such magnitude and consequence. The RNG Gods and spaghetti monster were present overseeing the day as well as many TNT units. They counted 5 veteran pikes, 3 regular pikes and 1 horseman named Tim Bentley in the forests of Spite. The Royal Idiots struck with a mighty fury. Rocks were hurled and swords were flailing. This is a pictoral of the final Meleetian events of the day.....


http://img243.imageshack.us/img243/3006/pike5uu.jpg

scoutsout
May 06, 2006, 03:08 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.

Crakie
May 06, 2006, 03:10 PM
Great! When can we advance? :D

scoutsout
May 06, 2006, 03:27 PM
Great! When can we advance? :DJust as soon as your in-game worker self finishes some roads. :p

Admiral Kutzov
May 06, 2006, 03:44 PM
hehe hoho haha <evil cackling>

gmaharriet
May 06, 2006, 04:22 PM
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?

<snip>TNT Pikeman Lagmar is now 1/4. He will be permitted to live - this time.

And then there was one.... That's really gotta hurt them. Great battle, Scout!!! :clap:

Bede
May 06, 2006, 05:17 PM
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?

Pitiful, just plain pitiful. A horse and a pile o' pikes against against pikes, trebs, Gallics and MDI? What were they thinking? Nice set up and nice cleanup, but where are the offensive troops?

Kickbooti
May 06, 2006, 05:17 PM
Only one thing I can say...

scoutsout
May 06, 2006, 05:28 PM
....where are the offensive troops?To borrow a page from my favorite professor's book: That, my good monk, is an empirical question; the answer to which can be learned through testing and observation.

:hammer:

Sir Bugsy
May 06, 2006, 07:36 PM
Well done General Scout!

I think we need to continue to plan our second amphibious landing. The turn before it is ready we'll march forward. They will commit their offensive troops in one direction and we'll slip in their backdoor.

Crakie
May 07, 2006, 08:46 AM
What Bugsy said, sounds like a fine plan to me.

scoutsout
May 07, 2006, 05:24 PM
The logistics for the "longbow chaser" to this "six-pack-o'-whoopa$$" have been posted to the "Military Headquarters" thread.

scoutsout
May 09, 2006, 08:36 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

Sir Bugsy
May 09, 2006, 10:33 PM
We need to get that tile W-SW of Spite pillaged. Easier said than done. That may provide some nice demonstrations

Daghdha
May 10, 2006, 12:20 AM
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.
Someone chase Nikodemus on our team and ask him to send a spicy note to Kuningas. They're both from Finland.

Wosret
May 10, 2006, 01:10 AM
this behavior from dougnuts demonstrate something or they always used to be like this?

Admiral Kutzov
May 10, 2006, 05:34 AM
Look at this from the perspective of nuts and MIA. We're the baddest kid on the island and getting badder. TNT goes on the ropes, then what do we do with our army? MIA is even easier to understand. We've got our military "tied down" in the west. We're going to get stronger, not weaker. They have to hit us soon or not at all. We're going to get dogpiled when the current deals run unless our diplo gang can work something out.

Crakie
May 10, 2006, 06:47 AM
MIA is as much as treat for the Nuts as us, I think they (= Nuts) prefer to help us out with TNT to offset this. MIA is another story, but I suppose war was inevitable anyway.

grahamiam
May 10, 2006, 07:27 AM
I would suggest we discuss the lux deal with nuts before we jump to any conclusions.

Crakie
May 10, 2006, 08:01 AM
@ G: Oh yes, I wasn't implying any conspiracy theories, although we need to keep on the lookout :)

jb1964
May 10, 2006, 02:04 PM
OK gang, I have never been part of a multi-team game. Any suggestions for where to start reading?

@Tubby, cute kids!

Crakie
May 10, 2006, 05:03 PM
Welcome jb :)

It'll be hard work for you to catch up on everything, try to make a habit of ignoring all the spam ;) I would suggest opening our most recent save to see the status quo. In short, the game situation is we're at war with TNT on the other continent, primarily to kick off our GA. Our neighbour to the south, MIA, is breathing down our neck though, recently overtaking us in score. Currently, Scoutsout is our turnplayer, because he's just about the only one around who knows how to play the game properly :lol:

This team is chaotic by choice, but we did manage to structure a couple of things:

- Each opponent has their own diplomatic threads, where the out of game meetings and deals are posted
- The turnplay log (stickied) shows our turns, don't post there unless you played. In the Dept. of turnplay thread you can make suggestions or bring up anything you like... and we'll ignore it.
- Military decisions/discussions has it's own thread: Military Headquarters
- There are a couple of stickied thread on the few procedures we have, these may be especially interesting to you.

I guess just keep on eye on active threads and soon you'll be up to speed.

Admiral Kutzov
May 10, 2006, 06:17 PM
try to make a habit of ignoring all the spam what spam? :crazyeye:

gmaharriet
May 10, 2006, 06:25 PM
jb, it's a lot like walking into an SG that you haven't been following since it started. The difference is that you don't have to play any turns until or unless you feel ready. After a few turns you'll become oriented.

Most of us just observe and tell Scout what he "should have done" or tell him several impossible things he "ought to do" next turn. Sometimes we actually tell him "he done good". :p

Glad to have ya hanging out with us, jb! :)

Admiral Kutzov
May 10, 2006, 07:13 PM
Sometimes we actually tell him "he done good".

and give him a cigar. then we promise matilda will come back if he behaves...

Sir Bugsy
May 11, 2006, 07:55 PM
Read last five pages or so of the turn log. You can get a feel for what is going on.

BTW - the save is back to us. Any battle logs from TNT?

scoutsout
May 11, 2006, 08:27 PM
BTW - the save is back to us. Any battle logs from TNT?Just a save. But I hear TNT is assembling a stack of Spearmen and Warriors just under the fog...

scoutsout
May 11, 2006, 11:23 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.

gmaharriet
May 11, 2006, 11:53 PM
Nicely played, Scout. I can see ship-chaining is something I really must learn for putting in my "tactical toolbox". Looks like it takes some real planning ahead.

Sir Bugsy
May 12, 2006, 12:52 AM
Well done scout. A SE flanking manuever in two turns will set up our D-Day 2 landing perfectly.

As for a task force name, I'm sure we have some creative idiots who can do better than me.

Daghdha
May 12, 2006, 12:55 AM
On D-Day, what kind of force will be standing outside Grenadopolis/Carpetbomb?

Admiral Kutzov
May 12, 2006, 05:00 AM
ship-chaining is something I really must learn for putting in my "tactical toolbox". ship chaining is considered an exploit if you ever play a GOTM IIRC

scoutsout
May 12, 2006, 05:18 AM
ship chaining is considered an exploit if you ever play a GOTM IIRCActually, I think it's allowed in GOTM... though widely regarded as an exploit. I think it was disallowed in RBCiv games, among other places.

The AI get enough game mechanics advantages that I don't feel guilty about it. The Marines piece I wrote that ended up in the War Academy implicitly advocates using ship-chaining.

I play by the house rules on this one. Bede and Bugs view it as an exploit, and in their games I didn't use it. In this game it's allowed...and since all civs are controlled by humans that are allowed to use the technique, the playing field is level.

jb1964
May 12, 2006, 02:45 PM
Hello again gang.

I have been reading through the various threads and starting to get an idea of the flavor of the game. Raspberry.

Spam? What spam?

grahamiam
May 12, 2006, 03:42 PM
scout asked me to help out with the turns, so I'll pick up the next one. I'm not as organized as him, so help is appreciated :D

Admiral Kutzov
May 12, 2006, 04:19 PM
so help is appreciated I'll help if you send pretzels and frozen veggies... ;)

gmaharriet
May 12, 2006, 06:28 PM
I'm not as organized as him, so help is appreciated :D
The one turn I played, I had Whomp, AK and Tubs walk me through it on MSN as I played. I'd certainly give you more credit about HOW to play a turn, but the PBEM part can be a bit tricky and I've already forgotten parts of what to do. If you could get someone who has played several turns on MSN with you, they could walk you through the save and send process where most new turnplayers run into problems.

grahamiam
May 12, 2006, 06:48 PM
oh, I'm fine with playing a save ;) it's just all this artsy-fartsy diplomatic stuff that gets me "stuffed" :)

Sir Bugsy
May 12, 2006, 07:09 PM
I play by the house rules on this one. Bede and Bugs view it as an exploit, and in their games I didn't use it. In this game it's allowed...and since all civs are controlled by humans that are allowed to use the technique, the playing field is level.Since we're playing humans I don't mind at all.

It is considered an exploit by RBCiv and LK rules. Most SG's follow one or the other. Too overpowering in the hands of a human against the AI. If the humans we're playing against don't know how to use it or defend against it. So sorry.

scoutsout
May 12, 2006, 07:31 PM
@G-man: Thanks, I really appreciate it. I worked a 12-hour day today, and tomorrow (yes, Saturday) looks like another winner. Monday morning the I.T. types want me to do something from the server console... because their system can't seem to survive a little query I cooked up. :mischief: (Okay, it's a quarter-million or so records, so it's not "little"...)

Here are some thoughts on the game:

Tactical stuff: There are some units sandwiched between Spite and Auda City. The road there should complete next turn, but use up all of Crakie's movements. Turn after next you should be free to re-allocate the units covering the workers. The logistics of the D-day landing are outlined in my last turnlog. I'm pretty sure you'll see the rest of the tactical stuff pretty quickly...and probably catch some things I missed.

Research: I'm trying to get gunpowder before our Golden Age runs out... if you look at the logs you'll see we went from 20% to 40% after Invention came in... and I got less aggressive with the cash-rushing.

Some thoughts on our cities:

Notthefullshilling will peel a worker next turn. It's a commerce powerhouse, but it's a bit shield poor. (A bit more shield-poor since I let Ignoramus have a mined hill for a library build...) Anyway, I think mining a few plains would help out; there's no shortage of food there.

I shut off the settler pump at Ignoramus long enough to take advantage of the Golden Age to get the Library built. That city can be a serious worker/settler pump when the high-food tiles are worked. Simpleton also has plenty of food.

Village d'Idiota is Pop4 with a library and a market... building a Granary, but that can be swapped if need be.

Knucklehead is in pretty decent shape. Though it could use a court, I'm building units there. Gilfach needed a market more than K'head needed a court, and the empire needs one of those towns to build units. SKWTD has many tile-swapping opportunities with Gilfach, Knucklehead, and Jesterton... but I've tried to keep SKWTD's citizens on the river for the commerce.

I threw up a dotmap with the 131 turnlog... for settling the jungle. We need to spam some towns in there as specialist farms, and for unit support, IMO.

I have tried to road jungle with individual workers, then move groups of workers to roaded jungle to help each other out. At least, that's what I tried to do... like many things, they seem to do best in multiples of 3.

I'll post some more thoughts as they come to me. Thanks again for picking this up G-man, I really appreciate it.

jb1964
May 14, 2006, 09:01 PM
Where can one find a save?

Bede
May 14, 2006, 09:19 PM
@jb, check out this thread (http://forums.civfanatics.com/showthread.php?p=3552843#post3552843)

Has all the instructions you needto download the current or previous saves. The only restriction is that you may not move any units if you are not the turnplayer.

grahamiam
May 14, 2006, 10:13 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.

scoutsout
May 15, 2006, 12:35 AM
Log for Turn 133.

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.

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 offThere are things in here that I didn't see...and then I get to this...

...which will give us a landing of 7 LB’s and 3 pikes (I’m going to peel one off from the beachhead).That's another pike I wouldn't have mustered...you guys that thought I was nuts to turn this over... this is where it gets fun... g-man will see things I missed, and this will help our team.

I move the galley N of Simpleton back to the E. It can do a little protection work from an MIA landing over there.I like this idea.

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.Or to let it keep growing while employing specialists... there are possibilities in that town besides furs...Frozen Lake is Wierd. I wish Bede would look at it with us.

Bede
May 15, 2006, 01:51 PM
I'll be fixed to look at it tomorrow.

Sir Bugsy
May 15, 2006, 09:35 PM
I aso like the idea of some naval units to the east. Actually, I'd like to see several, but one at the moment is nice.

grahamiam
May 15, 2006, 10:41 PM
are we willing to do a unit block on the eastern coast (at least partially) to prevent a suprise MIA landing or is that too cheesy?

Daghdha
May 16, 2006, 12:31 AM
Whenever that is possible, yes, absolutely. Cheesy or not, we should sleep with our eyes wide open.

scoutsout
May 16, 2006, 05:19 AM
@G-man: Blocking with military units is a valid tactic, IMHO. Workers are fine too if they're actually doing something useful.

Polecat is our Forbidden Palace city, so it's pretty productive. On my turns, at least some of the units built there stayed in the east... a couple of MDI and a Pike, IIRC. They're sticking around as part of Bugsy's "zone defense".

You've got a harbor in Notthefullshilling... if you want some veteran naval units in the east. That will be a good one for a university and bank later on... the commerce in that town is impressive. I don't know who sited that one, but it's sweet. Mine some brown there, as the 2 fish give us plenty of food.

I did manage to get some infrastructure going in some of those other coastal towns.... Idiote and... I think Crackhead still needs some work. But they're coming along.

That's my $0.02.

Daghdha
May 16, 2006, 06:33 AM
I don't know who sited that one, but it's sweet. Mine some brown there, as the 2 fish give us plenty of food. AFAIR Notthefullshilling was planned one tile away, but Tubby and I had a misunderstanding and....voilá :lol: :lol: :lol:

grahamiam
May 16, 2006, 07:17 AM
ok, will do a block. it'll require roads along the coast so we can move if necessary, but we'll do a block at least 3 movements from the nearest fog tile.

@scout: workers don't block, it's just the c3c AI is too stupid to realize it. However, Chamix is not stupid ;)

Wosret
May 16, 2006, 07:51 AM
im not getting to open the teamkiss email account anymore, may some confirm the pass plz?

Whomp
May 16, 2006, 08:57 AM
Wosret here's the link to all the save info. I don't think anything has changed.

KISS PBEM info (http://forums.civfanatics.com/showthread.php?t=132772)

scoutsout
May 16, 2006, 06:59 PM
AFAIR Notthefullshilling was planned one tile away, but Tubby and I had a misunderstanding and....voilá :lol: :lol: :lol:You oughta have a look at it now. Let's see... since you last managed it, we've added a Market, a Library, and a Harbor. Stupid gold coming out of that one. It's great! You ought to grab the last save I played... the one before I peeled a worker out of it.

grahamiam
May 17, 2006, 09:31 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.

jb1964
May 17, 2006, 10:29 PM
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.

Hey, I think we're stupid enough to do all sorts of interesting things.