View Full Version : Turns 70 to 79
CommandoBob Apr 26, 2007, 01:52 AM Turn 71 1250 BC
After Kuningas's computer died.
City Status
Freedom Central: settler in 4 turns
Thessauronicleus: worker in 1 turn
Kazgungudom: FP in 26 turns
Thombreil: library in 11 turns
Fortress of Meleet: library in 19 turns
Kremlin: library in 13 turns
Citadel of Ur: settler in 2 turns
Tower of Babel: settler in 9 turns
Ishme-Shamash: rEW in 6 turns
Weltonspolt: rEW in 8 turns
Teal domination: library in 13 turns
Ninhursag-Ki: worker in 5 turns
Azzura Coast: library in 38 turns
Military Status
04 Settlers
20 Workers
07 Enkidu Warriors
01 Curragh
Buildings
2 granaries
Unit moves
Curragh1: SE, E
EWs
One moves next to Settler04.
Two in the wilderness move SW and NE apart from each other.
Settlers
Settler01 (NE of Thessauronicleus): NE, N and N, arriving in Thombriel, heading for the coast norhwest of Ishme-Shamash (?)
Settler02 (S, SE of Freedom Central): S and S, crossing a river, heading for coastal grassland 4SW of Fortress of Meleet (?)
Settler03 (S, 3SW of Kazgungudom): S onto grassland next to lake, ready to build (?)
Settler04 (2NE of Ninhursag-Ki): 1N, ready to build
Gave settlers names because we have so many of them.
I think I know where the settlers are headed to, but I am not sure.
Workers
W001
W002
W003 (SE of Ninhursag-Ki): mine, finish in 6
W004 (2SW of Thessauronicleus): irrigate, finish in 4
W005 (N of Weltospolt): irrigate, finish in 4
W006
W007
W008
W009
W010 (NE of Ninhursag-Ki): mine, finish in 6
W011 (N of Citadel of Ur): mine, finish in 6
W012 (N, NE of Ninhursag-Ki): mine, finish in 6
W013
W014
W015
W016 (2S of Freedom Central): road, finish in 3
W017
W018
W019 (S of Weltonspolt): misclicked and ended the irrigation! Only one turn wasted, sorry.
W020 (E of Thessauronicleus): mine, finish in 6
Planned to detail the working orders but gave up after stopping W019.
Domestic Issues
The Republic in 13 turns.
68 gold, -2 gpt
100% science
0% luxuries (gems and spices connected)
0% taxes
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/071_MapTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/071_DomesticTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/071_VictoryTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/071_Top5Trimmed.jpg
Kuningas Apr 26, 2007, 05:26 AM It's not necessarily to track every worker order. That consumes a lot of time and with so many workers we lurkers can't keep up.
I know, you do know how to do worker/settler factories. I just want to point that capital city is to product settlers for next twenty turns. Thessauronicleus should build workers for next 30-40 turns. Later we will conduct large scale worker joining to our core cities to get cities fast to size 12. We will never have too many workers.
City placement is a bit tricky. I post dotmap after I found map of whole island. Basic is beyond ring 2 (Azurra Coast, Ishme-Shamash, Ninhursag-Ki, Citadel of Ur, Teal domination) we do ICS. Cities that are more than distance 10 from Capital are too corrupted. So we want scientist specialists in those cities.
Settler01 (NE of Thessauronicleus): NE, N and N, arriving in Thombriel, heading for the coast norhwest of Ishme-Shamash (?)
I would have sent it to wheat resource in NE,E of Thessauronicleus.
Settler02 (S, SE of Freedom Central): S and S, crossing a river, heading for coastal grassland 4SW of Fortress of Meleet (?)
That is a good place.
Settler03 (S, 3SW of Kazgungudom): S onto grassland next to lake, ready to build (?)
I would have founded city NW of the lake in turn 71.
Settler04 (2NE of Ninhursag-Ki): 1N, ready to build
Correct.
CommandoBob Apr 26, 2007, 09:15 AM It's not necessarily to track every worker order. That consumes a lot of time and with so many workers we lurkers can't keep up.
I was just following your turn log. :smug:
I know, you do know how to do worker/settler factories. I just want to point that capital city is to product settlers for next twenty turns. Thessauronicleus should build workers for next 30-40 turns. Later we will conduct large scale worker joining to our core cities to get cities fast to size 12. We will never have too many workers.
Oh, I didn't know that (or forgot that I knew it).
City placement is a bit tricky. I post dotmap after I found map of whole island. Basic is beyond ring 2 (Azurra Coast, Ishme-Shamash, Ninhursag-Ki, Citadel of Ur, Teal domination) we do ICS. Cities that are more than distance 10 from Capital are too corrupted. So we want scientist specialists in those cities.
I'll need to find that dotmap. I feel better with a guide as to where they need to go.
I would have sent it to wheat resource in NE,E of Thessauronicleus.
Oops, I missed that. I'll send it back.
That is a good place.
OK.
I would have founded city NW of the lake in turn 71.
Where the settler stood was a bonus grassland and without my screenshots I can't tell if we're talking of the same place or not.
Correct.
New city next turn, coming right up!
CommandoBob Apr 27, 2007, 12:22 AM Turn 72 1225 BC
City Status
Freedom Central: settler in 3 turns
Thessauronicleus: riots, hire a geek :mad:
Kazgungudom: FP in 25 turns
Thombreil: library in 10 turns
Fortress of Meleet: library in 12 turns
Kremlin: library in 12 turns
Citadel of Ur: settler in 1 turn, hire a geek to prevent riots
Tower of Babel: settler in 8 turns
Ishme-Shamash: rEW in 2 turns
Weltonspolt: rEW in 7 turns
Teal domination: library in 12 turns
Ninhursag-Ki: worker in 4 turns
Azzura Coast: library in 37 turns
New Cities this Turn
Lake Port: rEW in 10
Marad-Dur: worker in 10
15 cities total
Military Status
04 Settlers
20 Workers
07 Enkidu Warriors
01 Curragh
Buildings
2 granaries
Unit moves
Curragh1: S, SE, now SW of Lake Port.
EWs
One moves next to Marad-Dur.
Two in the wilderness move SW and NE further apart from each other.
Settlers
Settler01 (in Thrombriel) S, S and E, now on plains NE of wheat resource. City here (?)
Settler02 (E of Fortress of Meleet): SW onto mountain, heading for coastal grassland 4SW of Fortress of Meleet.
Settler03 (2S, 3SW of Kazgungudom): builds the city of Lake Port, grows in 7, rEW in 10.
Settler04 (3NE of Ninhursag-Ki): builds the city of Marad-Dur (suggested name of Marad), grows in 7, worker in 10.
Workers (* = new orders)
W001 * (S of Kremlin): E to road, maybe irrigate (if it doesn't mess up the settler pump in Freedom Central).
W002 * (NW of Ishme-Shamash): S, to road the tundra to Tower of Babel (reduces travel time eastward to that city)
W003 (SE of Ninhursag-Ki): mine, finish in 5
W004 (2SW of Thessauronicleus): irrigate, finish in 3
W005 (N of Weltospolt): irrigate, finish in 3
W006
W007 * (S of Azuraa Coast): mine, finish in 6
W008 * (S of Ninhursag-Ki): mine, finish in 6
W009 * (NE of Teal domination): NW, NW and N, heading to the BG between Thessauronicleus and Thombriel, to mine and road.
W010 (NE of Ninhursag-Ki): mine, finish in 5
W011 (N of Citadel of Ur): mine, finish in 5
W012 (N, NE of Ninhursag-Ki): mine, finish in 5
W013 * (E of Tower of Babel): mines, finish in 6
W014 * (SW of Tower of Babel): NW, NW, to road the tundra to Ishme-Shamash (reduces travel time westward to that city)
W015 * (S of Kremlin): NW, irrigates, finish in 4
W016 (2S of Freedom Central): road, finish in 2
W017
W018
W019 *(S of Weltonspolt): irrigates, finish in 4
W020 (E of Thessauronicleus): mine, finish in 5
Domestic Issues
The Republic in 10 turns.
66 gold, -2 gpt
100% science
0% luxuries (gems and spices connected)
0% taxes
Notes
I took smaller pictures this time and that doesn't work. Larger ones next time.
We have a thread for city names. I had meant to use those names but forgot to check the thread before I played. That is why the two new cities have such lame names.
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/072_MapTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/072_DomesticTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/072_VictoryTrimmed.jpg
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/072_DemographicsTrimmed.jpg
Kuningas Apr 27, 2007, 01:35 PM Dotmap is ready. 256 colours :lol: I hope it's clear enough.
We need to build 27 settlers.
Blue dots are Ring 2 cities. Total 6. These are top priority.
Red dots are ICS cities. Total 21. Last city must be founded before turn 120.
http://imajr.com/th/dotmap_tfree_23699.bmp (http://imajr.com/dotmap_tfree_23699)
Kuningas Apr 27, 2007, 01:52 PM Settler01 (in Thrombriel) S, S and E, now on plains NE of wheat resource. City here (?)
I want city in the wheat resource to gain more coastal tiles.
CommandoBob Apr 27, 2007, 03:07 PM Where I built Lake Port doesn't match the dot map. That dot was a bonus grassland, which, IIRC, we lose the bonus if we build a city on it.
Which is why I didn't move onto the Wheat.
My understanding is that a city tile produces 2 food and 1 shield per turn and the terrain type doesn't matter.
CommandoBob Apr 28, 2007, 05:52 PM If I remember, I'll show our military upkeep costs next time. :)
CommandoBob Apr 29, 2007, 01:47 PM Trades
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Trade_CouncilFromSABERTrimmed.jpg
We accept Warrior Code and The Wheel from The Council.
These are techs they got from SABER.
No gold, however.
Nothing from The Council on this.
We now see Horses near Lake Port and Marad-Dur.
City Status
Freedom Central: settler in 2 turns
Thessauronicleus: settles down, worker in 1
Kazgungudom: FP in 24 turns
Thombreil: library in 9 turns
Fortress of Meleet: library in 11 turns
Kremlin: library in 11 turns
Citadel of Ur: settler (06) -> settler, 15 turns
Tower of Babel: settler in 7 turns
Ishme-Shamash: rEW in 1 turns
Weltonspolt: rEW in 6 turns
Teal domination: library in 11 turns
Ninhursag-Ki: worker in 1 turns
Azzura Coast: library in 36 turns
Lake Port: rEW in 9
Marad-Dur: worker in 9
Lake Port: rEW in 10
Marad-Dur: worker in 10
15 cities
Military Status
03 Settlers
20 Workers
07 Enkidu Warriors
01 Curragh
Military Support
Total Units: 31
Allowed Units: 60
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: SE and SE, nothing new.
EWs
One moves next to the mountain near Marad-Dur.
Two in the wilderness move SW and NE apart from each other.
Settlers
Settler01 (2NE of Thessauronicleus): SE onto wheat, build city next turn.
Settler02 (E of Fortress of Meleet): SW, mountain onto mountain, heading for coastal grassland 4SW of Fortress of Meleet.
Settler06 (new in Citadel of Ur): SE and S, heading to either 3S of Citadel of Ur or 1SE and 2S of Citadel of Ur.
Workers (* = new orders)
W001 * (2SE of Kremlin): road, finish in 3.
W002 * (SW of Ishme-Shamash): road, finish in 3.
W003 (SE of Ninhursag-Ki): mine, finish in 4
W004 (2SW of Thessauronicleus): irrigate, finish in 2
W005 (N of Weltospolt): irrigate, finish in 2
W006
W007 (S of Azuraa Coast): mine, finish in 5
W008 (S of Ninhursag-Ki): mine, finish in 5
W009 (N of Thessauronicleus): NW onto BG, to mine and road
W010 (NE of Ninhursag-Ki): mine, finish in 4
W011 (N of Citadel of Ur): mine, finish in 4
W012 (N, NE of Ninhursag-Ki): mine, finish in 4
W013 (E of Tower of Babel): mines, finish in 5
W014 * (NE of Tower of Babel): road, finish in 3.
W015 (S of Kremlin): NW, irrigates, finish in 3
W016 * (SE of Ishme-Shamash): NW and NW to road.
W017
W018
W019 (S of Weltonspolt): irrigates, finish in 4
W020 (E of Thessauronicleus): mine, finish in 5
Domestic Issues
The Republic in 10 turns.
64 gold, -2 gpt
100% science
0% luxuries (gems and spices connected)
0% taxes
North
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_MapNTrimmed.jpg
Northeast
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_MapNETrimmed.jpg
Southwest
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_MapSWTrimmed.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_DomesticTrimmed.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_VictoryTrimmed.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/73_Top5Trimmed.jpg
Kuningas Apr 30, 2007, 04:38 AM Settler06 (new in Citadel of Ur): SE and S, heading to either 3S of Citadel of Ur or 1SE and 2S of Citadel of Ur.
we don't want a city in there. It would never grow past size 6, too hammered from every direction. Go for Whales in coast (S,SE of Weltonspolt) it is fairly productive location after it builds a courthouse and a harbor.
I recommend that you bring EW to Kazgungudom. We don't want to hire geeks in the city. Building FP asap is more important.
CommandoBob Apr 30, 2007, 06:31 AM we don't want a city in there. It would never grow past size 6, too hammered from every direction. Go for Whales in coast (S,SE of Weltonspolt) it is fairly productive location after it builds a courthouse and a harbor.
I recommend that you bring EW to Kazgungudom. We don't want to hire geeks in the city. Building FP asap is more important.
Settler06 to the Red Dot S, SE of Weltonspolt.
EW to Kazgungudom.
Will do.
CommandoBob Apr 30, 2007, 09:03 PM City Status
Freedom Central: settler in 1 turns, hire a geek
Thessauronicleus: worker(21) -> worker, 2 turns.
Kazgungudom: FP in 23 turns (needs MP soon).
Thombreil: library in 8 turns
Fortress of Meleet: library in 10 turns
Kremlin: library in 10 turns
Citadel of Ur: settler in 14 turns
Tower of Babel: settler in 3 turns
Ishme-Shamash: rEW -> rEW, 5 turns
Weltonspolt: rEW in 5 turns
Teal domination: library in 6 turns
Ninhursag-Ki: worker(22) -> rEW in 10 turns
Azzura Coast: library in 35 turns
Lake Port: rEW in 8
Marad-Dur: worker in 8
New this turn
Sugar-Free Wheaties, grows in 10, library in 40 (?)
16 cities
Military Status
02 Settlers
22 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 33
Allowed Units: 64
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: E and NE, nothing new.
EWs
New rEW in Ishme-Shamash moves into Throbriel, headed for Thesauronicleus, arriving next turn.
Wake rEW in Fortress of Meleet, move NW, NW and W; will move into Kazgungudom next turn when that city grows.
Wake rEW in Thessauronicleus, move SW, S and SW; will move into Fortress of Meleet next turn.
Raise luxury to 10% to keep these two cities peaceful. Can lower next turn.
One near the mountain near Marad-Dur, SE.
Two in the wilderness move E.
Settlers
Settler01 (NE, E of Thessauronicleus): founds Sugar-Free Wheaties.
Settler02 (E, 2SE of Fortress of Meleet): S, mountain onto grassland, ready to build next turn.
Settler06 (SE, S of Citadel of Ur): SW into forest, one more SW to go.
Workers (* = new orders)
W001 (2SE of Kremlin): road, finish in 2.
W002 (SW of Ishme-Shamash): road, finish in 2.
W003 (SE of Ninhursag-Ki): mine, finish in 3.
W004 (2SW of Thessauronicleus): irrigate, finish in 1.
W005 (N of Weltospolt): irrigate, finish in 1.
W006
W007 (S of Azuraa Coast): mine, finish in 4.
W008 (S of Ninhursag-Ki): mine, finish in 4.
W009 * (N, NE of Thessauronicleus): mine, finish in 6.
W010 (NE of Ninhursag-Ki): mine, finish in 3.
W011 (N of Citadel of Ur): mine, finish in 3.
W012 (N, NE of Ninhursag-Ki): mine, finish in 3.
W013 (E of Tower of Babel): mines, finish in 4.
W014 (NE of Tower of Babel): road, finish in 2.
W015 (S of Kremlin): NW, irrigates, finish in 2.
W016 * (2 NW of Ishme-Shamash): road, finish in 3.
W016a * (2 S of Freedom Central): S and SW, to help road the mountains.
W017
W018
W019 (S of Weltonspolt): irrigates, finish in 3.
W020 (E of Thessauronicleus): mine, finish in 4.
W021 * (new in Thessauronicleus): SW, S and W, to irrigate and road.
W022 * (new in Ninhursag-Ki): NE and NE, will connect horses starting next turn.
Domestic Issues
The Republic in 9 turns.
62 gold, -2 gpt
90% science
10% luxuries (gems and spices connected)
0% taxes
Horses visible but not connected.
North
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_NTrimmed.jpg
Northeast
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_NETrimmed.jpg
Southeast
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_SETrimmed.jpg
Southwest
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_SWTrimmed.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_DomesticTrimmed.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_VictoryTrimmed.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/Turn074_Top5Trimmed.jpg
Kuningas May 01, 2007, 04:53 AM We are going to revolt into the Republic in 9 turns. I think you are building a bit too many EWs that we disband in a new government.
CommandoBob May 01, 2007, 07:43 AM We are going to revolt into the Republic in 9 turns. I think you are building a bit too many EWs that we disband in a new government.
You're right, I am. :(
I was focused on using the EWs as MPs in our larger cities. Switching to Republic in just a few turns did not occur to me.
We have four EWs in the making. If unchanged, that would give us 12 EWs in 10 turns.
Ishme-Shamash: rEW -> rEW, 5 turns
Weltonspolt: rEW in 5 turns
Ninhursag-Ki: worker(22) -> rEW in 10 turns
Lake Port: rEW in 8
The first three can switch to a worker or library.
But Lake Port will grow to size 2 before we get to Republic and it is not connected, so an EW there for MP made some sense in Despotism. But in Republic, and until it is connected, we'll just need to hire a specialist to keep the city happy, right? Or should we just make a worker instead?
And we'll have the same happiness issue with the city 4SW of Fortress of Meleet that will be built this turn. I have a second worker coming to help the mountain worker make a road to these this city and then to Lake Port, but it will be a close race to get the new city connected before it grows.
CommandoBob May 01, 2007, 09:18 PM City Status
Freedom Central: settler (07) -> settler, 5 turns.
Thessauronicleus: worker, 1 turns, hire a geek for one turn.
Kazgungudom: FP in 19 turns (MP arrived).
Thombreil: library in 4 turns.
Fortress of Meleet: library in 9 turns.
Kremlin: library in 9 turns.
Citadel of Ur: settler in 13 turns.
Tower of Babel: settler in 1 turn.
Ishme-Shamash: rEW -> worker, 9 turns.
Weltonspolt: rEW -> worker, 4 turns.
Teal domination: library in 5 turns.
Ninhursag-Ki: rEW -> worker, 9 turns.
Azzura Coast: library in 34 turns.
Lake Port: rEW -> worker, 7 turns.
Marad-Dur: worker in 7.
Sugar-Free Wheaties: library in 39.
New this turn
FreeToes, grows in 10, worker in 10.
(Fritos is an American snack food, a corn chip, pronounced Free-Toes. I sold them for 11 years.)
17 cities
We have a city naming thread. And a lot of cities to name!
Military Status
02 Settlers
22 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 33
Allowed Units: 68
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: NE and NE, nothing new.
EWs
rEW moves into Kazgungudom (MP duty).
rEW into Fortress of Meleet (MP duty).
rEW in Thombriel moves into Thessauronicleus (MP duty).
Lower luxury to 0% now that MPs are in place.
Move rEW near Marad-Dur onto mountain.
North rEW moves N; South rEW moves NW.
Settlers
Settler02 (4SW of Fortress of Meleet): founds FreeToes.
Settler06 (2 SE of Weltonspolt): SW onto coastal plain, will build next turn.
Settler07 (new in Freedom Central): W (across river), heading to the Blue Dot on the tundra N-NW of Tower of Babel. Four turns of walking (including this one).
Workers (* = new orders)
W001 (2SE of Kremlin): road, finish in 1.
W002 (SW of Ishme-Shamash): road, finish in 1.
W003 (SE of Ninhursag-Ki): mine, finish in 2.
W004 * (2SW of Thessauronicleus): road, finish in 3.
W005 * (N of Weltospolt): road, finish in 3.
W006
W007 (S of Azuraa Coast): mine, finish in 3.
W008 (S of Ninhursag-Ki): mine, finish in 3.
W009 (N, NE of Thessauronicleus): mine, finish in 5.
W010 (NE of Ninhursag-Ki): mine, finish in 2.
W011 (N of Citadel of Ur): mine, finish in 2.
W012 (N, NE of Ninhursag-Ki): mine, finish in 2.
W013 (E of Tower of Babel): mines, finish in 3.
W014 (NE of Tower of Babel): road, finish in 1.
W015 (S of Kremlin): NW, irrigates, finish in 1.
W016 (2 NW of Ishme-Shamash): road, finish in 2.
W016a * (W of Fortress of Meleet): SW onto mountain, to help road.
W017
W018
W019 (S of Weltonspolt): irrigates, finish in 2.
W020 (E of Thessauronicleus): mine, finish in 3.
W021 * (N of Fortress of Meleet): irrigate, finish in 4.
W022 * (S of Marad-Dur): roads to connect horses, finish in 3.
Domestic Issues
The Republic in 8 turns.
60 gold, -2 gpt
100% science
0% luxuries (gems and spices connected)
0% taxes
Iron is connected (Swordsman).
Horses visible but not connected.
Northwest
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_NWTrimmed.jpg
Northeast
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_NETrimmed.jpg
Southeast
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_SETrimmed.jpg
Southwest
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_SWTrimmed.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_DomesticTrimmed.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_VictoryTrimmed.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/075_Top5Trimmed.jpg
CommandoBob May 02, 2007, 08:40 PM City Status
Freedom Central: settler, 4 turns.
Thessauronicleus: worker (W023) -> settler in 6 turns.
Kazgungudom: FP in 18 turns.
Thombreil: library in 3 turns.
Fortress of Meleet: library in 8 turns.
Kremlin: library in 4 turns.
Citadel of Ur: settler in 12 turns.
Tower of Babel: settler(08) -> settler in 15 turns.
Ishme-Shamash: worker in 8 turns.
Weltonspolt: worker in 3 turns.
Teal domination: library in 4 turns.
Ninhursag-Ki: worker in 8 turns.
Azzura Coast: library in 33 turns.
Lake Port: worker in 6 turns.
Marad-Dur: worker in 6.
Sugar-Free Wheaties: library in 38.
FreeToes: worker in 9.
New this turn
Coastal Geeks, grows in 7, worker in 10.
Military Status
02 Settlers
23 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 34
Allowed Units: 72
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: NE and E, nothing new.
EWs
North rEW moves N onto Iron; South rEW moves W.
Settlers
Settler06 (SE and S of Weltonspolt): founds Coastal Geeks.
Settler07 (W of Freedom Central): NW, NW and N, heading to the Blue Dot on the tundra N-NW of Tower of Babel. Three turns of walking (including this one).
Settler08 (new in Tower of Babel): NW and NW onto tundra, heading to the plains peninsula 2NW and N of Ishme-Shamash. Three turns of walking (inclding this one).
Workers (* = new orders)
W001 * (2SE of Kremlin): S, SW onto Iron Hill, mines with W018, finish in 6 (same time Kazgungudom grows).
W002 * (SW of Ishme-Shamash): SW to road.
W003 (SE of Ninhursag-Ki): mine, finish in 2.
W004 (2SW of Thessauronicleus): road, finish in 3.
W005 (N of Weltospolt): road, finish in 3.
W006
W007 (S of Azuraa Coast): mine, finish in 3.
W008 (S of Ninhursag-Ki): mine, finish in 3.
W009 (N, NE of Thessauronicleus): mine, finish in 5.
W010 (NE of Ninhursag-Ki): mine, finish in 2.
W011 (N of Citadel of Ur): mine, finish in 2.
W012 (N, NE of Ninhursag-Ki): mine, finish in 2.
W013 (E of Tower of Babel): mines, finish in 3.
W014 * (NE of Tower of Babel): E to road.
W015 * (SE of Kremlin): N, NE and N, onto a BG, to mine and road.
W016 (2 NW of Ishme-Shamash): road, finish in 2.
W016a * (W, SW of Fortress of Meleet): SW mountain to mountain, to road.
W017
W018 * (N of Kazgungudom, on Iron): mines with W001, finish in 6 (same time Kazgungudom grows).
W019 * (S of Weltonspolt): road, finish in 3.
W020 (E of Thessauronicleus): mine, finish in 3.
W021 (N of Fortress of Meleet): irrigate, finish in 4.
W022 (S of Marad-Dur): roads to connect horses, finish in 3.
W023 * (new in Thessauronicleus): W and SW, onto grassland, to mine and then road.
Domestic Issues
The Republic in 7 turns.
58 gold, -2 gpt
100% science
0% luxuries (gems and spices connected)
0% taxes
Iron is connected.
Horses visible but not connected.
Northwest, centered on Ninhursag-Ki
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_NW.jpg
Northeast, centered 2N of Tower of Babel
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_NE.jpg
Southeast, centered 2SE of Freedom Central
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_SE.jpg
Southwest, centered 2S of Citadel of Ur
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_SW.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/076_Top5.jpg
CommandoBob May 03, 2007, 11:26 PM We receive Map Making from The Council.
City Status
Freedom Central: settler in 3 turns.
Thessauronicleus: settler in 5 turns.
Kazgungudom: FP in 17 turns.
Thombreil: library in 2 turns.
Fortress of Meleet: library in 5 turns.
Kremlin: library in 3 turns.
Citadel of Ur: settler in 11 turns.
Tower of Babel: settler in 14 turns.
Ishme-Shamash: worker in 7 turns.
Weltonspolt: worker in 2 turns.
Teal domination: library in 3 turns.
Ninhursag-Ki: worker in 7 turns.
Azzura Coast: library in 32 turns.
Lake Port: worker in 5 turns.
Marad-Dur: worker in 5 turns.
Sugar-Free Wheaties: library in 37 turns.
FreeToes: worker in 8 turns.
Coastal Geeks: worker in 9 turns.
Military Status
02 Settlers
23 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 34
Allowed Units: 72
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: NE and NE, nothing new.
Settlers
Settler07 (NE of Kremlin): NE and N, heading to the Blue Dot on the tundra N-NW of Tower of Babel. Three turns of walking (including this one).
Settler08 (2NE of Tower of Babel): NE onto tundra road, heading to the plains peninsula 2NW and N of Ishme-Shamash. Three turns of walking (inclding this one).
Workers (* = new orders)
W001 (2SE of Kremlin): S, SW onto Iron Hill, mines with W018, finish in 5 (same time Kazgungudom grows).
W002 * (2SW of Ishme-Shamash): tundra road, finish in 3.
W003 * (SE of Ninhursag-Ki): N and NW into forest, to road with W010.
W004 (2SW of Thessauronicleus): road, finish in 1.
W005 (N of Weltospolt): road, finish in 1.
W006 * (W, SW of Fortress of Meleet): SW, mountian to mountian, to road.
W007 (S of Azuraa Coast): mine, finish in 1.
W008 (S of Ninhursag-Ki): mine, finish in 1.
W009 (N, NE of Thessauronicleus): mine, finish in 3.
W010 * (NE of Ninhursag-Ki): NW into forest, to road with W003.
W011 * (N of Citadel of Ur): road, finish in 3.
W012 * (N, NE of Ninhursag-Ki): road, finish in 3.
W013 (E of Tower of Babel): mines, finish in 1.
W014 * (NE, E of Tower of Babel): tundra road, finish in 3.
W015 * (2NW of Tower of Babel): mine a BG, finish in 6.
W016 * (2NW of Ishme-Shamash): N, to road.
W016a * (N of FreeToes): mountain road, finish in 9.
W017
W018 (N of Kazgungudom, on Iron): mines with W001, finish in 5 (same time Kazgungudom grows).
W019 (S of Weltonspolt): road, finish in 2.
W020 * (E of Thessauronicleus): mine finishes early, road, finish in 3.
W021 (N of Fortress of Meleet): irrigate, finish in 2.
W022 (S of Marad-Dur): roads to connect horses, finish in 1.
W023 * (S and SE of Freedom Central): mine, finish in 6.
Domestic Issues
The Republic in 6 turns.
56 gold, -2 gpt
90% science
10% luxuries (gems and spices connected)
0% taxes
Iron is connected.
Horses visible but not connected.
Northwest, centered on Ninhursag-Ki
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_NW.jpg
Northeast, centered 2N of Tower of Babel
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_NE.jpg
Southeast, centered 2SE of Freedom Central
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_SE.jpg
Southwest, centered 2S of Citadel of Ur
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_SW.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/077_Top5.jpg
CommandoBob May 05, 2007, 03:59 PM City Status
Freedom Central: settler in 2 turns.
Thessauronicleus: settler in 4 turns, hire a geek for one turn (food box surplus).
Kazgungudom: FP in 16 turns.
Thombreil: library in 1 turns.
Fortress of Meleet: library in 4 turns.
Kremlin: library in 2 turns.
Citadel of Ur: settler in 7 turns.
Tower of Babel: settler in 13 turns.
Ishme-Shamash: worker in 6 turns.
Weltonspolt: worker in 1 turns.
Teal domination: library in 2 turns.
Ninhursag-Ki: worker in 6 turns.
Azzura Coast: library in 31 turns.
Lake Port: worker in 4 turns.
Marad-Dur: worker in 4 turns.
Sugar-Free Wheaties: library in 36 turns.
FreeToes: worker in 7 turns.
Coastal Geeks: worker in 8 turns.
Military Status
02 Settlers
23 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 34
Allowed Units: 72
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: E and N, nothing new.
Settlers
Settler07 (2 NW of Tower of Babel): NE onto tundra, build city next turn.
Settler08 (SW of Ishme-Shamash): N, NW and N plains, heading to the plains peninsula 2NW and N of Ishme-Shamash. Two turns of walking (including this one).
Workers (* = new orders)
W001 (2SE of Kremlin): S, SW onto Iron Hill, mines with W018, finish in 4 (same time Kazgungudom grows).
W002 (2SW of Ishme-Shamash): tundra road, finish in 2.
W003 * (SE of Ninhursag-Ki): forest road with W010, finish in 3.
W004 * (2SW of Thessauronicleus): SW to join W21 and help road.
W005 * (N of Weltospolt): W to marsh, to drain for city.
W006 * (N of FreeToes): mountian road with W016a, finish in 4.
W007 * (S of Azuraa Coast): W, N and NW into Ishme-Shamash, heading NW to build frontier roads.
W008 * (S of Ninhursag-Ki): W, into forest.
W009 (N, NE of Thessauronicleus): mine, finish in 2.
W010 * (NE of Ninhursag-Ki): forest road with W003, finish in 3.
W011 (N of Citadel of Ur): road, finish in 2.
W012 (N, NE of Ninhursag-Ki): road, finish in 2.
W013 * (E of Tower of Babel): SW, W and NW, to help build frontier roads for new cities.
W014 (NE, E of Tower of Babel): tundra road, finish in 2.
W015 (2NW of Tower of Babel): mine a BG, finish in 5.
W016 * (2NW, 1N of Ishme-Shamash): road, finish in 3.
W016a (N of FreeToes): mountain road with W006, finish in 4.
W017
W018 (N of Kazgungudom, on Iron): mines with W001, finish in 4 (same time Kazgungudom grows).
W019 (S of Weltonspolt): road, finish in 1.
W020 (E of Thessauronicleus): mine finishes early, road, finish in 2.
W021 (N of Fortress of Meleet): irrigate, finish in 1.
W022 * (S of Marad-Dur): N and N into forest, to make frontier roads for new cities.
W023 (S and SE of Freedom Central): mine, finish in 5.
Domestic Issues
The Republic in 5 turns.
54 gold, -2 gpt
90% science
10% luxuries (gems and spices connected)
0% taxes
Iron is connected.
Horses visible but not connected.
Northwest, centered on Ninhursag-Ki
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_NW.jpg
Northeast, centered 2N of Tower of Babel
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_NE.jpg
Southeast, centered 2SE of Freedom Central
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_SE.jpg
Southwest, centered 2S of Citadel of Ur
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_SW.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/078_Top5.jpg
CommandoBob May 06, 2007, 04:16 PM City Status
Freedom Central: settler in 1 turns.
Thessauronicleus: settler in 3 turns, fire geek, grows in 3 turns also.
Kazgungudom: FP in 15 turns.
Thombreil: library -> harbor in 20 turns.
Fortress of Meleet: library in 3 turns.
Kremlin: library in 1 turns.
Citadel of Ur: settler in 6 turns.
Tower of Babel: settler in 12 turns.
Ishme-Shamash: worker in 2 turns.
Weltonspolt: worker (W024) -> harbor in 60 turns.
Teal domination: library in 1 turns.
Ninhursag-Ki: worker in 5 turns.
Azzura Coast: library in 30 turns.
Lake Port: hire a geek; worker in 3 turns. (city in not connected)
Marad-Dur: worker in 1 turns.
Sugar-Free Wheaties: library in 17 turns.
FreeToes: worker in 6 turns.
Coastal Geeks: worker in 7 turns.
New this turn:
Liberty Bell, grows in 7, worker in 10 turns.
Military Status
01 Settlers
24 Workers
08 Enkidu Warriors
01 Curragh
Military Support
Total Units: 34
Allowed Units: 76
Cost per Turn: 0 gpt
Buildings
2 granaries
Unit moves
Curragh1: E and N, nothing new.
Settlers
Settler07 (NW and N of Tower of Babel): builds Liberty Bell (suggested name of Susa reminded me of John Phillps Sousa, the March King (in music). He wrote a piece called 'The Libery Bell' which is better known today as the theme music to Monty Python's Flying Circus.)
Settler08 (2NW and N of Ishme-Shamash): NE, onto city site; builds next turn.
Workers (* = new orders)
W001 (2SE of Kremlin): S, SW onto Iron Hill, mines with W018, finish in 3 (same time Kazgungudom grows).
W002 (2SW of Ishme-Shamash): tundra road, finish in 1.
W003 (SE of Ninhursag-Ki): forest road with W010, finish in 2.
W004 * (N of Fortress of Meleet): helps W21 make road, finish in 2.
W005 * (2NW of Weltospolt): begins to drain marsh, finsih in 16 turns.
W006 (N of FreeToes): mountian road with W016a, finish in 3.
W007 * (in Ishme-Shamash): NW, NW and N, heading W to build frontier roads.
W008 * (2SW of Ninhursag-Ki): begins forest road, finish in 6.
W009 (N, NE of Thessauronicleus): mine, finish in 1.
W010 (NE of Ninhursag-Ki): forest road with W003, finish in 2.
W011 (N of Citadel of Ur): road, finish in 1.
W012 (N, NE of Ninhursag-Ki): road, finish in 1.
W013 * (S of Marad-Dur): N and N, into forest with W022.
W014 (NE, E of Tower of Babel): tundra road, finish in 1.
W015 (2NW of Tower of Babel): mine a BG, finish in 4.
W016 (2NW, 1N of Ishme-Shamash): road, finish in 2.
W016a (N of FreeToes): mountain road with W006, finish in 3.
W017
W018 (N of Kazgungudom, on Iron): mines with W001, finish in 3 (same time Kazgungudom grows).
W019 * (S of Weltonspolt): N, N and west, into the marsh with M005. .
W020 (E of Thessauronicleus): mine finishes early, road, finish in 1.
W021 * (N of Fortress of Meleet): with W005, road, finish in 2.
W022 * (N of Marad-Dur): begins forest road, finish in 6.
W023 (S and SE of Freedom Central): mine, finish in 4.
W024 * (new in Weltonspolt): N and west, into the marsh with M005 and W019.
Note: W016a should be W017.
Domestic Issues
The Republic in 4 turns.
52 gold, -3 gpt
90% science
10% luxuries (gems and spices connected)
0% taxes
Iron is connected.
Horses are connected (this turn).
Northwest, centered on Ninhursag-Ki
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_NW.jpg
Northeast, centered 2N of Tower of Babel
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_NE.jpg
Southeast, centered 2SE of Freedom Central
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_SE.jpg
Southwest, centered 2S of Citadel of Ur
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_SW.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The070s/079_Top5.jpg
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