View Full Version : Turn 96


Chamnix
Jun 03, 2007, 04:47 AM
Turnlog:

3 turns of anarchy to go.

Babe has 2 galleys in sight.

Babe is in Anarchy (turn 4).

Babe has discovered Masonry.

The Council is in anarchy (turn 2).

Military Moves:

There are no barbarians reported.

SNS Golden Hind sunk.


Land units:

James Bond SE-SE-S.
Scaramanga SE-SE-S.

Naval Units:

SNS Liberty S-N.
SNS Royal James N-S.
SNS Ranger W-NW.


Other Unit Moves:


None

Citizen Moves:


None

Domestic Report:

20 towns
58 citizens (17% of world population – Babe @21%)
26 workers

Current Builds:
3 settlers
2 barracks
2 (libraries)
8 workers
3 curraghs
1 Forbidden Palace
1 Wonder?

Treasury – 359 gold and +0 gpt.
Research – 48 beakers invested in Literature, due in 30 at 6 bpt (about 225 total needed).

Running 0% luxuries and 90% science (as if it matters…).

Military Report:

18 warriors (1 veteran, 17 regular).
3 curraghs (3 regular).

We are strong compared to the Council.
We are weak compared to Babe.

Our Landmass:

http://img522.imageshack.us/img522/1245/landmasszp1.th.jpg (http://img522.imageshack.us/my.php?image=landmasszp1.jpg)

Proposed plans/orders needed for Turn 97 (please discuss in the appropriate threads):

Bean Counter:

Enjoy the madness!!

Commander in Chief:

No new units for at least 3 turns…