View Full Version : Turns 130 to 139
CommandoBob Sep 20, 2007, 07:21 PM Turn 130 30 AD Status
City Status
Freedom Central (5): university in 9.
Thessauronicleus (6): settler in 2.
Kazgungudom (8): palace in 27 (Sun Tzu's in 6).
Thombreil (8): university in 17 (one geek).
Fortress of Meleet (8): vPike in 2.
Kremlin (5): university in 3.
Citadel of Ur (6): vMace (04) -> vMace in 5 (one geek).
Tower of Babel (7): market in 12.
Ishme-Shamash (6): university in 3 (one geek).
Weltonspolt (6): courthouse in 2 (two geeks).
Teal domination (8): harbor in 1 (one geek).
Ninhursag-Ki (6): vHorseman in 3 (one geek).
Azzura Coast (6): courthouse in 14 (one geek).
Lake Port (7): courthouse in 41 (three geeks).
Marad-Dur (6): courthouse -> library in 10 (two geeks).
Sugar-Free Wheaties (6): university in 22 (one geek).
FreeToes (5): vGalley in 7 (hire a geek).
Coastal Geeks (6): aqueduct in 1 (two geeks).
Liberty Bell (7): university in 8.
TuTuba (5): harbor in 26 (one geek).
Cat Ballou (5): library in 24 (one geek).
Freehand (4): library in 5.
Chicago XIII (4): courthouse in 5 (13 shields) (hire one geek).
Farkle Liberation (4): granary in 38 (one geek).
Numenor (2): harbor in 31 (one geek).
Vista-Free (5): settler in 21 (one geek, hire 2nd geek).
Jungle-Free (3): worker in 2.
Ellis Island (3): harbor in 33 (one clown).
Worry-Free (3): harbor in 55.
Unshackled (3): worker in 1.
Perelandra (3): worker in 2.
Dusty Harbor (1): harbor in 53.
Debt-Free (3): library in 34.
Sid City (2): rEW -> harbor in 58.
Tax-Free (2): harbor in 55.
Gratis (2) worker in 7.
Home of the FREE (2) worker (60) -> worker in 10.
Martin Luther King Jr. (2) harbor in 58.
Gun-Free (2) trebuchet in 22.
Freetime (1) trebuchet in 26.
New This Turn
Sweet 16 is founded, trebuchet in 30.
Next Turn Builds
Harbor in Teal domination.
Aqueduct in Coastal Geeks.
Worker in Unshackled.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: 1
Total cities to build: 5
Settlers in production : 2 (Thessauronicleus and Vista-Free).
Workers in production: 5 (Jungle-Free, Unshackled, Perelandra, Gratis and Home of the FREE).
Military Status
02 Settlers
60 Workers
02 Horseman
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 83
Allowed Units: 55
Cost per Turn: 56 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are average.
Compared to GONG (Feudalism) we are average.
Domestic Issues
Astronomy in 1 turns.
138 gold, +40 gpt (94 gold to The Council)
40% science (no change, sorry)
20% luxuries
40% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
CommandoBob Sep 20, 2007, 07:35 PM Unit moves
Naval
Evaackkian Express (N of Numenor): NW and SE, route to 11 Tile North and Sid City still blocked by Babe (5th turn).
Teal Torpedo (W-SW of Trump Tower (BABE)): nowhere, only 3 Babe boats in the way.
Friends of Meleet (in mid-ocean coastal tile SE of FreeToes).
Lydia Sutherland (in mid-ocean coastal waters SE of Gong).
Sword of Teal: E of TaTuba, NW-W-W, heading towards Numenor(ish).
Freedom Finder: (in FreeToes), Settler20 aboard, EW08 loads.
Military (* = new orders)
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (in Ishme-Shamash).
Enkidu Warrior08 * (N-NE of FreeToes): SW and S, arriving in FreeToes and loading into Freedom Finder.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 * (new in Citadel of Ur): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Settlers
Settler18 (in Evaackkian Express).
Settler20 (N of FreeToes): in Freedom Finder.
Settler21 (NW of Liberty Bell): N and NW, arrives at City Dot #16, builds Sweet 16.
Workers (* = new orders)
W001 (NE-E of Freedom Central): with W004, W006 and W037, clear jungle in 2.
W002 (2NE of Freedom Central): with W007, W012 and W014, clear jungle in 4.
W003 * (SE of Tax-Free): joins W059 to complete road.
W004 (NE-E of Freedom Central): with W001, W006 and W037, clear jungle in 2.
W005 (NW of Ninhursag-Ki): road in 1.
W006 (NE-E of Freedom Central): with W001, W004 and W027, clear jungle in 2.
W007 (2NE of Freedom Central): with W002, W012 and W014, clear jungle in 4.
W008 * (E of Chicago XII): with W043, forest road, finish in 3, chop later.
W009 (NE of Vista-Free): with W053, finish in 2.
W010 * (SE of Tax-Free): with W024 and W041, 2NW onto forest.
W011 * (N of Kremlin): with W036, forest road in 3.
W012 (2NE of Freedom Central): with W002, W007 and W014, clear jungle in 4.
W013 * (W of Jungle-Free): with W022 and W025, start and complete road.
W014 (2NE of Freedom Central): with W002, W007 and W012, clear jungle in 4.
W015 * (E of Liberty Bell): with W044 and W045, forest road in 2.
W016 (NE of Liberty Bell): plant forest in 5.
W017 * (2NE of Lake Port): with W027, W031 and W032, NW onto mountain.
W018 (joined to Kazgungudom).
W019 (NE of Weltonspolt): with W056, forest road in 1.
W020 (S of Ishme-Shamash): plant forest in 1.
W021 (S of Thombriel): with W028 in jungle clearing, 7 turns.
W022 * (W of Jungle-Free): with W013 and W025, start and complete road.
W023 (joined to Kazgungudom).
W024 * (SE of Tax-Free): with W010, and W041, 2NW onto forest.
W025 * (W of Jungle-Free): with W013 and W022 start and complete road.
W026 (S-SW of Tower of Babel): with W030, W033 and W034, clear jungle in 1.
W027 * (2NE of Lake Port): with W017, W031 and W032, NW onto mountain.
W028 (2E of Freedom Central): with W021 in clearing jungle in 7.
W029 * (N-NE of Lake Port): mountain road, finish in 9.
W030 (S-SW of Tower of Babel): with W026, W033 and W034, clear jungle in 1.
W031 * (2NE of Lake Port): with W017, W027 and W032, NW onto mountain.
W032 * (2NE of Lake Port): with W017, W027 and W031, NW onto mountain.
W033 (S-SW of Tower of Babel): with W026, W030 and W034, clear jungle in 1.
W034 (S-SW of Tower of Babel): with W026, W030 and W033, clear jungle in 1.
W035 * (2NE of Liberty Bell): with W049 and W051, E and NE, to road and plant.
W036 * (W of Kremlin): with W011, forest road in 3.
W037 (NE-E of Freedom Central): with W001, W004 and W006, clear jungle in 2.
W038 (NW of Debt-Free): with W042, clear jungle in 7.
W039 * (S of Ishme-Shamash): 2S into jungle, to road and clear.
W040 (SW of Kremlin): with W050 and W058, mountain road in 2.
W041 * (SE of Tax-Free): with W010 and W024, 2NW onto forest.
W042 (NW of Debt-Free): with W038, clear jungle in 7.
W043 * (E of Chicago XII): with W008, forest road, finish in 3 (will chop later).
W044 * (E of Liberty Bell): with W015 and W045, forest road in 2.
W045 * (E of Liberty Bell): with W015 and W044, forest road in 2.
W046 (S of Debt-Free): with W047, clear jungle in 4.
W047 (S of Debt-Free): with W046, clear jungle in 4.
W048 * (W of Jungle-Free): with W052 and W057, 2SW onto jungle.
W049 * (2NE of Liberty Bell): with W035 and W051, E and NE, to road and plant.
W050 (SW of Kremlin): with W040 and W058, mountain road in 2.
W051 * (2NE of Liberty Bell): with W035 and W049, E and NE, to road and plant.
W052 * (W of Jungle-Free): with W048 and W057, 2SW onto jungle.
W053 (NE of Vista-Free): with W009, finish in 2.
W054 (NW of Dusty Harbor): mountain road for iron in 7.
W055 (S of Unshackled): with an unnamed worker, clear jungle in 6.
W056 * (NE of Weltonspolt): begins chop.
W057 * (W of Jungle-Free): with W048 and W052, 2SW onto jungle.
W058 (SW of Kremlin): with W040 and W050, mountain road in 2.
W059 * (SW of Tax-Free): joined by W003, road, finish in 1.
W060 * (new in Home of the FREE): 3W onto jungle.
General Notes and Plans
We sent 94 gold to The Council.
Had some workers that I wanted to chop this turn, but after examining the cities the chops would help, decided to road instead. Part of the chop would be wasted.
We get Astronomy next turn. Could not lower science any lower and still get in 1 turn.
A Babe galley is next to Dusty Harbor in the Southeast.
CommandoBob Sep 20, 2007, 07:38 PM 11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_11SE.jpg
Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_ZoomOut.jpg
CommandoBob Sep 20, 2007, 07:40 PM (These are not the best screenshots.)
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Top5.jpg
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/130_Gong.jpg
Empiremaker Sep 20, 2007, 09:35 PM I think we should blockade our 11 tile islands. They are so corrupt, little can be built in them, so therefore they are hard to defend.
Elephantium Sep 21, 2007, 12:03 PM I agree wholeheartedly, Empiremaker. SABER blockades for the tiny islands are definitely in order.
CommandoBob Sep 21, 2007, 12:27 PM We can rush an rEW in Dusty Harbor next turn; it will cost about 24 gold or so.
We have a settler and an EW in FreeToes ready to sail SE towards Dusty Harbor next turn. It will take a few turns for it make the voyage, even if we ship chain.
Do we want a stronger force on that island?
Elephantium Sep 21, 2007, 05:55 PM Each 11-tile island that we control needs 3 cities and 7 EWs ASAP.
CommandoBob Sep 21, 2007, 07:08 PM EWs on the mountain pennisula of each island?
Can a mountain support a colony? I can't remember it being done and I don't recall doing that.
Fastest way is probably rushing the EWs. We have four EWs in cities we could ship over, and maybe we should, since the EWs we rush will be regular, not veteran.
Empiremaker Sep 21, 2007, 08:22 PM We don't need VetEW's if we use a blockade. I believe that we also have to garrison cities with unitss. So each island needs 10 EW's. 1 can be rushed every 2 turns per city for 36 gold.
Elephantium Sep 21, 2007, 10:28 PM We don't need to garrison cities until Marines, IIRC.
Empiremaker Sep 22, 2007, 07:22 AM Does someone want to run a test? I think cities have to be garrisoned, and the Council did this.
Kuningas Sep 22, 2007, 11:02 AM Garrison in city is not needed. Leave cities undefended.
CommandoBob Sep 24, 2007, 11:25 PM City Status
Freedom Central (5): university in 8.
Thessauronicleus (7): settler in 1.
Kazgungudom (8): palace in 26 (Sun Tzu's in 5).
Thombreil (8): university in 16 (one taxman).
Fortress of Meleet (8): vPike in 1.
Kremlin (5): university in 2.
Citadel of Ur (6): vMace in 4 (one taxman).
Tower of Babel (7): market in 11.
Ishme-Shamash (6): university in 2 (one taxman).
Weltonspolt (6): courthouse in 1 (two taxmen).
* Teal domination (8): harbor -> university in 25 (one taxman).
Ninhursag-Ki (6): vHorseman in 2 (one taxman).
Azzura Coast (6): courthouse in 13 (one taxman).
Lake Port (7): courthouse in 40 (three taxmen).
Marad-Dur (6): library in 9 (two taxmen).
Sugar-Free Wheaties (6): university in 21 (one taxman).
FreeToes (6): vCaravel in 8 (one taxman).
* Coastal Geeks (6): aqueduct -> harbor in 20 (two taxmen).
Liberty Bell (7): university in 7.
TuTuba (5): harbor in 25 (one taxman, hire 2nd takxman).
Cat Ballou (5): library in 23 (one taxman).
Freehand (5): library in 4 (hire a taxman).
Chicago XIII (5): courthouse in 4 (one taxman).
Farkle Liberation (4): granary in 37 (one taxman).
Numenor (2): harbor in 30 (one taxman).
Vista-Free (5): settler in 20 (two taxmen).
Jungle-Free (4): worker in 1 (hire a taxman).
Ellis Island (3): harbor in 32 (one clown).
Worry-Free (3): harbor in 54.
* Unshackled (2): worker (61) -> worker in 10.
Perelandra (3): worker in 1.
Dusty Harbor (1): harbor in 52.
Debt-Free (3): library in 33.
Sid City (2): harbor in 57 (hire a taxman).
Tax-Free (2): harbor in 54.
Gratis (3): worker in 6.
Home of the FREE (1) worker in 9.
Martin Luther King Jr. (2) harbor in 57.
Gun-Free (2) trebuchet in 21.
Sweet 16 (1) trebuchet in 29.
Freetime (1) trebuchet in 25.
* = build completed or switched.
(#) City size has increased.
Next Turn Builds
Settler22 in Thessauronicleus.
vPike in Fortress of Meleet.
Courthouse in Weltonspolt.
Worker in Jungle-Free.
Worker in Perelandra.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: 1
Total cities to build: 4
Settlers in production : 2 (Thessauronicleus and Vista-Free).
Workers in production: 5 (Jungle-Free, Unshackled, Perelandra, Gratis and Home of the FREE).
Military Status
02 Settlers
61 Workers
02 Horseman
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 84
Allowed Units: 57
Cost per Turn: 54 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are average.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in -- turns.
88 gold, +215 gpt (50 gold to The Council)
00% science (down 40%)
20% luxuries
80% taxes (up 40%)
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
CommandoBob Sep 24, 2007, 11:30 PM Unit moves (* = new orders)
Naval
Evaackkian Express * (N of Numenor): NW and SE, route to 11 Tile North and Sid City still blocked by Babe (6th turn), forgot that sea squares are safe, NW again.
Teal Torpedo * (W-SW of Trump Tower (BABE)): SW, S and E, now 3SW of Reese Witherspoon.
Friends of Meleet (in mid-ocean coastal tile SE of FreeToes), wakes but stays in place.
Lydia Sutherland (in mid-ocean coastal waters SE of Gong).
Sword of Teal: * (N of Freehand), N-N-NW, heading towards Numenor(ish).
Freedom Finder: * (in FreeToes), Settler20 and Ew08 aboard, 2S and stop in sea tile.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (in Ishme-Shamash).
Enkidu Warrior08 (N-NE of FreeToes): in Freedom Finder.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 * (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Settlers
Settler18 (in Evaackkian Express).
Settler20 (in Freedom Finder.
Workers
W001 (NE-E of Freedom Central): with W004, W006 and W037, clear jungle in 1.
W002 (2NE of Freedom Central): with W007, W012 and W014, clear jungle in 3.
W003 * (SE of Tax-Free): with W059, irrigate in 2.
W004 (NE-E of Freedom Central): with W001, W006 and W037, clear jungle in 1.
W005 * (NW of Ninhursag-Ki): irrigate in 4.
W006 (NE-E of Freedom Central): with W001, W004 and W027, clear jungle in 1.
W007 (2NE of Freedom Central): with W002, W012 and W014, clear jungle in 3.
W008 (E of Chicago XII): with W043, forest road, finish in 2, chop later.
W009 * (NE of Vista-Free): S, S and SW, to the forest south of Cat Ballou.
W010 * (SE of Chicago XIII): with W024 and W041, forest road in 2.
W011 (N of Kremlin): with W036, forest road in 2.
W012 (2NE of Freedom Central): with W002, W007 and W014, clear jungle in 3.
W013 * (W of Jungle-Free): with W022 and W025, joined by W061, start and complete irrigation.
W014 (2NE of Freedom Central): with W002, W007 and W012, clear jungle in 3.
W015 (E of Liberty Bell): with W044 and W045, forest road in 1.
W016 * (NE of Liberty Bell): joined by W020, plant forest in 2.
W017 * (N-NE of Lake Port): with W027, W031 and W032, join W029, mountain road in 2.
W018 (joined to Kazgungudom).
W019 * (NE of Weltonspolt): with W056, chop.
W020 * (S of Ishme-Shamash): W and NW, joins W016, plant fores in 2.
W021 (S of Thombriel): with W028 in jungle clearing, 6 turns.
W022 * (W of Jungle-Free): with W013 and W025, joined by W061, start and complete irrigation.
W023 (joined to Kazgungudom).
W024 * (SE of Chicago XIII): with W010, and W041, forest road in 2.
W025 * (W of Jungle-Free): with W013 and W022, joined by W061, start and complete irrigation.
W026 * (S-SW of Tower of Babel): with W030, W033 and W034, mine in 2.
W027 * (N-NE of Lake Port): with W017, W031 and W032, join W029, mountain road in 2.
W028 (2E of Freedom Central): with W021 in clearing jungle in 6.
W029 * (N-NE of Lake Port): joined by W017, W026, W030 and W031, mountain road, finish in 2.
W030 * (S-SW of Tower of Babel): with W026, W033 and W034, mine in 2.
W031 * (N-NE of Lake Port): with W017, W027 and W032, join W029, mountain road in 2.
W032 * (N-NE of Lake Port): with W017, W027 and W031, join W029, mountain road in 2.
W033 * (S-SW of Tower of Babel): with W026, W030 and W034, mine in 2.
W034 * (S-SW of Tower of Babel): with W026, W030 and W033, mine in 2.
W035 * (N of Ishme-Shamash): with W049 and W051, start and finish road, next forest.
W036 (W of Kremlin): with W011, forest road in 2.
W037 (NE-E of Freedom Central): with W001, W004 and W006, clear jungle in 1.
W038 * (NW of Debt-Free): with W042, joined by W060, clear jungle in 4.
W039 * (W of Thombrield): jungle road in 9.
W040 (SW of Kremlin): with W050 and W058, mountain road in 1.
W041 * (SE of Chicago XIII): with W010 and W024, forest road in 2.
W042 * (NW of Debt-Free): with W038, joined by W060, clear jungle in 4.
W043 (E of Chicago XII): with W008, forest road, finish in 2 (will chop later).
W044 (E of Liberty Bell): with W015 and W045, forest road in 1.
W045 (E of Liberty Bell): with W015 and W044, forest road in 1.
W046 (S of Debt-Free): with W047, clear jungle in 3.
W047 (S of Debt-Free): with W046, clear jungle in 3.
W048 * (S of Unshackled): with W052 and W057, joins W055 and unnamed worker, clear jungle in 2.
W049 * (N of Ishme-Shamash): with W035 and W051, start and finish road, next forest.
W050 (SW of Kremlin): with W040 and W058, mountain road in 1.
W051 * (N of Ishme-Shamash): with W035 and W049, start and finish road, next forest.
W052 * (S of Unshackled): with W048 and W057, joins W055 and unnamed worker, clear jungle in 2.
W053 (NE of Vista-Free): mine, finish in 1.
W054 (NW of Dusty Harbor): mountain road for iron in 6.
W055 * (S of Unshackled): with an unnamed worker, joined by W028, W052 and W057, clear jungle in 2.
W056 (NE of Weltonspolt): begins chop.
W057 * (S of Unshackled): with W048 and W052, joins W055 and unnamed worker, clear jungle in 2.
W058 (SW of Kremlin): with W040 and W050, mountain road in 1.
W059 * (SW of Tax-Free): with W003, irrigate in 2.
W060 * (NW of Debt-Free): joins W038 and W042, clear jungle in 4.
W061 (new in Unshackled): E, joins W013, W022 and W025, irrigate in 1.
General Notes and Plans
We accept Invention from The Council.
We learn Astronomy begin Banking.
Drop Science to 0%, geeks become taxmen.
We send 50 gold to The Council.
We send Astronomy to The Council.
We meet Saber.
Babe galley leaves 11 Tile SE.
Harbor rushing:
Dusty Harbor - 208 gold (52 turns)
Sid City - 228 gold (57 turns)
Martin Luther King Jr. - 228 gold (57 turns)
We have 88 gold in the bank, so no rushing this turn. Might be able to rush one harbor next turn.
Worker tasks:
Jungle tiles around Debt-Free: 3 tiles; one completes in 2 turns, one in 3 turns and one in 4 turns. Then all three need roads and irrigation.
Jungle tiles around Thombriel: 5 tiles; one completes in 3 turns, one in 6 turns, one is being roaded, one is untouched and one tile just cleared this turn.
Jungle tile around Tower of Babel: 1 tile; roaded but otherwise untouched.
CommandoBob Sep 24, 2007, 11:31 PM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_ZoomOut.jpg
Friends of Meleet
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_FoM.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_TT.jpg
Evaackkian Express
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_EE.jpg
CommandoBob Sep 24, 2007, 11:33 PM Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Top5.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/131_Saber.jpg
Empiremaker Sep 25, 2007, 08:32 AM I think we have gifted enough gold to the Council. I would rush the Harbor in Martin Luther King Jr, and then don't forget to MM because we will have an extra lux.
CommandoBob Sep 25, 2007, 12:01 PM I think we have gifted enough gold to the Council. I would rush the Harbor in Martin Luther King Jr, and then don't forget to MM because we will have an extra lux.
According to MAAP II, we have possibly exceeded the treaty. It calls for 50 gpt for as long as the land is invaded OR 15 turns (750 gold), whichever is less.
We need to find out if all of the Babe invaders are dead (or peace has been signed).
Empiremaker Sep 25, 2007, 07:28 PM I think Gen_W said BABE left their land.
Kuningas Sep 27, 2007, 12:57 AM A terrifying thought came to my mind. What happens if Team CONG would gift Great Library city for team BABE. Would they steal all our techs beyond Education :(
Kuningas Sep 27, 2007, 12:57 AM A terrifying thought came to my mind. What happens if Team CONG would gift Great Library city for team BABE. Would they steal all our techs beyond Education :(
Pinman Sep 27, 2007, 06:24 AM :eek: After a wonder has been made obselete, can it even be reactivated?
I really hope it cant.....
Empiremaker Sep 27, 2007, 08:22 AM IIRC, from single player, that a civ must have a city on a landmass go be gifted other cities on that landmass.
Empiremaker Sep 27, 2007, 08:34 AM Regardless, I sent this PM to Ginger and RegentMan
Dear RegentMan and Ginger_Ale,
In our forum the idea came up that GONG could gift the city with the Great Library to BABE, therefore stealing all of FREE's and The Council's techs. This action would not violate any of the rules, but could be considered against the "spirit of the game".
If BABE/GONG did this, would you consider it a violation of the rules, with an appropriate punishment.
Empiremaker
Empiremaker Sep 27, 2007, 07:11 PM Ginger's Response
We certainly would have to look at the context of the situation and the details surrounding it, so I can't say for certain what I would make of it. If they are trying to exploit a loophole, yes, we would investigate it. It's hard to determine if it is a violation if it hasn't happened, though.
Pinman Sep 27, 2007, 08:05 PM Next turn we will probably see that Babe has education.
If everyone is so paranoid about this though, we could always propose a UN vote on the trading of wonder cities.
CommandoBob Sep 27, 2007, 08:40 PM I'd rather not give anyone ideas. :eek:
Kuningas Sep 28, 2007, 12:15 AM CB I would like to play next save (turn 132). There is a few changes I would do.
CommandoBob Sep 28, 2007, 08:31 AM CB I would like to play next save (turn 132). There is a few changes I would do.
Not a problem.
Just one turn or a few turns?
Kuningas Sep 29, 2007, 02:36 AM one turn for now.
Kuningas Sep 29, 2007, 09:41 AM City Status
Freedom Central (6): university in 11.
* Thessauronicleus (5): Settler -> library in 6.
Kazgungudom (8): palace in 21 (Sun Tzu's in 3).
Thombreil (9): university in 8 (two taxman).
* Fortress of Meleet (8): vPike -> Caravel in 5.
Kremlin (8): university in 1 (one clown).
* Citadel of Ur (7): Library in 4 (one taxman).
Tower of Babel (8): market in 10.
Ishme-Shamash (8): university in 1 (two taxman).
* Weltonspolt (6): courthouse -> Harbor in 15 (two taxman).
Teal domination (8): university in 24 (one taxman).
* Ninhursag-Ki (7): Library in 3 (one taxman).
Azzura Coast (6): courthouse in 12 (one taxman).
Lake Port (7): courthouse in 20 (three taxmen).
Marad-Dur (6): library in 8 (one taxmen).
Sugar-Free Wheaties (6): university in 20.
* FreeToes (6): Library in 9 (one taxman).
Coastal Geeks (7): harbor in 19 (two taxmen).
Liberty Bell (8): university in 5.
TuTuba (5): harbor in 24 (two taxman).
* Cat Ballou (5): MI in 22 (two taxman).
Freehand (5): library in 3 (one taxman).
Chicago XIII (5): courthouse in 3 (one taxman).
* Farkle Liberation (4): MI in 16 (one taxman).
Numenor (2): harbor in 29 (one taxman).
Vista-Free (5): settler in 20 (two taxmen).
* Jungle-Free (3): worker -> MI in 40 (one taxman).
Ellis Island (3): harbor in 31 (two taxman).
* Worry-Free (3): MI in 33. (two taxman).
Unshackled (2): worker in 9.
* Perelandra (3): worker -> MI in 40.
Dusty Harbor (1): harbor in 51 (one taxman).
* Debt-Free (4): MI in 32. (one taxman).
Sid City (2): harbor in 1 (two taxman). (harbor cash rushed for 224g).
Tax-Free (2): harbor in 53.
* Gratis (3): MI in 35.
* Home of the FREE (1) MI in 38.
* Martin Luther King Jr. (2) EW in 6. (one taxman)
* Gun-Free (2) MI in 30.
* Sweet 16 (1) MI in 38.
* Freetime (1) MI in 34.
* = build completed or switched.
(#) City size has increased.
Next Turn Builds
University in Ishme-Shamash.
University in Kremlin.
Harbor in Sid City.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: 1
Total cities to build: 4
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
03 Settlers
56 Workers
02 Horseman
06 Galley
04 Mace
01 Pike
09 Enkidu Warriors
Military Support
Total Units: 81
Allowed Units: 65
Cost per Turn: 32 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are average.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in -- turns.
29 gold, +263 gpt
00% science
20% luxuries
80% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
Kuningas Sep 29, 2007, 09:43 AM Unit moves (* = new orders)
Naval
Evaackkian Express * (N-NW of Numenor): W, NW and NW.
Teal Torpedo * (3SW of Reese withherspoon (BABE)): SE, SE and fortify. Route blocked by BABE galleys.
Friends of Meleet * (in mid-ocean coastal tile SE of FreeToes), E,S, settler20 and EW08 aboard.
Lydia Sutherland * (in mid-ocean coastal waters SE of Gong). NE and fortify.
Sword of Teal: * (N,NE of Perelandra), W,W,W, heading towards Numenor(ish).
Freedom Finder: * (2S of FreeToes), Settler20 and Ew08 aboard, 2SE, S and transport units to Friends of Meleet.
Military
Enkidu Warrior02 * (in Unshackled): SE, Fortify.
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 * (in Debt-Free): SE, Fortify.
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 * (in Ishme-Shamash): SE,E,N.
Enkidu Warrior08 (in Freedom Finder).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (In Thessauronicleus).
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 * (in Fortress of Meleet): W,SW,SW
Settlers
Settler18 (in Evaackkian Express).
Settler20 (in Freedom Finder.
Settler22 * (in Thessauronicleus): 3SW
Workers
W001 * (NE-E of Freedom Central): SW
W002 (2NE of Freedom Central): with W007, W012 and W014, clear jungle in 2.
W003 (SE of Tax-Free): with W059, irrigate in 1.
W004 * (NE-E of Freedom Central): with W006 and W037 build road in 1.
W005 (NW of Ninhursag-Ki): irrigate in 3.
W006 * (NE-E of Freedom Central): with W001 and W004 build road in 1.
W007 (2NE of Freedom Central): with W002, W012 and W014, clear jungle in 2.
W008 (E of Chicago XII): with W043, forest road, finish in 1, chop later.
W009 * (NE of Vista-Free): SW and SW, to the forest south of Cat Ballou. chop in 4.
W010 (SE of Chicago XIII): with W024 and W041, forest road in 1.
W011 (N of Kremlin): with W036, forest road in 1.
W012 (2NE of Freedom Central): with W002, W007 and W014, clear jungle in 2.
W013 * (W of Jungle-Free): with W022, W025 and W061, 3SE. on road to irrigate grass.
W014 (2NE of Freedom Central): with W002, W007 and W012, clear jungle in 2.
W015 * (E of Liberty Bell): E, NE merges in Ishme-Shamash.
W016 (NE of Liberty Bell): joined by W020, plant forest in 1.
W017 (N-NE of Lake Port): mountain road finished.
W018 (joined to Kazgungudom).
W019 (NE of Weltonspolt): with W056, chop.
W020 (NE of Liberty Bell): with W016, plant fores in 1.
W021 (S of Thombriel): with W028 in jungle clearing, 5 turns.
W022 * (W of Jungle-Free): with W013, W025 and W061: 3SE. on road to irrigate grass.
W023 (joined to Kazgungudom).
W024 (SE of Chicago XIII): with W010, and W041, forest road in 1.
W025 * (W of Jungle-Free): with W013, W022 and W061, 3SE. on road to irrigate grass.
W026 (S-SW of Tower of Babel): with W034, mine finished.
W027 (N-NE of Lake Port): mountain road finished.
W028 (2E of Freedom Central): with W021 in clearing jungle in 5.
W029 * (N-NE of Lake Port): with W031, W,NW,Nw to chop and irrigate.
W030 * (S-SW of Tower of Babel): with W033, road in 2.
W031 * (N-NE of Lake Port): with W029, W,NW,Nw to chop and irrigate.
W032 (N-NE of Lake Port): mountain road finished.
W033 * (S-SW of Tower of Babel): with W030 road in 2.
W034 (S-SW of Tower of Babel): with W026, mine finished.
W035 * (N of Ishme-Shamash): with W049 and W051, plant forest in 3.
W036 (W of Kremlin): with W011, forest road in 1.
W037 * (NE-E of Freedom Central): with W001, W004 and W006, clear jungle in 1.
W038 (NW of Debt-Free): with W042, joined by W060, clear jungle in 3.
W039 (W of Thombrield): jungle road in 8.
W040 * (SW of Kremlin): moves NE and merges in Kremlin.
W041 (SE of Chicago XIII): with W010 and W024, forest road in 1.
W042 (NW of Debt-Free): with W038, joined by W060, clear jungle in 3.
W043 (E of Chicago XII): with W008, forest road, finish in 1 (will chop later).
W044 * (E of Liberty Bell): S, SW and merges in Tower of Babel.
W045 * (E of Liberty Bell): W and merges in Liberty Bell.
W046 (S of Debt-Free): with W047, clear jungle in 2.
W047 (S of Debt-Free): with W046, clear jungle in 2.
W048 (S of Unshackled): with W052 and W057, joins W055 and unnamed worker, clear jungle in 1.
W049 * (N of Ishme-Shamash): with W035 and W051, plant forest in 3.
W050 (SW of Kremlin): with W040 and W058, mountain road in 1.
W051 * (N of Ishme-Shamash): with W035 and W049, plant forest in 3.
W052 (S of Unshackled): with W048 and W057, joins W055 and unnamed worker, clear jungle in 1.
W053 * (NE of Vista-Free): S,S,SW.
W054 (NW of Dusty Harbor): mountain road for iron in 6.
W055 (S of Unshackled): with an unnamed worker, joined by W028, W052 and W057, clear jungle in 2.
W056 * (NE of Weltonspolt): moves NE,E and merges in Citadel of Ur.
W057 (S of Unshackled): with W048 and W052, joins W055 and unnamed worker, clear jungle in 2.
W058 * (SW of Kremlin): moves NE and merges in Kremlin.
W059 (SW of Tax-Free): with W003, irrigate in 2.
W060 (NW of Debt-Free): joins W038 and W042, clear jungle in 4.
W061 * (E of Unshackled): with W013, W022 and W025, 3SE. on road to irrigate grass.
W062 * (new in Perelandra): 3S
W063 * (new in Jungle-Free): 3SE
General Notes and Plans
We accept Gunpowder from The Council.
We send accepted Education to The Babe.
Harbor rushing:
Dusty Harbor - 204 gold (51 turns)
Sid City - 224 gold (56 turns)
Martin Luther King Jr. - 224 gold (56 turns)
Harbor rushed in Sid City.
Kuningas Sep 29, 2007, 09:50 AM 70AD screenshots
Kuningas Sep 29, 2007, 09:52 AM more screenshots
Empiremaker Sep 29, 2007, 12:13 PM We send accepted Education to The Babe.
Why did we do this? I understand about obsoleting the Glib, but Ginger said that if GONG/BABE abused the GLib, there would be a punishment.
Pinman Sep 29, 2007, 05:37 PM If Gong gave the glib to Babe would it not be within the rules? I'm sure that Babe would simply say that they define the rules as working within the mechanics of the game. They would then begin talking about Saber.....
We could bring in the 'Spirit of the Game' argument but they will just say that if Team Saber is ok then so are they.
Which means that if anybody on Team Babe is thinking, our gift will reveal the possibility to them as surely as a UN vote.
Edit: I would also add that Ginger did not explicitly say that Babe would be punished. Only that the situation would be investigated if they were trying to exploit a loophole. I'm not sure if that fits the possibility.
CommandoBob Oct 09, 2007, 08:59 PM I have asked for another 24 hours to play this turn. We had unexpected guests show up right when I started my pre-turn prep work. They are gone and so is my time to play on Tuesday.
CommandoBob Oct 10, 2007, 08:44 PM City Status
Freedom Central (7): university in 7.
Thessauronicleus (5): library in 5.
Kazgungudom (8): palace in 20 (Sun Tzu's in 2).
Thombreil (9): university in 7 (two taxman).
Fortress of Meleet (8): caravel in 4.
Kremlin (8): university -> market in 10 (one clown).
Citadel of Ur (7): library in 3 (two taxman).
Tower of Babel (8): market in 9.
Ishme-Shamash (8): university -> harbor in 15 (two taxman).
Weltonspolt (6): harbor in 14 (two taxmen).
Teal domination (8): university in 23 (one taxman).
Ninhursag-Ki (7): library in 2 (one taxman).
Azzura Coast (6): courthouse in 11 (one taxman).
Lake Port (7): courthouse in 19 (three taxmen).
Marad-Dur (6): library in 7 (ono taxman).
Sugar-Free Wheaties (6): university in 19.
FreeToes (6): library in 8 (one taxman).
Coastal Geeks (6): harbor in 18 (two taxmen).
Liberty Bell (8): university in 4.
TuTuba (5): harbor in 23 (two taxman).
Cat Ballou (5): rMace in 21 (two taxman).
Freehand (5): library in 2 (one taxman).
Chicago XIII (5): courthouse in 2 (one taxman).
Farkle Liberation (4): rMace in 15 (one taxman).
Numenor (2): harbor in 28 (one taxman).
Vista-Free (5): settler in 18 (two taxmen).
Jungle-Free (3): rMace in 39.
Ellis Island (3): harbor in 30 (two taxman).
Worry-Free (4): rMace in 32 (two taxman).
Unshackled (3): worker in 8.
Perelandra (2): rMace in 39.
Dusty Harbor (1): harbor in 50.
Debt-Free (4): rMace in 31 (one taxman).
Sid City (3): harbor -> library in 40 (two taxman).
Tax-Free (2): harbor in 52.
Gratis (3): rMace in 34.
Home of the FREE (2) rMace in 36.
Martin Luther King Jr. (2) r Enkidu Warrior in 5 (one taxman).
Gun-Free (2) rMace in 29.
Sweet 16 (1) rMace in 37.
Freetime (2) rMace in 33.
Next Turn Builds
rush Harbor in Dusty Harbor for 200 gold.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: 1
Total cities to build: 4
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
03 Settlers
56 Workers
02 Horseman
01 Pike
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 81
Allowed Units: 67
Cost per Turn: 28 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are average.
Compared to SABER (Republic) we are weak.
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Oct 10, 2007, 08:56 PM Unit moves (* = new orders)
Naval
Evaackkian Express (N of Numenor): 3NW and SE, now 2S of Martin Luther King Jr.
Teal Torpedo (SW-2S of Reese Witherspoon (BABE)): SE, SE and E, now 2S of Elisha Cuthbert.
Friends of Meleet * (in sea tile SE): (Settler20 and EW08), SE, SE and S and unload Settler20 and EW08.
Lydia Sutherland (in mid-ocean coastal waters SE of Gong).
Sword of Teal: (W of Numenor), NE-NE-NE.
Freedom Finder: (mid ocean coastal tile SE): NW, NW and N, stopping in a sea tile, heading to FreeToes.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 * (N of Azurra Coast): fortifies.
Enkidu Warrior08 (N-NE of FreeToes): in Freedom Finder.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 * (N of FreeToes): S into FreeToes.
Settlers
Settler18 (in Evaackkian Express).
Settler20 (in Freedom Finder.
Settler22 * (N of Fortress of Meleet) 3SW, heading to FreeToes.
Workers
W001 (NE of Fortress of Meleet).
W002 (2NE of Freedom Central): with W007, W012 and W014, clear jungle in 1.
W003 * (SE of Tax-Free): with W059, E, mine in 3.
W004 * (NE-E of Freedom Central): with W006 and W037, N into jungle.
W005 * (NW of Ninhursag-Ki): joined by W063, irrigate in 1.
W006 * (NE-E of Freedom Central): with W004 and W027, N into jungle.
W007 (2NE of Freedom Central): with W002, W012 and W014, clear jungle in 1.
W008 * (E of Chicago XII): with W043, 3S.
W009 (S of Cat Ballou): chop in 2.
W010 * (SE of Chicago XIII): with W024 and W041, 3SE, make mountian road.
W011 * (N of Kremlin): with W036, chop in 2 for Kremlin's market.
W012 (2NE of Freedom Central): with W002, W007 and W014, clear jungle in 1.
W013 * (in Home of the FREE): with W022, W025 and W061, 3E towards the core.
W014 (2NE of Freedom Central): with W002, W007 and W012, clear jungle in 1.
W015 (joined to Ishme-Shamash).
W016 * (NE of Liberty Bell): S, S and SE, ending in roaded jungle.
W017 * (N-NE of Lake Port): with W027 and W032, mine in 6.
W018 (joined to Kazgungudom).
W019 * (NE of Weltonspolt): irrigate in 4, stop, should have mined (wasted turn).
W020 * (NE of Liberty Bell): S, S and SE, ending in roaded jungle.
W021 (S of Thombriel): with W028 in jungle clearing, 4 turns.
W022 * (in Home of the FREE): with W013, W025 and W061, 3E towards the core.
W023 (joined to Kazgungudom).
W024 * (SE of Chicago XIII): with W010, and W041, 3SE, make mountian road.
W025 * (in Home of the FREE): with W013, W022 and W061, 3E towards the core.
W026 * (S-SW of Tower of Babel): with W033 and W034, 2NE and E, into jungle.
W027 * (N-NE of Lake Port): with W017 and W032, mine in 6.
W028 (2E of Freedom Central): with W021 in clearing jungle in 4.
W029 * (NE of Coastal Geeks): with W031, chop in 2 for Coastal Geeks' harbor.
W030 (S-SW of Tower of Babel): mine in 1.
W031 * (NE of Coastal Geeks): with W029, chop in 2 for Coastal Geeks' harbor.
W032 * (N-NE of Lake Port): with W017 and W027, mine in 6.
W033 * (S-SW of Tower of Babel): with W026 and W034, 2NE and E, into jungle.
W034 * (S-SW of Tower of Babel): with W026 and W033, 2NE and E, into jungle.
W035 (N of Ishme-Shamash): with W049 and W051, forest in 2.
W036 * (N of Kremlin): with W011, chop in 2 for Kremlin's market.
W037 * (NE-E of Freedom Central): with W004 and W006, N into jungle.
W038 (NW of Debt-Free): with W042 and W060, clear jungle in 2.
W039 (W of Thombrield): jungle road in 7.
W040 (joined to Kremlin).
W041 * (SE of Chicago XIII): with W010 and W024, 3SE, make mountian road.
W042 (NW of Debt-Free): with W038 and W060, clear jungle in 2.
W043 * (E of Chicago XII): with W008, 3S.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (S of Debt-Free): with W047, clear jungle in 1.
W047 (S of Debt-Free): with W046, clear jungle in 1.
W048 * (S of Unshackled): with W052 and W055, start and finish road.
W049 (N of Ishme-Shamash): with W035 and W051, forest in 2.
W050 (joined to Kremlin).
W051 (N of Ishme-Shamash): with W035 and W049, forest in 2.
W052 * (S of Unshackled): with W048 and W055, start and finish road.
W053 * (SW of Sweet 16): 2SW, joins W009 in chop in 2.
W054 (NW of Dusty Harbor): mountain road for iron in 4.
W055 * (S of Unshackled): with W048 and W052, start and finish road.
W056 (joined to Citadel of Ur).
W057 * (S of Unshackled): with W064, irrigate in 2.
W058 (joined to Kremlin).
W059 * (SE of Tax-Free): with W003, E, mine in 3.
W060 (NW of Debt-Free): with W038 and W042, clear jungle in 2.
W061 * (in Home of the FREE): with W013, W022 and W025, 3E towards the core.
W062 * (SE of Sweet 16): S, SE and SE, planning to help clear jungles.
W063 * (E of Home of the FREE): SW, joins W005 in irrigation in 1.
W064 * (S of Unshackled): with W057, irrigate in 2.
Harbor rushing:
Dusty Harbor - 200 gold (50 turns) done
General Notes and Plans
Up Science to 70%.
Banking in 5, +36 gpt.
Science 70% (up 70)
Luxuries 20%
Tax 10% (down 70)
Change taxmen to geeks.
With all geeks we can learn Banking in 4 at 60%, with -8 gpt.
When four geeks are changed back to taxmen, Banking in 5.
Revert back to all taxmen, for at least one turn.
I like the idea of getting money back into the treasury,
Rushed the harbor in Dutsy Harbor thinking we could sell Ivory to The Council. We need Navigation/Magnetism to do that (trade over ocean tiles). So we will have two Ivories connected next turn.
Off in the southeast, I unloaded Settler20 and EW08, so we could make a city next turn. I may move them to the hill that is 2SE of their current position, building a city in three turns. Then Settler22, on it's way to FreeToes, could build on this grassland tile.
CommandoBob Oct 10, 2007, 08:57 PM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_TT.jpg
11 Tile Island to the North West, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_11NW.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_11SE.jpg
CommandoBob Oct 10, 2007, 08:59 PM Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Top5.jpg
Science
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Science.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Babe.jpg
Our offer of Education was NOT accepted.
We took it off the table.
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_Saber.jpg
Empiremaker Oct 10, 2007, 09:15 PM @CB - Are you sure that the science screen is correct? I remember opening up 132 and seeing saltpeter, but the sci screen shows that we don't have gunpowder :confused:
And in the future it is better to use scientists and drop the slider because scientists provide 3 uncorrupted beakers, while a taxman only provides 2 uncorrupted gold.
CommandoBob Oct 10, 2007, 09:38 PM Kuningas' notes say he accepted Gunpowder, though the Science screen does look funky. But on The Council's trading screen, we know the same techs.
I'm puzzled, too.
Empiremaker Oct 10, 2007, 09:42 PM Are you sure the screenshot is from this turn, this game? I know that I have too many screenshots from this game, and it is easy to get mixed up.
CommandoBob Oct 11, 2007, 09:11 AM No,the image is from this turn. It is the first time I remember taking a screen shot of the Science Advisor.
For each turn I create a new folder (Turn100, Turn120, Turn124...) and place all the images into that folder. And image name begins with the turn number.
This is what the folder looks like:
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/133_FileLayout.jpg
:hmm:
I can reopen the turn and check again.
Or you could, since the turn has been played and sent.
Empiremaker Oct 13, 2007, 01:32 PM I see what happened with Gunpowder. The Council sent it on 132. Kuningas said he accepted it, but in reality, he didn't, because we don't have it one 133.
Kuningas Oct 13, 2007, 03:25 PM what? I didn't accept it, wierd.
CommandoBob Oct 13, 2007, 10:12 PM what? I didn't accept it, wierd.
Yeah, that's my trademark mistake!
:D
CommandoBob Oct 15, 2007, 09:52 PM On Turn 133 (last turn played) we were two turns away from building Sun Tzu's.
On Turn 134 we would need one more turn to complete it.
On Turn 135 we would have an overrun.
Only Gong plays after us, so we should be able to change our prebuild over to Sun Tzu's next turn. That build should be fairly safe.
:crazyeye:
Uh, do we have any ideas on how to announce our first World Wonder?
Empiremaker Oct 15, 2007, 10:07 PM I'll create a thread for brainstorming ideas. We should switch when it says "Sun Tzu - 1 turns".
CommandoBob Oct 18, 2007, 11:10 PM City Status
Freedom Central (7): university in 6.
Thessauronicleus (6): library in 4.
Kazgungudom (8): palace in 20 -> Sun Tzu's in 1.
Thombreil (9): university in 6 (two taxman).
Fortress of Meleet (8): caravel in 3.
Kremlin (8): market in 8 (one clown).
Citadel of Ur (7): library in 2 (two taxman).
Tower of Babel (8): market in 8.
Ishme-Shamash (8): harbor in 14 (two taxman).
Weltonspolt (6): harbor in 13 (two taxmen).
Teal domination (8): university in 22 (one taxman).
Ninhursag-Ki (7): library in 1 (one taxman).
Azzura Coast (6): courthouse in 10 (one taxman).
Lake Port (7): courthouse in 18 (three taxmen).
Marad-Dur (6): library in 3 (one taxman).
Sugar-Free Wheaties (6): university in 18.
FreeToes (6): library in 7 (one taxman).
Coastal Geeks (7): harbor in 14 (two taxmen).
Liberty Bell (8): university in 3.
TuTuba (5): harbor in 22 (two taxman).
Cat Ballou (5): rMace in 20 (two taxman).
Freehand (5): library in 1 (one taxman).
Chicago XIII (5): courthouse in 1 (one taxman).
Farkle Liberation (4): rMace in 14 (one taxman).
Numenor (2): harbor in 27 (one taxman).
Vista-Free (5): settler in 17 (two taxmen).
Jungle-Free (3): rMace in 38.
Ellis Island (3): harbor in 29 (two taxman).
Worry-Free (4): rMace in 31 (two taxman).
Unshackled (3): worker in 7.
Perelandra (3): rMace in 38.
Dusty Harbor (2): harbor (rushed) -> library in 40 (one taxman).
Debt-Free (4): rMace in 30 (one taxman).
Sid City (3): library in 39 (two taxman).
Tax-Free (3): harbor in 51.
Gratis (3): rMace in 33.
Home of the FREE (2) rMace in 35.
Martin Luther King Jr. (2) r Enkidu Warrior in 4 (one taxman).
Gun-Free (2) rMace in 28.
Sweet 16 (1) rMace in 36.
Freetime (2) rMace in 32.
Next Turn Builds
Library in Ninhursag-Ki and Freehand.
Courthouse in Chicago XIII.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: 1
Total cities to build: 4
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
03 Settlers
56 Workers
02 Horseman
01 Pike
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 81
Allowed Units: 67
Cost per Turn: 28 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak (down from average).
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in 5 turns.
128 gold, +70 gpt (100 gold to The Council)
40% science (down 30%)
20% luxuries
40% taxes (up 30%)
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Oct 18, 2007, 11:13 PM Unit moves (* = new orders)
Naval
Evaackkian Express (2S of Martin Luther King Jr): NW, NW and N, now W of Martin Luther King Jr.
Teal Torpedo (2S of Elisha Cuthbert (BABE)): SE, SE and SE, in a mid-ocean coastal tile.
Friends of Meleet * (2W of Dusty Harbor): 3NW.
Lydia Sutherland (in mid-ocean coastal waters SE of Gong): NE, NE and E.
Sword of Teal: (N-NE of Numenor), E-SE-S (fog busting).
Freedom Finder: * (2S of FreeToes): N and N, entering FreeToes, Settler22 and Pike01 climb aboard, and then 1S.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast): fortifies.
Enkidu Warrior08 * (W-SW of Dusty Harbor): with Settler20, SE.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 * (in FreeToes): loads into Freedom Finder.
Settlers
Settler18 (in Evaackkian Express): unloads onto the last city site on 11NW, where EW09 stands.
Settler20 * (W-SW of Dusty Harbor): with EW08, SE.
Settler22 * (W-SW of Fortress of Meleet) SW and S, entering FreeToes and loads into Freedom Finder.
Workers
W001 * (NE of Fortress of Meleet): 3SW, looking for mountain work.
W002 * (2NE of Freedom Central): with W007 and W012, starts and builds road.
W003 * (SE of Tax-Free): with W059, joined by W019, mine in 2.
W004 * (SW of Trombriel): with W006 and W037, jungle road in 3.
W005 * (NW of Ninhursag-Ki): with W063, NE, chop in 2.
W006 * (SW of Trombriel): with W004 and W027, jungle road in 3.
W007 * (2NE of Freedom Central): with W002 and W012, starts and builds road.
W008 * (NE of Coastal Geeks): with W043, irrigate in 2.
W009 * (S of Cat Ballou): irrigate in 4.
W010 * (S of Citadel of Ur): with W024 and W041, mountian road in 3.
W011 (N of Kremlin): with W036, chop in 1 for Kremlin's market.
W012 * (2NE of Freedom Central): with W002 and W007, starts and builds road.
W013 * (N of Kremlin): with W022, W025 and W061, E, E and SE, towards the core.
W014 * (2NE of Freedom Central): E, joins W021 and W028, clear jungle in 2.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W020, W030 and W062, clear jungle in 6.
W017 (N-NE of Lake Port): with W027 and W032, mine in 5.
W018 (joined to Kazgungudom).
W019 * (SE of Tax-Free): joins W003 and W059, mine in 2.
W020 * (SE of Tower of Babel): with W016, W030 and W062, clear jungle in 6.
W021 * (S of Thombriel): with W021, joined by W014, jungle clearing, 2 turns.
W022 * (N of Kremlin): with W013, W025 and W061, E, E and SE, towards the core.
W023 (joined to Kazgungudom).
W024 * (S of Citadel of Ur): with W010, and W041, mountian road in 3.
W025 * (N of Kremlin): with W013, W022 and W061, E, E and SE, towards the core.
W026 * (W of Thombriel): with W033 and W034, joins W039, build jungle road in 2.
W027 (N-NE of Lake Port): with W017 and W032, mine in 5.
W028 * (2E of Freedom Central): with W021, joined by W014, clearing jungle in 2.
W029 (NE of Coastal Geeks): with W031, chop in 1 for Coastal Geeks' harbor.
W030 * (S-SW of Tower of Babel): 2NE, joins W016, W020 and W062, clear jungle in 6.
W031 (NE of Coastal Geeks): with W029, chop in 1 for Coastal Geeks' harbor.
W032 (N-NE of Lake Port): with W017 and W027, mine in 5.
W033 * (W of Thombriel): with W026 and W034, joins W039, build jungle road in 2.
W034 * (W of Thombriel): with W026 and W033, joins W039, build jungle road in 2.
W035 (N of Ishme-Shamash): with W049 and W051, forest in 1.
W036 (N of Kremlin): with W011, chop in 1 for Kremlin's market.
W037 * (SW of Trombriel): with W004 and W006, jungle road in 3.
W038 (NW of Debt-Free): with W042 and W060, clear jungle in 1.
W039 * (W of Thombriel): joined by W026, W033 and W04,jungle road in 2.
W040 (joined to Kremlin).
W041 * (S of Citadel of Ur): with W010 and W024, mountian road in 3.
W042 (NW of Debt-Free): with W038 and W060, clear jungle in 1.
W043 * (NE of Coastal Geeks): with W008, irrigate in 2.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (S of Debt-Free): with W047, irrigate in 2.
W047 * (S of Debt-Free): with W046, irrigate in 2.
W048 * (S of Unshackled): with W052 and W055, 2S.
W049 (N of Ishme-Shamash): with W035 and W051, forest in 1.
W050 (joined to Kremlin).
W051 (N of Ishme-Shamash): with W035 and W049, forest in 1.
W052 * (S of Unshackled): with W048 and W055, 2S.
W053 (SW of Sweet 16): 2SW, joins W009 in chop in 1.
W054 (NW of Dusty Harbor): mountain road for iron in 3.
W055 * (S of Unshackled): with W048 and W052, 2S.
W056 (joined to Citadel of Ur).
W057 (S of Unshackled): with W064, irrigate in 1.
W058 (joined to Kremlin).
W059 * (SE of Tax-Free): with W003, joined by W019, mine in 2.
W060 (NW of Debt-Free): with W038 and W042, clear jungle in 1.
W061 * (N of Kremlin): with W013, W022 and W025, E, E and SE, towards the core.
W062 * (SE of Liberty Bell): SE and S, joins W016, W020 and W030, clear jungle in 6.
W063 * (NW of Ninhursag ): with W005, NE, chop in 2.
W064 (S of Unshackled): with W057, irrigate in 1.
General Notes and Plans
3 barracks (Ishme-Shamash, Fortress of Meleet and Citadel of Ur) to sell next turn (maybe).
Worker tasks:
Jungle tiles around Debt-Free: No jungles remaining.
Jungle tiles around Thombriel: 3 tiles; Due South completes in 2 turns; SW will be roaded in 3 turns; and W will be roaded in 2 turns.
Jungle tile around Tower of Babel: 1 tile; will be cleared in 6 turns.
Changed all taxmen to geeks. Banking in 4 and +36 gpt to Banking in 3 and -38 gpt. Drop science from 70% to 40%: Banking in 5 and +70 gpt.
Settler22 and Pike01 will sail in Freedom Finder and transfer to Friends of Meleet next turn. The following turn they will sail SE.
Settler20 and EW08 will move onto their hilltop city site next turn and build a city the following turn.
Settler18 will build a city next turn on 11NW.
Sun-Tzu's is NOT a sure thing. Both The Council and Saber are building this wonder.
Our trade screen with The Council shows us with equal techs, but we lack Gunpowder.
CommandoBob Oct 18, 2007, 11:14 PM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_LS.jpg
11 Tile Island to the North West, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_11NW.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_11SE.jpg
CommandoBob Oct 18, 2007, 11:17 PM Wonders - Danger
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Wonders2.jpg
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Victory.jpg
Victory by Culture
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_VictoryC.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Top5.jpg
International Relations
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Foreign.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/134_Saber.jpg
Kuningas Oct 19, 2007, 06:49 AM We have Ivory connected. Adjust city citizens accordingly.
Elephantium Oct 19, 2007, 10:42 AM We should PM the mods about Gunpowder. It seems like a game glitch.
CommandoBob Oct 24, 2007, 09:23 PM Got the save; playing now.
I've seen no new thread posts in the common area except for the Deathmatch.
Sun Tzu's might be ours after all!
Elephantium Oct 24, 2007, 11:08 PM Do we have Gunpowder now?
CommandoBob Oct 25, 2007, 01:39 AM City Status
Freedom Central (7): university in 5.
Thessauronicleus (6): library in 3.
Kazgungudom (8): Sun Tzu's -> palace in 53 with zero growth.
Thombreil (9): university in 5 (two geek).
Fortress of Meleet (8): caravel in 2.
Kremlin (8): market in 7 (clown -> geek).
Citadel of Ur (7): library in 1 (two taxman).
Tower of Babel (8): market in 7.
Ishme-Shamash (8): harbor in 13 (two geek).
Weltonspolt (6): harbor in 12 (two geek).
Teal domination (8): university in 21 (one geek).
Ninhursag-Ki (7): library -> university in 15.
Azzura Coast (6): courthouse in 9 (one geek).
Lake Port (7): courthouse in 17 (three geek).
Marad-Dur (6): library in 2 (one geek).
Sugar-Free Wheaties (6): university in 17.
FreeToes (6): library in 6 (one geek).
Coastal Geeks (7): harbor in 10 (fire a geek, now one geek).
Liberty Bell (8): university in 2.
TuTuba (5): harbor in 21 (two geek).
Cat Ballou (5): vMace in 19 (two geek).
Freehand (5): library -> vMace in 14 (one geek).
Chicago XIII (5): courthouse -> library in 14 (one geek).
Farkle Liberation (4): vMace in 13 (one geek).
Numenor (2): harbor in 26 (one geek).
Vista-Free (5): settler in 16 (two geek).
Jungle-Free (3): vMace in 37.
Ellis Island (3): harbor in 28 (two geek).
Worry-Free (4): vMace in 30 (two geek).
Unshackled (3): worker in 6.
Perelandra (3):vrMace in 37.
Dusty Harbor (2)]:library in 39 (one geek).
Debt-Free (4): vMace in 29 (one geek).
Sid City (3): library in 38 (two geek).
Tax-Free (3): harbor in 50.
Gratis (4): vMace in 32.
Home of the FREE (2): vMace in 34.
Martin Luther King Jr. (2): vPike in 23 (one geek).
Gun-Free (2): vMace in 27.
Sweet 16 (2) vMace in 35.
Freetime (2) vMace in 31.
New This Turn
Freeborn grows in 10, library in 40.
Next Turn Builds
Library in Citadel of Ur
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: Done!
Total cities to build: 3
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
02 Settlers
56 Workers
02 Horseman
01 Pike
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 80
Allowed Units: 68
Cost per Turn: 24 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in 4 turns.
128 gold, +78 gpt (100 gold to The Council)
40% science
20% luxuries
40% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Oct 25, 2007, 01:42 AM Unit moves (* = new orders)
Naval
Evaackkian Express (W of Martin Luther King Jr): S, S and SE, heading to the mainland.
Teal Torpedo (SE-ish of Elisha Cuthbert (BABE)): E and SE and stop.
Lydia Sutherland (in sea tile waters S of Gong): SE, SE and S.
Sword of Teal: (N-NE of Perelandra), E-E-S (fog busting).
Freedom Finder: (S of FreeToes): Settler22 and Pike01 are aboard, S, S and SE.
Friends of Meleet (2W-3NW of Dusty Harbor): NW, NW and N.
Settler22 and Pike01 jump ship from Freedom Finder to Friends of Meleet.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast): fortifies.
Enkidu Warrior08 * (2SW of Dusty Harbor): with Settler20, SE.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 (in FreeToes): aboard Freedom Finder.
Settlers
Settler18 (in Evaackkian Express): builds .
Settler20 (2SW of Dusty Harbor): with EW08, SE onto hilltop; will build city next turn.
Settler22 (W-SW of Fortress of Meleet) SW and S, entering FreeToes and loads into Freedom Finder.
Workers
W001 * (W-SW of Fortress of Meleet): SW, W and NE, will join mountain minerx next turn.
W002 * (2NE of Freedom Central): with W007 and W012, irrigate in 2.
W003 * (NE of Weltonspolt) : mine in 1.
W004 (SW of Trombriel): with W006 and W037, jungle road in 2.
W005 (NW of Ninhursag-Ki): with W063, NE, chop in 1.
W006 (SW of Trombriel): with W004 and W027, jungle road in 2.
W007 * (2NE of Freedom Central): with W002 and W012, irrigate in 2.
W008 (NE of Coastal Geeks): with W043, irrigate in 1.
W009 (S of Cat Ballou): joined by W053, irrigate in 2.
W010 (S of Citadel of Ur): with W024 and W041, mountian road in 2.
W011 * (N of Kremlin): with W036, irrigate in 2.
W012 * (2NE of Freedom Central): with W002 and W007, irrigate in 2.
W013 * (SE of Tower of Babel): with W022, W025 and W061, joins W016, W020, W030 and W061, clear jungle in 3.
W014 (2NE of Freedom Central): with W021 and W028, clear jungle in 1.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W020, W030 and W062, joined by W013, W022, W025 and W061, clear jungle in 3.
W017 (N-NE of Lake Port): with W027 and W032, mine in 4.
W018 (joined to Kazgungudom).
W019 * (NE of Weltonspolt): with W059, N, chop in 2 for Chicago XIII's library.
W020 * (SE of Tower of Babel): with W016, W030 and W062, joined by W013, W022, W025 and W061, clear jungle in 3.
W021 (S of Thombriel): with W014 and W028, jungle clearing, 1 turns.
W022 * (SE of Tower of Babel): with W013, W025 and W061, joins W016, W020, W030 and W061, clear jungle in 3.
W023 (joined to Kazgungudom).
W024 (S of Citadel of Ur): with W010, and W041, mountian road in 2.
W025 * (SE of Tower of Babel): with W013, W022 and W061, joins W016, W020, W030 and W061, clear jungle in 3.
W026 (W of Thombriel): with W033 and W034, joins W039, build jungle road in 1.
W027 (N-NE of Lake Port): with W017 and W032, mine in 4.
W028 (2E of Freedom Central): with W014 and W021, clearing jungle in 1.
W029 (NE of Coastal Geeks): with W031, road in 2.
W030 * (SE of Tower of Babel): with W016, W020 and W062, joined by W013, W022, W025 and W061, clear jungle in 3.
W031 * (NE of Coastal Geeks): with W029, road in 2.
W032 (N-NE of Lake Port): with W017 and W027, mine in 4.
W033 * (W of Thombriel): with W039, clear jungle in 12.
W034 (W of Thombriel): with W026 and W033, joins W039, build jungle road in 1.
W035 * (N of Ishme-Shamash): with W049 and W051, SW, S and S, towards the core/jungles.
W036 * (N of Kremlin): with W011, irrigate in 2.
W037 (SW of Trombriel): with W004 and W006, jungle road in 3.
W038 * (NW of Debt-Free): with W042 and W060, start and complete road.
W039 * (W of Thombriel): with W033, clear jungle in 12.
W040 (joined to Kremlin).
W041 (S of Citadel of Ur): with W010 and W024, mountian road in 2.
W042 * (NW of Debt-Free): with W038 and W060, start and complete road.
W043 (NE of Coastal Geeks): with W008, irrigate in 1.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (S of Debt-Free): with W047, irrigate in 1.
W047 (S of Debt-Free): with W046, irrigate in 1.
W048 (S of Debt-Free): with W052 and W055, start and complete road.
W049 * (N of Ishme-Shamash): with W035 and W051, SW, S and S, towards the core/jungles.
W050 (joined to Kremlin).
W051 * (N of Ishme-Shamash): with W035 and W049, SW, S and S, towards the core/jungles.
W052 (S of Debt-Free): with W048 and W055, start and complete road.
W053 * (S of Cat Ballou): joins W009 in irrigate in 2.
W054 (NW of Dusty Harbor): mountain road for iron in 2.
W055 (S of Debt-Free): with W048 and W052, start and complete road.
W056 (joined to Citadel of Ur).
W057 * (S of Unshackled): with W064, SW, irrigate in 2.
W058 (joined to Kremlin).
W059 * (NE of Weltonspolt): with W019, N, chop in 2 for Chicago XIII's library.
W060 * (NW of Debt-Free): with W038 and W042, start and complete road.
W061 * (SE of Tower of Babel): with W013, W022 and W025, joins W016, W020, W030 and W061, clear jungle in 3.
W062 * (SE of Tower of Babel): with W016, W020 and W030, joined by W013, W022, W025 and W061, clear jungle in 3.
W063 (NW of Ninhursag ): with W005, NE, chop in 1.
W064 * (S of Unshackled): with W057, SW, irrigate in 2.
General Notes and Plans
Sell 3 barracks (Ishme-Shamash, Fortress of Meleet and Citadel of Ur) for a total of 30 gold.
We get Gunpowder (again) from The Council. We do have two sources of Saltpeter. That is good. What is bad is that neither one is connected. Both saltpeter are on the 11 tile islands. On 11SE Dusty Harbor sits on saltpeter, but we lack trade over ocean tiles. On 11NW the resource is on the mountain between Sid City and Martin Luther King Jr.
There is also a source of Saltpeter on The Council's 11 Tile Island, but that place still appears to be unihabited.
Settler22 and Pike01 transferred from Freedom Finder into Friends of Meleet this turn. Next turn they will sail SE.
Settler20 and EW08 will moved onto their hilltop city site this turn and will build a city next turn.
CommandoBob Oct 25, 2007, 01:48 AM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_LS.jpg
11 Tile Island to the North West, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_11NW.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_11SE.jpg
CommandoBob Oct 25, 2007, 01:50 AM Sun Tzu
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_SunTzu.jpg
:dance:
Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Top5.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/135_Saber.jpg
Kuningas Oct 25, 2007, 02:29 AM I see a saltpeter source south of Sid City :goodjob:
Sun Tzu's :dance:
CommandoBob Oct 30, 2007, 12:22 AM City Status
Freedom Central (7): university in 4.
Thessauronicleus (6): library in 1.
Kazgungudom (8): palace in 52.
Thombreil (9): university in 4 (two geek).
Fortress of Meleet (8): caravel in 1.
Kremlin (8): market in 6 (one geek).
Citadel of Ur (7): library -> university in 15 (two taxman).
Tower of Babel (8): market in 6 .
Ishme-Shamash (8): harbor in 12 (two geek).
Weltonspolt (6): harbor in 11 (two geek).
Teal domination (8): university in 20 (one geek).
Ninhursag-Ki (7): university in 14.
Azzura Coast (6): courthouse in 8 (one geek).
Lake Port (7): courthouse in 16 (three geek).
Marad-Dur (6): library in 1 (one geek).
Sugar-Free Wheaties (6): university in 16.
FreeToes (6): library in 5 (one geek).
Coastal Geeks (7): harbor in 9 (one geek).
Liberty Bell (8): university in 1.
TuTuba (5): harbor in 20 (two geek).
Cat Ballou (6): vMace in 18 (two geek).
Freehand (5): vMace in 13 (one geek).
Chicago XIII (6): library in 7 (one geek).
Farkle Liberation (4): vMace in 12 (one geek).
Numenor (2): harbor in 25 (one geek).
Vista-Free (5): settler in 15 (two geek).
Jungle-Free (4): vMace in 36.
Ellis Island (3): harbor in 27 (two geek).
Worry-Free (4): vMace in 29 (two geek).
Unshackled (3): worker in 5.
Perelandra (3): vMace in 36.
Dusty Harbor (2): library in 38 (one geek).
Debt-Free (4): vMace in 28 (one geek).
Sid City (3): library in 37 (two geek).
Tax-Free (3): harbor in 49.
Gratis (4): vMace in 31.
Home of the FREE (2): vMace in 33.
Martin Luther King Jr. (2): rPike in 22 (one geek).
Gun-Free (3): vMace in 26.
Sweet 16 (2) vMace in 34.
Freetime (2) vMace in 30.
Freeborn (1) library in 39.
New This Turn
Monte Cristo, grows in 10, rEW in 10.
Next Turn Builds
Library in Thessauronicleus and Marad-Dur
Caravel in Fortress of Meleet
University in Liberty Bell
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: Done!
Total cities to build: 2
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
01 Settlers
56 Workers
02 Horseman
01 Pike
06 Galley
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 80
Allowed Units: 70
Cost per Turn: 20 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in 3 turns.
106 gold, +88 gpt (50 gold to The Council)
40% science
20% luxuries
40% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Oct 30, 2007, 12:26 AM Unit moves (* = new orders)
Naval
Evaackkian Express (S-ish of Martin Luther King Jr): SE, SE and E, heading to the mainland.
Teal Torpedo (6SE-S of Elisha Cuthbert (BABE)): SE, SE and S, finding Babe's 11 Tile island.
Lydia Sutherland (in sea tile waters S of Gong): S and S, sees Babe borders to the SE.
Sword of Teal: (2N of TaTuba), E-E-NE (fog busting).
Freedom Finder: (S-ish of FreeToes):, NW, N and N.
Friends of Meleet (SE-ish of FreeToes): Settler22 and Pike01 are aboard; 3SE.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo): fortifies.
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 aboard Freedom Finder.
Settlers
Settler20 (2SW of Dusty Harbor): builds Monte Cristo; grows in 10, rEW in 10.
Settler22 (W-SW of Fortress of Meleet) SW and S, entering FreeToes and loads into Freedom Finder.
Workers
W001 * (N-NE of Lake Port): joins W017, W027 and W032, mine in 3.
W002 (2NE of Freedom Central): irrigate in 1.
W003 (NE of Weltonspolt) : N, mine in 6.
W004 (SW of Trombriel): with W006 and W037, jungle road in 1.
W005 * (N of Ninhursag-Ki): with W063, mine in 3.
W006 (SW of Trombriel): with W004 and W027, jungle road in 1.
W007 * (2NE of Freedom Central): with W012, NE, joined by W014, W021 and W028, clear jungle in 5.
W008 * (NE of Coastal Geeks): with W029 and W043, E and SE, onto mountain to road.
W009 * (S of Cat Ballou): heads to Mt. Kremlin to mine.
W010 (S of Citadel of Ur): with W024 and W041, mountian road in 1.
W011 (N of Kremlin): with W036, irrigate in 1.
W012 * (2NE of Freedom Central): with W007, NE, joined by W014, W021 and W028, clear jungle in 5.
W013 (SE of Tower of Babel): with W022, W025 and W061, joins W016, W020, W030 and W061, clear jungle in 2.
W014 * (S of Thombriel): with W021 and W028, NW, join W007 and W0012, clear jungle in 5.
W015 (joined to Ishme-Shamash).
W016 (SE of Tower of Babel): with W020, W030 and W062, joined by W013, W022, W025 and W061, clear jungle in 2.
W017 * (N-NE of Lake Port): with W027 and W032, joined by W001, mine in 3.
W018 (joined to Kazgungudom).
W019 (NE of Weltonspolt): with W059, N, chop in 1 for Chicago XIII's library.
W020 (SE of Tower of Babel): with W016, W030 and W062, joined by W013, W022, W025 and W061, clear jungle in 2.
W021 * (S of Thombriel): with W014 and W028, NW, join W007 and W0012, clear jungle in 5.
W022 (SE of Tower of Babel): with W013, W025 and W061, joins W016, W020, W030 and W061, clear jungle in 2.
W023 (joined to Kazgungudom).
W024 (S of Citadel of Ur): with W010, and W041, mountian road in 1.
W025 (SE of Tower of Babel): with W013, W022 and W061, joins W016, W020, W030 and W061, clear jungle in 2.
W026 * (W of Thombriel): with W034, joins W033 and W039, clear jungle in 6.
W027 * (N-NE of Lake Port): with W017 and W032, joined by W001, mine in 3.
W028 * (S of Thombriel): with W014 and W021, NW, join W007 and W0012, clear jungle in 5.
W029 * (NE of Coastal Geeks): with W008 and W043, E and SE, onto mountain to road.
W030 (SE of Tower of Babel): with W016, W020 and W062, joined by W013, W022, W025 and W061, clear jungle in 2.
W031 (NE of Coastal Geeks): with W029, road in 1.
W032 * (N-NE of Lake Port): with W017 and W027, joined by W001, mine in 3.
W033 * (W of Thombriel): with W039, joined by W026 and W034, clear jungle in 6.
W034 * (W of Thombriel): with W039, joins W033 and W039, clear jungle in 6.
W035 * (2NW of Thombriel): with W049 and W051, S and SW, convert irrigation to mine in 2.
W036 (N of Kremlin): with W011, irrigate in 1.
W037 (SW of Trombriel): with W004 and W006, jungle road in 2.
W038 * (NW of Debt-Free): with W042 and W060, 3SE.
W039 * (W of Thombriel): with W033, joined by W026 and W034, clear jungle in 6.
W040 (joined to Kremlin).
W041 (S of Citadel of Ur): with W010 and W024, mountian road in 1.
W042 * (NW of Debt-Free): with W038 and W060, 3SE.
W043 * (NE of Coastal Geeks): with W008 and W029, E and SE, onto mountain to road.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (S of Debt-Free): with W047, W048, W050 and W055, 3SE.
W047 * (S of Debt-Free): with W046, W048, W050 and W055, 3SE.
W048 * (S of Debt-Free): with W046, W047, W052 and W055, 3SE.
W049 * (2NW of Thombriel): with W035 and W051, S and SW, convert irrigation to mine in 2.
W050 (joined to Kremlin).
W051 * (2NW of Thombriel): with W035 and W049, S and SW, convert irrigation to mine in 2.
W052 *(S of Debt-Free): with W046, W047, W048 and W055, 3SE.
W053 (S of Cat Ballou): irrigate in 1.
W054 (NW of Dusty Harbor): mountain road for iron in 1.
W055 * (S of Debt-Free): with W046, W047, W048 and W052, 3SE.
W056 (joined to Citadel of Ur).
W057 (S of Unshackled): with W064, SW, irrigate in 1.
W058 (joined to Kremlin).
W059 (NE of Weltonspolt): with W019, N, chop in 1 for Chicago XIII's library.
W060 * (NW of Debt-Free): with W038 and W042, 3SE.
W061 (SE of Tower of Babel): with W013, W022 and W025, joins W016, W020, W030 and W061, clear jungle in 2.
W062 (SE of Tower of Babel): with W016, W020 and W030, joined by W013, W022, W025 and W061, clear jungle in 2.
W063 * (N of Ninhursag ): with W005, mine in 3.
W064 (S of Unshackled): with W057, SW, irrigate in 1.
General Notes and Plans
We have two workers named W048; one is on 11NW clearing jungle, the other is moving on the mainland; will rename the one on the mainland next turn.
Jungles:
Jungle tiles around Thombriel: 2 tiles; SW will be cleared in 5 turns (5 workers); and W will be cleared in 6 turns (4 workers).
Jungle tile around Tower of Babel: 1 tile; will be cleared in 2 turns (8 workers).
Then just mines and irrigation.
Mountians:
Mt. Kremlin needs a mine.
In the mountains in the south, 2 mountains still need roads and mines; 4 mountians with roads need mines.
In a few turns our workers will have nothing major to do, until we learn about Steam Power.
What are our plans for them?
Settler22 and Pike01 are in Freedom Finder heading to 11 Tile SE, unloading next turn.
Teal Torpedo and Lydia Sutherland have both spotted what looks like 2 Babe 11 tile islands. We'll explore more closely in the turns to follow.
CommandoBob Oct 30, 2007, 12:27 AM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_LS.jpg
11 Tile Island to the North West, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_11NW.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_11SE.jpg
CommandoBob Oct 30, 2007, 12:28 AM Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Top5.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/136_Saber.jpg
Empiremaker Oct 30, 2007, 08:05 AM Is it just me, or can other people only see the victory conditions screenshot?
aluka Oct 30, 2007, 06:48 PM I can see all of them.
Empiremaker Oct 30, 2007, 07:32 PM Looking at the GONG trade screen, GONG doesn't have horses or iron connected? What are they doing?
Elephantium Oct 30, 2007, 08:40 PM SABER blockade with Warriors. It's got to be.
CommandoBob Oct 30, 2007, 08:43 PM Looking at the GONG trade screen, GONG doesn't have horses or iron connected? What are they doing?
No, no; no, no, no. :)
I've made the same mistake. Then I realized that what we see, unlike in a normal, solo game, is only what we, us, Team FREE, can trade with GONG. Right now, we have some extra iron, but we cannot trade it with Gong.
In this kind of game, we only see our side of the trade. We don't see what they have to offer.
Empiremaker Oct 30, 2007, 09:02 PM Then why can't we trade resources with BABE? Or we can't trade ivory to GONG, but can trade it to BABE?
CommandoBob Oct 30, 2007, 09:16 PM If they have an Ivory source, it won't show up on the trade screen as something we can trade.
Elephantium Oct 31, 2007, 11:55 AM If they have an Ivory source, it won't show up on the trade screen as something we can trade.
True or false?
If they have an Iron source, it won't show up on the trade screen as something we can trade.
CommandoBob Nov 05, 2007, 08:12 PM City Status
Freedom Central (8): university in 2.
Thessauronicleus (7): library -> university in 12.
Kazgungudom (8): palace in 51.
Thombreil (9): university in 3 (two geek).
Fortress of Meleet (8): caravel (Music of Meleet) -> caravel in 5.
Kremlin (8): market in 5 (one geek).
Citadel of Ur (7): university in 14 (two taxman).
Tower of Babel (9): market in 4.
Ishme-Shamash (8): harbor in 11 (two geek).
Weltonspolt (6): harbor in 10 (two geek).
Teal domination (8): university in 19 (one geek).
Ninhursag-Ki (7): university in 13.
Azzura Coast (6): courthouse in 7 (one geek).
Lake Port (7): courthouse in 15 (three geek).
Marad-Dur (6): library -> university in 20 (one geek).
Sugar-Free Wheaties (7): university in 15.
FreeToes (6): library in 4 (one geek).
Coastal Geeks (7): harbor in 8 (one geek).
Liberty Bell (8): university -> vMace in 8.
TuTuba (5): harbor in 19 (two geek).
Cat Ballou (6): vMace in 17 (two geek).
Freehand (5): vMace in 12 (one geek).
Chicago XIII (6): library in 6 (one geek).
Farkle Liberation (4): vMace in 11 (one geek).
Numenor (2): harbor in 24 (one geek).
Vista-Free (5): settler in 14 (two geek).
Jungle-Free (4): vMace in 35.
Ellis Island (3): harbor in 26 (two geek).
Worry-Free (4): vMace in 28 (two geek).
Unshackled (3): worker in 4.
Perelandra (3): vMace in 35.
Dusty Harbor (2): library in 37 (one geek).
Debt-Free (5): vMace in 27 (one geek).
Sid City (3): library in 36 (two geek).
Tax-Free (3): harbor in 48.
Gratis (4): vMace in 30.
Home of the FREE (3): vMace in 32.
Martin Luther King Jr. (2): rPike in 21 (one geek).
Gun-Free (3): vMace in 25.
Sweet 16 (2) vMace in 33.
Freetime (2) vMace in 29.
Freeborn (1) library in 38.
Monte Cristo (1) rEW in 9.
Next Turn Builds
Nothing
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: Done!
Total cities to build: 2
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
01 Settlers
56 Workers
02 Horseman
01 Pike
05 Galley
01 Caravel
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 79
Allowed Units: 73
Cost per Turn: 12 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in 2 turns.
146 gold, +91 gpt (50 gold to The Council)
40% science
20% luxuries
40% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Nov 05, 2007, 08:16 PM Unit moves (* = new orders)
Naval
Evaackkian Express (5NW of Numenor): S, S and SE, heading to the mainland.
Teal Torpedo (8SE-2S of Elisha Cuthbert (BABE)): SW, S and S, sees The Eagles (?) of Babe.
Lydia Sutherland (in sea tile waters SE of Gong): SE, SE and S; sees Jenny Finch of Babe.
Sword of Teal: (5NE of TaTuba), NE-N-E (minor fog busting).
Friends of Meleet (4NW-W of Dusty Harbor): Settler22 and Pike01 are aboard; SE, SE and S; unload Settler22 and Pike01 onto City Dot 19 on 11SE.
Music of Meleet (new in Fortress of Meleet): S, SW, SW and W, into FreeToes.
Freedom Finder: (S-ish of FreeToes):, appears to have been destoryed by a barbarian galley.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 (aboard Freedom Finder) unloads with Settler22 onto 11SE.
Settlers
Settler22 (aboard Freedom Finder), unloads on 11SE, will make a city next turn.
Workers
W001 (N-NE of Lake Port): with W017, W027 and W032, mine in 2.
W002 (2NE of Freedom Central): irrigation -> mining in 5.
W003 * (SE of Chicago XIII) : joined by W046, W047, W048 and W055, mine in 1.
W004 * (SW of Trombriel): with W006 and W037, SE, mine in 2.
W005 (N of Ninhursag-Ki): with W063, mine in 2.
W006 * (SW of Trombriel): with W004 and W027, SE, mine in 2.
W007 (2NE of Freedom Central): with W012, W014, W021 and W028, clear jungle in 4.
W008 * (2N of Lake Port): with W029 and W043, mountain road in 3.
W009 * (NW of Kremlin): S, joined by W011 and W036, mine in 3.
W010 (S of Citadel of Ur): with W024 and W041, SE onto mountian.
W011 * (N of Kremlin): with W036, S and SW, joins W009, mine in 3.
W012 (2NE of Freedom Central): with W007, W014, W021 and W028, clear jungle in 4.
W013 (SE of Tower of Babel): with W016, W020 and W061, clear jungle in 1.
W014 (S of Thombriel): with W007, W012, W021 and W028, clear jungle in 4.
W015 (joined to Ishme-Shamash).
W016 (SE of Tower of Babel): with W013, W0200 and W061, clear jungle in 1.
W017 (N-NE of Lake Port): with W001, W027 and W032, mine in 2.
W018 (joined to Kazgungudom).
W019 * (SE of Chicago XIII): with W059, 3SE, to mountain mine.
W020 (SE of Tower of Babel): with W013, W016 and W061, clear jungle in 1.
W021 (S of Thombriel): with W007, W012, W014 and W028, clear jungle in 4.
W022 * (SE of Tower of Babel): with W025, W030 and W062, E, joins W026, W033, W034 and W039, clear jungle in 3.
W023 (joined to Kazgungudom).
W024 * (S of Citadel of Ur): with W010, and W041, SE onto mountian.
W025 * (SE of Tower of Babel): with W022, W030 and W062, E, joins W026, W033, W034 and W039, clear jungle in 3.
W026 * (W of Thombriel): with W033, W034 and W039, joined by W022, W025, W030 and W062, clear jungle in 3.
W027 (N-NE of Lake Port): with W001, W017 and W032, mine in 2.
W028 (S of Thombriel): with W007, W012, W014 and W021, NW, clear jungle in 4.
W029 * (2N of Lake Port): with W008 and W043, mountain road in 3.
W030 * (SE of Tower of Babel): with W022, W025 and W062, E, joins W026, W033, W034 and W039, clear jungle in 3.
W031 * (NE of Coastal Geeks): 2NE, mountain mine in 18.
W032 (N-NE of Lake Port): with W001, W017 and W027, mine in 2.
W033 * (W of Thombriel): with W026, W034 and W039, joined by W022, W025, W030 and W062, clear jungle in 3.
W034 * (W of Thombriel): with W026, W033 and W039, joined by W022, W025, W030 and W062, clear jungle in 3.
W035 (2NW of Thombriel): with W049 and W051, S and SW, convert irrigation to mine in 1.
W036 * (N of Kremlin): with W011, S and SW, joins W009, mine in 3.
W037 * (SW of Trombriel): with W004 and W006, SE, mine in 2.
W038 * (NE of Worry-Free): with W042 and W060, E, SE and SE.
W039 * (W of Thombriel): with W026, W033 and W034, joined by W022, W025, W030 and W062, clear jungle in 3.
W040 (joined to Kremlin).
W041 * (S of Citadel of Ur): with W010 and W024, SE onto mountian.
W042 * (NE of Worry-Free): with W038 and W060, E, SE and SE.
W043 * (2N of Lake Port): with W008 and W029, mountain road in 3.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (NE of Tax-Free): with W047, W048 and W055, E, joins W003, mine in 1.
W047 * (NE of Tax-Free): with W046, W048 and W055, E, joins W003, mine in 1.
W048 * (NE of Tax-Free): with W046, W047 and W055, E, joins W003, mine in 1.
W049 (2NW of Thombriel): with W035 and W051, S and SW, convert irrigation to mine in 1.
W050 (joined to Kremlin).
W051 (2NW of Thombriel): with W035 and W049, S and SW, convert irrigation to mine in 1.
W052 * (NE of Tax-Free): NE and E, chop forest for Chicago XIII in 4.
W053 * (S of Cat Ballou): S, S and SE, heading for Mt. Kremlin.
W054 * (NW of Dusty Harbor): SW onto Horsey Hill on 11SE.
W055 * (NE of Tax-Free): with W046, W047 and W048, E, joins W003, mine in 1.
W056 (joined to Citadel of Ur).
W057 * (NW of Debt-Free): with W064, 3SE.
W058 (joined to Kremlin).
W059 * (SE of Chicago XIII): with W019, 3SE, to mountain mine.
W060 * (NE of Worry-Free): with W038 and W042, E, SE and SE.
W061 (SE of Tower of Babel): with W013, W016 and W020, clear jungle in 1.
W062 * (SE of Tower of Babel): with W022, W025 and W030, E, joins W026, W033, W034 and W039, clear jungle in 3.
W063 (N of Ninhursag ): with W005, mine in 2.
W064 * (NW of Debt-Free): with W057, 3SE.
General Notes and Plans
Still need to renamed one of the W048s.
Gong galley around our 11SE.
Will build a city on 11SE next turn. This will leave only one city left to build, for city spot #17.
Up science to 50%; Banking in 1; +37 gpt.
Learn a tech or make gold.
We'll stock pile some gold for future rushing.
Put science back to 40%.
Send 50 gold to The Council.
CommandoBob Nov 05, 2007, 08:18 PM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_LS.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_11SE.jpg
CommandoBob Nov 05, 2007, 08:19 PM Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Top5.jpg
~~~~~~~~~~~~~~~~~
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/137_Saber.jpg
Empiremaker Nov 05, 2007, 09:57 PM You said freedom finder was destroyed, but then how could units unload from it?
I would also switch MDI to Horses in preperation for a horse -> cav upgrade. This will allow us to easily attack GONG.
Kuningas Nov 05, 2007, 11:59 PM When does The Council send Chemistry to us?
Empiremaker Nov 11, 2007, 08:21 AM CB- This turn I would MM some cities because some have no growth and extra happy faces. I would also switch pike builds on the 11 tile island to EWs, so that we can complete the blockade.
Kuningas Nov 11, 2007, 10:03 AM I agree with chances EM suggests.
CommandoBob Nov 11, 2007, 10:45 PM City Status
Freedom Central (8): university in 1.
Thessauronicleus (7): university in 11.
Kazgungudom (8): palace in 50.
Thombreil (9): university in 2 (now one geek).
Fortress of Meleet (8): caravel in 4.
Kremlin (8): market in 4 (one geek).
Citadel of Ur (7): university in 9 (now one geek).
Tower of Babel (9): market in 3.
Ishme-Shamash (8): harbor in 8 (now one geek).
Weltonspolt (6): harbor in 9 (now one geek).
Teal domination (8): university in 15.
Ninhursag-Ki (7): university in 12.
Azzura Coast (6): courthouse in 6 (one geek).
Lake Port (7): courthouse in 9 (now two geeks).
Marad-Dur (6): university in 19.
Sugar-Free Wheaties (7): university in 14.
FreeToes (6): library in 3 (one geek).
Coastal Geeks (7): harbor in 7 (one geek).
Liberty Bell (8): vMace -> vHorse in 5.
TuTuba (5): harbor in 18 (two geek).
Cat Ballou (6): vMace -> vHorse in 6 (two geek).
Freehand (5): vMace in 11 (one geek).
Chicago XIII (6): library in 3 (one geek).
Farkle Liberation (5): vMace -> vHorse in 1 (one geek).
Numenor (2): harbor in 23 (one geek).
Vista-Free (5): settler in 13 (two geek).
Jungle-Free (4): vMace in 34.
Ellis Island (3): harbor in 25 (two geek).
Worry-Free (4): vMace in 27 (two geek).
Unshackled (4): worker in 3.
Perelandra (3): vMace in 34.
Dusty Harbor (2): library in 36 (one geek).
Debt-Free (5): vMace in 26 (one geek).
Sid City (3): library in 35 (two geek).
Tax-Free (3): harbor in 47.
Gratis (5): vMace in 29 (hire a geek).
Home of the FREE (3): vMace in 31.
Martin Luther King Jr. (2): rPike -> rEW in 1 (one geek).
Gun-Free (3): vMace in 24.
Sweet 16 (2) vMace in 32.
Freetime (2) vMace in 28 (hire a geek).
Freeborn (1) library in 37.
Monte Cristo (1) rEW in 8.
New This Turn
Footloose (1) grows in 7, rEW in 10.
Next Turn Builds
university in Freedom Central
vHorse in Farkle Liberation
rEW in Martin Luther King Jr.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: 6, 19 and 20.
Cities to build to the Northwest: Done!
Total cities to build: 1
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
00 Settlers
56 Workers
02 Horseman
01 Pike
05 Galley
01 Caravel
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 78
Allowed Units: 74
Cost per Turn: 8 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.
Domestic Issues
Banking in 1 turns.
187 gold, +100 gpt (50 gold to The Council)
40% science
20% luxuries
40% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Nov 11, 2007, 10:56 PM Unit moves (* = new orders)
Naval
Evaackkian Express (2W of Numenor): 3S, heading to Farkle Liberation to pick up workers for 11NW.
Teal Torpedo (W-SW of The Eagles (BABE)): the city is in disorder, fires buring out of control; E, S and SE.
Lydia Sutherland (SW-W of Jenny Finch (BABE)): N, NE and NE, going clockwise around this island.
Sword of Teal: (South of GONG), N-NE-S (minor fog busting).
Friends of Meleet (NW of Footloose): 3NW, heading to the mainland for either workers or EWs.
Music of Meleet (in FreeToes): stays put.
Freedom Finder was lost last turn; Friends of Meleet delivered Settler22 and Pike01 to 11SE.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Pike01 (in Footloose, 11SE).
Settlers
Settler22 founds Footloose on 11SE, grows in 7, rEW in 10.
Workers
W001 (N-NE of Lake Port): mine in 1.
W002 (2NE of Freedom Central): mining in 5.
W003 * (SE of Chicago XIII): with W046, W047, W055 and W065, 3SE.
W004 (SW of Trombriel): with W006 and W037, SE, mine in 1.
W005 (N of Ninhursag-Ki): with W063, mine in 1.
W006 (SW of Trombriel): with W004 and W027, SE, mine in 1.
W007 (2NE of Freedom Central): with W012, W014, W021 and W028, clear jungle in 3.
W008 (2N of Lake Port): with W029 and W043, mountain road in 2.
W009 * (on Mt. Kremlin): with W011 and W036, joined by W053, mine in 4.
W010 * (S-SE of Citadel of Ur): with W024 and W041, mountian road in 3.
W011 * (on Mt. Kremlin): with W009 and W036, joined by W053, mine in 4.
W012 (2NE of Freedom Central): with W007, W014, W021 and W028, clear jungle in 3.
W013 * (SE of Tower of Babel): with W016, W020 and W061, start and complete irrigation.
W014 (S of Thombriel): with W007, W012, W021 and W028, clear jungle in 3.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W013, W020 and W061, start and complete irrigation.
W017 * (N-NE of Lake Port): with W027 and W032, SE, mountain mine in 6.
W018 (joined to Kazgungudom).
W019 * (S of Citadel of Ur): with W059, joins W031, mountain mine in 6.
W020 (SE of Tower of Babel): with W013, W016 and W061, start and complete irrigation.
W021 (S of Thombriel): with W007, W012, W014 and W028, clear jungle in 3.
W022 (W of Thombriel): with W025, W026, W030, W033, W034, W039 and W062, clear jungle in 2.
W023 (joined to Kazgungudom).
W024 * (S-SE of Citadel of Ur): with W010, and W041, mountian road in 3.
W025 (W of Thombriel): with W022, W026, W030, W033, W034, W039 and W062, clear jungle in 2.
W026 (W of Thombriel): with W022, W025, W030, W033, W034, W039 and W062, clear jungle in 2.
W027 * (N-NE of Lake Port): with W017 and W032, SE, mountain mine in 6.
W028 (S of Thombriel): with W007, W012, W014 and W021, NW, clear jungle in 3.
W029 (2N of Lake Port): with W008 and W043, mountain road in 2.
W030 (W of Thombriel): with W022, W025, W026, W033, W034, W039 and W062, clear jungle in 2.
W031 * (S of Citadel of Ur): joined by W019 and W059, mountain mine in 6.
W032 * (N-NE of Lake Port): with W017 and W027, SE, mountain mine in 6.
W033 (W of Thombriel): with W022, W025, W026, W030, W034, W039 and W062, clear jungle in 2.
W034 (W of Thombriel): with W022, W025, W026, W030, W033, W039 and W062, clear jungle in 2.
W035 * (2SE of Tower of Babel): with W049 and W051, 2SE, mine in 2.
W036 * (on Mt. Kremlin): with W009 and W0011, joined by W053, mine in 4.
W037 (SW of Trombriel): with W004 and W006, SE, mine in 1.
W038 * (E of Chicago XIII): with W042, joins W052 to complete chop for Chicago XIII's library.
W039 (W of Thombriel): with W022, W025, W026, W030, W033, W034 and W062, clear jungle in 2.
W040 (joined to Kremlin).
W041 * (S-SE of Citadel of Ur): with W010 and W024, mountian road in 3.
W042 * (E of Chicago XIII): with W038, joins W052 to complete chop for Chicago XIII's library.
W043 (2N of Lake Port): with W008 and W029, mountain road in 2.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (SE of Chicago XIII): with W003, W047, W055 and W065, 3SE.
W047 * (SE of Chicago XIII): with W003, W046, W055 and W065, 3SE.
W048 (NW of Sid City): clear jungle in 10.
W049 * (2SE of Tower of Babel): with W035 and W051, 2SE, mine in 2.
W050 (joined to Kremlin).
W051 * (2SE of Tower of Babel): with W035 and W049, 2SE, mine in 2.
W052 * (E of Chicago XIII): joined by W038 and W042, chop completed.
W053 * (NW of Kremlin): S onto Mt. Kremlin, joins W011, W009 and W036 in mining in 4.
W054 * (W of Dusty Harbor): roads the Horsey Hill on 11SE, road in 6.
W055 (NE of Tax-Free): with W003, W046, W047 and W065, 3SE.
W056 (joined to Citadel of Ur).
W057 * (NW of Worry-Free): with W064, 3SE.
W058 (joined to Kremlin).
W059 * (S of Citadel of Ur): with W019, joins W031, mountain mine in 6.
W060 * (E of Chicago XIII): irrigate in 4.
W061 * (SE of Tower of Babel): with W013, W016 and W020, start and complete irrigation.
W062 (W of Thombriel): with W022, W025, W026,W030, W033, W034 and W039, clear jungle in 2.
W063 (N of Ninhursag ): with W005, mine in 1.
W064 * (NW of Worry-Free): with W057, 3SE.
W065 * (old W048 - SE of Chicago XIII): with W003, W046, W047 and W055, 3SE
General Notes and Plans
Plan to send W005 and W063 to 11NW to connect saltpeter. They won't meet Evaackian Express in Farkle Liberation next turn, but the one following.
Gong galley around our 11SE.
Drop science to 0% and we still get Banking in 1; +238 gpt
Change geeks to taxmen; bad idea, banking in 20; changed some taxmen back into geeks; got Banking in 1, +256 gpt.
Final rates:
Science 0% (down 40)
Tax 80% (up 40)
Luxuries 20%
Banking in 1; +256 gpt.
Sent 50 gold to The Council.
You said freedom finder was destroyed, but then how could units unload from it?
I would also switch MDI to Horses in preperation for a horse -> cav upgrade. This will allow us to easily attack GONG.
CB- This turn I would MM some cities because some have no growth and extra happy faces. I would also switch pike builds on the 11 tile island to EWs, so that we can complete the blockade.
I don't know I got the galleys confused, but Freedom Finder was destroyed while Friend of Meleet was far to the south, heading to 11SE.
Changed some vMaces to vHorses, mostly in the better producing cities. Out in the boonies I left them vMaces.
Fired a few geeks; changed the pike build to EW.
Workers
We will soon have a glut of workers. The jungles will be cleared in 3 to 4 turns; irrigating them will be easy. The mountains will all have roads and mines, too.
We can load up workers and send them to the islands. I'm planning to send two workers to 11NW; would like to send 2 to 11SE. But that still leaves a lot of workers with little to do.
Do we need to make any changes to our terrain improvements? I would like to check on that before we start adding workers into cities.
CommandoBob Nov 11, 2007, 10:58 PM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_LS.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_11SE.jpg
CommandoBob Nov 11, 2007, 10:59 PM Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Top5.jpg
~~~~~~~~~~~~~~~~~
Foreign
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Foreign.jpg
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/138_Saber.jpg
Empiremaker Nov 12, 2007, 08:13 AM The workers are fine, but I would position then in 6 person stacks, 1 per tile, in our core. This will allow us to quickly start Railroading in about 12 turns, if we get steam power for free.
CommandoBob Nov 12, 2007, 02:22 PM Are we planning to learn quickly or build up cash for a Cavalry upgrade?
Empiremaker Nov 12, 2007, 02:41 PM At this point, The Council is still a ways from Cavalry, and we already suggested that we should beeline for the IA. We already have some cash, and we can build up more by running a lower sci%. In addition, if us or The Council get Steam Power for free, our production will skyrocket. We will also have galleons, which will allow us to hide our attack better, and hit at GONG's core.
CommandoBob Nov 12, 2007, 03:05 PM My memory fails me, but I don't recall getting Chemistry from The Council. I think they expected us to stop researching and build units.
We are at tech parity with The Council, as shown by our trading screens.
CommandoBob Nov 13, 2007, 09:59 PM I've just downloaded the turn but I won't have time to play it until tomorrow night (Wednesday, Nov 14).
Some Issues
Naval
We are several turns away from hooking up saltpeter and we will need Caravels to invade Gong. I want to upgrade some of our Galleys to Caravels, leaving Teal Torpedo and Lydia Sutherland to continue snooping and exploring; the others we will upgrade. We have 1 caravel already, and three galleys around the homeland to upgrade, and one more caravel in production. These upgrades should be staggered across several turns.
The ships will need to gather on the north east coast, probably near TaTuba, to make the voyage Gong-ward.
Evaackian Express will be upgraded before it heads back to the Northeast. We'll lose one turn to do that; the workers will arrive on the turn of the upgrade with movement left over. The extra naval movement should make up for the lost turn.
Research
We are depending upon The Council to learn Chemsitry so that we could learn Physics, per MAAP II. If we do not receive Chemistry, what then? No research or go for an optional tech?
Gong Invasion
Without Chemistry we cannot get to Military Tradition and the almighty Cavalry. That means foot soliders, Maces and Muskets.
Cash to The Council
Under the MAAP we must send 50 gpt to The Council for 15 turns or a max of 750 gold. I think we have sent them between 600-650 gold. I was considering sending them the remainder, if we could afford it, next turn.
Spying
Do we have any way to detect if Gong is snooping around our cities?
Empiremaker Nov 14, 2007, 08:34 AM Naval
We are several turns away from hooking up saltpeter and we will need Caravels to invade Gong. I want to upgrade some of our Galleys to Caravels, leaving Teal Torpedo and Lydia Sutherland to continue snooping and exploring; the others we will upgrade. We have 1 caravel already, and three galleys around the homeland to upgrade, and one more caravel in production. These upgrades should be staggered across several turns.
The ships will need to gather on the north east coast, probably near TaTuba, to make the voyage Gong-ward.
Evaackian Express will be upgraded before it heads back to the Northeast. We'll lose one turn to do that; the workers will arrive on the turn of the upgrade with movement left over. The extra naval movement should make up for the lost turn.
I would keep some galleys around until frigates because galleys are more cost-effective at sinking caravels than other caravels. IIRC, Caravels only get 3 moves.
Research
We are depending upon The Council to learn Chemsitry so that we could learn Physics, per MAAP II. If we do not receive Chemistry, what then? No research or go for an optional tech?
We've sent them a letter. I would stockpile gold for either 100% research to the IA or gold for a horse -> cav upgrade.
Gong Invasion
Without Chemistry we cannot get to Military Tradition and the almighty Cavalry. That means foot soliders, Maces and Muskets.
I would prefer to have cavs. Cavs vs. Muskets is no contest, and if we can prevent GONG from having too many muskets, our cavs will beat pikes/spears really easily. MDI, though, have trouble v pikes, and still aren't great against spears.
Cash to The Council
Under the MAAP we must send 50 gpt to The Council for 15 turns or a max of 750 gold. I think we have sent them between 600-650 gold. I was considering sending them the remainder, if we could afford it, next turn.
I would send them 50 gpt until we hit 15 turns. But we should send a letter asking if they'd like a loan, and telling them that their money is about to be shut off.
Spying
Do we have any way to detect if Gong is snooping around our cities?
No.
CommandoBob Nov 15, 2007, 12:23 AM City Status
Freedom Central (8): university -> vHorse in 3.
Thessauronicleus (7): university in 10.
Kazgungudom (8): palace in 49.
Thombreil (9): university in 1 (one taxman); shift some citizens around to get more food; we need only one shield to complete the university.
Fortress of Meleet (8): caravel in 3 (or harbor in 5).
Kremlin (8): market in 3 (one taxman).
Citadel of Ur (7): university in 8.
Tower of Babel (9): market in 2.
Ishme-Shamash (8): harbor in 7 (one taxman).
Weltonspolt (6): harbor in 8 (one taxman).
Teal domination (8): university in 14.
Ninhursag-Ki (7): university in 11.
Azzura Coast (6): courthouse in 5 (one taxman).
Lake Port (7): courthouse in 8 (two taxman).
Marad-Dur (6): university in 18.
Sugar-Free Wheaties (7): university in 13.
FreeToes (6): library in 2 (one taxman).
Coastal Geeks (7): harbor in 6 (one taxman).
Liberty Bell (8): vHorse in 4.
TuTuba (5): harbor in 17 (two taxmen).
Cat Ballou (6): vHorse in 5 (two taxmen).
Freehand (5): vMace in 10.
Chicago XIII (6): library in 2 (one taxman).
Farkle Liberation (5): vHorse -> vHorse in 30 (one taxman).
Numenor (2): harbor in 22 (one taxman).
Vista-Free (5): settler in 12 (two taxmen).
Jungle-Free (4): vMace in 33, hire a taxman.
Ellis Island (3): harbor in 24 (two taxmen).
Worry-Free (4): vMace in 26 (two taxmen).
Unshackled (4): worker in 2.
Perelandra (3): vMace in 33.
Dusty Harbor (2): library in 35 (one geek).
Debt-Free (5): vMace in 25 (one taxmen).
Sid City (3): library in 34 (two taxmen).
Tax-Free (3): harbor in 46.
Gratis (5): vMace in 28 (one taxman).
Home of the FREE (3): vMace in 30.
Martin Luther King Jr. (2): rPike -> rEW in 1 (one geek).
Gun-Free (4): vMace in 23.
Sweet 16 (2): vMace in 31.
Freetime (2): vMace in 27 (one taxman).
Freeborn (1) library in 36.
Monte Cristo (1) rMusket (?) -> rEW in 7.
Footloose (1) rMusket (?) -> rEW in 9.
Next Turn Builds
university in Thombreil.
rEW in Martin Luther King Jr.
Cities to build on this landmass: 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16, 17 and 18.
One tile islands to the north to settle: 7 and 8. Done!
Cities to build to the Southeast: Done!
Cities to build to the Northwest: Done!
Total cities to build: 1
Settlers in production : 1 (Vista-Free).
Workers in production: 1 (Unshackled).
Military Status
00 Settlers
56 Workers
03 Horseman
01 Pike
05 Galley
01 Caravel
04 Mace
09 Enkidu Warriors
Military Support
Total Units: 80
Allowed Units: 74
Cost per Turn: 12 gpt
Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.
Domestic Issues
Navigation in 50 turns (2 geek research).
393 gold, +288gpt (50 gold to The Council)
00% science
20% luxuries
80% taxes
Resources
02 Iron are connected.
03 Horses are connected.
05 Gems are connected.
05 Spices are connected.
01 Ivory is connected.
CommandoBob Nov 15, 2007, 12:27 AM Unit moves (* = new orders)
Naval
Evaackkian Express (N of Farkle Liberation): S, into the city, Farkle Liberation lacks a harbor, so no upgrade possible; later sails N and E into Gun-Free.
Teal Torpedo (2S of The Eagles (BABE)): the city is now in good order; E, N and NE.
Lydia Sutherland (N-NW of Jenny Finch (BABE)): E, SE and SE, going clockwise around this island.
Sword of Teal: (South of GONG), S-S-SW (minor fog busting).
Friends of Meleet (4NW of Footloose): 3NW, heading to the mainland for either workers or EWs.
Music of Meleet (in FreeToes): stays put (again), waiting for workers to load.
Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central): 3E.
Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Horse03 (new in Farkle Liberation): fortifies.
Pike01 (in Footloose, 11SE).
Settlers
-0-
Workers
W001 * (N-NE of Lake Port): 3SE into FreeToes, will load into Music of Meleet next turn.
W002 (2NE of Freedom Central): mining in 4.
W003 * (S of Citadel of Ur): with W046, W047, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W004 * (SW of Trombriel): with W006 and W037, NW, help clear jungle in 1.
W005 * (N of Ninhursag-Ki): with W063, 3N, heading to Farkle Liberation.
W006 * (SW of Trombriel): with W004 and W027, NW, help clear jungle in 1.
W007 * (2NE of Freedom Central): with W012, W014, W021 and W028, clear jungle in 1.
W008 (2N of Lake Port): with W029 and W043, mountain road in 1.
W009 (on Mt. Kremlin): with W011 and W036, joined by W053, mine in 3.
W010 (S-SE of Citadel of Ur): with W024 and W041, mountian road in 2.
W011 (on Mt. Kremlin): with W009 and W036, joined by W053, mine in 3.
W012 * (2NE of Freedom Central): with W007, W014, W021 and W028, clear jungle in 1.
W013 * (SE of Tower of Babel): with W016 and W020, 3SW.
W014 * (SW of Thombriel): with W007, W012, W021 and W028, clear jungle in 1.
W015 (joined to Ishme-Shamash).
W016 * (SE of Tower of Babel): with W013 and W020, 3SW.
W017 * (2NE of Lake Port): taken off mountain mine because I thought the worker could move, but cannot move, wasted turn; will load into Music of Meleet next turn.
W018 (joined to Kazgungudom).
W019 * (S of Citadel of Ur): with W031 and W059, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W020 * (SE of Tower of Babel): with W013 and W016, 3SW.
W021 * (SW of Thombriel): with W007, W012, W014 and W028, clear jungle in 1.
W022 (W of Thombriel): with W025, clear jungle in 1.
W023 (joined to Kazgungudom).
W024 (S-SE of Citadel of Ur): with W010, and W041, mountian road in 2.
W025 (W of Thombriel): with W022, clear jungle in 1.
W026 * (W of Thombriel): with W030, W033, and W034, start and finish irrigation.
W027 * (2NE of Lake Port): with W032, mountain mine in 8.
W028 * (SW of Thombriel): with W007, W012, W014 and W021, clear jungle in 1.
W029 (2N of Lake Port): with W008 and W043, mountain road in 1.
W030 * (W of Thombriel): with W026, W033 and W034, start and finish irrigation.
W031 * (S of Citadel of Ur): with W019 and W059, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W032 * (2NE of Lake Port): with W027, mountain mine in 8.
W033 * (W of Thombriel): with W026, W030 and W034, start and finish irrigation.
W034 * (W of Thombriel): with W026, W030 and W033, start and finish irrigation.
W035 (4SE of Tower of Babel): with W049 and W051, 2SE, mine in 1.
W036 (on Mt. Kremlin): with W009 and W0011, joined by W053, mine in 3.
W037 (SW of Trombriel): with W004 and W006, NW, help clear jungle in 1.
W038 * (E of Chicago XIII): with W042, joins W060 to complete irrigation in 1.
W039 * (W of Thombriel): with W062, S, join W002, mine in 2.
W040 (joined to Kremlin).
W041 (S-SE of Citadel of Ur): with W010 and W024, mountian road in 2.
W042 * (E of Chicago XIII): with W038, joins W060 to complete irrigation in 1.
W043 (2N of Lake Port): with W008 and W029, mountain road in 1.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 * (S of Citadel of Ur): with W003, W047, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W047 * (S of Citadel of Ur): with W003, W046, W055 and W065, joins W019, W031 and W059, mountian mine in 2.
W048 (NW of Sid City): clear jungle in 9.
W049 (4SE of Tower of Babel): with W035 and W051, 2SE, mine in 1.
W050 (joined to Kremlin).
W051 (4SE of Tower of Babel): with W035 and W049, 2SE, mine in 1.
W052 * (E of Chicago XIII): 3N, sees an un-irrigated grassland 2S of Farkle Liberation.
W053 (NW of Kremlin): S onto Mt. Kremlin, joins W011, W009 and W036 in mining in 3.
W054 (W of Dusty Harbor): roads the Horsey Hill on 11SE, road in 5.
W055 * (S of Citadel of Ur): with W003, W046, W047 and W065, joins W019, W031 and W059, mountian mine in 2.
W056 (joined to Citadel of Ur).
W057 (SW of Chicago XIII): with W064, 3SE.
W058 (joined to Kremlin).
W059 * (S of Citadel of Ur): with W019 and W031, joined by W003, W046, W047, W055 and W065, mountain mine in 2.
W060 * (E of Chicago XIII): joined by W038 and W042, irrigate in 1.
W061 * (SE of Tower of Babel): E and SE, clear jungle in 1.
W062 * (W of Thombriel): with W039, S, join W002, mine in 2.
W063 * (N of Ninhursag ): with W005, 3N, heading to Farkle Liberation.
W064 (SW of Chicago XIII): with W057, 3SE.
W065 * (S of Citadel of Ur): with W003, W046, W047 and W055, joins W019, W031 and W059, mountian mine in 2.
General Notes and Plans
We learn Banking, start Navigation, drop to 0% and keep 2 geeks as a token effor to learn this tech. All other geeks are converted into taxmen.
Martin Luther King Jr still building rPike, change to rEW, completes in 1, though we lose 1 shield.
We have harbors in Sugar-Free Wheaties, Teal dominaiton, Thombriel, Azzura Coast and FreeToes, which are mostly along the south coast. None on the north coast. May need to rush a harbor on the north or northeast, so we can upgrade our galleys to caravels. Evaackian Express cannot upgrade at this time.
We have some spare workers that I am sending to our interior, until we learn about railroads.
Good News
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Rabban.jpg
Wow!
Great Scientific Leader Ali Ibn Rabban appears in Freedom Central. He is fortified inside the city.
So, what to do with Ali Ibn Rabban (is he tradeable?). Keep him until the next age?
We have a monopoly on Banking.
CommandoBob Nov 15, 2007, 12:29 AM Zoomed Out, centered 1E of Kremlin
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_ZoomOut.jpg
Teal Torpedo
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_TT.jpg
Lydia Sutherland
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_LS.jpg
11 Tile Island to the South East, centered in the middle of the island
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_11SE.jpg
CommandoBob Nov 15, 2007, 12:31 AM Domestic
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Domestic.jpg
Victory Conditions
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Victory.jpg
Top 5 and Demographics
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Top5.jpg
Science
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Science.jpg
~~~~~~~~~~~~~~~~~
Foreign
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Foreign.jpg
Trading: The Council
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Council.jpg
Trading: BABE
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Babe.jpg
Trading: GONG
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Gong.jpg
Trading: SABER
http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The130s/139_Saber.jpg
Empiremaker Nov 15, 2007, 08:21 AM Next turn I would send Banking to The Council and switch the pikes/muskets in the Southren 11-Tile island to EW's. This will allows us to blockade the island.
CommandoBob Nov 15, 2007, 01:42 PM Next turn I would send Banking to The Council and switch the pikes/muskets in the Southren 11-Tile island to EW's. This will allows us to blockade the island.
The screenshot was taken before I cycled through the cities; both Footloose and Monte Cristo are making rEWs. Footloose was set to make an rEW last turn and I think Monte Cristo was also. I don't know what changed those builds to Muskets. Two things could have done it: Gong's galley snooping around or learning Banking may have caused the game to re-examine all unit builds and change obsolete units to modern units.
Kuningas Nov 17, 2007, 01:33 AM Let's keep Ali Ibn Rabban around for a later use.
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