Turns 21-40

Spamming to show I am still alive and reading...

What are the big picture goals? City spamming?

Something else?
 
City and worker spam but I think we need a curragh out once we get a coastal. We need to make some contacts.
 
I think LF can generate a couple of Curraghs when the first mission to get us a few (3?) Warriors have been fulfilled.

BTW, I have posted in the turn tracker asking the other teams to think about the current situation. We are now at roughly 3 days per turn cycle and that is simply ridiculous especially since two teams (ours and Free) have turn arounds that are practically nil.
 
I think that was a good idea. There's absolutely no reason for a delay at this point. I'm sure Donsig will have a wiseass comment in return.
 
Well, if he has it will probably not be posted for another 24 hrs, he seems to be a slow thinker... ;)
 
I'm glad you said something, Wotan. He may not pay attention, but perhaps the rest of his team members will and put on some pressure.
 
right now it is the team just before us that has been idle for over 30 hrs now...
 
Wotan, I fully support what you wrote there...this is ridiculous, who would need so much time during the early turns. Or did they get eaten by barbs and now need to think about the next move...

are we the only team with several turn players? else I cannot comprehend the slow response
 
are we the only team with several turn players? else I cannot comprehend the slow response

IIRC from MTDG1, in some teams "turn player" was an elective office for a specified period of time (though there may be a back-up player). Once we meet other teams and can contact each other for diplo, we'll learn more about how the teams are structured.

One of the criteria used by people in choosing which team they preferred to join was whether or not they wanted a strong bureaucracy or an "anarchy" as we who were on the old KISS liked to style ourselves. We and team GONG are sort of offshoots of the anarchic KISS. The other 3 teams would seem to prefer the elections and all the cumbersomeness that entails.

It's a shame that some teams prefer playing with their elections and titles, rather than just playing the game. :rolleyes:
 
It's a game within a game - the MTDG is a game inside the electoral process, that is.
 
Absolutely unbelieveable, Gong has posted a was out for the weekend and the wrong turn was sent a couple of hours ago. How can a team dedicate a single player to play their turns? A player that will be absent for the whole weekend????? It is so disrespectful vs. the other 60+ players active in this game I am at loss for words... What role do the mods have in this game, cause I really would like someone with authority to step in and get some ground rules in about behaviour.
 
maybe you start a thread in the common link to bring this up
 
Here is an excerpt from the game ruleset stickied in the main MTDG forum:

Ruleset

--------------------------------------------------------------------------

1.0 - Game Information
1.1 - The Save
All teams are required to play the save within 24 hours, unless they request an extension in the Turn Tracker thread. After playing the save, they must send it to the next team via email. Additionally, the turnplayer must post in the Turn Tracker thread to indicate the save has been sent. The next team's 24 hours begins after said post.

1.2 - (omitted by me) :D

1.3 - Punishment
The game administrators are responsible for handing out punishment after a violation of a rule. Punishment may be limited to one single player or the team, but it will not be overly harsh or cruel. It could include forced anarchy, forced payment of gold, removal from the team forum for a period of time, or other actions. If a team feels it is unfair, they may appeal the decision.


It seems like this was taken far more seriously in MTDG1. I suppose it's up to one (or more) of us to complain to the admins (Ginger Ale and/or Regentman) and request that they enforce the rules. I believe the possible penalties were worse last game, though I know of none actually imposed. It usually wasn't an issue, except when one team delared war on another and seriously needed the time to figure out what to do, and pardon for delays was generally requested in advance in the Turn Tracker thread.

It might be a good idea for us to start a separate thread here in our forum for discussion of this issue and possible methods of handling it. It would also be easier for the game admins to spot as something needing their attention, rather than having it mixed in with our general turnplaying. :mischief:
 
Pretty uneventful thankfully. Living in constant fear a Barb will show up and disrupt our capital. Everything suggests we are on the SE corner of an island. Next turn the first Warrior is ready in LF and Hef's will grow to size 3.
wote1.JPG

wote2.JPG

wote3.JPG
 
for those of you wondering where we are according to the original plan... here is the spreadsheet. it appears as though we could reach size 3 again before the council gets their settler out or grow to size 4 :lol:

The blue is already done and no changing it now. I'm assuming that that worker is chopping. it's hard to tell from the picture :(

Image2.gif
 
I'd propose sending that warrior to the capital for happy-gas and also protection against any hairy beast that may wonder towards our fair citizens
 
that is the plan, maybe not expressed in such explicit terms. But yes, he will be in our capital in a few turns time from now.

The following Warrior will be ready in another 4 turns and since LF will generate 3 spt after that I suggest a Curragh in 5 turns (5x3spt). (Warrior built with 2+3+3+2) the final 2 will have one citizen work a sea tile for extra gold. That would have LF finish the Curragh just as it is growing to size 3. After that it will contiue to generate 3 spt and could continue using the sugar and capital use a bg. Effect is the same but we keep LF growing faster while maybe losing one gold. I think the loss of the gold is worth paying for the extra growth boost. My suggestion though would be a Worker after the Curragh. at 3+3+4 spt and 3+3+2 fpt. Back at size 2 with 12 food to go it will run at 3spt for 5 turns for a second Curragh. New Worker move first to oasis and irrigate it move+4 turns and it si ready just in time to allow 4fpt and 3 spt. road and then move to irrigate FP. Some additional planning required but that is 17 turns into the future so plenty of time to discuss that.

Bad part of this is only 2 new Warriors, one in each location for MP and Barb control. But the third locations should be able to churn out a couple of Warriors before focusing on Workers for a considerable amount of tiem. The third (MS Sweatshop?) will be founded in 12 turns time and have a fourth warrior on turn 17 from now, and a second in 21 turns time.

If we work according to this we will have the following new units available 17 turns from now:
3 Warriors
1 Worker
2 Curraghs

EDIT: Oh yes, Worker busy chopping acciording to the plan.

EDIT2: BTW, the site discussed for MS is a very strong candidate after this turn's Warrior move. The plains W of the Cow on the coast sure is good for a Worker factory.
 
sounds good to me. a few comments...

- after that 17 turn time span (I haven't thought it out yet) I'd like to see LF on worker duty as much as possible.
- The curraghs are going to be important in my opinion and the warriors exploring should steer clear of the coasts as those will be explored by the boats.


On another note... just so we're all on the same page... we are going for Philo after Writing correct?
 
Re: the worker, I'd assume from the picture it was irrigating.

Re: Philo, with our rate of growth, philo next is all for the best. They won't catch us up. We'll see what we get from it in good time.

Warrior count will be increased from every new town we found, so I feel pretty good about leaving the burden of protection to the new settlements.
 
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