Turnplay Log

Looks like we are the tortoise; can we beat the rabbits to the finish line?
 
Whatever - It is the game I would have chosen to play - and win or lose we made our play and will have a valid attempt. (how many turns till bombers?)
 
I don't know if we'll beat the rabbits to the finish line, but it should be close.

In production this turn:
GWOF=>university-colosseum in 40
Sugar Mountain=>worker-worker in 1
Smoke on the Water=>worker-university in 200
Rockaway Beach=>worker-university in 200
Sweet Home Alabama=>worker-university in 200
Heartbreak Hotel=>worker-university in 200
Streets Have No Name=>worker-university in 200
Guitar Town=>worker-university in 200
T for Texas=>cathedral-worker in 10
Yellow Brick Road=>worker-university in 200

The only whip this turn is a harbor at Rutupiae for 2 pop. We are making 441cpt while Team Free is at 151cpt. We have 56 workers with 14 in production. We have 221 gold in the treasury making 2gpt.

Team Saber is no longer building the Great Wall so now they can't have a wonder-fueled GA. Team Babe has still not accepted Sugar Mountain and the offer was re-sent again. Still no evidence of non-Free railroads.

I caught this interesting screenshot of the Council. Do we have a spy in their lands?

ACouncilSpy.JPG
 
Three messages in the inbox this turn. Team Free has offered us spices for silks this turn and I accepted since we really need the happies. Team Saber is asking us to name a price for military tradition. They really don't want to research that tech. Team Babe has reported that The Council has started building railroads. I advised them that now would be a good time to accept Sugar Mtn. Hopefully this will happen next turn and we should soon have at least through steam power and nationalism.

In production this turn:
Ring of Fire=>worker-university in 100
Sugar Mountain=>worker-wealth
Evermore=>worker-university in 200
E Street=>worker-university in 200
Cariboo=>worker-university in 200
Rutupiae=>harbor-cathedral in 80

We add a worker to The Watchtower and it whips a university for 3 pop. Basement on a Hill whips a cathedral for 1 pop. Three more workers are added into towns for expected whips next turn. We have 58 workers with nine in production. Our cpt is still 441 and should be at least 448cpt next turn minus Sugar Mountain. We have 223 gold in the treasury making 2gpt. Growth has slowed just a bit while we hire enough taxmen to stay positive. We'll take an economic hit when we lose Sugar Mountain next turn. All other relative factors remain the same.

I advised Babe it was time to work out a research agreement in the IA even though we can't research much right now. Is there any chance of getting the ToE?
 
Getting the ToE would mean making it in Sugar Mountain...or is it BABES who are prebuilding for it...?

It seems FREE doesn´t want war afterall...

Can we get a caravel to patrol the waters between us and SABER...since they already have the military....who knows where it could go....
 
Whatever - It is the game I would have chosen to play - and win or lose we made our play and will have a valid attempt. (how many turns till bombers?)
I garee totally. It has turned out a slow and kind of tedious game for different reasons, but our tactic has been put consistenly to work and I admire the TP's doing the mm'ing with pop rushes. If we do win this, you have the greatest part in it!
 
We've just received a note from Wotan saying he accepted Sugar Mountain this turn. The Babes received from the GLib nationalism, steam power, medecine, industrialization and electricity and will be sending these along with Sugar Mountain to us over the next few turns. They are researching replaceable parts now which leaves us either Sientific Method or the Corporation to research when we get the techs. It might be possible to get the ToE or JSBach's in DSOTM in about 16 turns if we have coal. The only problem is getting Scientific Method in time as our pop. is mostly whipped away right now and we have few specialists and little income to play with. Input is needed on what to do in the next few turns.
 
My take is that whatever facilitates our primary goal, cult win, is the way to go. If keeping the whip going brings us closer, faster, then whip. If getting one of the GW's would be of better use in some way, go for 'em.
I know this is not much of advice and very obvious indeed, but it's the best I can do from where I'm standing right now.
I'm surprised thou that we're strong to everybody but the Babes. What kind of VC is Free/Saber/Council going for if not Dom/Conquest? Is someone building a lot of wonders (10 needed right?). Space is out without warring I guess. Do we have a potential 20000K-city somewhere?
 
I would go Corporation on a slow pace for now and try to keep whiping for culture before Marines get in the picture....we will need to change to republic eventually....or maybe not....

I don´t think we can beat Free to ToE...

We must start factories in the core asap, that should be a pripority....

I do hope we have coal...if not we may have to trade it with BABE assuimg they have an extra....

5 techs for free seems a very good deal...
 
I would go Corporation on a slow pace for now and try to keep whiping for culture before Marines get in the picture....we will need to change to republic eventually....or maybe not....

I don´t think we can beat Free to ToE...

We must start factories in the core asap, that should be a pripority....

I do hope we have coal...if not we may have to trade it with BABE assuimg they have an extra....

5 techs for free seems a very good deal...

Factories? - Market places and banks might be a higher short term priority - we have more need for the cash than the extra production.

5 techs was for more than 5 techs (think how many Babe got!), it was just a novel trade where both sides got the same techs from the deal.

I don't think there is a wonder that would help a 100k push significantly, with the possible exception of Smiths if that gives us a significant break on upkeep. It is the upkeep situation that will put the squeeze on late in the game
 
We get theory of gravity and magnetism from the Babes as well as Sugar Mountain. We do have a boat patrolling Team Saber's waters and we can see that they are building railroads as well. Surely we will have coal since all the science teams have it, but we'll know for sure next turn. We now have seven luxuries with the arrival of spices from Team Free.

In production this turn:

The Watchtower=>university-worker in 10
Love Shack=>worker-university in 200
Basement on a Hill=>cathedral-worker in 10

We add a worker in at Abbey Road and whip a university for 4 pop. Scarborough Fair whips a university for 3 pop. A few corrupt cities are switched from universities to workers and growth is slowed just a bit at a few cities to keep our treasury above water. We have 225 gold making 1 gpt. Our culture is now 448cpt and will be at least 456cpt next turn as we lose 8cpt at Sugar Mountain which should be rebuilt fairly soon. Factories will have to wait for marketplaces and banks as our treasury is very light. DSOTM will complete its colosseum next turn and start these while Graceland will start a bank in 2 turns. Since we don't have the gold atm we should probably start researching the corporation at min. research in 2 turns. I agree we can probably not beat the science teams to the ToE and scientific method does nothing for us by itself. Hopefully with railroads and seven luxuries the remaining whips will get done quicker allowing us to lower our estimated win date.

Dagdha said:
I'm surprised thou that we're strong to everybody but the Babes. What kind of VC is Free/Saber/Council going for if not Dom/Conquest? Is someone building a lot of wonders (10 needed right?). Space is out without warring I guess. Do we have a potential 20000K-city somewhere?

They must be going light on units to maximize their research since we are still stronger than all of them. Once they get the techs they need, they will then switch to military production, I guess. The Council has a lot of wonders, but the wonder VC is not enabled for this game is it? DSOTM is a potential 20K city but wouldn't win until sometime in the 1800's.
 
The Babes send us nationalism, steam power, medecine, and ivory. Since this is a 20 turn deal we won't receive these until next turn, so we don't know if we have coal yet. We spot a Saber railroad, so know that all three science teams have coal. The Babes couldn't send us ivory earlier since they didn't have magnetism or navigation, they were not withholding from us.

In production this turn:
DSOTM=>colosseum-marketplace in 6
Scarborough Fair=>university-worker in 10
Abbey Road=>university-worker in 10
Town Called Malice=>worker-university in 200
Whiskeytown=>worker-university in 200

Castle Donnington whips a library for 1 pop. We are making 450cpt and will be making at least 455cpt next turn. We have 60 workers and 14 in production. I maximized growth this turn, so our gpt takes a temporary hit. We have 226 gold in the treasury losing 34gpt. Relative strength between the teams is unchanged.

In other news, Wotan has sent us a couple of notes reaffirming the Babes intention to resign from the game soon. He suggests they will do so after researching replaceable parts for us or at least by the time marines appear. This may not be too far away either as Team Free is building the ToE according to F7 and could have tech as far as combustion soon. Wotan suggests that one or more players from our team could transfer to Team Babe to take over the game for them. I'm unsure this would either be allowed or is a good idea. What do you guys think our response to Wotan should be?
 
I don´t mind going over to BABE and take kare of their gameplay to keep GONG with an ally and maintain gamebalance:salute:

Maybe one or two more volunteers would be great...
 
We receive industrialization and electricity from Team Babe as the last payment for the GLib swap. Research was set to corporation with a single scientist. We do have a source of coal on the mountain near On Flame With RocknRoll. We could build the ironworks there, but it would do almost no good since this town is fully corrupt. All three science teams have the new tech we gained, so much sharing has been going on.

Team Free completed the ToE and has started constructing Hoover Dam in the same city. This is intersesting since I would have taken steel/refining as the free techs. They must want to get to the modern age since atomic theory and electronics are almost useless without doing so. Are they going for a space win? Do they think they can get half our culture and not need an attack? It also appears with Hoover's they are going to invest heavily in factories. This is good for us as it still leaves them seven techs from bringing carriers full of bombers and transports full of marines against us.

In production this turn:
Graceland=>colosseum-bank in 9
Motor City Five=>worker-university in 200
Sin City=>worker-university in 200
Castle Donnington=>library-worker in 10

Pete's End gets a worker add-in and whips a university for 3 pop. Altamont Raceway whips a temple for 2 pop. We are making 455cpt and will be making at least 463cpt next turn. Estimated win time is now 120 turns or 1490AD. We still have three times the culture of Team Free and are still strong versus all the science teams.

Now that we can build riflemen, we no longer have a 60-shield short rush for our inland cities. We have 192 gold in the treasury losing 50gpt. Expect some cities to grow to at least size 4 generating more specialists over the next few turns. Six railroads are built this turn and this should continue for several turns. We have 61 workers with 13 in production.
 
We receive industrialization and electricity from Team Babe as the last payment for the GLib swap. Research was set to corporation with a single scientist. We do have a source of coal on the mountain near On Flame With RocknRoll. We could build the ironworks there, but it would do almost no good since this town is fully corrupt. All three science teams have the new tech we gained, so much sharing has been going on.

Team Free completed the ToE and has started constructing Hoover Dam in the same city. This is intersesting since I would have taken steel/refining as the free techs. They must want to get to the modern age since atomic theory and electronics are almost useless without doing so. Are they going for a space win? Do they think they can get half our culture and not need an attack? It also appears with Hoover's they are going to invest heavily in factories. This is good for us as it still leaves them seven techs from bringing carriers full of bombers and transports full of marines against us.

In production this turn:
Graceland=>colosseum-bank in 9
Motor City Five=>worker-university in 200
Sin City=>worker-university in 200
Castle Donnington=>library-worker in 10

Pete's End gets a worker add-in and whips a university for 3 pop. Altamont Raceway whips a temple for 2 pop. We are making 455cpt and will be making at least 463cpt next turn. Estimated win time is now 120 turns or 1490AD. We still have three times the culture of Team Free and are still strong versus all the science teams.

Now that we can build riflemen, we no longer have a 60-shield short rush for our inland cities. We have 192 gold in the treasury losing 50gpt. Expect some cities to grow to at least size 4 generating more specialists over the next few turns. Six railroads are built this turn and this should continue for several turns. We have 61 workers with 13 in production.

Will drafting rifles work in lieu of the 60 shield rushes?
 
Hm, I think drafting riflemen would work since they are worth 20 shields for one pop. Thanks, kc. Rails should help us grow faster soon. I've been whipping towns down to one pop. a lot for shields, but I think I should pay more attention to the size that gets them the fastest growth. Graceland, at least, could draft for several turns in a row without losing pop. soon.
 
Team Free has built Hoover's Dam one turn after the ToE, obviously with the help of an SGL. Also, for the first time I notice that Team Free has lost two cities on their west coast, one on a source of coal. AFAIK they have not been at war, so they must have disbanded these to minimize corruption. We remain strong to all the sicence teams, but drop to 3rd in literacy this turn.

In production this turn:

Ring of Fire=>worker-university in 67
Sugar Mountain=>temple-cathedral in 7
On Flame with RocknRoll=>worker-worker in 10
Pete's End=>university-worker in 10
Altamont Raceway=>temple-cathedral in 80

We draft a rifleman from Graceland which will grow back in 1 turn and disband it for a colosseum next turn in We Built This City. We are making 463cpt and will be making at least 465cpt next turn. We have 63 workers with 13 in production. We slow growth in a few cities making workers to hire taxmen and now have 142 gold in the treasury losing 19gpt. A single scientist is on track to get corporation in 49 turns. We have 15 railroaded tiles with 5 others being built and should add about ten tiles a turn for a while.

I've checked to see how much culture will get doubled. We can expect to gain 161cpt by 800 AD and 245cpt by 1000AD. We still have about 286 culture we can build, so should expect to be at or near 1000cpt by 1000AD. The best estimate I can make on our final expected win date is 1345AD or 90 turns from now. The science teams need 8 techs to enable bombers, carriers and marines and some time to build, transport and rain destruction on our buildings to stop us. It doesn't seem likely we'll get to flight before then for defense, but with Babes help this may be possible. At 100% science it would take us 14 turns for corporation, but it is unknown how fast the science teams can research. I think this game is going to be pretty close at the end.
 
Getting subs earlier could pay off to mount an sentry net and sink possible future transports, they have 3 advantages: cheaper, stealth and cannot be targeted by bombers if kept away from enemy destroyers.

Plus with subs we can cloak our military defense capabilities against embassies and spies...

Of course is this viable....or even effective...subs have a bid disavantage, the only move 5 tiles per turn against a 6/7 mover like a transport and a 8/9 mover like the destroyer...
 
Yeah, subs would at least give us a chance. We'll probably be able to build Magellan's Voyage in DSOTM by then just because we can, so hopefully have 6 move subs. We've a pretty good chance to have them before the other teams start their attack.
 
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