Department of Turnplay

Log for Turn 113

City Production:
Effing Whomping Rower Barracks>Worker
SKWTD Market>Gallic Sword
Devil's Soul Harbor>Galley

We start the turn at 123g+109gpt. Feudalism in 3 running 70/30/0.

No real changes on the F-screens, though we're now #1 in MFG goods.

Dispatch a Trebuchet to EWR.

Worker stuff: Sir Bugsy to Fortress of Stupidity to road a jungle. Slinger and Scruffy move to jungle tiles at Cyprus Creek. Bubba roads a banana at Fortress of Stupidity. Pliskenator moves south to add a road at Paradise Hotel. Pentium starts a mine. Grasshoppa mines a BG near Simpleton. Daghda starts a forest chop at Polecat. DeeDee moves to a plains tile outside Idiote.

City stuff: MM Knucklehead for an extra shield...and rush the granary for 32g. MM some other cities...and as bad as Jesterton needs a Market, I swap it out for a Galley, due next turn. We simply need another boat right now.

Unit stuff: I spend 90g upgrading two Curraughs to Galleys. I move a GS out of Senilityville. Pull a gallic off our galley Danny Buoy so I can make a settler run.

Finish the drill with 1 gold shilling in the treasury, making 112gpt. We're still up Engineering to the Scientifics.

War will come soon... but I'm going to have to empty our core to do it. But that's okay... we'll soon have a corps on the other continent.
 
Hey dudes and gma,

I checked the newest save and the settler moved north-east (yes this is the real direction). Does the green line go through the mountain to the east of Senilityville? or to the north or south?
 
There are two versions of the green line as I last proposed it. One of them basically goes from the E corner of Senilityville to the S corner of Nincompoopicity... but that line gave the spice to us. My last proposal had two proposals. Once gave them 'control' of the spices, the other gave them a site next to the east coast fishies. Both proposals gave them control of "East Mountain".
 
Log for turn 114:

Doughnuts have got a galley off the coast of Nincompoopicity.

Dunderhead Settler>Gallic Sword
Ignoramus Granary>Settler
Jesterton Galley>Market
Knucklehead Granary>Market
Crackhead Worker>Market

Start of turn: 115G+101gpt, Feudalism in 2.

Worker stuff: Sir Bugsy roads at Fortress of Stupidity. Lovely Holly roads at Crackhead. New Worker at Crackhead moves to do a forest chop at Polecat. DeeDee Roads at Idiote. Bootilicious mines a BG at Simpleton. Ginger does a forest chop at Village d'Idiota, as does Lenny. Grandma Harriet mines at SKWTD. Crakie irrigates wines between Devil's Soul and Frozen Lake. G-man mines near Knucklehead. Pliskenator roads outside Paradise Hotel. J Walker moves towards EWR. Slinger and Scruffy road at Cyprus Creek.

City Stuff: I spend 104g short rushing a Market at Simpleton with a Library. MM Knucklehead for a shield. Fiddle with some riverside tiles... and end up taking firing some scientists... Take the research slider down a notch, hire one scientist back. MM Ignoramus for food. I want to keep it above size 7. Swap Devi's Soul to Trebuchet.

Unit Stuff: Trebuchet into EWR. Fool's Errand Sails westward. Galley (Christened Chumbucket sails westward, as does Bede's Boat (now a galley) and A.R.S.E. Igor's Hope (now a Veteran Galley). Danny Buoy offloads a settler (renamed "Settle Here") next to the last unclaimed wine on the continent. (Easy Tubby...) Morpheus (now Elite) loads up onto Danny Buoy. GS Dirty Harry heads NE... I want some more Gallics in the East in case 'nuts try something dodgy. Happy Camper climbs off East Mountain.

Diplomacy: We're still up Engineering to the Scientifics.

Last minute decision: I pull GS Boy Scout out of Senilityville, and hey - cool... someone named a GS "Scoutsout"... he comes out of EffingWhomingRower to Rally up at the staging point.

End of Turn: 11g+133gpt. Feudalism in 2.
 
I don't think that the d'nuts have scouted our shores as of yet. But good call on being safe.

That reminds me, I'm going to check with them to see when they are going to finish Mono.
 
donsig in the Turn Tracker thread said:
Turn 115 sent to MIA. :)
The last time that Dinsog put smilies in the Turntracker there was a war going on. :hmm:
 
Tubby Rower said:
The last time that Dinsog put smilies in the Turntracker there was a war going on. :hmm:
Interesting... questions:
  • Do we have any reason to suspect that 'nuts have anything besides "Friendly Galley" lurking off in the fog for us?
  • Do we suspect MIA of being up to anything dodgy?
  • Do we think TNT might be scheming something against 'nuts? The smiley might have been nothing more than a barb at their latest land grab...
IIRC, at the end of the next turn I will have 8 Gallic Swords positioned to land next to Carpetbomb. When those troops are on the galleys and one turn out, we will have reached the "point of no return" on our invasion plan.

@Team: please stay tuned. I will give a detailed account of the situation when we reach that point, along with something that resembles a "risk analysis".
 
Carpetbomb or Furbomb?

and no I just think that the Nuts are getting a better map than a blig blob of black ink can offer.
 
Do we have any reason to suspect that 'nuts have anything besides "Friendly Galley" lurking off in the fog for us?
Do we suspect MIA of being up to anything dodgy?
Do we think TNT might be scheming something against 'nuts? The smiley might have been nothing more than a barb at their latest land grab...
1. They might, but we have a non-agression pact so unless they want to have nothing more to do with any of us, they should stay clean.
2. MIA most certainly is up to something dodgy but is prolly unaware of our overseas operation to come. If they sign peace we should be safe for same reasons as with Nutters.
3. I think MIA wants peace with us so bad because they will join TNT in an attack on Nuts (or TNT will join them). They want no 2 front war for sure.

Looking into the crystal ball I see: Us attacking TNT before MIA/TNT hit Nutters will ruin their war plans. They are thinking we will stay put and build infra when they start the war (MIA/TNT vs Nuts), and they're confident Nutters won't be able to handle a 2 front war without our help. Question is what kind of alliance MIA have with TNT, because if they have a MPP they'll be forced to choose which treaty to break. I would be very careful with leaving our core totally undefended in case they make the wrong decision. That's another strong reason for making a quick hit, demanding, and then go back home. 2 cities razed, no more.
 
I have looked at the last save and scout is doing a great job with the saves.

There is still ~ 8 GS on our MIA border and there is 4-5 in the core. Most of the big cities are finished or are finishing their markets. After the markets, IMO, maybe half of the larger cities should build libraries and the other half start up military.. then switch.
 
Tubby Rower said:
I have looked at the last save and scout is doing a great job with the saves.

There is still ~ 8 GS on our MIA border and there is 4-5 in the core. Most of the big cities are finished or are finishing their markets. After the markets, IMO, maybe half of the larger cities should build libraries and the other half start up military.. then switch.

I completely agree. I will feel better when we have some pikes in our coastal and core cities. I'm afraid our amphibious affair may start a trend.
 
I think that I might have figure out the Dinsog smilie..... The save is available and it appears as though TNT has Engineering yet MIA doesn't :hmm:

I wonder what MIA has been doing with all of their cash from the peacetime. Likely they have been researching Theology or Chivalry.

We have 2 settlers and Ignoramus is currently making one.... How many more do we need?
 
@Daghda: Thanks for keeping us straight on the diplo stuff. I think you've got some insight into the TNT/MIA alliance v. 'nuts. I hope you're right about us spoiling those plans. :devil:

@Tubby: On the military/libary build/swap plan... we're on the same page. I rushed a Granary in Knucklehead because that city has the potential to be powerful for us. On the pikes... I want one or two in our border towns with MIA... to fend off an initial attack by any fast movers they might muster. I'd also like to take one or two along in the second landing v. TNT...which will be Bugsy's hilltop spot. The first landing I plan to make next to their Ivory town... whatever it is... that's nearest our western coast. I plan to use the speed of the Gallics to skirmish against whatever they send at us... and then maybe get some MDI and pikes in there.

...but I don't plan to build a great many pikes. Having "enough" military is the trick to Republic...and our worker force will no doubt cut into our "unit" budget....and we'll need a lot of trebuchets to take on MIA.
 
Remember that we are religious. If we have monarchy available we can make Whomp a King instead of POTKISS to help our unit support. I'd bring some settlers along for razing and replacing TNT cities.
 
Sir Bugsy said:
Remember that we are religious. If we have monarchy available we can make Whomp a King instead of POTKISS to help our unit support. I'd bring some settlers along for razing and replacing TNT cities.
Okayokayokay...I've still got settlers out and some more in the queue... but lemme get a toehold on the other continent before we start a "real estate re-development plan (TM)".... But hey Bugs... I'm down three posts in this forum to you already this evening... is your album coming together enough that you'd like to take over as turnplayer for a bit? :p

Edit: "Album"... gawd... I feel so old school...
 
Turnlog for 115

City Production:
Cretinograph Spearman>Spearman

F-checks: We're still #2 in GNP, #1 in MFG. Barb warning near Dresden. Still strong to TNT and 'nuts, average to MIA. All of a sudden we went from being technologically advanced to backward! As a teammate said... TNT got Engineering and MIA did not. F8 shows MIA edging away from us in population... but I've been peeling a lot of population lately. We have 30% v. their 32%. Not that it matters much, but we are leading in score: 703 to MIA at 693.

Beginning of turn: 144g+141gpt, Feudalism next turn.

Worker stuff: J.Walker heads to our southern dye. Bede irrigates at Village d'Idiota. Rename a worker AnsarTheKing, who begins a forest chop that will go to Polecat's Library. Bootsy starts mining a BG at DuMass. Smart moves into position for a forest chop into Knucklehead's Market. RegentMan starts roading at Dresden.

Dangit... forgot to grab the list of city names... and I'm gonna plant one this turn. Log onto CFC... get list...everybody who has a suggestion on the list has already named at least one city... but Dionysus sounds like a good name for a town near the last wine.

...back to the game.

Dionysus founded. Queue up a Worker.

Unit stuff:

This next move just figures. I can either offload troops from Danny Buoy to protect our workers from barbs... or ... Gallic Swordsman Scoutsout must be deployed to Dresden. Regardless of who plays the next turn, "scoutsout" will play whack-a-barb in the jungle next turn.

Gallic Swordsman Boy Scout heads into the jungle W of Cyprus Creek to play whack-a-barb. FYI, our garrisons at EWR and Senilityville consist of 3 GSs each plus a Treb at EWR and a warrior at Senilityville.

Spear heads towards the front. Move a settler westward. Sail Bede's Boat and A.R.S.E. Igor's Hope to the point of departure for our invasion force. Take Weezer off West mountain to hunt for barbs. Warrior Igor starts heading south for eventual upgrade at EWR. GS Dirty Harry heads westward. Rename a GS Bugsy's Blade and dispatch him westward.

Rename a GS SupahFly and load him on a boat. Load GS Invincible, Mad Max, Josie Wales, The Collector, re-name a GS SisterSara'sMule and load him up too. That makes 6. Danny Buoy heads north, with Flyin' Elvis and Morpheus (Elite) on board. That makes 8 GS's that are two turns out.

Fortify Hunky Dory in case of a barb attack.

City MM:

The market is due in Polecat in 4 turns... let's see what I can do about that. Worker Daghda will complete a forest chop in 2 turns...which IIRC works funny in multiplayer. If I'm right (fingers crossed) he'll do that forest chop at the end of THIS turn. We need 36 shields to complete the market... a Library short rush will cost 64g... leaving us 20 short. A little tile-swapping with Ignoramus gets Polecat to 10spt (I had to hire a scientist with the 7th citizen). If all goes well I can get the market in Polecat next turn with a perfect zero shield overrun... and queue up a Library in the next IBT. Simpleton's market is due next turn, and it will build a Library next as well.

I spend 64g spent to short rush the Market in Polecat with a Library. I spend the remaining 80g to do the exact same thing at Notthefullshilling.

Frozen Lake is now producing 2spt at size 3. Swap Devil's soul to a Galley, Dresden to worker.

End of turn: Once again, I leave us flat-a$$ broke at the end of the turn, but after fiddling with the specialists and ratcheting down science we should bring in 157g and Feudalism next turn. Simpleton will complete its market, and Polecat...

At the end of the turn a barb warrior advances on Dresden, and a forest chop put ten shields into the market at Polecat. We get our market in the FP city and the Capitol next turn!
 
Remember Scout to let the imbedded journalists report on the war. The more screenshots the better.
 
Sir Bugsy said:
Remember Scout to let the imbedded journalists report on the war. The more screenshots the better.
I concur - Where is Dyonisis ?

By the way - time to start a new "Department of Turnplay" thread; this one is reaching the 1000 posts and that's usually the postnumber where treads get closed at.
 
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