Department of Turnplay

to do list for turn 15:
  1. Do not move the citizens this turn (Should be working cow, wheat, & 2 forests.)
  2. have the worker start roading those vineyards
  3. move Average Joe (Northern scout) back to Simpleton
  4. Move Peapants (Southern scout) straight to the south.
  5. check for happiness @ the end of turn.
  6. hit enter, save, exit, send email to D'nuts & admins, post in turn log.
 
Can I recomend adding a turn or two to Average Joe's (N Scout) to Simpleton and finish scouting the bend in the river?

Unless population increase would create happiness/production problems in the extra turn or two that would add, it would be nice to know the geography so we could difinitively map out at least three cities.
 
Since Provo's been being a jerk to everyone, I'm very concerned about leaving our only city undefended for any longer than we have to. I didn't expect that warrior to be gone for that long when we had him scouting. Right now we are looking @ 5 turns before that Average Joe gets back to his MP duties. That's pretty scary if a foreign warrior pops out of the fog.

I'd really like to get him back ASAP. Btw, if he goes W-W-W-NW-NW to get back home the river will be scouted (at least 1-tile on either side of it.)

Here is a screenie from CAII
 
One thing to bear in mind on Average Joe, though not a very attractive option if someone shows up, we can play the gambit of letting him explore a little longer because we could pop rush a couple spears in the capital.
 
No way... Then we would be in the same hole that D'nut put themselves into by getting that settler out first.

If a foreign unit shows up before those 5 turns are up then sure pop rush the spear, but that is my last resort.
 
I hate pop rushing in the settler factory, did it once in a sid game, and my citizens were unhappy for 20 turns, and it cost me a lot of money towards lux.

Though I usually like CXXC spacing, we have expanding competitors, and we don't have time to get decent land if we need to build so many more cities. Second city should probably go on the grassland west of the regular warrior.

Btw, nobody's played turns in a while. What's the deal?
 
Let's do this....

Move Ave. Joe W this turn and discuss this before turn 16. That way. We can see what is immediately around the river and if something is REALLY interesting and needs checking out then sure, lets investigate. I'm still kind of nervous about an undefended capital.....
 
Agreed Tubby. I think that works.
Average Joe will not be the only one to cover the capital if we get bum rushed. We will have to pop rush if someone doesn't back off our borders on contact.
 
That's what Peapant's mission is :evil:. That's not a bad idea. We even could declare on them and steal their worker. It would be a while before the other continent could invade and by then we would be ready.

If it's D'nut or MIA, then we might have to think twice about this strategy but if TNT's on our continent, I'm sure that the other 2 teams wouldn't mind getting rid of them. :D
 
I think Tubby's proposed course of action with Ave. Joe sounds good.

As for city placement, I sent a proposal for the next two in that thread.

I also love the idea of Peapants finding our opposition and making them sweat...

I am anxious to find out who are neighbors are. This should be interesting.
 
Why are we so sure the others are in the south? They could be west. It is a custom map after all.
 
Habit mainly. good point.

You could be right Crakie. It doesn't make sense to go diagonally though since more space can be covered by going a cardinal direction. The likelihood of our continental neighbor being as far from us is very good. Since Peapants is more south from our coordinates (when compared to east & west) it just makes sense to continue that way until we either hit a beach or an opponent. Then east or west would be the next direction.
 
:hmm: Good point Crakie. You'd think we would've made contact to the south.
Most of our darkness seems to be to the west. Should we send Peapants back west and north?
Signed,
Mr. Decisive
 
Most of the darkness is to the west because it also comprises of the east if you go far enough. The world is not a sphere, it's a cylinder. I stay by my original direction. Go south until beach or opponent is discovered then head east or west (whichever looks better).
 
If our continent happens to stretch east-west and we continue heading south we will hit the coast soon enough. So yes, I think heading south is fine. By the way, in that case (east-west continent), we will probably find our neighbours on the same lattitude westwards. I doubt Rik would make it easier for one civ to contact the other continent, i.e. curraghs will have to travel roughly the same amount of squares.
 
I think that a dog pile would be inevitable. I think that before we declare on anyone we would really need the "approval" of at least one other team. Maybe not an alliance but something to say "ok, we're not going to come after you for fighting with the other team". Does that make sense??

I think that making them have to pop-rush a spear or something woudl be great. but taking a worker is a DoW and I don't know if we are ready for that....yet.
 
Back
Top Bottom