Department of Turnplay

Barbs = Roaming
Oh...strange that we haven't met any barbs yet... :hmm:

In that case, I change my vote to escort. If you're moving the settler along, with a warrior one turn at a time, if something's 2 tiles in front of the settler, you won't see it until it's too late.

Although, I don't see why the settler can't skip one turn so it can move along with the warrior.
 
Rik Meleet said:
lurker's comment: This is an in-game item, and caused by a human error or deliberate tactics/diplomacy between teams. That's not something the game-admins have to be involved in.
If team MIA didn't send the stuff the way you want them to, contact them, not the game admins. ;)
Oh come on!!! You can't add in 15 gpt on their side??? ;)

That's good to know. So that means that we can delay a trade later in the game to upset another apple cart by not accepting it on purpose the first turn we get it..... Or is that against the spirit of the game?
 
Save just came in... Daughter has gone to bed & wife's out buying groceries.... I got it ;)
 
Message with the save
Here you are.

On behalf myself, our foreign ministry, and special envoy Kentharu,
let me say that we are excited to be trading with you.

I know the deal making session was long this weekend - but it appears
it was productive. You will find the agreed-upon trade accepted in
this turn.

All the best,
Long live KISS and MIA,

General W, current president of MIA.
 
Just opened the save and the offer as agreed is up there
 
Hooray!!! That resolves at least some of our trust issues. :beer:
 
AS Bede says, they had put the trade up and accepted it. But the our RNG bad luck came up this turn, our FPs caused some disease in Simpleton [pissed]. So it dropped to 3 and will likely remain at 3 next turn even though we grow next turn. So I switched the build to a curraph (due in 2) to keep Simpleton from dropping too low.

I moved Igor SE so that he won't delay the settler

AVe Joe find our 2nd source of iron close to the core!! see MTDG_map.jpg below

Peapants continues to move east but Greek is out of sight now (presumably moved north)

Writing is going @ 90% (14 bpt) with -2 net gain
 
Tubby Rower said:
But the our RNG bad luck came up this turn, our FPs caused some disease in Simpleton. So it dropped to 3 and will likely remain at 3 next turn even though we grow next turn. So I switched the build to a curraph (due in 2) to keep Simpleton from dropping too low.

That is some tough luck right there, but at least we can get that curragh out sooner. Hope it finds something.
 
I posted a note over in the scouting thread about moving it east..... We have 2 turns to discuss it.
 
If disease holds off next turn, I think I'd prefer going back to Settler. I'd like to get Jesterton up and running ASAP; especially if we are going exclusive with MIA (I have to catch up on the other threads, I don't know what the consensus is yet).
 
We'll get hit next turn as well. Disease always hits two turns in a row. Shifting to a curragh was smart. It will take a few more turns to get the factory up and running again. Maybe either another curragh or a warrior next.
 
OK I went to the spreadsheet and fiddled a bit..

PLan A

Plan C was developed look at on the next page for a screenie
 
Here is plan B

The warrior gets us back on track 1 turn earlier. The curraph obviously gives us the option to go east & west

EDIT::Plan C was developed look at on the next page for a screenie best of both worlds
 
I think sending a curragh in both directions is better than another warrior. Unless we need the MP, but I don't think so (especially with two less pop now...).
 
I think we hand over two to the Admiral. I agree with IP make two curraghs.
We will make contact faster without the guessing.

@AK Did you see Igor in the turnplay log?
 
OK todo for turn 31... expect disease to show up at the beginning of the turn
  1. rename settler & move south
  2. move Ave Joe West
  3. move Peapants west
  4. move Igor W
  5. Simpleton to work cow, wheat, & wines (if 4th citizen is around work roaded BG)
  6. Dunderhead work 2 rivered Bgs
  7. pictures of F8 & F11 & map if anything new shows up
  8. check for happiness @ end of turn & max SCI as high as possible
 
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