Department of Turnplay

Todo for turn 39
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save
  4. Dunderhead start work on a granary
  5. fortify Dunderhead warrior
  6. new settler & escort W
  7. curraph W-NW
  8. fortify Peapants
  9. Ave Joe S
  10. settler (Wild Rower) S
  11. Igor S
  12. rename worker by ignoramus
  13. move renamed worker to BG NE of Dunderhead (to raod then mine)
  14. check happiness @ end of turn (see if it can be lowered)
  15. SCI as high as possible with out going broke
  16. screen-shots if anything significant has changed
  17. end turn, save, sent to the nuts, record in turn tracker

3 more turns to Jesterton's founding
5 more turns to Upper Whomping Rower is founded on the NE dye
 
SW, please hold while we see if we want to pull MP(s) out of our cities

2 more turns to Jesterton's founding
5 more turns to Upper Whomping Rower is founded on the NW dye
 
If we have cash to spare, I have no objection against pulling off MP's.
 
Well right now it's Simpleton @ pop 5 with no MP that is causing our lux to be up so high. So money is not the issue it's really just safety.

The next question is, just pull Grunt out of Dunderhead or pull Hairy out of Ignoramus too.

My vote is to just pull Grunt and leave Hairy in Ignoramus since there are barbs up there and it'd be a crying shame to lose workers to a barb attack.
 
I have to run and get some bloodwork done. and then I'll be in a meeting until this afternoon.... So here is the Todo for Soul Warrior

Todo for turn 40
  1. check that no one else has the save - Soul Warrior has it
  2. post a "got it" in the Dept. of Turnplay - already done by Soul Warrior
  3. download the save
  4. MM Simpleton to work cow, wheat, wines, bg, & bg
  5. MM Dunderhead's citizens to work wheat, bg N and BG NE
  6. rename worker by Ignoramus
  7. move renamed worker to BG NE of Dunderhead (to road then mine)
  8. un-fortify Peapants & move east
  9. new - Un-fortify Grunt (Dunderhead Warrior) & move east
  10. new settler & escort W
  11. curraph NW-W
  12. Ave Joe S
  13. settler (Wild Rower) S
  14. Igor S
  15. check happiness @ end of turn (see if it can be lowered)
  16. SCI as high as possible with out going broke
  17. screen-shots if anything significant has changed
  18. end turn, save, sent to the nuts, record in turn tracker
 
:gripe::ar15:[pissed]:nospam: SW !!
 
Ok. Since I'll potentially be gone until Sunday after today, I've taken the liberty to make up the next 3 lists. I'll post them here and if someone could refresh the list and make sure that it makes sense with what is going on. Some of the stuff I had to guess at.

- For the curraph, I just put follow the coast counter-clockwise (basically follow the coast).
- For peapants, I wasn't sure when we would hit the coast, so I put E-ish.
- Ave Joe should be able to just go south a few turns.
- I'm pulling Tommy Boy (Jestrton's settler escort) from him next turn to check the next city's location (3 W of Dunderhead) for barbs.
- I'm pulling Grunt (Dunderhead's MP) for exploration in the E. (E 3 turns then south 3 turns, rinse repeat & dry)
- all cities should grow in turn 42. lux will probably have to go up on that turn
-The two workers near Dunderhead should be mining and roading (in that order per tile) the bgs surrounding Dunderhead. Place priority on the river bg's
- the worker produced in Ignoramus in turn 42 should irrigate two FP's.... start with the roaded one

Here are the actual todos but someone else will have to paste them into another post when the appropriate turn comes up.

Spoiler Turn 41 :

Todo for turn 41
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save
  4. FizzleWizzle (worker) mine BG NE of Dunderhead
  5. Peapants E
  6. Un-fortify Grunt (Dunderhead Warrior) & move east
  7. Plant Jesterton with settler -> work grassland & build warrior
  8. move tommy boy (Jesterton warrior) S
  9. curraph follow coast counter-clockwise
  10. Ave Joe S
  11. settler (Wild Rower) WEST
  12. Igor WEST
  13. check happiness @ end of turn (see if it can be lowered)
  14. SCI as high as possible with out going broke
  15. screen-shots if anything significant has changed
  16. end turn, save, sent to the nuts, record in turn tracker
 
Got It! Playing!

We have met no new civs which was disappointing. Science could be reduced with 10% and we still get writing in 8. Two Barbies showed up by Igno and Dunder. No panic, but Grunt will have to go back for protection. I have no pics of those since they showed after press space. MIA has planted a village. You can look at it in scouting section.
 
Please hold the save until it is decided what to do with the barbs near Ignoramus and Dunderhead

See Dept. of Military thread for more barb updates

EDIT:: Ok to continue... We think that we have a plan.....sort of
 
I think that this is what has been decided as "best". ideally we'd have no barbs but hey, whatcha gonna do?

Todo for turn 42
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save
  4. MM Simpleton to work cow, wheat, wines, bg
  5. MM Dunderhead's citizens to work wheat, bg N, bg SW, and BG NE
  6. MM Ignoramus' citizens to work bg S and bg SE
  7. new settler SE-SE-S
  8. rename worker produced by Ignoramus
  9. move renamed worker 1 E
  10. move tommy boy (Jesterton) S
  11. Peapants east
  12. Grunt (Dunderhead) back W to Dunderhead
  13. unfortify Hairy in IGnoramus and move S
  14. curraph follow coast counter-clockwise
  15. Ave Joe S
  16. settler (Wild Rower) WEST
  17. Igor WEST
  18. check happiness @ end of turn (see if it can be lowered)
  19. SCI as high as possible with out going broke
  20. screen-shots if anything significant has changed
  21. end turn, save, sent to the nuts, record in turn tracker
 
OK, I'll take it!

So, turn 42 passed w/o any big surprises. TNT are not in sight yet and that much awaited Nutty curragh is nowhere to be seen. Peapants dicovered more grasslands w hills + one iron. Ave.Joe spotted another bundle of grapes, my god, can we start making the Chateau Verte soon? Happy news is Hairy was attacked by that barbie @ Ignoramus and made him eat dust. The other barb at D-head fortified on a hill. Pic in military.
After settling Jesterton we're once againg 1st in area.
 
I don't understand why we are researching at 70% instead of the full 80%. Anyone care to explain?
 
I think that a couple of turns ago whoever played it, looked @ the F1 screen and saw that we could drop to 70% and maintain the same research pace. I've had in there to make it as high as possible but I don't think that it's a big deal.
 
I got it

Played it and sent it....

We've spotted TNT's borders but can't make contact until next turn. I posted a map in the Cartography room.

Also here is the .....
Todo for turn 44
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save
  4. MM Simpleton to work cow, wheat, wines, bg & bg
  5. switch Ignoramus to granary
  6. Daghda mine bg
  7. DeeDee mine bg
  8. move tommy boy SE to look for barbs
  9. if no barbs seen from tommy boy's move then, new settler W
  10. Peapants N
  11. Fortify Hairy
  12. curraph NW-W
  13. initiate diplomacy take a screenie of the diplo screen
  14. Ave Joe S
  15. settler plant Effing Whomping Rower -> start on worker
  16. Igor fortify
  17. check F3 screen to see relative strength against TNT and MIA
  18. check happiness @ end of turn (see if it can be lowered)
  19. SCI as high as possible with out going broke
  20. screen-shots if anything significant has changed
  21. end turn, save, sent to the nuts, record in turn tracker
 
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