Department of Turnplay

Nikodemus said:
That's one concern. Another one is that (if i've understood correctly) MIA has let Nuts believe we don't really have that close a relationship. If we both learned writing on the same turn it'd look a little contradictory to say the least. So I'd find out if MIA needs writing right now.. if they don't, delay sending it to them a little.
I think MIA made it clear to Donut that writing was off the table, hence us researching it, but we probably shouldn't give MIA CoL or philo yet (which they really don't need). Then they can start on Mapmaking and it will look transparent when we get techs from MIA. This will likely need to be explained to MIA that we will gift them CoL and Philo as they finish other techs. Then it looks like we are tech trading with them.
 
Victory screen from 45

EDIT::: moved Todo for turn 46 to bottom
 
Here is our Power graph... Our increase seems to be the most
 
UPDATED and moved to post 546
 
Updated again now in post 551
 
I didn't see anything about the MIA trade in Tubby's to-do list.

Did I misread or is this an oversight?

Whatever we do, WE CAN'T MESS UP WITH MIA THIS TURN!!!:eek:
 
Diplo
1. D'nut should have sent Philo and CoL already accepted
2. Accept the trade if this is the case, if not stop and report back
3. select Myst and then click accept then send
4. open diplo with MIA and send Writing already accepted

It was added. Wipe your spectacles ;). any extra gold hasn't been added yet.
 
Hey, give me a break. The kind of stupidity I acheive in a large group requires a pretty high level when I'm all by myself

Just remember, I may not be good - but I'm slow :p
 
Kickbooti said:
Just remember, I may not be good - but I'm slow :p
I love that quote. I was just pickin at you :D. But I understand your concern; we can't mess this up.......until later :devil:
 
SOMEONE FAMILIAR WITH PBEM TRADING SHOULD PLAY THIS TURN

Todo for turn 46
  • Overhead
    1. check that no one else has the save
    2. post a "got it" in the Dept. of Turnplay
    3. download the save
  • Diplo
    1. D'nut should have sent Philo and CoL already accepted
    2. Accept the trade if this is the case, if not stop and report back
    3. select Myst and then click accept then send
    4. open diplo with MIA and send Writing and 25G already accepted
  • Micromanagement
    1. MM Simpleton to work cow, wheat, wines & BG
    2. Switch Ignoramus to worker
    3. Switch Jesterton to worker
    4. Set research to Republic
  • Unit movements
    1. new settler SW-SW-S
    2. move tommy boy W
    3. old settler settle SKWTD -> worker
    4. Hairy S
    5. A.R.S.E. Igor's Hope W-W
    6. Ave Joe E
    7. Peapants NW
  • End of turn stuff
    1. check happiness @ end of turn (see if it can be lowered)
    2. science lowered to 10% for a min run on Republic
    3. screen-shots if anything significant has changed
    4. end turn, save, sent to the nuts, record in turn tracker
 
Thanks man,.... I love you guys :cry:
 
Save is in. I will get it but not for + - 2 hours. Tubs?
 
yeah I'll get it


be back in a while
 
Todo for turn 47
  • Overhead
    1. check that no one else has the save
    2. post a "got it" in the Dept. of Turnplay
    3. download the save

  • Diplo
    1. Nothing

  • Micromanagement
    1. MM Dunderhead to work 3 bgs, wheat, & forest (If you can get the granary built before the next growth that would be great)

  • Unit movements
    1. rename new worker in Ignoramus then S
    2. settler S then E
    3. move tommy boy SW
    4. Hairy S
    5. A.R.S.E. Igor's Hope SW-W
    6. Ave Joe E
    7. Peapants NW

  • End of turn stuff
    1. check happiness @ end of turn (see if it can be lowered)
    2. science stay at 10% for a min run on Republic
    3. check military strength with all civs
    4. screen-shots if anything significant has changed
    5. end turn, save, sent to the nuts, record in turn tracker
 
Seems like a reasonably straightforward turn...I'll take it.

On turn 47 Igno produced a worker, Bootsy. I set Igno on Rax according to this post by G-man:
I'd recommend that Dunderdam becomes a worker pump now and the workers go to Ignoramous to make it our 1st military city. 3 mined bg's, a forest, and an irrigated plane will get that city up to 10spt before corruption at size 5 (probably 8spt after corruption). Pretty good and can be done quickly if Dunderdam is spitting out workers
That can of course be changed but we've got some workers there improving for shields already. We need that mil city asap.
 
Todo for turn 48
  • Overhead
    1. check that no one else has the save
    2. post a "got it" in the Dept. of Turnplay
    3. download the save

  • Diplo
    1. Nothing

  • Micromanagement
    1. MM Simpleton to work wheat, cow, wines, & 2 bgs
    2. MM Jesterton to work fish and iron hill
    3. MM Ignoramus to work wheat and bg

  • Unit movements
    1. worker near Ignoramus then SE
    2. Bernie (settler) E
    3. move tommy boy SW
    4. Hairy S
    5. A.R.S.E. Igor's Hope NW-W
    6. Ave Joe E
    7. Peapants E

  • End of turn stuff
    1. check happiness @ end of turn (see if it can be lowered)
    2. science stay at 10% for a min run on Republic
    3. check military strength with all civs
    4. screen-shots if anything significant has changed
    5. end turn, save, sent to the nuts, record in turn tracker
 
Save is up. I can go home at lunch to play the save unless someone else grabs it within the next two hours.
 
I got it .
 
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