Department of Turnplay

Todo for turn 49
  • 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 Ignoramus to work 2 bgs
    2. MM Dunderhead to work wheat, forest & 3 bgs
    3. Jesterton start on barracks
  • Unit movements
    1. worker near Ignoramus chop
    2. worker near Jesterton SE
    3. move tommy boy E
    4. Hairy W to iron hill
    5. Bernie (settler) SE
    6. A.R.S.E. Igor's Hope W-SW
    7. Ave Joe E
    8. Peapants N
  • 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
 
OK,

I'm on Gmail and have d/l the game file. I went to load it and I don't know the pword. I've tried the gmail pword but no luck. It may be tucked somewhere in these threads, but I would appreciate a quick reply here.

Thanks,

Coinich
 
100Euros is the password

sorry for the delay ;)
 
Turns in and I got it.
 
Todo for turn 50
  • 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 cow, wheat, wines, & bg
    2. MM Dunderhead to try to get 8 uncorrupted shields, if you can't just maximize food
    3. if wheat is available, MM Ignoramus to get wheat
  • Unit movements
    1. new settler SE-SE-E
    2. worker near Ignoramus road
    3. worker near Jesterton road
    4. worker 2 NW of Dunderhead road
    5. worker 1 NE of Dunderhead NW-N-W
    6. move tommy boy E
    7. Hairy S
    8. Bernie (settler) settle Polecat -> palace (pre-build so that the chop goes to Ignoramus)
    9. A.R.S.E. Igor's Hope go around MIA dinghy if you can end up on a coastal square.
    10. Ave Joe E
    11. 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
 
note to turnplayer: if you let a citizen in a town work the tile just before the worker job completes (ie, a mine or irrigated square), you will get the benefit on the ibt. it would have helped to do this on turn 49 as it looks like we were working the wrong tile.
See below:
Ignoramus-ScrewUp.jpg

If the citizen was working the tile that was mined on the ibt, the bin would have had 4 shields instead of 3. just a note for the future ;)
 
thanks gram. I'm still learning this PBEM thing.... and right before it becomes irrellevant due to civ4's release :crazyeye:
 
one other thing to remember: when it says "2 turns till complete" for a mine or irrigation, it actually gets completed on the ibt, so, if we want the benefit, make sure the tile is worked before you hit space and end the turn. the worker is frozen for the next turn (but the task is completed), so watch out for barbs trying to pick off workers.
 
Turn is up. Someone who knows what they are doing should play.
 
MIA has requested us to drag our feet on the turns a bit... Definately don't go over the time limit though. The have the majority of their participating team members out this weekend. I offered to play their turns for them, but alas they said no. :lol:

I'll play this afternoon if no one else gets it. I could play this morning but as my last day at my real job for ~3 weeks I have to tie up some loose ends.

btw, bootilicious, the turns are fairly straight forward. If you want to try it, go ahead. Just when you get done and are ready to save it make sure you press "enter" or the space bar or the "end of turn" button. if anything comes up that you don't understand stop and come and ask questions. ;)
 
Looks around and says I got it.
 
Fe requested that we send Philo this turn. They are hoping to pop a hut for something else. He would like to read Booti's missive as well if we could send that in the email as well. They also are aware of our dyes city now. Their warrior died to a barb he said.
 
I have turn 51. I'm playing it now. It was easier for me to play it than to write a todo for it
 
Todo for turn 52
  • 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 cow, wheat, wines, bg, & bg
    2. switch Polecat to barracks
  • Unit movements
    1. new settler NE
    2. move tommy boy SE
    3. Hairy E
    4. A.R.S.E. Igor's Hope S-S
    5. Ave Joe NE to attack barb
    6. Peapants N
  • Worker actions (they prolly won't be able to move this turn)
    1. worker near move SW to bg
    2. worker near Jesterton move S to iron hill
    3. worker 2 NW of Dunderhead move 2 E to wheat
    4. worker 1 N of Polecat road
  • 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

I'll be driving today. If you don't hear from me by 11 PM EDT then I might not have contact. :( I don't know what kind of internet access I'll have at the hotel and surfing the net at a customer's site is a :nono:
 
The turn is in if anyone wants it... I have to be in to work tomorrow night, so I'm trying to turn my day into night and vice versa so I'll be sleeping during the day from now on.
 
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