Department of Turnplay

OK I got it again. I looked to see if any of you were online but pretty much no.
 
Some observations:

We are getting to point where our settler pump is getting ahead of our military. That should be resolved soon with multiple rax coming online in towns with BG's. The workers are nice for that.

The road to our Southern reaches should get a chain gang going as soon as we have enough to do one tile per turn. This will also aid in back filling North from the 2 new luxes as military, settlers and workers can get there quicker.

The capital may have to go to a worker pump soon too or some military, let it grow and then pop a worker or 2 to get it back to size. We can't really afford the growth until we get the 2 new luxes up.

Also the whale town should get a temple to get that whale. There are not many BG's nearby.
 
Save is up but we don't have a decision on the spices. My suggestion is to hit the incense first and we can settle the spices later. Any of the Grumpy's want to run with the save today?
 
I got the save.

For clarification we will settle one of the spices and if they can ever get there they can have to 1 dyes we are not covering.
 
Whomp were was the settler headed. There's the one 2-3 tiles from the spices that is still headed that way. But there is another one that is just south of Dunderhead. Where was he headed? If no one cares I'm gonna dump him on one of the hills so that the road to dyes and spices isn't as long.
 
I was thinking he'd go to the incense?
 
Bede has it.

Now where's the checklist?
 
Turn 61 is in. I'd like to get it this afternoon once I get home, but if someone is itching to take it then great..

If someone does take it, the make sure that you switch Ignoramus from the archer to a GS. If you don't then we'll have a spare archer to disband somewhere in about 20 turns.

Also Simpleton is messed up... It's working a regular grassland reather than the 2 bgs. I'm not sure what to do with it right now. We might be able to get the settler out then go with the workers. But I need to look at it more.
 
Ok Ive got it. It'll delay a turn but I think that should be ok.

The red is the offending grassland that was worked.

The orange on turn 61 & 62 are the changes from the norm.

After this settler I was wanting to start pumping workers per Gram's suggestion. After getting the core cities to 7+ and ~ 30 workers we can switch back on the settler faucet. Dunderhead could also pump settlers every 4 turns. so when we need to start getting settlers we'll have more than we can handle.
 
Got it... Will post shortly.... I hope gmail works
 
played and sent via my own email.... stupid gmail!!11!!!!one-hundred-eleven!!1!!1
 
Tubs rather than tax could you go scientist and turn off research?
 
yes. and done
 
Yes... I'm going to start back up with the To Do's. I just noticed that I made a mistake and didn't MM Dunderhead last turn. So that's 2 turns in a row that something wasn't MMed correctly. arrrgh..

So here you go:

Todo for turn 62

  • Diplo
    1. EDIT:::Masonry is delayed a turn or two do to impending threat with TNT :)
  • Overhead
    1. MM Dunderhead to work wheat, 2 GRASSlands' (no bg's) and 2 taxmen (+1 food & no shields except from city center)
    2. DO NOT MM Simpleton (cow, wheat, 2bg's & 1 SCI)
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. worker SW of Dunderhead move SW to start road to dye/incense
  • Other stuff
    1. Spice settler should settle Senilityville (gramma Harriet's city) -> start work on a worker
    2. Settler is headed for incense
    3. Ave Joe is headed home to Ignoramus
    4. Tommy boy (just north of Dunderhead) is too
    5. Hairy (spice escort) could head back to since Peapants is right there
    6. Peapants NW to Spice Mountain
 
the worker will complete on the same turn as growth..... Senityville will be founded with all jungle around it. But there is a banana. so with the banana being worked it'll take 10 turns to grow and 10 turns for 10 shields from the city center.

Own, if you have questions during the play, stop and post them here. I'll be in at work @ 6 am EST. I'm going to bed now. so if someone doesn't answer your question immediately, use your best judgement. I doubt any one turn could screw us up and I suspect a short string of silly errors right now shouldn't cost us anything but pride among our peers. :)

The save hasn't even got to MIA yet so easy there Trigger. It should come later tonight or tomorrow morn.
 
OK please hold onto the save until the mods let us know what to do. The embassies don't show in turn 61 though they were established on turn 60. Bede could you delete the pictures in the Carto Room for now.

I posted it here too
 
The embassies didn't show up for me either; I'm not sure why, as I've played PBEM games with embassies fine. I see this two ways:

-you didn't gain embassies
BUT
-you didn't pay money either, really

I would urge you to not look at those embassy screenshots, and try again this turn. At least it didn't swallow up your embassies - you did nothing wrong, it is the game's fault here. I'll also let RegentMan comment...
 
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