Department of Turnplay

Turns in and I got it.
 
Todo for turn 65

  • Diplo
    1. nothing
  • Overhead
    1. Simpleton to start another worker
    2. SKWTD start a GS.
    3. Ignoramus start GS
    4. MM Simpleton to work wheat, cow, wines, & bg north of river
    5. Jesterton to work fish, grassland & iron hill
  • 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. workers SW of Dunderhead move SW to start road to dye/incense
    3. new worker toward Jesterton to work over there
  • Other stuff
    1. southern settler & escort is headed for incense
    2. northern settler W headed for furs
    3. Tommy boy (GS) catch up with settler going for furs
    4. Hairy headed back for upgrades
    5. new GS head to Dunderhead (if he can make it this turn then send the warrior to ignoramus to get upgrades)
 
Yes, yes Gman pick it up. I think MIA should have the turn in by this evening.
I'm hoping MIA sends masonry to us this turn and it will be interesting to see if the F11 shows Donut (and maybe TNT) are in a GA.
 
Simpleton: worker -> worker
Ignoramus: GS
SKWTD: rax -> GS
Diplomacy
Refuse MAS from TNT
Accept MAS from MIA
Moves/builds
Warrior/settler pair heads S towards incense; Settler/GS pair head W towards furs
Igor heals (3/4 warrior)
Worker from Simpleton moves to Jesterton.
Changed a citizen in Notthefullshilling to a Scientist as it was about to riot and I didn’t want to pump up the luxtax for a 2pop fishing town. I keep it on the mined BG, MM’ing Ignoramus from the FP to the mined BG to get it up to 6spt after corruption
Continue moving the A.R.S.E. Igor’s Hope SE
Comments:
We can road a river grass near Dunderhead to make more gpt. Right now, it’s wasting 2s for every worker. If it workers a non-mined tile right now, it can still do 5spt and 5fpt after corruption. Not sure why we are mining that BG there? We won't need it for a while.

Why are we not improving the river tiles near Polecat? Right now, the citizens work 3 river tiles, but the worker is mining a regular, roaded grass tile that’s not doing anything. That’s not going to help anybody. And why mine a grass not next to a river tile? We need all the gold we can get, especially this early in the game.

Switched research to 80%, Republic in 20T, -4gpt, 141g in the bank. This per Whomp and TR's instruction on MSN tonight.

Hairy is headed back to Polecat for MP/upgrading.

Regarding workers near SKWTD: they are both on a tile (was it a forest?). workers should not be stacked, especially for roading, as it wastes turns.
 
The Dunderhead worker was intended to help with the road.... it inadvertantly was instructed to start a mine. roading a grass would only net us 1 gold. is that more important than the other improvements that could be made around the other cities? the waste of 2 shields doesn't bother me except that we wasted some worker turns.

Roading I think that the worker near Polecat finished chopping the forest and is finishing that tile before leaving. I'd rather new workers go to Jesterton - 18% waste (the only city with less than 20% waste). Polecat has 41% waste so I'd rather the workers improve the less corrupt towns first.

The workers near SKWTD just finished chopping a forest to get a barracks in SKWTD. with two workers starting a chop in a turn, the shields will be given at the end of the turn.
 
Todo for turn 66

  • Diplo
    1. nothing
  • Overhead
    1. Dunderhead to start another worker
    2. SKWTD start a GS.
    3. Ignoramus start GS
    4. MM Dunderhead to get +5 food (IMPORTANT)
  • 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. workers SW of Dunderhead move SW to start road to dye/incense
    3. new worker help out with road to the south
  • Other stuff
    1. southern settler & escort west to incense
    2. northern settler & escort W headed for furs
    3. Hairy headed back for upgrades
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go

I got caught online by fe3333au last night and he was asking about Republic. He said that they just finished MapMaking and saw that they could get Republic in 27 turns while we were telling them that it would take us 33. I talked it over with gman and Whomp and their's not much reason to hold back on republic. The few upgrades we have can happen later. we have a couple of GS. The Republic bonus will help towards their production...

Their going to hold off a bit on sending MM (we got Masonry last turn). Fe said something about building up settlers to send over there... yeah right. I think that it's best if I stay off of AIM for a while. I can't outright lie to the man.
 
Tubby Rower said:
The Dunderhead worker was intended to help with the road.... it inadvertantly was instructed to start a mine. roading a grass would only net us 1 gold. is that more important than the other improvements that could be made around the other cities? the waste of 2 shields doesn't bother me except that we wasted some worker turns.
well, that worker is not helping any other city right now. Instead, it's mining a tile that's completely useless. If we finish the mine and then road a river grass, it will actually be able to worker all river tiles instead of that one bg that's not on a river. but you're right, maybe that 1g isn't a big deal (well, it's actually 20g now that we're researching Republic, but whatever)

Roading I think that the worker near Polecat finished chopping the forest and is finishing that tile before leaving. I'd rather new workers go to Jesterton - 18% waste (the only city with less than 20% waste). Polecat has 41% waste so I'd rather the workers improve the less corrupt towns first.
there are 3 workers near Jesterton (1 new, 2 already working) and one near Polecat, so tying the 2 of them together is unnecessary. We're already focused on Jesterton, and I never mentioned or questioned why. But, why make the worker near Polecat work a tile that's not going to be used for 6 turns when there are 3 tiles right next to him that the city is already working?

The workers near SKWTD just finished chopping a forest to get a barracks in SKWTD. with two workers starting a chop in a turn, the shields will be given at the end of the turn.
that's what I thought, seems reasonable. I still believe stacking workers for roading is a waste, even after reading that article (2 workers can road 2 tiles in 4T in pbem (including movement) while it will take 2 stacked workers longer (including moves))
 
the Polecat worker is my mistake.... I was told before by dmankho I think to not let a worker leave a tile until it's fully improved.

as far as the roading crew.... what about a 3 stack of workers. would it work liek this....road one turn move the next?
 
i don't know tubby, i usually stay away from stacking wrt roading altogether. I usually stack for mining, choping, and RR only. but that's just me, if you guys want to stack, go ahead, but I believe your losing worker turns. However, Daghdha believes your not, due to the pbem quirks with worker tasks, so it probably needs actual verification. easy enough to do, i guess.
 
I'll default to the more experieinced..... no stacking of workers for Luxury Road.

I'm working on a road map and will post it in the cartography room when finished and post the link here.

EDIT::: OK Luxury road map in the cart room here
 
don't do that.... My heart skipped at least 5 beats!!!! :gripe:
 
Turn's in... todo here.

We have til 10:30 PM EDT to play.

btw, I think that it was more

:lol: <--graham cracker

:hammer: <--Rik, the evil one
:eek: <--Tubby, the timid
 
Happy Thanksgiving from Butterball and Whomper. We got the save.
 
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