Department of Turnplay

Is this game going to last long enough for the FP to be of much use?

I agree with Dagh. Right now, we need more protection.

But maybe I'm underestimating what the FP would do. Would it reduce the corruption enough in towns to warrant building it? And how many turns would it take?
 
IMIO we might end up being large enough to warrant building it, if we don't go hostile with MIA too early: we'll have time to expand and take all the good land available to us. This being a small map on monarch, OCN shouldn't hurt us all too badly, but the numbers of our settlements should make the FP count.
 
Own, The save is available. if it's not played by 8:00 PM EST then it'll be up for grabs so we don't go over the time limit.

re: Forbidden Palace. IMO, we are going to need it eventually. This game might not last into the IA but when we need shields to produce units for a war-time effort, it would be better to have all possible shields not wasted. Plus if we see that someone is making a run for the GL, we can switch it to give them a run for it. I think that its a safe option. We currently have 3 GS and have 3 cities producing them. Plus we have 6 warriors that could be upgraded if need be.

Also Dunderhead and Simpleton could be switched to military if we are in dire staights. btw, I'm not sure how to get Dunderhead back on settlers. I think that we might have to add this next worker back in if we want 4 - turn settlers out of it. I'd also recommend that we get a few more workers out of Dunderhead until some MP can be stationed there for happiness issues.
 
Up and grabbed :p
 
Sent one GS inland for MP and gained 10% science rather than grabbing a barb camp - which the GS in Polecat can go snack upon when he's rested (next turn). TNT offered maths and I cleared. Roadcrew on the grass and ready to undergo 2 tiles/turn stuff.
 
I re-sent, all according to instructions; if that one didn't do the trick, someone else take it. Only thing I changed from the to-do was the GS MP sent to dunderhead.
 
Apparently something is amiss.

Could someone please grab this as soon as possible so we don't hold things up too long. I'll get it this afternoon when I get home if no one else has re-played it by then.

PLEASE, print out BEF's turn log and follow it as exact as you can.
 
I have the save and will send it as soon as I finish
 
Todo for turn 73

  • Diplo
    1. if TNT offers math, press clear table and exit
    2. if MIA offers MapMaking, press Accept and exit
  • Micromanagement
    1. MM Simpleton to work wheat, cow, wines & 2 bgs
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
    2. if you can't find anything that they need to do send them west to start roading to the furs.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 south
  • Other stuff
    1. continue barb hunting with the GS in the west
    2. Move vet warrior in junge NE towards the workers
    3. move the curraphs around.
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
    2. press enter and then select "Save & Exit"


I might be online if you have any questions. I probably can't play until later tonight, but if I see that it hasn't been played by 7 or 8 I'll post here & play.
 
Got it, will try and make up for the prior mistakes.
 
Log for turn 73

  • Diplo
    1. if TNT offers math, press clear table and exit -- nope
    2. if MIA offers MapMaking, press Accept and exit -- neither
  • Micromanagement
    1. MM Simpleton to work wheat, cow, wines & 2 bgs -- check
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) -- check
    2. if you can't find anything that they need to do send them west to start roading to the furs. -- negative, all busy
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 south -- check
  • Other stuff
    1. continue barb hunting with the GS in the west
    2. Move vet warrior in junge NE towards the workers -- all checked
    3. move the curraphs around. -- south curragh found a bit of coastal tiles around, sent him to investigate
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go -- check, 80%
    2. press enter and then select "Save & Exit" -- check ;)
 
:lol: thanks Rik
 
Thank you for the early feedback, Rik! :)

Good going, Boern! :goodjob:
 
Todo for turn 74

  • Diplo
    1. if TNT offers math, press clear table and exit
    2. MIA should offer Math, press Accept and exit
  • Micromanagement
    1. Dunderhead switch to a catapult -> work all mined bg's
    2. effing Whomping Rower -> start new worker
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
    2. if you can't find anything that they need to do send them west to start roading to the furs.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 S then SW (where the warrior currently is)
    4. new worker from effing Whomping rower to help chop jungle down
    5. new worker from Dunderhead to improve Polecat
  • Other stuff
    1. continue barb hunting with the GS in the west
    2. Fortify vet warrior near jungle to protect the workers
    3. move the curraphs around.
    4. If it doesn't effect rate to get republic, move GS in Polecat to take out barb camp in east near sugar
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
    2. press enter and then select "Save & Exit"

Here is the letter that came from MIA with the save in case no one else has posted it
Dear friends,

Attached is the save with a gift of Mathematics along with our fondest
holiday wishes in the spirit of goodwill. At this time, we are unable
to comply with your request for other techs - although you could try
to explain it as a trade for Republic, the fact that we gave you 3
techs 10 turns before you complete Republic would demonstrate to our
rivals how close and trusting our civilizations are. We have spent
much time and effort convincing our rivals that KISS and MIA are
adversaries, and it would be foolish to throw that away now.

I wish to reiterate our people's sincerest hopes that our friendship
will last until our rivals are eliminated. We at MIA are very
concerned and, quite frankly, more than a little puzzled that our
relationship with your citizens has seemed to grow tense recently. As
mentioned in previous chats and messages, we will trade Republic for
Currency, Map Making and Literature as soon as Republic is completed.
Since Republic approaches completion, you can prebuild for whatever
marketplaces, libraries, and galleys you desire with complete
confidence that our techs will be delivered promptly.

We hope the gift of Mathematics will reassure you of our intentions to
enter the new Age side by side and at Technological Parity with our
close friends of KISS.
 
Gots it. Not re-opening settler valves yet.
 
Now though, someone else better come and play the next saves - it'd be good if all the warmongers could get a turn sometimes soon to get a grasp of the situation and/or start scouting for themselves, when we have the horsies.
 
Todo for turn 75

  • Diplo
    1. if TNT offers math, press clear table and exit
    2. MIA should offer Math, press Accept and exit
  • Micromanagement
    1. Simpleton start another settler -> work wines, wheat, cow & bg
    2. Dunderhead can't do a horse because we don't have HBR
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
    2. if you can't find anything that they need to do send them west to start roading to the furs.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 SW then W(where the warrior currently is)
  • Other stuff
    1. move new settler to the south, east or west :p (I don't think that it matters)
    2. continue barb hunting with the GS in the west
    3. move the curraphs around.
    4. move GS in east to take out barb camp in east near sugar
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
    2. get relative strength via F3 for MIA
    3. press enter and then select "Save & Exit"

If we revolted now, we'd have 48 gpt going to unit support. we have 24 workers. Some of these might need to be added to cities once the luxes get online.
 
Tubby Rower said:
If we revolted now, we'd have 48 gpt going to unit support. we have 24 workers. Some of these might need to be added to cities once the luxes get online.
I really think it's unnecessary to get spooked by unit support right now. we'll have more towns as we'll have at least 1 settler pump running, and other towns will grow above 7 eventually. As we get more towns, those workers will become more and more necessary.
 
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