Department of Turnplay

I thought that [c3c] had no unit support for Republic. I was wondering how I ever played. So I discounted the previous thought.. Then I wondered what was the unit support for repubic....

So I checked in the Info center @ civfanatics.com ... it said unit support is 0/0/0. But I remembered that the Republic changed in [c3c] , so I implemented the decrepit search function in the forums and manage to scrounge up this....

-- Republic now has 1.3.4 unit support(town.city.metropolis). Unit cost is two instead of one.


That's a bit more encouraging since Ignoramus, Dunderhead, & Simpleton could quickly be up to pop 7. SKWTD, Polecat, & Jesterton could be there with the addition of a few workers just as quick.
 
Posted again to get on the new page


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 S
  • 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"

WE had to do an alternate tile for the luxury road. It's still in the plan to road that tile but it's not going to Cyprus Creek. The reason for this is due to a big oaf from MIA standing in the way of construction. Loser.... I'm glad I'm letting the warmongers play this turn or I might try to take the little hairy man out. :gripe:

It really doesn't have much effect on our luxury road as long as they are gone next turn. The only effect is that our luxury road will be delayed by one turn. :(
 
Please move curraghs towards Greece. We need more intel over there. Please don't explore southward.

Extra miltary units should head south towards EWR.
 
Bugs said:
Please move curraghs towards Greece. We need more intel over there. Please don't explore southward
The problem is that Greece is south. In order to explore there they will have to go south :hmm:
 
No. PM me

forums require 10 chars
 
Todo for turn 76

  • Diplo
    1. MIA might offer techs, press Accept and exit
  • Micromanagement
    1. SKWTD start another GS
    2. Notthefullshilling switch to temple (border expansion needed)
    3. EWR needs to be working the bananas
  • 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. 3 workers are enough for furry road.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 W
  • Other stuff
    1. move new settler towards location 3 SW of SKWTD
    2. continue barb hunting with the GS in the west (closer to the workers preferablly
    3. move the curraphs around.
    4. move Stepchild (GS in east) back to core for MP duty
    5. Please observe before you move the units, but try to rearrange the MP's so that the lux slider can drop to 20%. Might not be possible yet.
  • 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. see how much money it is to spy on an MIA city. If you can get a list of all of the cities that would be great.
    4. press enter and then select "Save & Exit"


Note the last item i nthe "Other Stuff" Category. If you are unsure about this please don't do anything. A couple of "Aw crap!!"'s and we could have to push the slider to 40%. Basically what I was trying to get at is to see if the GS in SKWTD or the GS in Ignoramus could be moved to Dunderhead without effecting those two cities' production. Growth can be hampered IMO but not production. The luxes will be coming online in 3 more turns.
 
the turn is available. I've downloaded it, but wasn't planning on playing. I think that some of the war-lords should take a shot at it. But if no one gets it my say 15 hours from now, then it's up for grabs to everyone.

PS to war-lords (you know who you are - basically if you've ever wanted to have a peaceful game or haven't ever woke up in the morning and not needed to taste blood through a monitor then stop reading here):

if you can't play until tomorrow afternoon, but want it, post a note here and tell us that you intend to get it. It has to be played approx. 23 hours from now.
 
Tubby Rower said:
PS to war-lords (you know who you are - basically if you've ever wanted to have a peaceful game or haven't ever woke up in the morning and not needed to taste blood through a monitor then stop reading here)
I knew enough to STOP reading. :lol:
 
Since no one got it so far and we have about an hour and a half before the 24 hours is finished, I got it.
 
Todo for turn 77

  • Diplo
    1. none that I know of
  • Micromanagement
    1. D-head start a rax
    2. Simpleton to work wines, cow, wheat, & 2 bgs
    3. Notthefullshilling switch to temple (border expansion needed) <I forgot to do it last turn :blush: >
  • 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. some workers could start chopping near D-head
    3. 3 workers are enough for furry road.
    4. FOR LUXURY ROAD: according to the save after our turn, you'll have to road with all 6 workers.
  • Other stuff
    1. move new settler towards location 3 SW of SKWTD
    2. continue barb hunting with the GS in the west (closer to the workers preferablly
    3. move the curraphs around.
    4. move Stepchild (GS in east) back to core for MP duty
  • Other MM
    1. check for happiness @ end of turn you'll probably have to bump it up to 30%. Science as high as we can go
    2. get relative strength via F3 for MIA
    3. press enter and then select "Save & Exit"

Apparently I made some mistakes since I had to play in a hurry (pregnant wife was hungry and not to be denied).


I went back to the 76 save to get the MIA cities' investigation costs and here is what I got. Apparently you can only investigate the cities that you can see

Athens - 72G
Virtuoso - 34G
--> Look Here <-- - 33G
Flaxon Musk - 14G
Gorin - 21 G
Woodridge - 16G

Apparently the larger the city the more it costs. we had 107G duringturn 76. that means that we can investigate a couple of the cities but not much extra space will be revealed so it might be a waste of money. Also the gold is helping us run deficit science right now (-6 gpt).
 
It's 5.56AM, I can't sleep so might as well play, i.e. Got It.

Edit: After playing I must say we have one he77 of a nation. Everything looks xtremly good and all those workers work will soon start to pay of, that plus our settler pump back plus a change to republic plus spices/furs/dyes will have others :cry: in a minute.
The only thing that worries me is the alledged Barbies at Cyprus. We must asap secure that area.
 
Todo for turn 78

  • Diplo
    1. none that I know of
  • Micromanagement
    1. Ignoramus start another GS
    2. Cyprus Creek start worker
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Dunderhead .(mine green; irrigate brown)
    2. Ignoramus GS should head toward Cyprus Creek
    3. some workers could start chopping near D-head
    4. 3 workers are enough for furry road.
    5. FOR LUXURY ROAD: road with all 6 (incense will be hooked up in 3 turns)
    6. move workers 1 N near EWR
  • Other stuff
    1. move new settler towards location 3 SW of SKWTD
    2. move GS in west to hill 2 S
    3. move the curraphs around.
    4. move Stepchild (GS in east) back to core for MP duty
  • Other MM
    1. check for happiness @ end of turn you'll probably have to bump it up to 30%. Science as high as we can go
    2. get relative strength via F3 for MIA
    3. press enter and then select "Save & Exit"

Are shields from chops wasted on the FP? If so make sure that no forests are chopped around Polecat. copping around Dunderhead is incouraged but please check to see if it will finish in time to not waste any shields. If you are in doubt, leave the trees be.

I think that we may want to plan a city 2E-2SE of Ignoramus. This should add more workable tiles to it and Polecat.

urkle.jpg


BTW, ignoramus is now at 8 shields per turn (5 turn GS), Dunderhead is at 7 spt but is growing this turn and could easily do 10spt (4turn GS) by the time that the barracks is done :dance:
 
Why should we ignore it. MIA is screaming about beaker counts.... let's reduce the amount of beakers that they are required to give us.

The only reason why I see that this should be ignored is if D'nut would see it as a slap in the face.
 
Tubby Rower said:
Why should we ignore it. MIA is screaming about beaker counts.... let's reduce the amount of beakers that they are required to give us.

The only reason why I see that this should be ignored is if D'nut would see it as a slap in the face.
My suggestion was based on the assumption that we will not do the deal with MIA and that CoL is worth more than HBR (isn't it...?). I'd like TNT to swap currency for CoL, then we get the most out of Nuts for currency...
 
hmmm. Good idea Dag. Ok so no trade fro HBR.
 
turn's in. 5 posts up is the todo. up for grabs but the ole grumpy dodgers need to try this out if they want it.

The only exception to the todo is to clear table and exit out of the TNT trade.
 
I have pm'd Bede (box is full though), Graham, Slinger, Goz and Bugs to see if they can play the save around 6 pm EST. I've requested they post here and/or pm me if they can.

If not then either we can ask for an short extension or one of us can play the save.
 
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