Department of Turnplay

I think in preparation for the attack we should get some GS or a sacrificial 3HP warrior in position to cut the lux roads they have.
 
Turn 102 is in... I might be able to get to it tomorrow if no one else can but I'd really like someone else to take it that will be fighting some battles hopefully
 
Just looked at the save and there is a MIA horse coming up the western jungle.

btw, what is the defensive bonus of a jungle? Trying to knock off hoplites with any defensive bonus without cats is going to be tough.
 
with a vGS, we have the following ratios (win/loss/retreat) for vGS vs vHop (unfortified - fortified)
on grass: 44/43/13 - 33.5/50/16.5
on jungle: 37.5/47.5/15 - 28.5/53/18
on hills: 28.5/53/18 - 22/57/21

the retreat ability holds our loss % down to around 50% in most cases.
For an MDI, it looks like this:

grass: 60/40 - 49/51
jungle: 53.5/46.5 - 43.5/56.5
hills: 43.5/56.5 - 35.5/64.5
 
I have the save and making some actions that could help in a possible war with TNT.
 
stuff to do for turn 103.

  • Knucklehead should build something.... not sure if we want to stop GS production or not
  • the settler should go to the tile 2 SW-1S of D'head.
  • our Forbidden Palace will be done next turn so if we want to change it, this is our last chance.
 
Got it. Dispatches shortly.
 
Played, saved, and sent, with the following note:
Attached you should find the post-turn-103 save from TeamKISS. Since this was the first turn I played for Team KISS, please advise by PM on CFC if all is not in order.

Warmest regards,
-scoutsout

Something that resembles a log:

Thoughts on our tactical situation: We've got 2 towns that are right in the face of the Greeks, and they're surrounded by jungle. Each has a mountain next to the town. We need to get some workers down there to clear that out, or be prepared to cede those towns if MIA come's after them soon. They will be difficult to reinforce... and skirmishing in Jungle is tough sledding.

We don't have feudalism... which isn't all bad. Once we get it we'll be forced to build MDI instead of GSs if we've had our GA.

War Production:
Knucklehead - currently 2spt, I queued up an archer. Good.
Crackhead - no garrison, 1spt, making a harbor.
Devil's Soul - no garrison, 1spt, making a harbor. A Cultural improvement here would allow it to work the whale.
Simpleton - making a settler. s'alright by me.
Jesterton - Has a rax, 10spt net with a scientist, Galley due next turn. I wish I had more time to consult the team on this... I know it's bad form, but I swap Jesterton to a Gallic Sword, due in 2.

At 10spt net, Jesterton can make whatever we need it to without any shield overruns.

Dunderhead - 13spt net, Library in 2. I see an opportunity here. MM Dunderhead to work a couple of forests... get it to 15spt net. That's a pike every other turn when we get Feudalism, or a Gallic Sword every 3 turns (as opposed to 4)... though it'll cost us a 5spt over-run.

Effing Whomping Rower gets a scientist, because I want to fire one in the core somewhere. (I didn't...but it shaved a couple of turns off Engineering...)

A little MM in Gilfach gets us from 4spt to 5, another multiple that works nicely for a lot of things. Swap it to Catapult...

Firing the Scientist at SKWTD would get us to 10spt net, but we can't keep 'em happy. The extra scientist at EWR gets us Engineering in 5.

Cyprus Creek gets a tax collector; we will eventually need some cash for upgrading a few cats to Trebs, or for short-rushing cats/trebs in Cyprus Creek.

I spent 12 gold short rushing the barracks with a Horseman at Effing Whomping Rower.

F3 Check:
Average to D'nuts, who are in Anarchy.
Strong to TNT, also in Anarchy.
Weak to MIA, in Republic.

F11 check shows us #1 in GNP, #2 in MFG....not good, considering that 2 tribes are in Anarchy. MIA is out-producing us in shield output.

GS Happy Camper can see MIA's Twitching Aardvark off the eastern coast. I like him on the mountain, so I'll leave him there.

Worker stuff:
  • Workers near Notthefullshilling road the hill.
  • Worker Grasshoppa moves to a BG near Simpleton. He should road that, then mine it, then move over to the cow and mine that too. We will eventually want to build units here.
  • Worker Lenny moves to a roaded BG outside Dunderhead and starts mining it. Dunderhead will be able to work that tile after its culture expands (Library due next turn).
  • Worker G-man starts mining a BG near Knucklehead.
  • Worker Smart starts irrigating a plains tile E of Devil's Soul.
  • George Best and Crakie start roading the iron hill S of Devil's Soul.
  • Pliskenator starts roading a BG.
  • Lovely Holly irrigates the sugar plain outside Crackhead.

Worker Own, Smart Guy, and KC head south towards Effing Whomping Rower.

Grinder does a little fog busting.

MTDG_KISS_Grinder_fogbust.jpg


Other Gallic Swords near the front start heading towards our forward towns. Picket lines in the jungle don't make a lot of sense if there's nothing there to defend... we need a warrior or two out there so we can see 'em coming, but my guess is they'll come right after one of our two forward cities. Gallic sword E of Simpleton stays put. Another GS held in reserve is dispatched to Gilfach, for eventual deployment on the Greek frontier. (SKWTD will make a GS next turn.) Wake GS Bruce Lee and send him to the Iron hill outside Polecat, because I don't like all that fog there.

Settler was sent where Tubby wanted it.

I change my mind on Gilfach, MM in back to food, and swap it to a settler.

Just as I'm about to hit the spacebar... I see something interesting.

Hey gang, I have an idea.

Look for a post soon in Bugsy's War Room.
 
Whomp and scout are working on getting Grinder through MIA territory in the diplo room.

Meanwhile, the treaty with D'nut is complete and signed. They have finished Monarchy and sent it our way. Construction needs to be sent to D'nut this turn. Other than that. Load some GS in the galley that Jesterton builds and send them toward TNT :D

That's all I got
 
Tubby Rower said:
Load some GS in the galley that Jesterton builds and send them toward TNT :D
Whoops... :blush: I think I might've changed the queue in Jesterton... I hope that doesn't screw us up too badly...maybe it can be changed in pre-flight.
 
Let's see... Construction to 'nuts. This was with the attached save:

Chamnix said:
You are up.

It is my understanding that our Foreign Department has given Grinder permission to use our road to speed his journey northward. He may go east to the road, then follow the road north 2 tiles. There are workers working on the tile S of Flaxon Musk, so Grinder will have to use his last move veering northeast or northwest (your choice).

I also understand that the mountain by your dyes town is to be vacated this turn.

Looking forward to finalizing our renewed peace deal.

Chamnix.

Anybody object if I play it?
 
...and I'd like to send this to Chamnix:

scoutsout said:
Chamnix,

Thank you for the advice on the location of your workers. The Idiots in our Diplomatic Corps advise me that your workers have never seen Gallic Swords, and that we should be careful not to linger too long, lest we distract them from their appointed tasks.

We also thank you also for providing Grinder some flexibility in his route homeward. He has been gone a long time, and his Idiot girlfriend misses him.

The Head of our Diplomatic Idiot Council (H.D.I.C.) informed us that we should vacate a mountain and allow one of your warriors or hoplites to trespass, but the Idiot did not tell us which mountain. Dye town mountain it shall be.

I recall some discussion about sending one of our small yachts northward. Scipio has advised us of the prowess of Greek Sea Captains. If the captains of your Mighty Galleys could please take care to leave us a free coastal tile on a northward route, perhaps it would be taken as a sign of good faith; and facilitate the peace talks. (Besides, our Curraughs are slow, and our sea captains are Idiots.)

Yours very truly,
scoutsout
 
You go Scout! Letter looks good too.
 
Something that resembles a log...

Right off the bat, some ugly mug with a mullet head shows up offering me Monarchy for free. So I take it. I send Construction back.

Dunderhead completes a Library>Settler
SKWTD GS>Redux
Polecat Forbidden Palace>Settler

Engineering just went from 5 to 3 turns.

Reviewing builds... we've got 5 Settlers in the queue, with 2 due next turn, and 1 due in 2.

F3 Check: TNT and 'nuts are still in Anarchy. We're 'weak' compared to MIA.
Worker Own and Smart Guy are sent east, towards SenilityVIlle.
Worker KC joins Rik near EWR.
Worker Scruffy heads to a banana at Cyprus Creek.
3 workers South of Gilfach start roading.
Worker FizzleWizzle the slaveboy mines a bg at Knucklehead.
Worker Pentium loses a movement point crossing a river... but we've simply got to get workers south.
Worker Bede does a little mining outside Dunderhead. Grasshoppa starts a road.
Worker Bootilicious starts a mine.
Rik whacks some jungle at EWR.
Worker Ginger moves to a BG outside Dunderhead.
Worker Grandma Harriet starts a road.

Village d'Idiota (someone can re-name). Starts a 'pult.

Gold goes from +13 to +19gpt.

Move the warrior off the mountain at EWR.

A little creative tile swapping gets us to +20gpt, Engineering in 3.

F11 shows us #2 in GNP and MFG... not good.

Dispatches in the War Room thread on Grinder's reconnaisance.

Edit: Letter sent to Chamnix, without the boat stuff. Their boat was nowhere near being in the way, and Twitching Aardvark (eastern galley) hadn't moved.
 
Sorry for the double-post, but here's my current thinking on how to play it for a bit:
  • Greeks get an extra gold in the city center, and a little less corruption. I plan to mitigate that by using the extra food we get to hire specialists in our more corrupt towns... plus places we have happiness issues.
  • I am trying to avoid shield over-runs as much as possible on the unit builds; again, to mitigate the production advantage of MIA.
  • Troops near the front are in our towns. Let MIA spend some coin if they want to see our troops.
  • Troops in the core are outside towns. Let's not let MIA see those... until it's too late.
  • I plan to ease back a bit on the bunsen burners after we get Engineering. We need some gold for some careful short rushing.
  • If there are no objections, I'd like to peel some workers out of our granary towns after this next round of settler builds.
  • I'd like to settle in a pattern that resembles the tactical map I laid out last weekend in the war planning thread.
Does anybody have any thoughts, gripes, or complaints about this?
 
No sounds good to me. I'm glad that someone that knows something about war is taking a few turns to right my wrongs :D

btw, Here is the city naming thread. Since you hadn't suggested a name yet and you could have been the next one, I think that you should leave Village d'Idiota as the name of the city.
 
Why not settle in a (semi-)ICS pattern in corrupt areas?
 
That would be all new cities, I believe. I'm curious how much corruption has dropped since the FP has been built.

Also Since the library is done in D'head, we should really start one in I'mus and/or Jesterton or Polecat.
 
I agree with Crakie that the corrupt areas should be ics'd, but we must build cities near the FP (i believe 1 near the iron and another near a river to the SE) before the ICS really gets started. And 5 more settlers is a lot and I hope aren't tying up a bunch of our core towns. Don't we have markets, libraries, and 'ducts to build? And GS's for TNT? What is Simpleton, the capitol, our best city doing now?
 
Simpleton is currently (as it has almost always been doing) buildin settlers. It can change thouhg. I'd recommend getting this settler out and then start by building a market and then a library.

We aren't bunching our core, I don't think. We are mainly going by Beorn's old dot map in the City planning thread.
 
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