Department of Turnplay

We could have our two FP-wheat towns switch settler duties. While city A builds a couple of settlers, the other builds market and lib, then vice versa.
 
Wow - the discussion picked up a bit - I like it!

@Tubby, I will check out the city naming thread. Especially if I have to name any new cities... coming up with creative names for towns and units is not my strongest suit...

On corruption, I didn't really check it overall, except to note that it shaved a turn off the research cycle. I went through each of our cities, trying to balance production. Once I reached a nice shield multiple I focused on gold... working as many river tiles as possible.

I am a little concerned that I hired a tax collector where I should have hired a Scientist... I fear one of our Scientist will become half of a settler next turn... We are theoretically in reach of getting Engineering in 2, but we can't afford the defecit research to get there.

I think settlers and workers are the order of business for the short- to intermediate term in Simpleton. We need some more terrain improvements there before we start building stuff.

@Grahamiam: :salute: With all due respect, Simpleton is not currently our "best" city. It is WAY long on food, a bit short on shields. Dunderhead has powerhouse potential (just completed a Library), as well as Polecat (FP).

...and don't think I'm getting too ICS'ish just yet. There are still some good lands to the west and the east to be claimed. Have a look at the map I posted in the war plannign thread. Add another town on the east coast... plains tile next to a river... CxxC from our eastern-most town... add that to the dots on my current map, and you'll see where I'm headed...

and another @Grahamiam: Why don't you play a turn sometime soon?!? I'm sure you'll see some things I don't.
 
Log for turn 105:

Mullet-head shows up again... 'accepting' the tech I thought I had sent him last turn. I hit 'accept', and he's on his way.

Simpleton Settler>
Ignoramus Settler>Catapult
Jesterton Gallic Sword>Galley
Cretinograph Barracks>Spear?

The settler builds took us back to Engineering in 3. Hire a scientist in Idiote, change a tax collector to a scientist somewhere else, MM Ignoramus, and we're back to Engineering in 2 at +6gpt.

City Actions:
MM Ignoramus for food. 10spt net, Cat in 2. This is a really close research cycle. Putting that citizen back on the unroaded forest puts the city at 10.11.0, and sets the Engineering cycle back to 3 turns. Putting it on the roaded/mined riverside tile takes it to 12.13.0.

Notthefullshilling is pop6 and has +5fpt without the harbor. Swap from harbor in 4 to acqueduct in 2.

MM Dunderhead for food and gold (affects research cycle).

Short rush the Harbor build in Frozen Lake with an Archer for 28g.

Short rush the Harbor in Devil's soul with a worker for 12g.

Worker Actions:
Jive Talker heads south.
Ginger roads a BG outside Dunderhead.
"Worker" at Cretinograph Irrigates.
Own and Smart Guy arrive at SenilityVille.
Scruffy starts chopping Banana jungle at Cyprus Creek.
RegentMan heads south.
KC starts a jungle chop at EWR.
Daghda mines a hill at NotTheFullShilling.
DeeDee heads for Idiote.

Settler from Simpleton heads generally southwest...towards the wine/river site on the west coast.
Settler from Ignoramus heads south, to settle 1SW of the iron near Polecat.

'nuts and TNT are still in Anarchy.

Check this out!

Talk about close... that Gallic Sword I built where someone had queue'd up a Galley?!?! The latest F3 shows we are now average to MIA. Oh yeah, and we're number one in GNP per F11.
 
hmm.. interesting. With the calculation for the military strength you can still be too weak to take on an average opponent.
 
Tubby Rower said:
hmm.. interesting. With the calculation for the military strength you can still be too weak to take on an average opponent.
Well... first off you've got to realize it's a measure of relative strength, and this measure favors attack power over defensive power. My guess is that they're hoplite-heavy down south... and that it takes a couple of hoppies to equal a Gallic Sword in the calculations.

"Corporal Punishment" (as I like to call the military advisor) also weighs the entire military of the two civs in question, ignoring altogether the proportion that can practically be applied towards an invasion.

...and in a game with human opponents I will be reluctant to 'empty the core' as I would in a game against the AI....

I also think this game is nip-and-tuck right now between us and MIA. We'll need to use our resources wisely, and we'll need to employ better tactics when the time comes to fight...
 
There is no libraries currently being built. D'head is our only one. I'd suggest to whoever (Gozpel, scout, slinger, bugsy) that takes it looks at trying to start building a library in one of our more commerce loaded cities.
 
Tubby Rower said:
There is no libraries currently being built. D'head is our only one. I'd suggest to whoever (Gozpel, scout, slinger, bugsy) that takes it looks at trying to start building a library in one of our more commerce loaded cities.
I concur. Now that the FP is finished, we could probably stand to build some infrastructure in Polecat. Since we can build units in Dunderhead, we could probably build units there and build some infrastructure in another productive town.

I think our Capitol needs some worker turns before we start infrastructure builds there... it's way long on food, and a bit short on shields. There is another town SE of there that has some floodplain and food bonus that is WAY long on food.

I would also like to look at slowing down research after Engineering. We could do some short rushing here and there to speed some infrastructure builds along. That's just an idea...as I'll need to play with the sliders and specialists a bit to see what sort of gold we can generate.
 
Cross-posted in the other turn tracking thread...something that resembles a log for turn 106:

Spoiler :
Okay... here we go for turn 106

Idiote Harbor>Aqueduct

Scroll through the cities... swap SKWTD to a Market
Swap Knucklehead to a Courthouse... because I'm about to start a forest chop I don't want to dump into a catapult, and this town has real potential.
Crackhead swap from Harbor to Library.

Worker SirBugsy, Slinger, and J. Walker move to chop Jungle at Cyprus Creek.
SmartGuy and Own start chopping Jungle at SenilityVille.
DeeDee starts irrigating at Idiote.

Move a settler to the Iron Hill outside Polecat. Another Settler moves near SKWTD.

Wake Peapants and take him off the mountain at Seniltyville.

Move Grinder NE, to shoot the gap between Flaxon Musk and ChuckNorrisville.

F3 check: 'nuts and TNT are still in Anarchy.

F8 check shows TNT leads culture.. MIA has a slight edge on us in land area and population.

We are now #2 in GNP again.

Let's see... we're at 13g+9gpt, Engineering due next turn. MM the cities... Swap a tile between Dunderhead and Ignoramus so that dunderhead will grow next turn (It will also equip a settler next turn). MM some other stuff for growth and gold.

We need to take a serious look at Notthefullshilling. At size 6, with no harbor, this town is putting 7gpt into the treasury, 10 beakers to science, working 4 coastal tiles... and its only improvement is a temple. And with all that, it's 3 long on food with an aqueduct next turn. Commerce Powerhouse potential.

On the other side of the empire is Knucklehead. At size 2 it's producing 2 spt, 2gpt to treasury, and 3gpt to science. Its one improvement is a rax.

get us to +11gpt, and we're #1 in GNP again.

Oh yeah - we've got 2 settlers on the ground, and 4 in the queue.

At the tail end of the turn, a barb galley comes after one of our curraughs outside Frozen Lake.
 
...and for turn 107:

Spoiler :
Log for Turn 107:

Engineering comes in. We can get Feudalism in 6 at the current rate... but I decide to back off so we can get some gold for short rushing. Taking it back to 50% still gets it in 6 and +26gpt. 40% (+55gpt) gets it in 8. Queue set to Invention through Feudalism.

Per the Treaty with 'nuts, I dial 'em up and give them Engineering.

Builds:
Dunderhead Settler>Gallic Sword. (Is everybody's City view nerfed during this part of the turn?)
Notthefullshilling Aqueduct>Worker

Build order change: Swap Knucklehead from Court to Granary.

The unit support and population loss cuts us back to +49gpt.

Unit moves:
Settler outside Polecat is renamed "Settle Here", and moved to the spot SW of the Iron hill that I want to make a town.

Dunderhead's Settler moves to Village d'Idiota, eventually (I hope) to set up a town to support our front... 3S of Cretinograph.

Bede's Boat sails north. A Barbarian Galley is near our other boat.

Grinder trespasses in MIA territory between Flaxon Musk and Chuck Norrisville.

MM Dunderhead for gold and growth, +52gpt, Feud in 8.

MM Devil's soul for an extra shield, slows growth by 1 turn but cuts harbor build in half. We need some help there.

Seeing that we'll lose a scientist when Polecat completes its settler, I hire another in Frozen Lake; MM some other cities... Feudalism in 7, +48gpt.

Worker moves: Lenny roads a forest that Dunderhead is using. Grandma Harriet organizes a forest chop at SKWTD. Grasshoppah mines a BG at Simpleton. George Best roads a grape at Frozen Lake. FizzleWizzle joins a BG mining party at Devil's Soul. G-man organizes a forest chop at Knucklehead. Sir Bugsy, Slinger, and J Walker work on a jungle chop at Cyprus Creek. Smart moves to road a tile at Devil's Soul. Bootsy moves to a BG that our next town will claim.

F3: 'nuts are now a Republic, as is TNT. And we're #2 in GNP (as well as every other stat that matters to me). I'll take that for the moment, but we need to work on it. I suspect MIA is #1.

F6: We are technologically advanced! (too bad the advisor is an idiot...) Do a diplo check to see where we are. TNT is down Monarchy and Engineering. As is MIA. Hey team - we had a 'monopoly' on Engineering there for a minute.

F11: We're #2 in GNP (again)... but the other continent is out of Anarchy. Athens is SHRINKING. MIA must be doing somethink kooky with specialists... as that town has 3 irrigated floodplain tiles...one with a wheat.

Due next turn:
Settler in Polecat (FP City - needs infrastructure bad)
Settler in Gilfach (has a rax)
Trebuchet in Ignoramus (can crank one out every other turn...but might be time to peel a worker there next.
Galley in Jesterton.

The very last move I make is with one of our Curraughs. We've got a barb galley at Frozen Lake that I cannot outrun. I'm tempted to simply retreat to the city...but a Curraugh does us little good there. If I fortify it there is a chance that I'll lose the boat... but it might also sink the barb... decisions, decisions. I'd rather take my chances with a Curraugh than Galley full of troops. One south an fortify. Fingers crossed...

Just as the game saves and exits, the barb galley attacks our Curraugh... which sinks the barb and promotes!
 
...and here's 108:
Spoiler :
Log for Turn 108:

Ignoramus Trebuchet> Trebuchet (3)
Jesteron Galley>Galley (3)
Polecat Settler>Gallic Sword I wanted to build a Market (FP City, has rax and FP) but this town needs some worker turns before starting infrastructure. There are some forests we could chop.
Gilfach Settler> Gallic Sword

Start turn at 72g+39gpt, Feudalism in 6.

MM Ignoramus for gold, was 18.8.0 now 21.9.0.
Note that Notthefullshilling doesn't have a granary. Swap worker to Market. It costs a few gold, but I MM for shields. Market in 16. (I later undo this...)
MM Gilfach for growth.
Irrigation complete at Cretinograph, hire a scientist . Doesn't affect shields, and it will still grow next turn.
Tileswap SKWTD and Gilfach to shave a turn off the Market build in SKWTD (due in 8 w/ forest chop due in 3).

In an effort to speed the pace of settlement... (and put a town the in the land MIA wants us to cede in a treaty) I swap Crackhead's Library to a Galley, and spend 68g to finish it.

Worker moves: Bootsy roads a riverside BG near a town I'll settle this turn. Lovely Holly mines a BG at Crackhead. Ginger mines a BG at Dunderhead. Bede organizes a forest chop at Village d'Idiota. Smart roads a plains at Devil's Soul. Jive Talker roads a Jungle tile south of the spot where I plan to put a settler next turn.

Settler at Polecat heads to Crackhead. Settler at Cretinograph heads SW, S, S. Will be in position to settle bananas S of Cretinograph after next turn, settle the turn after. Settler #1 at Gilfach is renamed "Settle Here", goes W, NW to settle riverside site 3 SW of Knucklehead. Settler #2 at Gilfach goes S, S, W towards a site 3 SW of Gilfach. Will arrive next turn, settle the turn after. DuMass founded near Iron S of Polecat. Queue up a Trebuchet.

Military Unit moves: Trebuchet from Ignoramus SW. Grinder moves north out of MIA territory. Galley sails west out of Jesterton. Bede's Boat sails north. A.R.S.E. Igor's Hope (Curraugh) heads toward Devil's Soul.

F2 check: We can trade with either civ on the other continent. Mapcheck shows a harbor at Crunch. We have surplus dyes and spices.

F3 check: Still average to MIA and 'nuts, strong to TNT. Or military is costing us 68gpt.

F11 Check: still #2 in most categories. #3 in Approval, #3 in Land Area 4 in Military Service. Athens is still shrinking.

Diplo Check: We're still up Engineering and Monarchy to TNT and MIA.

End the turn at 4g, +50gpt, Feudalism in 6. Fiddle with the cities and get it to +53. Take research from 40% to 30%... Feudalism in 8... and try to get back one of those turns with specialists... at the cost of slowing a little growth , I get us to +68gpt and Feudalism in 7. We can't rush and short-rush if we don't have cash... and we don't need feudalism as badly as we need to get into some short rushing infrastructure to maximize our GA.

Just as I hit save, a forest chop went into the Granary build at Knucklehead. Granary now due in 13.

 
...and here's 109:

Spoiler :
Log for Turn 109:

Simpleton Settler>Settler
Crackhead Galley>Worker

F1: Start the turn at 72g +61gpt, Feudalism in 7. :hmm: I thought that was where I left off... Hire a scientist in Frozen lake...takes us back to Feudalism in 6.

F2: We can trade with all but TNT.

F3 Barb warning at Senilityville. This just in: We are "strong" to 'nuts. :hmm: Still strong to TNT, Average to MIA.

Wake up some Gallics and send them to play whack-a-barb...but can't find them.

Settler stuph:

Paradise Hotel founded. Starts a Trebuchet. Settler re-named "Settle Here" and moved to the tile S-S-SE of Paradise Hotel. Settler re-named "Settle Here" and moved to the tile 3 S of Cretinograph. Settler out of Simpleton heads SW. Load a settler into the galley at Crackhead.

Worker moves:
Pliskenator moves to help mine iron at Devil's Soul. Worker at Cretinograph roads an irrigated tile.

Unit Moves: Move a trebuchet towards Village d'Idiota. Peapants to a mountain, Grinder to spices. Galley moves westwardly... while the curraughs head for Devil's Soul. Galley w/ settler is christened "Fool's Errand", and moves our settler around the cape of Crackhead.

City stuff:

The city we founded let me fire the scientist in Frozen Lake. MM Devil's soul for growth, a BG got mined IBT. MM Paradise Hotel to pick up a shilling.

Swap Ignoramus to Granary. It's size 8, but we need a worker pump.

Rushing a spear in Polecat will cost 44g. In Notthefullshilling it's 48g. In Devil's Soul it's 12g. Rushing a horse in Knucklehead will cost 24g.

I decide short rushing in Notthefullshilling is a priority. Brother Bede would LOVE the potential of this town. Knock 3 turns off the market build. Market due in 20, growth in 13. I would love to have that market built before the city grows. Short rush with a horse in Knucklehead, granary in 10. Our worker G-man will contribute some turns with a forest chop... so that may be the last short rush needed there. Worker Grandma Harriet will contribute a forest chop to SKWTD in 2 more turns... which will help.

Amazing... hiring the taxman in Frozen Lake pushed Feudalism back to 7 turns. We need a corruption expert in here... because these towns that are away from our core may actually be producing something. Or maybe it's the bonus commerce from the lux... with the citizen on the furs... the town puts one lousy shilling to the kitty, and one to the beakers. Am I nuts, or have I cut this research cycle to a single gold piece? That sounds like something Bede would do... Putting the citizen back on the furs brings us back to Feudalism in 6. Putting the other citizen on the wines that got roaded IBT nets us another shilling. I am really glad I queue'd up a Granary in Knucklehead.

@Team: I am going to put some troops on The Other Continent. Because I am most certainly NOT Bede... and I need to whack something to feel like I'm earning my keep. :crazyeye:

I wish I had checked this at the beginning of the turn...but F11 shows we are now #1 in Land Area, and #2 in most other categories.

We finish the turn flat a$$ broke, but we're making a cool +70gpt.

Oh yeah - and I've got the logistics set up so that our first to Gallic Scouts will arrive on The Other Continent turn after next. ...with "more to follow". :devil:

Note to our Doughnut Emissary: We can trade Dyes or Spices to 'nuts. Let's see if we can get some worker out of 'em.

We're still up Engineering and Monarchy to both TNT and MIA.

Just as I went to save, forest chops completed at SKWTD and Knucklehead. The market in SKWTD went to 6... our granary build in Knucklehead went to 7... I think.

anyway...saved and sent to the 'nutters...as I contemplate a more vexing question...is anybody reading this crap?!?!?
 
I contemplate a more vexing question...is anybody reading this crap?!?!?
Yes, every single turn, BUT... If you look at the very first post by Whomp in the turnplay log pinned at the top of the page, it says, "Turnplay only in this thread." Since that thread isn't for discussions, I guess we've all gotten into the habit of not commenting directly after any log...this thread included.

I suppose if anyone had any suggestions or criticisms, they'd go in one of the other threads, but you aren't being ignored. :D
 
He77 Yeah! I'm reading and I like what I see :goodjob:. It's just that I'm not qualified to comment on the MM'ing, but it sounds funky :pimp:.
Edit: That was a funny smiley mis-type
@gma// I think this one is good for comments, but the Turnplay Log should be kept "clean". At least that's how I use it (or used it way back when I was doing turns :D)
 
I'm reading it too Scout. :D I will send a message to Donut about trading some workers for lux. How many should we request and for how long?
 
Whomp said:
I will send a message to Donut about trading some workers for lux. How many should we request and for how long?

I assume the 'how long' part was for our shipping of lux, or are we 'borrowing' slaves for a peiod of time as well?

Which leads to another question, if we get a sizable number from different groups, can we send them back at a time of our choosing to mess up their unit support?
 
Thanks for letting me know I wasn't typing to myself.

Kickbooti said:
Which leads to another question, if we get a sizable number from different groups, can we send them back at a time of our choosing to mess up their unit support?
That's an interesting idea... :mischief:

As for trading lux to 'nuts... let's just make sure we get something of value. I have no idea what would be 'fair' for a lux... but we should probably start with spices, just to be sure MIA doesn't plant a colony and and send spice to 'nuts.
 
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