Department of Turnplay

Whomp said:
Right but if we don't hit shift-d that turn we'd have to wait for another turn so it's a decision on the fly that someone will have to make.

Our charasmatic diplomats will need to step in.
I'm a bit confused. If the lux slider can't be changed at the end of a turn, is it even possible for our diplomats to negotiate using shift-d after seeing a border? or does that have to wait for the following turn as well? or are they 2 completely different issues? :confused:
 
The way that I understand it is that the message came up after enter was pressed. Once Peapants moves so where he can see a border, you will have to hit shift-d BEFORE you press enter. otherwise the opponent has a chance to make first contact. I'm not sure who will have the advantage, but the earlier we make contact the more we will know about what the other team is doing (a good thing).

Right now we can't contact the other teams until we have met in the game.
 
When you hit shift-d and see a border you don't need to see the opponents city, worker or military just the border. Meaning we would be stealth to them hence the advantage.

With that being said by doing this you you can open the diplomacy screen and have made contact. When they open their save they will see that. That's when the diplomacy starts. It will likely start by PM or email to discuss what we want before the next turn.
 
Turn 17 should be available sometime today:
  1. Worker can't move this turn since he just finished road
  2. Ave Joe back to Simpleton
  3. Peapants move due south
  4. Until further notice, Simpleton citizens should work cow, wheat, forest, and the rest should be put on BG's. 4-turn settler are being started this turn!!
  5. check happiness @ end of turn (should be able to lower it due to road on wines)
  6. bump up sci if you can without causing riots in Simpleton
 
Coffee in hand and I'm ready to play. Got it.
 
Tubby the gran is finished. What are the tiles? Cow, wheat, roaded BG and BG (or forest)?

We have 3 food in the box and will generate 6 fpt with the BG and 5 shield and 5fpt and 6spt with the forest.
 
Cow, wheat, forest & BG. They shouldn't have to be changed.
 
It should be a full granary & 3 on top of that correct?

This turn we want 6 shields per turn & 5 food per turn

EDIT:: there will be 3 food extra wasted after next turn, but there's not a whole lot we can do with that. It'll either be too much food or too much shields.
 
Since I might not be around when turn 18 comes around I thought that I'd go ahead & post this:
  1. Worker start mining the wines.
  2. Ave Joe back to Simpleton
  3. Peapants move due south
  4. Simpleton citizens should work cow, wheat, forest, and the BG north of river. (no changes this turn)
  5. check happiness @ end of turn
 
I got this turn....be back soon
 
Ok nothing to report...

worker started his mine
Ave. Joe is 1 tile away from Simpleton
Peapants moved south the reveal more jungle although there is another banana due south of his current location.

No more waste after this turn....

In turn 19 the citizens will need to be re-arranged to the cow, wheat, forest & 2 BGs
 
Everyone that plays please read:
==============================================
A note on Simpleton:
When pop 4 Simpleton should be producing 6 shields & 5 food
When pop 5 Simpleton should be producing 7 shields & 5 food

It will need to be MM'ed every turn after growth
==============================================

We could make it self-sustaining by mining those BG's. If 3 BG's are mined then it will be wasteful, but it won't need to be MM'ed every other turn.

This turn is a turn after growth so whoever plays it after Classic sends it to us will need to MM it.
 
Ok, turn 19 is available.
  1. MM Simpleton to work cow, wheat, forest, & 2 BG's (7 spt & 5 fpt)
  2. moce Ave Joe to Simpleton & fortify.
  3. move Peapants due south through the jungle
  4. adjust sliders for happiness & max research.
 
Can anyone pick up the save? Otherwise I'm sure Tubby can later.
 
I'll take it and follow instructions as above.
 
So Dunderhead founded on turn 26? I think I have my math right.

What is the worker bee doing after he is finished with the wine? Should her road to Dunderhead?

(Repeat of post misplaced in the turnlog)
 
The way I figure it, it'll be turn 24.
turn 20: (next turn) zzz
Turn 21 : settler available moves SE-SE
turn 22: S
turn 23: S
turn 24: settle Dunderhead.
turn 25: settler #2 out & moves SE-E
turn 26: settler #2 E
turn 27: settler #2 SE
turn 28: plant city #2 (name still being debated)

As far as the worker. I think that the BG's need to be roaded. Especially the one north of the river. It'll get worked every turn. The other Bg will only get worked half of the time. I think that Dunderhead's development is pretty important, but I don't know if it is more important than roading around Simpleton. We would also be bypassing a few tiles without improving them which in itself is a waste.
 
Turn 20:
- Move Peapants south
- :sleep:
- save, send, post
 
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