Department of Turnplay

Tubby Rower said:
Turn 20:
- Move Peapants south
- :sleep:
- save, send, post

:sleep: ? :sleep: ?!? :sleep: !!!

Now listen here. Some of us technologically illiterate types don't know how to play and post and are forced to live vicariously through you Civants.

:sleep: !!! Now listen here, you get your MMing, number-crunching butt in gear and start posting pictures, statistics, wild speculations.

Some of us out here are so excited about the burgeoning settler factory we could :vomit:

I need SOMETHING to prevent that.

Hop to it!

KB
 
Really, that is all that is going on this turn. No MMing, no adjusting the lux or sci slider. Nothing. Just moving Peapants. The only thing that MIGHT happen this turn is sight of hostile borders. I doubt that is going to happen since we probably have to go all of the way to the south pole for that one.

Settlers will start coming next turn. Trust me.
 
What do we want to build out of Dunderhead? Military or workers?
 
In SP game we could afford to pop workers but our settlers are going to need escorts and we can't afford someone rushing us.

I would say military in Dunderhead. Third city should be workers. Most important the settler pump is up and running.
 
Yep, that's what I had in mind too... second city to pop the hut and make escorts, third to make workers. They can share the FP for optimal performance.
 
The save is available if someone could play it.

In other news,
Dunderhead -> military
Oafopolis?? -> workers
 
My understanding was Dunderhead build military (we will need those escorts) and the 3rd city - I'm proposign Vapidvale as the name - will make workers, the Flood Plains will help that along.
 
classic was trying to be funny and use all of the teams' names in his message.

We are currently on turn 20 (Well if you count 4000BC as turn 1). We are the last team to play each turn. That is why in most of the sent saves to D'nuts the subject is turn XX complete. So that confusion is avoided.
 
Yes it was a "Todo list", sorry for the confusion. So if anyone can take it then go ahead. I can't play until later this afternoon.
 
Should we send Avg. Joe as the escort to Dunderhead? They will be on the sharp end of the stick after all and more prone to sneak attack.
 
No I wouldn't. It will build one in 3-4 turns. I'd rather keep the lux slider as low as we can until we get IW.

@Dag, you really wasn't supposed to go to sleep... :lol:
 
I have small Dagghies ( :mischief: :mischief: :mischief: )to pic up from all over the place so that's why the delay. Not much to report as expected. Info attached. Tresuary is running -1 and maybe we should consider lowering research so we don't get the "we cannot longer support the granny in Simp'ton"-sign. That would be a major bummer.
Peapants has stumbled on a lot of dyes but I figure no one's eager to settle there.
No borders.
 

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Ok to do list for turn 21....
  1. move settler SE-SE
  2. MM Simpleton to work cow, wheat, forest, & BG (north of river)
  3. move Peapants SE to mountain
  4. check for happiness @ end of turn (you should be able to turn it down and increase beakers)
 
How much gold do we have? If we can wait till we pop the barb village we may have 25g coming.
 
yes. Currently we have 9G in the bank.
 
Running on a thread. Can we do it with a settler coming?
 
Yes. analysis below

Despot = 4 free units / town
2 warriors, worker & new settler = 4

settle Dunderhead in turn 24 (4 turns from now). (maybe 25G from hut)
3 turns for warrior production @ Dunderhead

2 gold left in bank when warrior arrives if GH doesn't give gold

The only maintenance that we are paying is the granary. in 9 turns we'll have
 
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