Department of Turnplay

I guess Daggie wants to get turn 67
 
Todo for turn 67 DAGGIE'S GOT IT

  • Diplo
    1. nothing
  • Overhead
    1. Simpleton to start another worker
    2. Polecat start a GS
    3. MM Simpleton to work cow, wheat, wines, & Bg north of river
    4. MM Dunderhead to get only 4 shields. All other citizens should be scientists.
    5. Notthefullshilling should have both citizens working a tile IF it doesn't effect happiness
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. workers SW of Dunderhead start roads
    3. new worker help out with road to the south
  • Other stuff
    1. southern settler & escort SouthWest to incense next turn will settle down
    2. northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs)
    3. Hairy headed back for upgrades
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
 
the turn's in but daggie said that he'd play later.
 
Todo for turn 68

  • Diplo
    1. if we get Mapmaking from MIA accept.
    2. nothing should happen that I know of.
  • MIcroManaging
    1. Dunderhead to start another worker
    2. Polecat start a GS
    3. MM Dunderhead to work wheat (take away from Ignoramus) & mined bg's (along river first) (+5 food)
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. new worker help out with road to the south
  • Other stuff
    1. southern settler settle Cyprus Creek on incense
    2. escort fortify
    3. northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs)
    4. Hairy headed back for upgrades
    5. vet GS in Ignoramus go kill the horse near polecat
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
 
PLEASE people stop improving around Dunderhead and Simpleton!! Any work here is wasted until the time comes that the worker and settler pumps are turned off.

Todo for turn 69

  • Diplo
    1. nothing
  • Overhead
    1. Simpleton to start another worker
    2. MM Simpleton to work cow, wheat, wines, & Bg north of river
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. you might be able to finish the road with the worker that's standing 1 N of the mountain, then other workers can move onto the mountain.
    3. workers SW of Dunderhead to help with Luxury road
    4. new worker help out with road to the south
  • Other stuff
    1. northern settler & escort SW to new city location (DO NOT break up the hut... settling the city will do that so that we don't get barbs)
    2. Hairy headed back for upgrades
    3. vet warrion between Effing Whomping Rower and Cyprus Creek should head back for an upgrade
    4. warrior in Dunderhead should go NE-NE-E (head to Ignoramus for MP)
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
 
Tubby said:
PLEASE people stop improving around Dunderhead and Simpleton!! Any work here is wasted until the time comes that the worker and settler pumps are turned off.
Correct me if I'm wrong Tubby, but isn't it ok to work tiles that can be used by S-ton/D-head as well as nearby cities, like the D-head/Igno wheat? I think that should be ok since we don't have to have S-ton or D-head citizens on those tiles. I opened the save for turn 68 and there's not one single worker improving tiles that can be reached only by Simpleton or Dunderhead. What am I missing here?
 
I saw that there was a worker on the FP wheat that D'head is ( and will be) working. It was there also last turn. I didn't intend to single anyone out, but just wanted everyone playing to notice that any of the eight tiles that are currently being worked and tiles that can only be reached by D'head and S'ton should not be worked. If you can't find anything for them to do then send the south to help road or west to start roading to the furs.

Again I'm sorry if anyone was offended, but we have some extreme MM'ers here (more stringent than me) and I know that it rubs some the wrong way when just one worker turn is wasted unneccesarily. Just trying to make things more effecient.....
 
No probs Tubby, "extreme" mm'ing is a big contributor to our current success and should be encouraged. Maybe the instruction was not strict enough to put this un-extreme mm'er on track :) . I just remembered one honorable Kisser asking why the heck the fp wheat wasn't irrigated so i thought it might be time to take care of that. I also saw it as a way of speeding up Ignoramus growth by temporarily taking it over from D-head when we see fit. I guess Whomp will have to tell Lovely Holly to go do something else when she's finished. Maybe you could've restricted the plea to be about the one single tile concerned, but no big deal really.
 
Daghdha said:
"extreme" mm'ing is a big contributor to our current success and should be encouraged

"Extreme MMing," somehow I have visions of a show on ESPN 7 or some such with 'hot, beaker-counting action,' and 'F11-ing to the MAX.'

Sorry, we're visting our inlaws for a week. The mind is turning in on itself...
 
Kickin' my booti said:
"Extreme MMing," somehow I have visions of a show on ESPN 7 or some such with 'hot, beaker-counting action,' and 'F11-ing to the MAX.'

Sorry, we're visting our inlaws for a week. The mind is turning in on itself...
Booti you slay me. I'm laughing so hard I'm crying.
Visualize me this way....:cry: :rotfl:
da-da-da....da-da-da next on Outside the lines...managing corruption outside the core.
 
Oh, come on. Who wouldn't want to spend a weekend afternoon watching people compete to see who can most accurately predict battle outcomes...
 
IroquoisPlisken said:
Oh, come on. Who wouldn't want to spend a weekend afternoon watching people compete to see who can most accurately predict battle outcomes...
:lol: Funny you should mention that IP. Fe333au thinks we should bet gold pieces on battle outcomes on the other continent. :crazyeye:
 
I'm seeing a real problem with lack of MP fouling up our happiness and thus our research. Igno looks like it needs 1 MP at a minimum so we could then use one citizen as a scientist and get Repub down to 14. Polecat could use some workers to mine the BG's.
 
I have the save.
 
Todo for turn 70

  • Diplo
    1. TNT will probably send Writing again without being accepted... just hit exit unless something has been decided.
  • Overhead
    1. Dunderhead to start another worker
    2. Jesterton start on GS
    3. MM Dunderhead to work wheat, & 3 roaded bgs (2 by the river)
    4. MM Ignoramus to work roaded Flood plains and all mined grass NE,E,SE and 2NW
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. workers on mountain help road (ok to join in)
    3. worker N of Dunderhead & worker N of mountain keep moving to help with the Luxury road.
    4. new worker move south to help out with road to the south
  • Other stuff
    1. northern settler settle Frozen Lake near furs -> start worker
    2. GS at frozen Lake to go off to barb hunting
    3. Hairy move to Polecat (on the way to Ignoarmus)
    4. wounded GS fortify to heal (or move back to Polecat for healing)
    5. Grunt head to Ignoramus for MP ( fortify - do not upgrade!)
    6. Vet warrior by cyprus creek move E to move back towards homeland
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go

caveat: The plains around Ignoramus might could be mined since there are some floodplains to offset the loss of food.
 
TNT will probably send Writing again without being accepted... just hit exit unless something has been decided.
You will not see any "Exit" option. You can click "send" i.e. We do not accept you offer, or "Accept" i.e. Yes please, math would be fine. Just don't put anything from the right side column, our side, on the table.
 

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Oh I'm sorry. press Clear Table at the bottom then Exit will replace Send as an option. Or we can accept their offer and hope they accept :D. Choice is up to the turnplayer
 
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