Department of Turnplay

Dagwood's got the save.

Played it and it was quite uneventful. One note, we have now enough workers. If we complete the ones in progress we have 25. I suggest we turn on the settler pumps again until we have hooked up some luxes. An alternative would be to improve S-ton, get some mp there and have it build Pyramids. We have not much else to build without new techs.
 
After Simpleton finishes its worker, it'll start back up on settlers. Also IMO, new workers out of Dunderhead should go to join cities if no happiness issues are a problem.
 
imho, let one build settlers, and the other alternate between workers and settlers. join some workers in military/science towns as all the tiles get completed for a fast ramp-up in pop. magic shield-per-turn numbers are 5, 8, 10, 13/14. plus, I think we've settled or are going to settle soon all the nearby luxes, so, with a few exceptions, the additional settlers are adding new specialist towns (ie, high corruption towns that should build nothing but workers or weath, and be taxman/scientist if the pop allows it).
 
Dag, don't forget to send the save and post in the turn-tracker thread...
 
Totally on board with a pyramid build. Put in a temple 1st so we can max shield it with worry of having to move lux slider to accomadate it.
 
OMG gram I love the santa weasel
 
I don't know how the team feels, I have never played this type of game. I do think that once war starts we shouold have some modicum of continuation in play. I would suggest a minimum of 3 turns per warmonger.
 
I agree with the alcoholic. In fact I will go as far as to say that we should designate a warmonger (or a couple, if they know for a fact they can work together) that does all the warring until the mop-up phase has been reached.

You can exclude yours truely for this task by the way. I will breathe in their necks though ;)
 
some modicum of continuation in play

I guess I'm an idiot but just to clarify.... this means one player right? That's fine with me. I'm not a (good) warmonger. I take too many stupid risks.

maybe the department of Military can get some posts soon :devil:
 
Turns in.... I'll go ahead and play.
 
Crakie said:
I agree with the alcoholic.

Which one? There are many of us here to choose from.
pint.gif
 
Well Tubby and I will be in combat in two turns in our russian vs. cfc game.

I think that Grahamiam has the most pbem battle experience but the combat IMO is the same. A great warmonger is a great warmonger regardless....of the players I know have these skills Grahamiam, Sir Bugsy, Bede, Slinger and Gozpel would get my vote though I don't know Crakie or Niko's skills well enough to know.
 
Rik Meleet said:
lurker's comment: You have enough grumpy old men (and even a grumpy old woman) with plenty of war-experience on your team.
Surely he is not referring to Sir Grandma Harriet, The Chicken-Hearted. :hmm:
 
@gmaH, you don't know it yet but you are gaining quickly. You are not Bugsy and 'slinger class yet maybe, but that is truly rare air.

@Rik, one of these days this old dog will learn. For some reason this set of skills is proving difficult to acquire. :)
 
Todo for turn 71 OWN has it

  • Diplo
    1. if TNT offers math, press clear table and exit
    2. if MIA offers MapMaking, press Accept and exit
  • Micromanagement
    1. Dunderhead to start another worker (happiness issues right now if we start a settler)
    2. Seniltyville start another worker
    3. Ignoramus start another GS
    4. MM Dunderhead to get +5 food (work roaded tiles near river)
    5. Switch Polecat to Forbidden Palace
    6. move the citizen in SKWTD that's working the mined grass 2 NE of SKWTD to the mined grass by the river
  • Workers (it's ok for workers to join in on tasks)
    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 Dunderhead worker move to Polecat to start improving
    3. new Senilityville worker move SW to spices
  • Other stuff
    1. continue barb hunting with the GS in the west
    2. new GS out of Ignoramus move to take out barbs east of Polecat
    3. Move vet warrior in junge towards the workers
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go


I think that's it.
 
How many turns for the FP? Isn't more military what we need most of all right now. Our settling agenda is hampered by the lack of units, or do we gamble on more peaceful farming? If I were Greek I would seriously consider an offensive move with 10 new, weak Celt cities. I've got a feeling we need Igno for pumping some more steel...
 
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