Department of Turnplay

They are still in good position to spread out if MIA does follow through. If they don't then they are also on their way to the south.
 
Well that will suck if we have to wait 22, now 21 turns. Looks like some diplo guys will have to commence talks with MIA THIS turn. Hopefully they will break the treaty :fingers crossed:!
I would suggest continued GS builds, training elites, and get some markets up in 1-2 cities at a time to take advantage of the lux and pop builds.
How about that wonder build after FP comes in?
 
Wonder build after FP sounds good to me... IMO, we could almost ditch the FP and use it as a pre-build for a wonder.
 
barbslinger said:
Well that will suck if we have to wait 22, now 21 turns. Looks like some diplo guys will have to commence talks with MIA THIS turn. Hopefully they will break the treaty :fingers crossed:!
I would suggest continued GS builds, training elites, and get some markets up in 1-2 cities at a time to take advantage of the lux and pop builds.
How about that wonder build after FP comes in?
Some diplo guys are soon to tell MIA that we consider the peace deal expired after the deal for Rep. :) . I think maybe I'm with Tubby on Polecat..:hmm:. If we build the Pyramids there...
 
Since Fe is MIA...:mischief:...does anyone have Peter Grimes or Chamnix' IM addy? I have Classical's.
 
Todo for turn 84

  • Diplo
    1. send Republic to MIA but DO NOT ACCEPT
  • Micromanagement
    1. Go to big picture upon discovering Republic
    2. go to the F1 screen and revolt there. Check all of the cities for happiness before exiting (you might have to change some citizens to taxmen and/or clowns)
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    2. some workers could start chopping near D-head
    3. FOR LUXURY ROAD: roading where workers stand if available
  • Other stuff
    1. move new settler along the road south of Dunderhead
    2. old settler settle Idiote
    3. find MIA warrior with GS near Gilfach (I think that he went to the west)
    4. move the curraphs around.
    5. find the barb camp with GS & two warriors near Cyprus creek.
  • Other MM
    1. check for happiness @ end of turn
    2. Science at 0%
    3. get relative strength via F3 for MIA
    4. press enter and then select "Save & Exit"
 
I took it and I played. Nothing dramatic besides:
:band:WE'RE FINALLY IN ANARCHY!!!:band:
We also have wines :beer:/furs :snowcool:/spices :bounce:/dyes :rudolf: and incense :smoke: hooked up.
No fighting took place and no Barbies was discovered. My decision to road the 2:d fur/dye/spice can be questioned, but I figure that they can be used as chips in trading and that the hooking up ought to be done before the GS hits the Hoppie down south. As soon as the lux-roading is finished, workers can return up north.
Since we don't know how far MIA is from entering MA, we should cover those stacks of workers asap. MIA may have traded construction from TNT (see post in General Musings) so the Barb horses could show up really soon.
 
Todo for turn 85

  • Diplo
    1. accept MIA techs, but note what is there
  • Micromanagement
    1. Switch to a glorious Republic
    2. MM every city. (no joke) 8, 10, 14 spt is what we are looking for (anything below that just get as high as possible)
    3. Dunderhead and Ignoramus should have 10 shields per turn (at least)
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    2. some workers could start chopping near D-head
  • Other stuff
    1. move new settler along to the roadded mountain south of river
    2. move the GS (The Collector) near Gilfach NE-N (we need covereage up here in case of a barb camp)
    3. move the curraphs around.
    4. find the barb camp with GS & two warriors near Cyprus creek.
    5. move GS to EWR
    6. move
  • Other MM
    1. check for happiness @ end of turn
    2. Science at 0%
    3. get relative strength via F3 for MIA
    4. press enter and then select "Save & Exit"
 
Save is in Gentlemen and Harriet. Now who gets the honor of opening up to reveal the inner workings of our southern neighbours? I suggest Chubby Oarsman who has supplied us other Idiots with his eeeexcellent ToDo's.
C'mon Tubby, you know you wanna do it...poly or not...trick or treat...peace or war...press "enter"...;)
 
OK.... I got it.
 
I don't know what happened... Chamnix took Republic off of the table and added his techs (minus Poly). What should I do? obviously they aren't concerned with getting Republic right away.
 
Sorry for the triple post, but I didn't know what to do, so I got out of the save. MIA doesn't have Republic our side of the table, but has MM, Lit, HBR, & Currency on their side.

I don't know whether to send Republic again or just clear the table and take their worker roading the spices. MM'ing the cities wasn't that bad. It did feel weird though with no city working either FP wheat. I can get almost +10 food out of Ignoramus. That's just insane in the membrane.

Ok. I'm off to Lowes. I have a project that I need to start working on.I'll be back later. I'll play later, but if someone else wants to, I'd like to at least be in contact with him/her for the MM. I'll be back later this afternoon.
 
If it's possible, I'd like to play this turn :salute:
You can contact with me via PM, because I don't have MSN yet... My option is to declare war now, take worker on spices, move GS's near EWR to mountain. Then we could raze two towns in two turns
 
No we don't want to do that Smart. They have not accepted republic yet and we wouldn't get their techs. Once they accept republic (and hopefully revolt) then we can start a war. See my PM to the admins in the MIA thread.
 
Sure... :blush:
But why they have cleared the table? It's a turn waste for both teams to send deal again :crazyeye:
If they don't want to trade, we can declare war, because they broke our first deal doing this :rolleyes:
 
Smart said:
But why they have cleared the table? It's a turn waste for both teams to send deal again :crazyeye:
They're delaying the war and trying to build as many Hoplites as possible in the meantime. Also, they want us to break the treaty, not them.

Edit: and getting MSN takes around 10 minuts including creating a hotmail account. ;)
 
Also, they want us to break the treaty, not them.
I think they have broken treaty, when they have cleared the table ;)

Let's hear Tubs thoughts, but the war is a chance now. MIA thinks, that we will wait 20 turns before war declaration. If we will declare now, they will be completely confused, and we may take few lightly defended towns.
Btw, we can sell Republic to TNT or Nuts, if we will declare war now
 
Yes we need to wait for Tubby and the admins.

I'm inclined to let Tubby play this particular save Smart if that's ok. It's a fairly complex set of turns that if anyone has a handle on the game, it's him. I would say let him play this one and follow on a subsequent save.
 
We'll await admins answer to Whomper's PM first. IMHO they have broken the treaty by not sending their techs when republic was discovered (as treaty says) and handed to them. How should proceed with the game mechanics on this particular turn is next question. After talking with Whomp I think we should just chip in Republic and take what techs there is (all but Poly) and then basically shut up about it...scilence...
Now they have rep. but do they dare to revolt when we stop talking to them?
What we should avoid is MIA selling it overseas before we do, therefore a quick not to Nuts and TNT would be in order, asking if they're interested in Rep.. Poly we can get as part of deal with Nuts. Maybe we even could make agreements before we post the save so we can include rep. this turn. That way Nuts and TNT would have it before MIA gets to play...?
 
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