Department of Turnplay

They do NOT have republic. They cleared the table. The way it was sent, they had to add theirs and then we had to accept it.

I'm playing the turn now (with the help of Pentium, B, IroP, & WHomp on MSN)
 
lurker's comment: Without having looked in MIA's forum; I think this not accepting Republic has to do with unfamiliarity with diplomacy and trading in PBEM than with sneaky tactics. I remember Bede and Beorn messing up the save because of unfamiliarity.

Have you contacted MIA's turnplayer to ask how it was done and whether that was intentional ?

EDIT: The reason MIA didn't accept The Republic is because Team KISS never send it !! :lol:
 
Rik--It was very clear from Daghdha's conversation with Fe3333au that they had no intention of sending poly. That breaks the treaty. We will simply send it back with republic "unaccepted". If they include poly with the 4 other techs next turn then the deal would be considered vaild.
 
Here is the power graph for turn 85. Mia has risen in score 10 points each of the last 3 turns

 
Todo for turn 86

  • Diplo
    1. accept MIA techs, but note what is there
  • Micromanagement
    1. Switch to a glorious Republic
    2. take one of the warriors and move it to Dunderhead. disband it. the GS should be now in 1 turn.
    3. If D'head is not 1 turn away from GS then, disband the other in the same fashion
    4. If D'head is 1 turn away from GS then, send the other warrior to Jesterton
    5. move Ignoramus citizen from unimproved FP to roaded, irrigated FP (10spt, +3fpt)
  • Workers (it's ok for workers to join in on tasks)
    1. move workers near Frozen Lake SE
    2. some workers are on the way back from the jungle, continue to move them back to the core
    3. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    4. move a worker to Polecat to join to bring it up to 7 pop
  • Other stuff
    1. move settler to where the catapult is.
    2. move the GS (The Collector) near Gilfach E-E (protect that worker from the barb)
    3. move the curraphs around.
    4. find the barb camp two warriors near Cyprus creek. (north warrior move NW to track MIA warrior)
    5. some GS are covering for barb camps
    6. vet warrior on lux road back to barracks city for upgrade
    7. reg warriors can be disbanded ONLY when in a city that can use 2 shields
  • 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"
 
The turn is in and I'd like to know what is in the deal. But I'm better this week, so that means that I'm at work and can't access [c3c]. Could someone open it and see if the war drums need to be pulled back out (ie: less than 5 techs on MIA's side)?
 
remember no declaration if all of the techs are there.
 
Todo for turn 87

  • Diplo
    1. none
  • Micromanagement
    1. D'head to start a horseman (see below for why)
    2. move warrior 2 SE of Jesterton (central to 3 cities for disbanding when needed)
    3. MM SKWTD to maximize food while still getting a GS next turn
  • Workers (it's ok for workers to join in on tasks)
    1. road with workers near Frozen Lake
    2. some workers are on the way back from the jungle, continue to move them back to the core
    3. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    4. move a worker to Polecat to join to bring it up to 7 pop
  • Other stuff
    1. settler to settle Cretinograph
    2. take out barb with the GS (The Collector) near Gilfach
    3. new GS (please rename) out of Dunderhead move to furs road to find barb camp up there.
    4. move the curraphs around.
    5. move warrior W of Cyprus creek 1 S (or to wines if blocked) to reveal barb camp
    6. some GS are covering for barb camps
    7. vet warrior on lux road back to Dunderhead for upgrade
    8. reg warriors can be disbanded ONLY when in a city that can use 2 shields
  • 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"

We don't have much time before TNT discovers Construction. MIA is planning on a trade and prolly hasn't researched any on it. But once either we or MIA get Construction a bunch of horses will threaten our workers. :( We NEED to find the barb camp west of Cyprus Creek and the other one west of Jesterton.

We are 3rd in gold at 162. I wonder who else besides MIA is hording gold

How much is it to rush 10 shields. is it 40 gold? I'm thinking that we could short rush GS and get them in 3 turns instead of 4 in D'head and I'mus.
Spoiler short rush plan :

start a horseman on turn 0 (0 shields in bucket)
turn 1 normal production (10 shields in bucket)
rush horseman on turn 2 then switch to GS (20 production + 10 rushed = 30 shields in bucket)
turn 3 GS jumps out and says oogie boogie (go back to turn 0)
D'head and I'mus are 2 turns out of sequence with each other so we could try it with I'mus next turn. Next turn I'mus will be on turn 2 and d'head will be on turn 0 in the above scenario. We're netting 46 gpt right now so we ought to be able to do this during the entire 20-turn (now 17) peace with MIA. That's 12 GS just out of those two cities :D .
 
Smart has this save. just in case it comes in before he can post.

btw, if he doesn't play before 6 hours before it's due (without notice that he really has it), it's back up for grabs.
 
no rush you have 18 hours after we receive it before it's up for grabs. If you can't play until the 20th hour, then let us know. Just make sure you either play or post in the turn tracker that we need an extension.
 
Tubby said:
move workers near Frozen Lake SE
I suppose you mean J.Walker, Sir Bugsy and Slinger, and I'm wondering what the plan is for these guys? I posted a proposed roading plan HERE after checking with BeF's dotmap. ATM they're standing on the red dot and according to the ToDo should be moved before roading.
 
I don't think that it matters that much whether or not we road a 5th wine other than the commerce bonus when that city is founded. I realize that it'll waste the worker's turns right now, but it'll also save a settler turn to get that city settled (at least 3 settlers from now).

EDIT:: now I see what you were talking about. They needed to road instead of move. The todo has been changed tanks, dagh. copy & paste will kill you everytime :blush:
 
nvrmind.... I 'm too impatient :blush:
 
I have a question. Do we want to build markets in D'head & I'mus?

it'll take 10 turns unless we rush it we'll have 10 GS next turn and a few more coming right after that. 10 turns = ~3 GS per city. so that's approximately 6 GS that we'd be giving up.

I think that it could be worth it to go ahead and get them. ALso we could rush them along the way (ie: short rush then rush again at the end). I need feed back hopefully before next turn so that we could short rush a GS then switch I'mus to a market next turn.
 
I'm all for multiplier buildings myself. I'd rather have them now than attempt them later.
 
If someone could tell me how much per shield it costs to rush, I can formulate a plan to minimize the market construction time, thereby maximizing the crazy red-headed idiots that get swords and get to run around without shirts
 
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