Department of Turnplay

thanks gram.... now that I got a first draft of a program I was working on, I'll take a break and start seeing if I can figure out a way to rush up to a courthouse and then just waste 3-4 turns of production instead of 10.
 
How many luxes' do we have? I think there's 4 so we'll only get 2 more happy faces from the market. Can we also lower the empire's lux rate? If not, maybe it's best to wait till we get the 5th or have enough GS's that we can take the time to build it.

For short rushing options, GS=40s, Courts = 80s. The only way to get it in 4T in a 10spt town is to rush the GS on the 2nd turn (120g), then rush the court on the 3rd turn (another 120g), getting the market in 5T for 240g vs 10T. Can we tweak the lux slider after the markets are done to get most of the money back? :hmm:
 
We have 5 luxs online.
 
we have 5 luxes that are connected. MIA has our 6th (ivory) :devil:

We can rush the Ignoramus court this turn and it'll allow us to have it in 3 turns. Then D'head could rush a court on turn 91 so we'd lose a total of 6 turns in each.

Our lux rate could be reduced to 0 but Polecat will more than likely need a specialist to prevent riots. Currently Polecat has 79 shields and producing 7 per turn.
 
Todo for turn 88

  • Diplo
    1. none
  • Micromanagement
    1. SKWTD to start another GS
    2. MM SKWTD to work all available mined grass
    3. add worker to Polecat
    4. move warrior to Jesterton for disbanding next turn
    5. switch Ignoramus to a courthouse, rush it, then switch it to a marketplace
    6. switch D'head to a courthouse
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Frozen Lake move 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 D'head and Gilfach (mine green; irrigate brown)
    4. workers near Notthe Full shilling should move elsewhere after finishing their tile (road and irrigate)
  • Other stuff
    1. GS in Cyprus Creek move to fog to the NW
    2. move both GS in west to find barb camp near Jesterton
    3. move the curraphs around.
    4. warrior W of Cyprus creek attack barb camp (it should still be there since there is a warrior and a horseman there)
    5. some GS are covering for barb camps
    6. vet warrior on lux road back to Dunderhead 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"
 
Yes, it's definitely wartime. MIA's expansion is worrying. Good thing they are doing a farmers gambit and probably lack the level of infrastructure we have.
 
Daggie mentioned in his turnlog why are workers chopping the jungle. My answer is that I don't know. someone started then and nothing is pressing too much so I didn't stop them. I guess after they finish, we can road that tile and go back to the core.
 
Todo for turn 89

  • Diplo
    1. none
  • Micromanagement
    1. Simpleton to start another settler
    2. MM Dunderhead to maximum shields ( a little negative food is ok but shouldn't)
    3. MM Simpleton to grow in 1 (+10 food = FP, cow, wheat, & fish) then next turn we'll focus on shields
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Frozen Lake move 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 (mine green; irrigate brown)
  • Other stuff
    1. move settler to the west
    2. GS in Cyprus Creek move to fog to the NW
    3. move the curraphs around.
    4. move warrior back next to barb camp in west
    5. move GS where warrior was
    6. some GS are covering for barb camps
    7. fortify vet warrior in Dunderhead for upgrade after markets are up
    8. reg warriors can be disbanded ONLY when in a city that can use 2 shields
      Do NOT disband warrior in Jesterton as it will finish the GS next turn regardless
  • 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"

It should be a easy set of turns. 5 more turns til declaration is sent (10 more turns after that)
 
The save is in if anyone wants it. I can play it later tonight if no one else gets it. come on gma... you know you want it.
 
Sorry grandma, I grabbed it... it's been a while for me as well :)
 
Thanks for turning the game over so quickly Crakie. We move ever closer towards our goal! Mu-ha-ha-ha
 
I can't wait until slinger starts taking some.... that means that we are about to start rearing back to give someone the boot up their well.... you know
 
I don't know... the boot up their what now?

/me goes and fetches Rik

:D
 
Fetch Rik. Don't think so ....
paddle.gif




lock.gif
 
funny part is you could prolly run down the street and show Rik personally
 
It's true... I could :) But who would make the to-do lists?
 
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