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?
we have 5 luxes that are connected. MIA has our 6th (ivory)
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.
Since we're all waiting for the war and want to get there asap I'll take it. Coffee's hot, Townes van Zandt is playing as song for me and the sun shines on the snowy tree tops...it's a good day.
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.
MM Dunderhead to maximum shields ( a little negative food is ok but shouldn't)
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)
workers roading near Frozen Lake move SE
some workers are on the way back from the jungle, continue to move them back to the core
continue to road and improve (mine green; irrigate brown)
Other stuff
move settler to the west
GS in Cyprus Creek move to fog to the NW
move the curraphs around.
move warrior back next to barb camp in west
move GS where warrior was
some GS are covering for barb camps
fortify vet warrior in Dunderhead for upgrade after markets are up
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
check for happiness @ end of turn
Science at 0%
get relative strength via F3 for MIA
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)
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
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