Department of Turnplay

Todo for turn 90

  • Diplo
    1. none
  • Micromanagement
    1. I'mus finished market, start GS (make sure 10 spt)
    2. Jesterton to start another GS
    3. MM Simpleton to work wines, fish, cow, forest, & 2 bgs (9spt, 4fpt) 2 excess food and 1 excess shield in 3 turns
    4. see if you can rush the court in D'head. We, hopefully, should have JUST enough money.
    5. if you were able to rush the court, switch d'head to a market and MM d'head to 10 spt
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Frozen Lake road
    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 S-SW-W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.)
    2. GS in Cyprus Creek move to fog to the NW
    3. move the curraphs around.
    4. move warrior (near MIA warrior) back toward EWR
    5. move reg GS to the north
    6. some GS are covering for barb camps
    7. fortify vet GS in south to heal
    8. move reg warrior in Jesterton down south to Effing Whomping Rower
  • Other MM
    1. check for happiness @ end of turn
    2. Science at 0%
    3. get relative strength via F3 for MIA
    4. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core)
    5. press enter and then select "Save & Exit"

4 more turns til declaration is sent (10 more turns after that)
 
Please don't disband any warriors. We can send them south into the jungle to act as sentries.
 
todo has been changed
 
The turn is in if a war-monger wants it. If you aren't a war-monger and can grab it, I'd say go ahead and take it because after the blood starts flowing saves might be scarce for a while (meaning that we prolly want seasoned blood-letters playing) depending on the situation.
 
I can't play until tomorrow. I left my disk at work after taking it out of my laptop during work hours. Really upset because I wanted to play COTM tonight along with this. I will be both looking at the saves and playing coming up.
 
btw, MIA got the barb camp in the west :(

There is also a hopilite near Chuck Norris (MIA's dye city). It's covering 3 workers presumably roading to the dyes

EDIT: MIA was in anarchy in turn 88. This is their 3rd turn of anarchy. Minimum is 4 and max is 9 for a non-religious civ correct?
 
Todo for turn 91

  • Diplo
    1. none
  • Micromanagement
    1. NottheFullShilling finishes temple -> start harbor
    2. switch D'head to market and rush it
    3. MM D'head to max food
    4. MM Ignoramus to get at least 11 shields
    5. MM Jesterton to used the mined iron hill
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Frozen Lake road
    2. move two workers SE of D'head to grassland 1 S of D'head
    3. continue to road and improve (mine green; irrigate brown)
  • Other stuff
    1. move settler W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.)
    2. Start moving GS to EWR and/or Senilityville unless busting fog (or shadows)
    3. move reg warrior near Jesterton down south to Effing Whomping Rower
  • Other MM
    1. check for happiness @ end of turn
    2. Science at 0%
    3. get relative strength via F3 for MIA
    4. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core)
    5. press enter and then select "Save & Exit"

3 more turns til declaration is sent (10 more turns after that)
 
Ok I got it so we can get to war quicker.
 
yuck, 3 minutes late
 
barb horse moved west after the turn :confused:
 
Sounds likely that it does not...
 
Todo for turn 92

  • Diplo
    1. none
  • Micromanagement
    1. D'head finishes market start a GS
    2. Frozen Lake finishes worker start galley?
    3. MM D'head to 10 uncorrupted shields
    4. MM Ignoramus to get at least 10 uncorrupted shields
    5. MM Jesterton to used the mined iron hill
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Gilfach road the tobacco
    2. two workers NW of D'head to mine that hill
    3. continue to road and improve (mine green; irrigate brown)
  • Other stuff
    1. settler to settle Knucklehead (nice name Bugsy)
    2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can
    3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)
    4. move reg warrior near SKWTD down south to Effing Whomping Rower
  • Other MM
    1. check for happiness @ end of turn
    2. turn science up to 60% should be ~ -18 gpt construction due in 6
    3. Don't know yet about the research.
    4. get relative strength via F3 for MIA
    5. check F3 for barb camp locations.
    6. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core)
    7. press enter and then select "Save & Exit"

2 more turns til declaration is sent (10 more turns after that)
 
someone either needs to play the save or request an extension.
 
I jsut don't wnat to go over.

I'm going to be out of the office all day today and won't have internet access until tonight. Can someone forward the donsig message (or at least the signature) to the Nutters. And see if they want an alliance.
 
Tubby Rower said:
I jsut don't wnat to go over.

I'm going to be out of the office all day today and won't have internet access until tonight. Can someone forward the donsig message (or at least the signature) to the Nutters. And see if they want an alliance.
The signature is sent. Now we wait. I opened the save just to click f4 and check the situation, and Nuts are still at war with TNT. That makes it hard to believe they have joined any dog pile. My guess is that they are having a hard time deciding on who to be buddy with.
 
I have the save... playing now
 
I presume that the barb horse is down to 1 HP due to a tussle against the MIA warrior :lol:
 
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