Department of Turnplay

Some thoughts:
Change Idiote rax-->harbour
Frozen Lake start harbour
EWR and Senilityville starts culture. Temples if we want to deny MIA luxes soon (I can here you Bede) at a low cost. EWR can get one in 14 or rush it for 54 g's. Or we could do Libs at a greater cost, but more useful.
Next settler sent E of Polecat to get a highly productive costal for spitting naval units.
 
we can't deny all of the sources of dyes and spices. We can however deny them 3 of the sources to prevent trading, but I don't think that they'll have those cities for too long. so I think that a rax in both of those cities used as a healing point would be better. I'll work on a map today and post it in the cartography room.
 
Todo for turn 93

  • Diplo
    1. none
  • Micromanagement
    1. Simpleton to start another settler
    2. MM Simpletonto work cows, wheat, wines, & 2 BG
    3. Change Idiote switch to harbour
    4. Frozen Lake switch to harbor
    5. Senilityville switch to a rax
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve (mine green; irrigate brown)
    2. connect Knucklehead
  • Other stuff
    1. new settler head East of Polecat
    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 (don't move the eastern GS to the mountain. it will give away our position)
    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
    5. kill the barb horse
  • Other MM
    1. check for happiness @ end of turn
    2. get relative strength via F3 for MIA
    3. check F3 for barb camp locations
    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"

1 more turns til declaration is sent (10 more turns after that)
 
sorry I knew that I was missing something... it's fixed now
 
The turn is in and I can't play it. Some one else needs to grab it before 6 or 7 EST tomorrow.
 
I can take it approximately 3:00PM EST (-5GMT). IF someone else wants it befor that is good too.

Edit: Is in my not so capable hands.
 
Please don't send the declaration of the end of peace until MIA has already sent their save.

I don't know if I'll be able to get a todo up for this turn. Keep building GS's. Workers improve the core. Andthe Settler does go to the river SE of PoleCat.

I trust everyone here. Just go play the save with your biggest MM hat on. It's only one turn. Also remember that the war with the Greeks is inevitable and we'll need to be a little safe with our actions.
 
Daghdha said:
And may I add that the DoW sent means we will attack in 10 turns, Not Now :D
Is it a DOW or are we merely telling them that we are not going for an ongoing peace agreement and would like the option to go to war open ten turns from now?
 
Might be interesting if we told them we might and then let them just wonder for awhile.
 
I'll take it. Waiting for a consensus on how to handle the MIA declaration before playing though.
 
We need to let them know that the peace deal may or may not be over in 10 turns. btw, some of us are MSN right now if you guys wnat to hop on.
 
Todo for turn 95

  • Diplo
    1. none
  • Micromanagement
    1. SKWTD to start another GS
    2. MM Simpleton to get the settler in at least 2 turns, then get max gold after securing the shields.
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve (mine green; irrigate brown)
    2. mine hills
  • Other stuff
    1. new settler head SE
    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 (don't move the eastern GS to the mountain. it will give away our position)
    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 (might be able to turn it down)
    2. raise science up to try to shave some time off of Constr. (60% ought to do it)
    3. get relative strength via F3 for MIA
    4. check F3 for barb camp locations
    5. 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)
    6. press enter and then select "Save & Exit"


The line of demarcation is no more. We can proceed to to the south of Bede's line. I wouldn't be surprised if MIA has more than the 2 galleys headed up the coast. Those galleys are prolly loaded with swords. So it might behoove us to keep some GS behind. The save is available for anyone who wants it.
 
Todo for turn 96

  • Diplo
    1. none
  • Micromanagement
    1. D'head -> another GS (work the hill & try to get 3 turn GS)
    2. Jesterton -> another GS
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve (mine green; irrigate brown)
    2. mine hills
  • Other stuff
    1. settler move SE
    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 (don't move the eastern GS to the mountain. it will give away our position)
    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 (might be able to turn it down)
    2. check Science rate to see if we can get Construction one turn earlier or save money at the current rate
    3. get relative strength via F3 for MIA
    4. check F3 for barb camp locations
    5. press enter and then select "Save & Exit"

I think that that's it.
 
The save is available now

Todo for turn 97

  • Diplo
    1. none
  • Micromanagement
    1. Simpleton -> another settler
    2. MM Simpleton to get at least +5 food and ~6 shields or more. no need to overdo it
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve (mine green; irrigate brown)
    2. mine hills
  • Other stuff
    1. old settler move E ( headed for wines :blush: I messed up)
    2. new settler move to the W as far as he can (headed for iron and wines on north coast
    3. 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
      • east should move south
      • western should move 1 SE then fortify (he'll move through their borders next turn)
    4. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)
    5. move reg warrior near SKWTD down south to Effing Whomping Rower
  • Other MM
    1. check for happiness @ end of turn (might be able to turn it down)
    2. check Science rate to should be able to get construction next turn @ 20% science
    3. get relative strength via F3 for MIA
    4. check F3 for barb camp locations
    5. press enter and then select "Save & Exit"

I think that that's it.
 
Save for T96 says we will get Construction this turn. So what are we going to do next? One option is to turn it off to pile some cash and wait for Nutters to catch up. Another to go Barbu style and start Mono as to keep producing GS's for a guerilla war. A third to start towards MT, with Eng. or Feud.
Maybe a compromise would be a slower burn on Engineering, both producing more GS's and saving some cash? My guess is MIA will go straight for Chiv so if we are to hit soon it should be before they get knights or at least we must find horses and pillage 'em.
 
I will grab this so we're in time.

Post here quickly about research otherwise I'm going engineering for the speed.
 
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