Dept. of Turnplay too

@scout: hedging vs WW, yes. We will lose units as the real fighting starts, especially against the grand foozle, MIA.

But I do agree with bugs that it's best if the idiots start multiplying like bunnies ;)
 
So we set up one thread that will be strictly for turnplay logs. We ask that one one spams the turnplay log so that it is easy to read and an instant source of game play information.

So who spams the turnplay log? => Admiral K
 
@Graham just so you're aware either this turn or next turn TNT will plant a new city NW of Malice near the ivory or on the ivory. More units out of position for our northern invasion and 30 shields of rubble. :D
 
I get all kinds of stuff out of BCLG. When he told me that they saw our boats (which we presumed was MIA giving them the info) I said we were going to settle near the fish and ivory. He told me they would beat us to it since their settler was already there....along with units that are not at Carpetbomb I presume.

Hehehehehe.....another 30 shield rockpile coming right up. :yumyum:
 
If anyone ever wondered where the phrase "Loose lips sink ships" came from, here is a perfect example. Just as an opportunity to learn from our opponent's error, let's look at this little slip of the tongue.

The man essentially gave us unit position and strength of force data. This is why we wanted to be so closed mouthed about our initial strike force.

So right now we know that TNT has:
1) an empty capitol
2) Settler and defenders in the northeast
3) units responding to Donuts' attacks in the southern jungle
4) They are weaker than we are, so there just aren't that many extra units to go around.

I think D-Day #2 and Main Strike Force are set up very nicely.
 
We are planning on keeping all future TNT cities correct? How about getting settlers out of the bigger cities? Operation ButtLand Grab will need some support soon.
 
This is the reason the save is held up. If you recall there was concern that the Donuts did not accept our trade on 129 but did on 130. I think our version of the deal is correct. Can someone confirm.

Rik Meleet said:
ainwood said:
Guys;

I've had a look at what needs to be fixed. The *Deals* from the perspective of the Iroquois & the Celts don't agree - and I need to know what the *real* deals are to re-write them in the save:

The deals as listed for the Iroquois:
[pre]
Give_________________________Get
Peace Treaty peace treaty
Dyes (no time limit)
Spices (4)
[/pre]

The same deals, as listed for the Celts:
[pre]
Give_________________________Get
Peace Treaty peace treaty
Dyes (5)
Spices (17)
[/pre]

I presume that the Celts version of the deals is the correct one - but could someone please confirm?

Thanks!
To Kuningas, Robi D, Whomp
CC: Ginger_Ale and Ainwood

Hi team KISS & team Doughnut representatives.

Ainwood has discovered that the bug in the save is due to a trade between D'nut and Kiss not being the same. Can you please check the earlier saves to inform Ainwood what the correct status of that trade was on turn 130 (or was it 129) ?

Thx

Regards
Rik
 
I will forward this to Rik, GA, RM, and Ainwood.

Well... I was the turnplayer at that moment, and as I recall (actually, as I logged it) the deal went something like this:

On Turn 130 I sent Team Doughnut an offer of Spices, and hit 'Accept their Offer'... thinking they would accept the "free" dyes, and simply send along 15gpt the next turn. I also sent Invention that turn, if it matters. I cannot remember, but I think I sent these as separate offers.

On Turn 131, when the save came back to us, I noted that ...not only had Doughnut not sent payment, but that we were no longer exporting spices to team Doughnut. I remember wondering if they were up to something dodgy.

On Turn 132, Team Doughnut shows up in my diplo screen offering 15gpt+Theology for Spices.

These logs are the 2nd, 3rd, and 4th posts on Page 9 of the Official TeamKISS Turnplay log.

I have gone back into those logs and changed the text to blue, so the Moderators/Administrators may find those notes more easily.

Some thought on how "game mechanics" may have come into play:
  • If the offer of Spices was "standing" though unaccepted through a turn of play, Doughnut may have simply made an offer against a "standing" offer of spices.
  • IIRC, the turns roll over when the save goes to Team Doughnut (they're first in the order-of-go)... so their "Turn 131" immediately follows our "Turn 130". I don't know if this matters or not.
I noted in Whomp's posting of Ainwood's note that the Dyes deal has no time limit. IIRC, that deal expires in a few more turns.

I also recall a chat with... I think it was killercane of Team Doughnut... in which he stated that the Spices deal had been consummated the previous turn, as logged by Kuningas...and I remember thinking that was very strange.
 
seems to me there's an error in the reading somewhere:

Currently shows as follows:

Code:
Celts                         Donuts
Peace                         Peace
Send Dyes (5 turns)           Get dyes (unlimited)
Send Spices (17 turns)        Get spices (4 turns)

My guess is that something is off by an increment or was corrupted, as the Peace deal is the unlimited deal. If we bump the unlimited up to peace for donuts, then the dyes becomes 4 turns, which more closely aligns with the KISS status. I'm guessing that there's another line in the save file that's not seen or was erased.

Also of note:
Log for Turn 110

Mullet Head shows up offering 15gpt for Spices. I consult with a teammate, and take the offer.
I assume Mullet head is the Iro leader. Seeing that we're at turn 135, than would mean that the deal has 5 turns left. Since the Iro are after us, I'm not sure why they show 4 turns left, unless they are the first ones to play turn 136?
 
grahamiam said:
I assume Mullet head is the Iro leader.
Yes...and I suppose I should be more respectful of Hiawatha... but the hair reminds me of a certain hairstyle that was once popular.
...Since the Iro are after us, I'm not sure why they show 4 turns left, unless they are the first ones to play turn 136?
I believe 'nuts are first in the rota... when we hand the save off to them it's the start of a new turn. (Their next turn is our last +1.)
 
Log for Turn 135.

Diplomacy

City Builds:
Simpleton LB -> Colosseum (5T, so shield wonder build info)
Dunderhead LB -> LB
Ignoramous Lib -> Pike
Jesterton Granary -> pike
SKWTD pike -> pike
Cyprus Creek worker -> court
Idiote rax -> pike
Knucklehead LB -> Court


Begin the turn with 185g, +133gpt, Guns in 2.

F-checks and such:

Worker stuff:
Start building a fortress near Effing Whomping Rower on the dyes tile whose jungle was clears. When building a hostile border, leave the jungles as they impede movement of the fast movers. Now, we’ll have to build a barracade. Actually, scratch that. We’ll build a forest instead.


City Management:
Found Swampland -> settler
MM Simpleton off FP to mined river grass. Need to MM back to FP next turn for growth.
MM Jesterton off iron and onto fish for growth in 2T
MM Notthefullshilling for some extra coastal gold
MM Gilfach for extra growth, short rush lib for market for 16g
MM Devil’s Soul for shields and short rush galley via walls for 8g. This city needs a ‘duct desperately.
MM Polecat for extra shields, then shortrush granary via LB.
MM Ignoramous to grow next turn. This city should be MM’d for 10fpt till it gets up to size 12.
Rush walls in Auda City

Unit Stuff:
Upgrade LB in EWR.
Looking at F3, we have 127 units, but supporting only 48, Paying 158gpt in unit costs. We also have 5 warriors. Disband 1, will disband more warriors next turn as I need to dig them out of jungles and stuff. I may upgrade vets depending on short-rush needs. I also may start to join workers as we’re paying a lot of gold for jungle choppers.
Ships move out of Malice. The MIA galley has not moved, so we are blocked 1T. This also delays our landing by 1T, but move the units out. May land short of Grenadapolis instead of long.

At (and towards) the Front:
Move units out.
First move Bugsy’s Blade (vGS) NE, N out of Spite. He finds a reg pike SE of the ivory.
Josey Wales (eGS) moves 2x NE, finds empty forest.
SoD moves NE out of Spite. It consists of 6 Trebs, 2 vPikes, 6vMDI’s, 1eMDI. At least 2 eGS’s, possibly more can join the SoD next turn when it plants on the forests W of Unabomb.
Defenses in Auda City are 1vPike, 1rPike, 3GS’s, 2 trebs.
Defenses in Spite are 2vPikes, 4 GS’s, 2 trebs.
2 more LB’s will be shipchained next turn. They can either help with defending our cities or join the landing party as I do have 1 empty vGally traveling with the pack (defensive purposes)

D-Day ship-chaining analysis:
2 or 3T till landing.

Turn after (136):

Builds due next turn:
Polecat -> Granary
DuMass -> Lib
Notthefullshilling -> galley
Devil’s Soul -> galley

End the turn with 29g, +146gpt, Gunpowder in 2 (6.4.0)

100AD-1.jpg
 
I'm sure MIA will notify TNT that D-Day 2 is coming. They just don't know where.
 
next turn we might want to make sure that cities don't riot at the end of our GA. IIRC, Gunpowder was timed to exactly coincide with our GA.

But it looks like we aren't running any lux so nothing probably needs to be done. Just keep it in mind for builds and such too

EDIT::
added TNT curraph picture
 

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Will we try all our GSs in Unabomb?
And about the units, wich is the composition of the batallion under the pike NW Spite?

An idea may be in the ocasion of the attack, let some 2 pikes in the forest W to spite, and to the road the turn after to try a pillage in that road, without that road they will be a lot of dangerousless
 
Wosret said:
Will we try all our GSs in Unabomb?
And about the units, wich is the composition of the batallion under the pike NW Spite?

Depends on the response. I suppose 2 to 4 will join the SoD next turn. I will be holding some back in case they try to attack. Once Unabomb is gone, the remaining will likely begin sprinting W to reinforce the survivors.

The SoD NW of Spite is as follows:
2 vPikes
6 trebuchets
6 vMDI's
1 eMDI

note: r = regular (3hp), v = vet (4hp), e = elite (5hp)

An idea may be in the ocasion of the attack, let some 2 pikes in the forest W to spite, and to the road the turn after to try a pillage in that road, without that road they will be a lot of dangerousless

I didn't think of that, but I don't have the workers atm to try. I can shuffle a few over from the mainland and will take a look next turn. The earliest the extra workers could be there is 2T, but is likely to be 3. Most likely too late.
 
This might have been missed since it was the post before the ainwoos save correction™
Tubby Rower said:
We are planning on keeping all future TNT cities correct? How about getting settlers out of the bigger cities? Operation ButtLand Grab will need some support soon.
 
I didn't miss that, but let's percecute the operations at hand, eh? We'll still need reinforcements for our upcoming losses. I'd hate to take 2 cities and stall.
 
grahamiam i was meaning that we could pillage the road that came from them to us not to build a road, i think i said something wrongly, But i think they wont atack spite once they will first fight our stack.
 
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