Dept. of Turnplay too

Tubby Rower said:
What happened on turn 139? Did we fight TNT? there was no battle log sent no turnplay log.
Um, if you look at the regular turnlog thread, you'll notice that there are TWO turn 138's. :lol:

With all the details to keep track of and write down, it's a wonder this doesn't happen more frequently. :mischief:
 
Whomp said:
On turn 138 Donut bypassed some cities with pikes and are headed north.
That's what the Donuts did. Who cares. They aren't the enemy. What do they see? What is TNT doing? That's intel.
 
Well it seems Donut took an empty city according to BCLG and we need to make sure the harbor thing is fixed since they shouldn't have MIA's luxes.

Spoiler :
Whomp says:
what happened last turn with them? I didn't look
Whomp says:
did they attack you?
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
well sort of
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
they captured an undefended city
Whomp says:
ikes
Whomp says:
your war wariness must be insane
Whomp says:
no lux
Whomp says:
well not enough
Whomp says:
did you riot last turn?
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
erm nope
Whomp says:
i think there was a glitch then
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
and i have no idea-as were scrounging for turn players we never have decent updates
Whomp says:
i think you may riot this turn
Whomp says:
the harbor is gone
Whomp says:
it should've happened last turn i'd think
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
yup theres a bug
Whomp says:
we'll see if it fixed on this save
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
we can still trade with MIA so were not sure whats going on
Whomp says:
i'd think they fixed that
Whomp says:
you should not have a trade route
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
yer were not sure whats going on
Whomp says:
well if you see their lux in the box this turn it needs to be fixed
jack the lad (Seth){Care Bear},If you can dream - and not make dreams your master... says:
yup, id take a look at the save but i cant
 
he's giving away so much info it's almost not laughable....



almost :lol:
 
gmaharriet said:
Um, if you look at the regular turnlog thread, you'll notice that there are TWO turn 138's. :lol:

With all the details to keep track of and write down, it's a wonder this doesn't happen more frequently. :mischief:
just trying to see who's paying attention and who is just glossing over this stuff ;) :mischief:
 
Battle log from Carpetbomb

Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (4/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (4/4)
Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (3/4)
Immortal attacks KISS vet (3/4) pikeman. Pikeman wins (1/4)
Immortal #5 attacks KISS vet (3/4) pikeman. Immortal wins (3/3)
Immortal #6 attacks KISS vet pikeman. Pikeman wins (2/4).

They didn't have enough units to attack any of the LB's. It looks like we are about to get a pile of buchets (6) to use against them. :D

@Scout it seems they didn't learn your lesson to leave one 'buchet for later.
 
Well if we can't get any intel from our ally, I guess intel from our enemy is just as good. :rolleyes: I have to say, I am getting a bit cross at Donuts for not giving us intel.

That's some good news on the battle log. I think G-man is going to have fun throwing the first KISS party in Carpetbomb. Can we please keep this one?
 
Sir Bugsy said:
Well if we can't get any intel from our ally, I guess intel from our enemy is just as good. :rolleyes: I have to say, I am getting a bit cross at Donuts for not giving us intel.
I pm'd Robi D so I'm sure he'll get back to us by tomorrow. Killercane is the new turnplayer for Donut so we have him on IM and will get it taken care of.
 
I'm sorry Bugs... it's my fault for not checking up on D'nut intel. Don't blame them ...yet. Sorry for letting it slip through the cracks. :blush:
 
Hmm.
Whomp said:
Hey Rob,
Just so you're aware TNT should not have luxs coming from MIA after we razed Grenadeopolis.

There was a bug in the save last turn and they were still getting them.

BCLG told me you took an empty city. Anything else we can use on your front? We're at Carpetbomb's doorstep which shows 1 reg. pike. Unabomb will see our other stack next turn.

Whomper
Robi D said:
Yes, i smelled a rat straight away, since when does TNT leave an unguarded city unrazed for us to take? I told my hunch to kuningas so he would look further afield right away and guess what, we can see 3 cities, Shilhanopolis, Dynopolis and Dancing Banana, all unguarded and all with striking range of our forces next turn:lol: This is just to easy:)
Good night Irene. The end is near. My bet is within 6-9 turns TNT does not exist.
Robi D said:
On another matter we may have a problem. While i have be able to talk MIA into heading for ToG (without much difficulty), we got a good trade offer out of it, we hand of gunpowder, banking and an unspecified amount of gold (i'm thinking of offering 500, which we can raise in 2 turns) for astronomy, physics and ToG. All good but my conversation with FE showed a problem, they knew you gave us Gunpowder the turn you gave it to us, they must be checking the technology situation every turn. This leaves us in the postion of getting the tech from them but then we can't give them to you without them noticing, and they are insisting we don't trade these techs if we agree to the swap. Any ideas Mr. Shadow POTKISS
This doesn't work. It's obvious MIA needs a new partner and it's not us. Since Donut is required to share all techs with us in the MA's and MIA insists on an exclusive it looks like a no deal. MIA can research on their own is my view.
 
Whomp said:
Good night Irene. The end is near. My bet is within 6-9 turns TNT does not exist.

The moral of the story... If an Idiot floating by on his boat offers you a drink, at least say 'hello,' and don't attack your neighbor's worker unprovoked - it 'aint nice.
 
Kickbooti said:
The moral of the story... If an Idiot floating by on his boat offers you a drink, at least say 'hello,' and don't attack your neighbor's worker unprovoked - it 'aint nice.
Ain't that the fact, Jack. They didn't even get to keep that worker :lol: and our drunk sailors have been the bane of their existence, literally.

As I said to BCLG "TNT had an opportunity before and after the first Donut war to make peace with us and you made no attempt". He said "You could've made a peace offer too". I said "we didn't need to initiate peace with TNT and you did". The regular demogame players are d.o.n.e. done. I say 7 turns.
Grahamiam said:
imho, we ought to lock up donuts till the mid to late IA as well.
Gareed. We've had this discussion before but I think it's time to firm this up.
 
Our deal with the Nuts precludes any other agreements that go against the Simpson Accord. So the trade with MIA (without giving us the techs) is not kosher and if the D'nuts agree to it, then we might be alone in the world
 
I'm trying to get an assessment of what we can expect coming up.

There were 8 buchets at Unabomb and 6 were used at Carpetbomb (I assume they came from Unabomb because immortal #5 and #6 were at Unabomb).

According to what I see they would have 4 immortals left from the Unabomb attack and 2 buchets(a vet immortals died at Carpetbomb according to Strider's pm to me and #5 and #6 were at Unabomb and moved to Carpetbomb) .

We haven't seen any horses plus their capital needs to be defended since it was empty (along with 2 other cities).

Because they have so many undefended cities I think we should hold off using Bugsy's Blade at Carpetbomb since he may be able to run into a city (Semtex to the SW?)

Thoughts?


Battle log from Unabomb.
Spoiler :

Battlelog for turn 137:

TNT trebuchet bombards gall vetern pikeman for 1 hp.
TNT trebuchet bombards gall vetern pikeman for 1 hp. (the second pikeman)
TNT trebuchet bombards gall elite Dirty Harry for 1 hp.
TNT trebuchet bombards gall elite Invincible, shot failed.
TNT trebuchet bombards gall elite Invicinble for 1 hp.
TNT trebuchet bombards gall Josie Walls for 1 hp.
TNT trebuchet bombards elite Medevil Infantry, shot fails.
TNT trebuchet bombards elite Medevil Infantry, shot fails.

* elite immortal attacks gall elite Medevil Infantry, medevil
infantry loses (Immortal has 1hp left).
*TNT vertern Greekguy the Great attacks gallic vetern ( at 3hp by
bombardment) pike, immortal loses and pike is promoted to elite (at
3hp).

*TNT vetern Nasir attacks gallic vet (3hp) pike, immortal wins (3hp left)
*TNT vet BCLG the immortal attacks gall elite (3hp) pike, immortal
loses (pike at 1hp)

*TNT reg immortal Urupay attacks vet gall Mad Max, immortal loses (2hp left)
*TNT reg immortal [/B]attacks gall vet Flyin' Elvis, immortal loses (2hp left)
TNT vet Immortal #2 attacks gallic elite Dirty Harry, immortal wins (1hp left)
TNT reg immortal #5 attacks gallic elite Invicinble, immortal wins (1hp left) Won at Carpetbomb
TNT reg immortal #6 attacks gallic elite Josie wales, immortal wins (2hp left)
Lost at Carpetbomb
TNT reg immortal #4 attacks gallic vet medevil infantry, medevil
infantry wins (2hp left)

TNT vet immortal attacks vet gallic medevil infantry, medevil infantry
wins (1hp left)
Lost at Carpetbomb
TNT vet immortal attacks vet gallic medevil infantry, immortal wins (1hp left)
TNT vet immortal attacks vet gallic medevil infantry, immortal wins (1hp left)

*means that a gallic trebuchet bombarded an attacking immortal. All of
the attacking immortals lost 1hp.

If my count is right that was 7-6 in favor of TNT. Looks like they have given up the south in favor of defending the north. I don't think this changes the plan any, though, as it appears they have swallowed the bait.

Battle log from Carpetbomb
Spoiler :

Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (4/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (4/4)
Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment successful (3/4)
Trebuchet bombards KISS vetern pikeman. Bombardment failed. (3/4)
vet Immortal attacks KISS vet (3/4) pikeman. Pikeman wins (1/4)
reg Immortal #5 attacks KISS vet (3/4) pikeman. Immortal wins (3/3)
reg Immortal #6 attacks KISS vet pikeman. Pikeman wins (2/4).



Here's part of the conversation with Robi. I believe he said Semtex was to the SW of Carpetbomb.
Spoiler :

scoutsout says:
I can see one coastal town west of DB...
scoutsout says:
Nothing in between.
Rob says:
they have 3 towns out there, two south of DB and 4 in the jungle, which again shows a lack of tactical awareness from donsig
 
We need to go for a land grab now! TNT is caving and they have decided to let Donuts have most of their cities. We need to march now and grab as much as we can. We also need to pump some settlers ASAP. I wouldn't be surprised to see MIA in the act very soon with occupiers and settlers. TNT is going to try and throw their assets to Donuts and MIA.
 
Log for Turn 140.

Diplomacy
Donuts have started the Pyramids race. Probably a prebuild but not sure.

City Builds:
Dunderhead LB -> Pike
Jesterton LB -> LB
SKWTD LB -> LB
Notthefullshilling rax -> University (this city can be max pop + uni as it has a lot of gold in the sea tiles)
Frozen Lake galley -> Market
Gilfach LB -> LB

Begin the turn with 116g, -15gpt, Chems in 6.

F-checks and such:
Pop = 1
GNP (613 Million) = 2
MFG (157 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (678) = 2

Worker stuff:


City Management:
MM Ignoramous to grow in 2T


Unit Stuff:
Battle @ Carpetbomb:
There are 2 immortals around Carpetbomb, outside of town.
Town has a vPike protecting it.

200AD-1.jpg


vLB dies to vPike (3/5)*
vLB dies to 3/5 pike (1/5)*
vLB dies to vImm (1/4)*
vLB kills 1/5 pike, promotes (4/5)*
vLB kills ¼ LB (2/4)*, and we capture the town. Debate razing it, so consult AK and BeF
200AD-2.jpg


Since there’s an SoD of units to the S (we could not count, but it looked like 5 units to me, plus the 2 others nearby) we raze the town + capture 6 Trebs + get 3 slaves.
Notice that this town was on a gold hill, so that hurts even more.
Move 2 slaves to Perky galley, the rest of the trebs and workers to the hill N of the ruins
¼ and 2/4 pikes move to hill as well.
Bugsy’s Blade moves NW, W, razes road, then NE to hill.
vLB from SoD heads E, along with the other vLB’s up near the Iron

Turn after (141):
Builds due next turn:
Nada
Barb galley approaches our retreat convoy.

End the turn with 69g, -18gpt, Chems in 5 (4.5.1)

200AD-3.jpg
 
Why can't we move on Unabomb? Don't we have enough units to march and defend? Isn't everyone healed? That would open a second front that TNT couldn't handle. Instead we give them one front at a time. Plus that pike in the north is heading towards Unabomb to defend. Now it will be there one turn before we can attack. If we ever attack.

I also disagree with the strategy of raising Carpetbomb. That SOD would move with range of all our new trebs but couldn't attack the city. This would give us an opportunity to bomb them then attack them. We might have lost one unit on the IBT

Now we can lose two LBs or our stack on the hill can be attacked. We also can't move more than one tile off the hil because it isn't roaded. We are turtling when we should be striking. Plus they can move their SOD to an adjoining hill making it harder to attack them.

I just am not understanding. TNT is leaving the south open. We now know they are hurting for units. We might be seeing their entire miltary right now, yet we turtle.
 
I agree to the disband.
1st, the time for them to retake would be counted in few fingers.
2nd, defending the city would become an anchor for our attackn civ at this point.

I think till we cant beat theyr production at all, we must just make attacks, and dont stopo bringing settlers and units, in few time well be able to handlle conquered cities.

About the 2nd front, in unabomb, why we havent showed our face donwthere?
 
Wosret said:
About the 2nd front, in unabomb, why we havent showed our face donwthere?
Because they have no face to show. The immortals that have been harrassing our LB/Pike task force came from Unabomb. They'll still have that stack of trebs when we go after 'em again... but they won't have many immortals for a counterattack...

I think we should keep Unabomb, and start making settlers in earnest. TNT is about to fall like a house of cards, and we'll soon be faced with a land-grab competition with 'nuts. IIRC, Knucklehead has a granary, and if peeling a settler won't take it past size 7 we could peel one there. I think Village d'Idiota has a granary too. Then there's Ignoramus... with its stupid amount of food available...
 
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