Dept. of Turnplay too

I just noticed that they have a city 3 SE of the capitol. That may be worth looking into.
 
Sir Bugsy said:
I just noticed that they have a city 3 SE of the capitol. That may be worth looking into.
Geez... lemme get something more than a toehold will ya? :p

What do you think about using cash rushing in such a way that we spit out a Trebuchet every single turn from now until the showdown with MIA?
 
Trebs are a good thing. I love artillery. I think we'll need to get a few across to help with the skirmishing.

Mostly we need to consolidiate our troops since they are a bit scattered after the first battle. That little buffer zone shoud help with the immortals.
 
Get those rock throwers over there. They are the colon in the kill ratio.

Patience and persistence. Let 'em suffer. They can't out-produce us for the next twenty and we can finish them at our leisure.
 
The buchets will be very helpful but remember they will be high value targets. There's nothing worse than having them turned around and used against us. We will need defensive cover to move with them. Where I see them being most useful is when they are dumped off from a galley next to a city with a stack and then either reloaded or fully protected.
 
Bede said:
Get those rock throwers over there. They are the colon in the kill ratio.

Patience and persistence. Let 'em suffer. They can't out-produce us for the next twenty and we can finish them at our leisure.
Oh Venerable One you are so right. They just lost two cities. They are hurting. Perhaps resource denial would be appropriate right now.
 
like was said, trebs gallore if you please.

i think that a pair's bass players should be a strong enough rhythem section for now (a drummer boy or two, maybe a string quartetlater?)

take away thier Iron Maiden :rockon: and what have they got left?
a Motley Crew in Paradise Lost?
 
I was talking to Simon (BCLG100 - TNT) last night. He said that no one is listening to anyone else. Apparently they might have a couple "know-it-all"s over there and they won't listen. I'll get a log of the conversation and post it in the Diplo for TNT thread.

He asked what we were going to do after our swords were slapped around. The only thing that I mentioned was that we would trade 3 GS for 3 cities anyday. He didn't flinch and sounded disheartened about it. So they did raze 3 of their cities.

I was oddly silent otherwise (I have trouble not letting stuff slip out). I knew you guys would kill me otherwise. :lol:
 
Razing three cities without lift a sword is a good day's work if you can get it. You were precisely right Tubbs. 3 for 3 is a nice trade.
 
47 Turns to MIA D-Day.

Turn 120/200 BC

'nuts accept our offer of dyes. I accept and send 'em over... awaiting colored sprinkle thingies on the next donut shipment.

City Builds:
Dunderhead Gallic Sword>MDI
Senilityville Barracks>Walls
Devil's Soul Galley>Trebuchet
Paradise Hotel Trebuchet>Redux
Dresden Worker>Trebuchet
Fortress of Stupidity Worker>Trebuchet

The people admire us so much, they expand the palace.

NEW-1.jpg

F checks: We're #2 in Land and Population. We need to fix that. We're still strong to TNT and 'nuts. Average to MIA. We're still up 10 points in score on MIA. Their power bar is growing at a disturbing rate. Hopefully their military buildup will cripple their economy.

Start the turn at 213g, 202gpt, Invention in 11.

Time to spend some gold. The cheapest Doughnut city to investigate is Frosted Lemon (37g). The Doughnutians are spending 5.4.1

NEW-2.jpg

Worker stuff: George Best mines the wines at P. Hotel. The "no-name" slave worker is renamed Dinsog, and sent to start a road. New worker at Dresden sent to road a BG. New worker at Fortress of Stupidity heads for Senilityville. Grandma Harriet heads to the forest at Simpleton. Daghda heads to do a forest chop at DuMass. Holly's Beyotch mines a BG at DuMass. Bootilicious helps Grasshoppa mine the cow at Simpleton. Pentium starts a forest chop at Knucklehead. G-man moves to a regular grass between Gilfach and Dresden. Smart roads a grass at Knucklehead.

City Stuff: MM Village d/Idiota for growth; Library still comes in next turn. Spend 36g rushing a Trebuchet at Cyprus Creek. Spend 24g short rushing an archer into the pike at Gilfach. Spend 12g doing the same thing at Cretinograph. Spend 32g short rushing an archer into the Trebuchet at DuMass. Swap Nincompoopicity to Trebuchet. Spend 28g short rushing the Courthouse with a Granary at Frozen Lake. MM Notthefullshilling to get growth next turn. Spend 36g on an archer to short rush the market at Idiote.

Libraries will come in at Simpleton, Polecat, and Village d'Idiota next turn. Ignoramus will equip a settler. SKWTD will train our last Gallic Swordsman. Cyprus Creek will build a Trebuchet.

Unit stuff: Upgrade 3 GSs to MDI at Senilityville. (Yes Tubs, I renamed 'em.) Treb at P. Hotel heads towards the port. Settler sent to Dionysus, ship chain next turn. GS Boy Scout joins this settler. Other Settler heads for Devil's Soul, and a waiting Galley. Unnamed GS into the jungle to watch for barbs. Igor heads for EWR. Upgrade MDI Happy Camper at Senilityville. Dunderhead's new Gallic heads west. Chumbucket moves into Dionysus. Boy Scout loads. Bede's Boat, Danny Buoy, and A.R.S.E. Igor's Hope are positioned. We'll have a settler next to the Ivory at the end of next turn.

On the front:

GS Dirty Harry climbs down off the mountain to get on a road. Hunky Dory drops a couple of Gallics NE of the Iron Hill on The Other Continent. Our troops face only Pikemen, who... I suspect are on a pillaging mission. Bugsy's Blade moves to cover a road. GS Invincible fortifies in place. Mad Max moves to a road and fortifies. Flyin' Elvis and Josie Wales fortify in place.

NEW-3.jpg

End the turn with 8g in the kitty, +200gpt, Invention in 10.
 
A couple of general comments and questions.

1. Excellent headwork fortifying along the road.
2. What are your intentions with the two Gallics on the northern coast - zone defense or pillaging/exploring expedition.
3. Are the donutians researching in the MA yet? If they are, shouldn't they have a higher research rate?
4. Using AW logic, do we want to settle on the ivory? Provides three tile spacing with iron hill and can't be pillaged.
5. Do we want to rename the worker Dinsog? Kind of ends our "police action" if we have captured him already.
6. Sounds like we should have some trebs across in about two turns. That should help immensely in dealing with the pikes.
 
(a) Why not do the investigation as suggested here and here? There might be logic behind that I don't get.
(b) Why gift D'nuts the dyes? What is the point in trying to figure out how we can make best use of 'em if they're suddenly, and without further discussion, gone for 20 turns? If the game is going to played along the lines of "Scout makes a suggestion, Bugs says OK and then all other discussions are overruled, then we have to reconsider our style of government.
(c) Otherwise everything looks fine and you're doing a great job as TP.
 
Any idea when Chivalry will come in? Couple of knights wouldn't hurt right now, and they have the upgrade we'll want for taking on MIA.

Also, let's think far ahead. Say we conquer TNT... very well, but the Nuts and MIA will team up against us for sure. We don't want to be too strong in other words. Let's get the Nutters to join us once we got a few nice luxes and cities in fertile lands.
 
Sir Bugsy said:
2. What are your intentions with the two Gallics on the northern coast - zone defense or pillaging/exploring expedition.
Re: #1: Thanks. As for the 2 Gallics in the north, I have options... I can move them 2S and get them on the road if I want reinforcements... or I can move 1 to the Iron hill for a look around, or I can leave them where they are... as I'll have a settler 1NE of their position in 2 turns. (Yup, 2 settlers over there in the next 2 turns.)
3. Are the donutians researching in the MA yet? If they are, shouldn't they have a higher research rate?
They are, and according to the investigation, they're spending 40% of their treasury on research
4. Using AW logic, do we want to settle on the ivory? Provides three tile spacing with iron hill and can't be pillaged.
We could... though if we put a town on Iron hill, and a town 2NE of Iron hill, and settle on the rockpile... Trebuchets in the town on Iron hill could move to either town center and fire off a volley on the same turn... let's discuss this more.
5. Do we want to rename the worker Dinsog? Kind of ends our "police action" if we have captured him already.
Good point. :blush: Maybe you should relieve me of command Bugs. :salute:
6. Sounds like we should have some trebs across in about two turns. That should help immensely in dealing with the pikes.
It'll take me a few more turns to get multiple trebs over there... but I'm working on it.
Daghdha said:
(a) Why not do the investigation as suggested here and here? There might be logic behind that I don't get.
I did a cheap investigation now to see what they're currently spending...that doesn't preclude another investigation in a couple of turns.
(b) Why gift D'nuts the dyes? What is the point in trying to figure out how we can make best use of 'em if they're suddenly, and without further discussion, gone for 20 turns? If the game is going to played along the lines of "Scout makes a suggestion, Bugs says OK and then all other discussions are overruled, then we have to reconsider our style of government.
Gifting the dyes might not have been such a hot move... I had asked for a delay... but then ran into Tubs and AK on MSN. Tubs seemed to think it was OK to go ahead and give 'em the dyes, and that he'd be able to work a deal... hopefully Tubs will be able to vindicate me on this one. :blush:
(c) Otherwise everything looks fine and you're doing a great job as TP.
Thanks.
 
RE: Dyes gift to D'nuts

I told Scout to gift the dyes. We will get that back in techs. I personally consider the D'nuts an ally in the current situation. We are tied to them until the end of the MA and if we can get their reseach rate up then that's the best situation for us.

Think about what they are currently capable of trading:
1) gold -> needed for research
2) gpt -> see above
3) cities -> wouldn't be helpful for either team
4) units -> wait this isn't [civ4] nvrmind
5) workers -> we have to wait until we plant a city on their continent
6) techs -> we already have a deal and are equal now anyway

They can trade abosolutely nothing for the dyes. The Dyes are extra and therefore wasting turns in our store-houses. Why not send them early to D'nut and I'm going to send a PM to Kunigas, Robi, & Nobody about a worker or two once we get a city planted on their continent. Maybe they can get one in their capital in two turns when we'll be planting that Ivory city (scout's still debating the name). Scout followed one of the rules of our Anarchy.. He had 2 idiots (myself and AK) approve his action before proceeding so beat us up over it not scout.

And in the words of the great philosopher Forrest Gump, "That's all I have to say about that."
 
Crakie said:
Any idea when Chivalry will come in? Couple of knights wouldn't hurt right now, and they have the upgrade we'll want for taking on MIA.
I'm not sure Chivalry is in the "Simpson Protocol"....
Also, let's think far ahead. Say we conquer TNT... very well, but the Nuts and MIA will team up against us for sure. We don't want to be too strong in other words. Let's get the Nutters to join us once we got a few nice luxes and cities in fertile lands.
I don't think "getting too strong" is going to be a problem. MIA's power bar is growing at a disturbing rate. Pick up the save and hit F8. Team Doughnut won't be a factor in the near term; they're spending 40% of their economy on a tech that is known by 2 civs...and they haven't got it yet. Translation: their economy sucks.

I think we might want to think in terms of peace with TNT soon. Grab some land and a lux... sign peace... and focus on the coming war with MIA. Trust me team, when we settle in to fight MIA, it is going to be a real slugfest. Golden Age aside, MIA has the better empire right now. Strong team + strong empire + strong turnplayer = Trouble. We must not become so drunk on the blood of the No Namers that we lose sight of this.
 
Alright, Scout, I'm with you. Not getting overambitious with TNT is definetely the way to go... [GA triggered] + [lux + land grabbed] + [Stretching for military resources] + [TNT sufficiently weakened as MIAs research partner] = peace talks.

To make the most of our GA, let's not waste too much shields on MDI but spend them on horsies + infrastructure, and we'll need to out research MIA as well.
 
Who's going to volunteer as the peace-talker with TNT? I know one TNT player, but according to him no one listens to him, so he might not be the best person to talk to .
 
Because I'm a total schmuck and have managed to delete this post 3 times already, I'm gonna be very short :crazyeye:
-Sorry for maybe sounding put off about the dyes deal. I knew zip about the MSN session and hadn't had morning coffee. All good.
-Peace with TNT is ok anytime. Estimate how many tiles we would need there to get to 66% if we whipe out MIA, draw a line and offer peace for that chunk. E of it TNT cannot settle, period. We have accomplished a lot already :goodjob:. Then we could fully concentrate on the big slugfest :D. We will have cavs before MIA and should go for a massive roll-over as soon as we have upped our (then) Mama SoD of horses/knights and cannons.
 
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