Dept. of Turnplay too

That was my scouting mission to the southwest where we lost the GS. They must be building more immortals.
 
It's no biggie Bugs. Our position is about to improve. Team TNT is about to hear the Siren's call. (The same Siren that sent many Greek ships to the bottom...)

I had an idea. Dispatches shortly.
 
Log for Turn 124:

City Builds:

Dunderhead MDI>MDI
Ignoramus Settler>Trebuchet
SKWTD MDI>MDI
Polecat MDI>MDI
Notthefullshilling Library>Harbor
Knucklehead Market>MDI
Devil's Soul Trebuchet>Galley
DuMass Trebuchet>Trebuchet

Palace Expansion

Begin the turn at 280g, +237g, Invention in 6.

F checks. Strong to 'nuts and TNT. Average to MIA.

Worker stuff: Pentium roads a grass tile at Knucklehead. Sir Bugsy NE to road jungle. Slinger moves to road jungle W of EWR. FizzleWizzle mines an Oasis at Cyprus Creek. Unnamed worker at Dresden moves to Oasis between Cyprus Creek and Dresden. G-man moves to other oasis between the two.

City stuff: Fire a scientist at Dionysus. MM Ignoramus for growth. Tile swap SKWTD and Knucklehead to shave a turn off the MDI build at Knucklehead.

Rush a Treb in Paradise Hotel for 24g. Another in Dresden for 36g. Another in Fortress of Stupidity for 36g. Short rush one w/worker in Nincompoopicity for 34g. Rush a Treb in Cyprus Creek for 24g. Rush the Court in Frozen Lake for 32g.

Unit stuff: Treb in DuMass heads west. Put a Treb in EWR.

MDI near Knucklehead moves towards Frozen Lake. MDI at SKWTD heads west. MDI at Dunderhead moves to SKWTD. MDI at Polecat heads west. Fortify a Pike in EWR.

Chumbucket heads straight north.

Settler at Ignoramus heads west. Settler near Cretinograph heads SW.

Trebuchets near Polecat head west. Trebuchet at Devil's Soul SW. Swap Devil's Soul to build another Treb.

Fool's Errand moves into Frozen Lake, waits, a pike loads. Fool's errand moves outside Frozen Lake, hands the Pike off to A.R.S.E. Igor's Hope, then back into Frozen Lake.

A.R.S.E. Igor's Hope hands the pike off to Danny Buoy, who carries it to the other shore. Other Galleys head homeward. Bede's Boat heads East.

Spend 48g finishing a Pike at Gilfach.

Wake worker Crakie, who doesn't have movement points... but I need another worker over there. I'll send him next turn.

*****Theater of Operations

First Settler heads north. Unnamed Gallic Swordsman in the NW goes S, then SE

Wake the stack of Gallics on the road. GS Dirty Harry heads for the Iron Hill. Flyin' Elvis heads NW to Recon, finds the Persian Stack. I count 5 Immortals, 6 Pikes, and 2 workers. Flyin' Elvis heads East.

tnttf1vi.jpg


GS Invincible moves to the Iron Hill. GS Mad Max Pillages, heads NE. Boy Scout moves SE, pillages. Unnamed Gallic to the Iron Hill. Josie Wales to the Iron Hill. Bede's Boat offloads 2 Gallic Swordsmen.

Veteran Pike, Trebuchet, and the other settler go to the Iron Hill.

spite8vf.jpg


P.O.W. goes north.

Dangit. I forgot to log the gpt we'll get next turn....
 
Here's the plan: Next turn, I found Spite on the Iron Hill. I queue up a Pike, and spend 240g cash rushing it. With 2 Veteran and one regular pike fortified on that hill... TNT is going to have a very hard time prying me off that hill.

My guess is they'll come straight at me... to their doom.
 
Iron hill is the most defensible bit of terrain in the area. They should have a hard time dislodging us.

The one concern I have is resupply. I would be far happier if there were a port tht could ship reinforcments there more easily.

In thinking about that I was wondering if the map below would be a good idea.

The three red dots are proposed city sites to be linked by roads.

Obviously they could only be founded when sufficient pikes/trebs were available. But if we kept the current GS as a mini-stack in the middle city it would be a reaction force that could reach all of the cities, and/or form the core of an offensive unit if we upgraded them.

My first reason for this is to have a port for resupply. My secondary reason is to create an 'offensive' city.' The southern city would not only deny them of more ivory, but would increase our 'arc of offense,' along with just getting us more land/cities.

I throw this idea up to be picked appart. I know that it would take time to gather the forces necessary to defend it, but with the roads there would be the possiblity of mutual defense and with walls/rax they could all be formidable military launching points.
 

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They'll have five attackers. With three pikes and a treb we should be in very good shape. Our GS might be able to pick off some Persians. The only bad thing is that the Persians might go for that forest. Would we want to place a pike and some GS in the forest to get the Persians onto a grassland tile?
 
Kickbooti said:
The one concern I have is resupply. I would be far happier if there were a port tht could ship reinforcments there more easily.
That, my good man, is where the other settler is headed... with follow-on troops and a ship chain being prepared for the beachead. ;)
...if we kept the current GS as a mini-stack in the middle city it would be a reaction force that could reach all of the cities, and/or form the core of an offensive unit if we upgraded them.
I like the concept, and proposed something similar in an earlier post. Your "middle dot" was my "southern dot" in the earlier proposal. Consider this: With a site on the Furbomb rockpile, and a site 2 NE of Iron Hill, any trebuchet in "Spite" could move to either other town and fire on the same turn. I'm not ruling out your southern site... I'd just like a tighter perimeter until we've got TNT thoroughly gassed.

@KB: Your idea is sound, but the southern flank would be tougher to defend.
Sir Bugsy said:
They'll have five attackers. With three pikes and a treb we should be in very good shape.
Especially if they come after us. I would love nothing better than to see their Immortals impale themselves on our pikes.
Would we want to place a pike and some GS in the forest to get the Persians onto a grassland tile?
Let 'em take the forest. In time I'll have the trebs to plink 'em to death. Or maybe I'll just take the Gallics and run around their stack. Pikes fortified on a hill get a 75% defensive bonus. They'll need to muster every Immortal they've got just to deal with our pikes.

In any case, we'll cross that bridge when we come to it. We have more options than TNT. And their options will only get fewer as this plays out.
 
scoutsout said:
Wake worker Crakie, who doesn't have movement points... but I need another worker over there. I'll send him next turn.

Be careful with me!
 
Log for turn 125

City Builds
Simpleton MDI>Settler
Cyprus Creek Trebuchet>Redux
Frozen Lake Courthouse>Aqueduct
Gilfach Pikeman>MDI
Paradise Hotel Trebuchet>Courthouse (shields are 7 gross, 3 net...)
Dresden Trebuchet>Worker
Fortress of Stupidity Trebuchet>Redux
Dionysus Worker>Trebuchet

Begin the turn at 292g, +234 gpt, Invention in 5

F-checks: WooHoo!!! We're "strong" to everybody in the world! And we are technologically advanced!

MIA has 20% land to our 17, 33% Pop v. our 30%. MIA has caught and passed us in score, 827 to 826. The current sharp move in the power scale is Doughnut. The ratings in this game have not yet matured.

Worker Stuff: TNT P.O.W. starts roading. Crakie boards Fool's Errand. Grandma Harriet roads at Simpleton. DeeDee irrigates at Idiote. Lovely Holly moves to a plains tile at Nincompoopicity. Daghda roads at DuMass. Bootsy moves to start a road that will connect DuMass to Village d'Idiota. Sir Bugsy roads a jungle between Fortress of Stupidity and EffingWhompingRower. J. Walker clears jungle on the dyes tile S of EWR. (24t) Slinger roads a jungle tile W of EWR. Unnamed worker at Cyprus Creek is re-named SimpleMonkey, starts a road at an oasis. G-man roads another oasis at Cyprus Creek. Pliskenator moves to a jungle tile at Cyprus Creek. New worker at Dionysus is renamed "JB", moves to a forest 2NE of Dionysus (chop then road).

City management: MM Frozen lake for another shield, 'duct due in 9. Picks up a gold piece. Tile swap SKWTD and Gilfach to get Gilfach's MDI in 4 instead of 5. Costs us a gold piece. Spend 88g rushing a Trebuchet at Devil's Soul. Spend 16g on a Pike in Village d'Idiota to get the market moving along. Spend some more time fiddling with the cities in general... trying to pick up a gold piece here and there. Fiddle with Cyprus Creek to get another shield...and do a bit more MMing to get the research back.

Unit Stuff: Load a Trebuchet on Fool's Errand. Fool's Errand moves out, hands off to Hunky Dory, back to Frozen Lake, wait. Load a Veteran MDI onto Fool's Errand. Trebuchet at Dresden heads for Frozen Lake, as does the Trebuchet at Cyprus Creek. The Trebuchet at Fortress of Stupidity is dispatched to Senilityville. Trebuchet west of DuMass gets back on the road near Village d'Idiota. Two Trebuchets at Dunderhead make their way westward. Trebuchet at Paradise Hotel heads for Frozen Lake. Trebuchet on Iron hill is skipped. Igor moves towards EWR for upgrade.

Okay...that's nine trebs, and all but one of them are headed towards TNT. Does that make anybody happy?

MDI at Knucklehead moves towards Frozen Lake, as does the Pike at Gilfach, and the MDI at SKWTD. An MDI at Dunderhead makes his way to SKWTD. Settler south of Simpleton heads west. MDI at Simpleton heads east (s'right, east. Zone defense and all...)

Settler between Cretinograph and Fortress of Stupidity heads towards EWR...will turn west into the jungle next turn to limit our west coast blind spot.

*****On the Front

Found Spite on the Iron Hill. A little rusty here... trying to remember if putting worker shields into the bin counts as a short rush or not... spend 80g on the worker... then another 80g finishing the pike. IIRC, that saved us 80 gold pieces. Don't worry team, I'll spend that 80g somewhere...

new19rv.jpg


Fortify the veteran pike on Iron hill. Let's see...TNT knows about the pike, treb, and 5 GSs on the hill...and they'll assume I'll put the other 3 in there they could see.... but I've got 3 Gallics and a pike they don't see... oh I hope they take this "bait".

Settler next to Spite moves NE.

Fool's Errand uses it's last movement point to hand a MDI off to an un-named Galley. Hunky Dory hands Crakie and a Trebuchet off to Danny Buoy, who lands them NE of Spite. Unnamed Galley hands off the MDI to A.R.S.E. Igor's Hope, which drops it on the tile with Crakie; then heads north to keep an eye on the coast. Chumbucket and Bede's Boat move into Frozen Lake for future resupply missions.

Bump the Elite Gallics (Invincible, Dirty Harry, and Josie Wales) Fortify the Veterans (Bugsy's Blade, unnamed) and move Flyin' Elvis, Mad Max, Boy Scout, and 1, 2, 3 more Veteran Gallics and a Veteran Pike into Spite. I've got 11 units in Spite: a Trebuchet, 2 Veteran Pikes, and 11 Gallic Swords (3 Elite).

new27lo.jpg


Last minute Diplo check: We've got 5 turns left on a spice deal with 'nuts. They're paying 15gpt; diplomats, better get the dialog going!

End the turn at 28g, +243 gpt, Invention in 5.

Builds that will complete next turn:
Idiote: Market
Devil's Soul: Trebuchet
Dunderhead: MDI
Spite: Pikeman
 
I think nine trebs at the front is good enough. I think the rest should go to our southern cities.

I like barbu's idea. Walls in spite next is a great idea, then a barracks.
 
scoutsout said:
Log for turn 125

Okay...that's nine trebs, and all but one of them are headed towards TNT. Does that make anybody happy?

[Sigh] :rolleyes: I guess it will have to do...



Here is my 20 turn forecast...
:goodjob: :evil: :spank:

Thanks Scout.
 
I was just looking at the save and noticed that Jesterton, Ignoramus and SKWTD all do not have libraries. Currently there is none being built. Now that we have a significant presence on the other continent, could we build a library at a time before the GA runs out?
 
Tubby Rower said:
I was just looking at the save and noticed that Jesterton, Ignoramus and SKWTD all do not have libraries. Currently there is none being built. Now that we have a significant presence on the other continent, could we build a library at a time before the GA runs out?
Good point Tubby. Here's how I see it.

IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.

SKWTD does need a library. It's probably the most productive city in our 'western core', and should develop into a real powerhouse. Now that Knucklehead is developing nicely (and beating plowshares into swords) we might be able to afford a library in SKWTD. Do you know how many turns out the next MDI is in SKWTD? How soon do we need to decide on a build swap?

Ignoramus is a little more problematic. First off, it's an extremely food rich city, with a granary. With carefull MM, it can maintain a population of 8 and squeeze out a settler in 3 turns. We will probably need to pump it for settlers and workers in the near future. We also need to do some terrain trimming and finish the harbor at Notthefullshilling so that we can do some more effective tile swapping between these two cities. But with all that river frontage...it's an economic powerhouse... and we do need a library there. But that one might have to wait... as the empire might need some things out of this city before we can consider what the city needs.

That's my $0.02.
 
Sorry for the double-post...
Daghdha said:
Looking good :goodjob:. Don't forget to give our units extremly silly names :lol:
I'm open to suggestion! I would especially like some nifty names for our boats... and I need to know if there are any teammates that we don't have workers name after... I'll rename some units too. Why don't you start a thread on the topic? Or maybe post some ideas in the city naming thread?
 
scoutsout said:
IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.
Yeah, that's what I was thinking. 19 spt kind of stinks no matter what you are building. Not too many builds require 19, 38, 57, 76, or 94 spt; military or otherwise.
 
scoutsout said:
Good point Tubby. Here's how I see it.

IIRC, Jesterton is the town that Bugs queue'd up a Court... it was running net 19spt, and he thought it'd be a good thing to squeeze it up to 20spt net at size 7. I could be wrong about that... but I think that court is due turn after next. It could be swapped to a library... or we could queue up a Library after the courthouse completes. I think the court makes sense in that location.

I haven't checked the save, but the magic twenty spt could also be achieved by simple population growth, perhaps? If so, the library might be the better choice.
 
Crakie said:
I haven't checked the save, but the magic twenty spt could also be achieved by simple population growth, perhaps? If so, the library might be the better choice.
I thought about that... but I think that town lacks a granary, and is working some food-poor tiles... a mined iron hill and a mined wine/plain.

I'll post screenshots of these 3 towns later today. I'd also like you guys to have a look at Notthefullshilling... so we can discuss terrain trimming options. I think we might want to mine a couple of plains tiles up there.
 
Log for Turn 126:

Hiawatha shows up with a pair of workers. Sweet!

City Builds:
Dunderhead MDI>Archer ('sright, Archer)
Idiote Market>Library (there you go Tubs... so much for "not building any Libraries...)
Devil's Soul Trebuchet>Galley
Spite Pikeman>Walls

F-checks: We are strong to everybody... unit support is 110gpt. We are dead last in approval rating. This is the most likely reason MIA is getting away from us in score... 842 to 837. We really need to acquire that Ivory...and it's nobody's fault but mine that we don't have it yet. We seem to be gaining in power... 'nut's power is climbing sharply. Our kulcha seems stable... MIA is becoming a cultural monster.

Begin the turn with 271g, +253gpt, Invention in 4.

Now this is amusing... screenshot of Simpson probe... take some screenshots of cities for the team... screenshot of the front... TNT did NOT take the bait. TNT founded Unabomb on the site of a rockpile.

I lost my screenshot of the front... but here's the "Simpson Probe":

probe3hk.jpg


Worker Stuff: Crakie roads at Spite. Pliskenator roads jungle at Cyprus Creek. Regenman moves to road a coastal jungle. Bootsy roads between DuMass and Village d'Idiota. Holly's Beyotch moves to the Iron Hill at DuMass. Lovely Holly roads at Nincompoopicity. Doughnut worker moves to mine at Simpleton... but I only see the one slave worker. I could have SWORN the round opened up with 2 workers. Grasshoppa mines a plains tile at Simpleton. George Best moves to the sugar at Paradise Hotel. JB does a forest chop outside Dionysus.

Unit Stuff: Trebuchet in Devil's Soul dispatched to Frozen Lake, same with the Trebuchet at Paradise Hotel... the one at Gilfach, the two at SKWTD, and the one at Village d'Idiota all head that way. Igor goes into EWR for upgrade. Settler near EWR heads into the jungle. MDI at Dunderhead goes to SKWTD. MDI at SKWTD goes to Knucklehead. MDI at Knucklehead goes towards Frozen Lake. Pike at Knucklehead goes towards Frozen Lake. Settler at Jesterton heads towards the shipyard. MDI near Ignoramus moves into the eastern zone.

City Management: Swap SKWTD to Library. Tile swap Gilfach and SKWTD, shave a turn off the Library build. 36g to a worker short rush of Fortress of Stupidity's Trebuchet. 16g to an archer short rush of the Trebuchet build at Nincompoopicity. 36g to a worker short rush of the Trebuchet at Dionysus. MM Ignoramus for growth. Spend 132g short rushing a granary into SKWTD. Do a little tile swapping between Jesterton and SKWTD...MM SKWTD for shields (costs us 6g this turn) and we get the Library in SKWTD next turn. Sorry Tubs... we'll only be building a Library in SKWTD for one turn. The Empire needs that city to beat plowshares into swords. Spend 24g on a Granary towards Crackhead's market.

Here's SKWTD after the MMing:

skwtd25dt.jpg


Here's Ignoramus after MMing:

igno20dn.jpg


We've got 5 unhappy citizens at Simpleton... and 5 happy.


*****at the front:
Put a Trebuchet and MDI in Spite, fortify the pikes. Skip the Gallics. Load a Trebuchet on Bede's boat. Load a MDI on Bede's Boat. Bede's Boat hands off to Hunky Dory, which takes the MDI/Treb to The Other Continent. Fool's Errand goes into Frozen Lake. Danny Buoy and an unnamed Galley move into position for ship chaining next turn. Malice founded on the north shore of the Other Continent. Hire a tax collector and queue up a harbor. A.R.S.E. Igor's Hope moves 2 and fortifies... I'm hoping to be able to use that as an early warning of sorts.

Builds due next turn:
Simpleton - Settler
Dunderhead - Archer
Ignoramus - Trebuchet
Jesterton - Courthouse
SKWTD - Library (1bpt to Tubs)
Polecat - MDI

Finish the turn with 27g, +259gpt, Invention in 4.

As the turn completes, Crakie and the TNT POW finish the road between Spite and Malice.
 
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