Dept. of Turnplay too

[QUOTE+SHWH]TNT has advanced troops on Spite. Eight Pikemen and a horse. That's the dangdest excuse for a Stack o' Doom I think I've ever seen. What are they gonna do with that?[/QUOTE]

Pitiful, just plain pitiful. A horse and a pile o' pikes against against pikes, trebs, Gallics and MDI? What were they thinking? Nice set up and nice cleanup, but where are the offensive troops?
 
Only one thing I can say...
 

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Bede said:
....where are the offensive troops?
To borrow a page from my favorite professor's book: That, my good monk, is an empirical question; the answer to which can be learned through testing and observation.

:hammer:
 
Well done General Scout!

I think we need to continue to plan our second amphibious landing. The turn before it is ready we'll march forward. They will commit their offensive troops in one direction and we'll slip in their backdoor.
 
What Bugsy said, sounds like a fine plan to me.
 
The logistics for the "longbow chaser" to this "six-pack-o'-whoopa$$" have been posted to the "Military Headquarters" thread.
 
Log for turn 131/ A.D.

City Builds:
Simpleton Longbow>Longbow
Dunderhead Longbow>Longbow
Jesterton Library>Galley
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Notthefullshilling Galley>Worker
Senilityville Walls>Worker
Fortress of Stuipidity Trebuchet>Trebuchet
Malice Harbor>Galley

Begin the turn with 134g, +118gpt, Gunpowder in 6.

Diplomacy Note: Team Doughnut did not initiate diplomacy this turn. There was no payment sent for Spices. Furthermore, they did not accept the spices we sent. We need some dialog with these guys ASAP. They could very well be up to something dodgy.

F-Checks: We're strong militarily. Pop v. MIA is 18-22. Land is 29-31. Score is 897-922; not good. Our approval rating is 67%. That should improve this turn.

Worker Moves: SimpleMonkey and G-man mine a BG/Tobacco at Gilfach. Lenny irrigates some grass near Cretinograph. Crakie moves to help our road network in our newly acquired lands. TNT POW starts roading between Spite and the rockpile.

Unit Moves: Settler at Dresden moves for the coast. Settler near Polecat works SW. Auda City founded this turn, claiming Ivory. This one lux takes our approval rating from 67% to 79%, ranking us second in the world. Our towns with markets now have 6 happy faces, which means we can grow 'em to size 12 on native lux.

Dispatch a Trebuchet from Fortress of Stupidity to Senilityville. Two Longbows from Knucklehead towards Frozen Lake. Longbow from Jesterton to Devil's Soul. Longbow from Simpleton to Jesterton. Longbow from Dunderhead to SKWTD. Longbow from SKWTD to Knucklehead. GS Eastern Sentry returns to the eastern shore. Pikeman at SKWTD to Knucklehead. Pike at Knucklehead towards Frozen Lake. Weezer heads to the coast to eliminate a blind spot left when GS Butterball headed out for Wilde Side. Polecat's Pikeman heads west. New Galley at NTFS heads west.

City Management: Gilfach grew last turn, and is now netting 11spt. We may need to help this market build along... but that can wait. Swap Devil's Soul to a Galley. MM Cretinograph for shields and swap to a Library. Swap Knucklehead to a Longbow. MM DuMass for shields. Ignoramus grows next turn, which will take a few shillings off unit support. MM Notthefullshilling to let Ignoramus use the mined hill to shave a turn off the Library build at Ignoramus. Crackhead grows next turn, and will hopefully help itself with the library build.

Rushes/Short Rushes this turn:
28g to finish a Trebuchet at Dionysus.
44g to finish a Pike at Cretinography, swap to Library due in 7.
20g to a worker at DuMass, to shave a turn off the Library.

Actions at the TNT Front: No combat this turn, just Logistics. Load a Trebuchet onto Chumbucket at Frozen Lake. Load a Pike and MDI onto Fool's Errand. Hunky Dory moves into Frozen Lake. Hand off to Danny Buoy and an unnamed Galley. Bede's Boat heads back to Frozen Lake. An unnamed Galley heads to Frozen Lake. This will give Hunky Dory (2/3) a chance to heal. Shuffle 5 Trebs to the tile NE of Auda City.... cover w a couple of MDI and a fortified Gallic.

Tempted to upgrade an archer at EWR, but I'll hold on that.

End the turn with 42g, +125gpt, Gunpowder in 6.

We also went up a point in land area, and went up substantially in approval ratings. Let's see if that closes the score gap a bit, or at least keeps MIA from getting away from us at a rate of 5 points/turn.

Builds due next turn:
Cyprus Creek - Trebuchet
Idiote - Library
Knucklehead - MDI
Village d'Idiota - Market.
Dionysus - Trebuchet (need to try to get 1 per turn until the MIA war).

Grab a screenie of the front, and some areas we need to do a little dotmapping.

As the turn ends, Daghda finishes a forest chop into DuMass' Library.

View attachment 126203

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We need to get that tile W-SW of Spite pillaged. Easier said than done. That may provide some nice demonstrations
 
Diplomacy Note: Team Doughnut did not initiate diplomacy this turn. There was no payment sent for Spices. Furthermore, they did not accept the spices we sent. We need some dialog with these guys ASAP. They could very well be up to something dodgy.
Someone chase Nikodemus on our team and ask him to send a spicy note to Kuningas. They're both from Finland.
 
this behavior from dougnuts demonstrate something or they always used to be like this?
 
Look at this from the perspective of nuts and MIA. We're the baddest kid on the island and getting badder. TNT goes on the ropes, then what do we do with our army? MIA is even easier to understand. We've got our military "tied down" in the west. We're going to get stronger, not weaker. They have to hit us soon or not at all. We're going to get dogpiled when the current deals run unless our diplo gang can work something out.
 
MIA is as much as treat for the Nuts as us, I think they (= Nuts) prefer to help us out with TNT to offset this. MIA is another story, but I suppose war was inevitable anyway.
 
@ G: Oh yes, I wasn't implying any conspiracy theories, although we need to keep on the lookout :)
 
OK gang, I have never been part of a multi-team game. Any suggestions for where to start reading?

@Tubby, cute kids!
 
Welcome jb :)

It'll be hard work for you to catch up on everything, try to make a habit of ignoring all the spam ;) I would suggest opening our most recent save to see the status quo. In short, the game situation is we're at war with TNT on the other continent, primarily to kick off our GA. Our neighbour to the south, MIA, is breathing down our neck though, recently overtaking us in score. Currently, Scoutsout is our turnplayer, because he's just about the only one around who knows how to play the game properly :lol:

This team is chaotic by choice, but we did manage to structure a couple of things:

- Each opponent has their own diplomatic threads, where the out of game meetings and deals are posted
- The turnplay log (stickied) shows our turns, don't post there unless you played. In the Dept. of turnplay thread you can make suggestions or bring up anything you like... and we'll ignore it.
- Military decisions/discussions has it's own thread: Military Headquarters
- There are a couple of stickied thread on the few procedures we have, these may be especially interesting to you.

I guess just keep on eye on active threads and soon you'll be up to speed.
 
jb, it's a lot like walking into an SG that you haven't been following since it started. The difference is that you don't have to play any turns until or unless you feel ready. After a few turns you'll become oriented.

Most of us just observe and tell Scout what he "should have done" or tell him several impossible things he "ought to do" next turn. Sometimes we actually tell him "he done good". :p

Glad to have ya hanging out with us, jb! :)
 
Read last five pages or so of the turn log. You can get a feel for what is going on.

BTW - the save is back to us. Any battle logs from TNT?
 
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