Dept. of Turnplay too

Sir Bugsy said:
BTW - the save is back to us. Any battle logs from TNT?
Just a save. But I hear TNT is assembling a stack of Spearmen and Warriors just under the fog...
 
Log for Turn 132.

The Doughnut Mullet-head... er... Leaderhead shows up offering 15gpt+Theology for Spices. Done.

City Builds:
Cyprus Creek Trebuchet>Worker
Idiote Library>Barracks (first one of those I recall queue'ing up...)
Knucklehead Longbow>Redux
Village d'Idiota Market>Granary
Dionysus Trebuchet>Redux

Begin the turn with 183g, +141gpt, Guns in 5.

F-checks and such: We could have Education in 5 turns from this juncture...which means at least one (more likely 2) other civs already know it. We're technologically advanced, and strong to the world. Land: 19 to MIA's 22. Pop: 29 to MIA's 32. They're still getting away from us in score, though not as quickly: 910 to 938. (They gained 5 points on us last turn, only 3 this one.)

The latest uptick in the power graph is... us. :)

Interesting... we're at 80% approval, but suddenly we've slipped to third in approval rating. Someone upped the lux slider last turn.

Worker stuff: Crakie roads that all-important tile between Spite and Auda City. Grasshoppa moves to a plains tile at Simpleton. Bede mines at Village d'Idiota. AnsarTheKing mines grass at Crackhead. Bubba has finished roading a Jungle at Fortress of Stupidity, and moves over to help Scruffy clear some Jungle. They'll finish in 11. KC moves to help 2 other workers chop jungle at EWR. An un-named worker starts a jungle chop at Cyprus Creek.

City Management: MM Knucklehead for a couple of shillings. We need this cultural expansion at Crackhead; it's borrowing tiles from our FP city. MM Ignoramus for Food. Fire a couple of scientists. MM Frozen Lake for food.

Rushes/Short Rushes this turn:
36g into a MDI at Gilfach for the Market build.
8g into a MDI at Cretinograph for the Library build.
48g to finish a galley at Devil's Soul.
28g into a worker for Dresden's Trebuchet Build.
52g into a MDI for DuMass' Library (Forest chop due this turn)

36g into a worker for Malice's Galley Build.
36g into a worker at Auda City, swap to Walls.

Unit Stuff: A pike at Dunderhead goes to SKWTD. Galley on the northern coast heads west. Treb at Dionysus heads inland. Treb at Cyprus Creek heads towards MIA. Longbow at SKWTD to Knucklehead. A pair of Longbows at Knucklehead go towards Frozen Lake. Longbow at Jesterton to Devil's Soul. Longbow at Devil's Soul to Frozen Lake. Knuckleheads' Pike heads towards Frozen Lake. Hunky Dory takes a breather to heal in Frozen Lake. With MDI and Trebuchets in the Eastern Zone, GS Eastern Sentry heads west.

Settler near DuMass heads towards Senilityville. Settler near the west coast approaches a spot.

At (and towards) the Front: Load a Pike onto a Galley at Frozen lake. Load 2 Longbows onto Bede's Boat. Bede's Boat Moves out. Let's see... if I make that the point element in the D-Day landing... I can land in 4 or 5 turns. Time to see if I can shave a few turns off that 8 or 9 turn estimate I gave the team.

Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and an unnamed Galley are re-positioned in the ship-chaining lane. A.R.S.E. Igor's Hope is awakened and dispatched to Malice.

D-Day ship-chaining analysis: (1bpt to Bugs and G-man)

Let's see... Bede's Boat is one turn out to sea... with 2 boats underneath ready for ship chaining. I've got 4 boats in Frozen Lake...

Next turn (133): two will load out next turn, and ship-chain, keeping up with Bede's Boat.... putting 3 of 4 boats off the coast of Malice. This will leave 2 in Frozen Lake, 2 in the shipping lanes... and ... A.R.S.E. Igor's hope can rendezvous with the Task Force (need a name for this one...) at Malice.

Turn after (134): I can get 2 more longbows loaded out... ship chain to the lane, ship chain to the two left from the previous turn... and keep up with Bede's Boat ...which will make it to the tile that A.R.S.E. Igor's Hope was fortified on at the beginning of this turn. This may be the point of no return. From here I can get these troops back to the beachhead to reinforce our positon on the other continent.

From the point of no return we will be 2 turns from landing at Grenadapolis. So that puts D-Day... four turns from now... right? @Bugs, is this any better? So do I have your permission to take it to TNT's SE Flank in 2 turns?

Builds due next turn:
Simpleton: Longbow
Dunderhead: Longbow
Jesterton: Galley
EWR: Walls
SKWTD: Pikeman
Polecat: Pikeman
Notthefullshilling: Worker
Nincompoopicity: Worker

End the turn with 11g, +154gpt, Gunpowder in 5.

At the end of the turn, a forest chop goes into DuMass' Library, now due in 5.
 
Nicely played, Scout. I can see ship-chaining is something I really must learn for putting in my "tactical toolbox". Looks like it takes some real planning ahead.
 
Well done scout. A SE flanking manuever in two turns will set up our D-Day 2 landing perfectly.

As for a task force name, I'm sure we have some creative idiots who can do better than me.
 
Admiral Kutzov said:
ship chaining is considered an exploit if you ever play a GOTM IIRC
Actually, I think it's allowed in GOTM... though widely regarded as an exploit. I think it was disallowed in RBCiv games, among other places.

The AI get enough game mechanics advantages that I don't feel guilty about it. The Marines piece I wrote that ended up in the War Academy implicitly advocates using ship-chaining.

I play by the house rules on this one. Bede and Bugs view it as an exploit, and in their games I didn't use it. In this game it's allowed...and since all civs are controlled by humans that are allowed to use the technique, the playing field is level.
 
Hello again gang.

I have been reading through the various threads and starting to get an idea of the flavor of the game. Raspberry.

Spam? What spam?
 
grahamiam said:
I'm not as organized as him, so help is appreciated :D
The one turn I played, I had Whomp, AK and Tubs walk me through it on MSN as I played. I'd certainly give you more credit about HOW to play a turn, but the PBEM part can be a bit tricky and I've already forgotten parts of what to do. If you could get someone who has played several turns on MSN with you, they could walk you through the save and send process where most new turnplayers run into problems.
 
scoutsout said:
I play by the house rules on this one. Bede and Bugs view it as an exploit, and in their games I didn't use it. In this game it's allowed...and since all civs are controlled by humans that are allowed to use the technique, the playing field is level.
Since we're playing humans I don't mind at all.

It is considered an exploit by RBCiv and LK rules. Most SG's follow one or the other. Too overpowering in the hands of a human against the AI. If the humans we're playing against don't know how to use it or defend against it. So sorry.
 
@G-man: Thanks, I really appreciate it. I worked a 12-hour day today, and tomorrow (yes, Saturday) looks like another winner. Monday morning the I.T. types want me to do something from the server console... because their system can't seem to survive a little query I cooked up. :mischief: (Okay, it's a quarter-million or so records, so it's not "little"...)

Here are some thoughts on the game:

Tactical stuff: There are some units sandwiched between Spite and Auda City. The road there should complete next turn, but use up all of Crakie's movements. Turn after next you should be free to re-allocate the units covering the workers. The logistics of the D-day landing are outlined in my last turnlog. I'm pretty sure you'll see the rest of the tactical stuff pretty quickly...and probably catch some things I missed.

Research: I'm trying to get gunpowder before our Golden Age runs out... if you look at the logs you'll see we went from 20% to 40% after Invention came in... and I got less aggressive with the cash-rushing.

Some thoughts on our cities:

Notthefullshilling will peel a worker next turn. It's a commerce powerhouse, but it's a bit shield poor. (A bit more shield-poor since I let Ignoramus have a mined hill for a library build...) Anyway, I think mining a few plains would help out; there's no shortage of food there.

I shut off the settler pump at Ignoramus long enough to take advantage of the Golden Age to get the Library built. That city can be a serious worker/settler pump when the high-food tiles are worked. Simpleton also has plenty of food.

Village d'Idiota is Pop4 with a library and a market... building a Granary, but that can be swapped if need be.

Knucklehead is in pretty decent shape. Though it could use a court, I'm building units there. Gilfach needed a market more than K'head needed a court, and the empire needs one of those towns to build units. SKWTD has many tile-swapping opportunities with Gilfach, Knucklehead, and Jesterton... but I've tried to keep SKWTD's citizens on the river for the commerce.

I threw up a dotmap with the 131 turnlog... for settling the jungle. We need to spam some towns in there as specialist farms, and for unit support, IMO.

I have tried to road jungle with individual workers, then move groups of workers to roaded jungle to help each other out. At least, that's what I tried to do... like many things, they seem to do best in multiples of 3.

I'll post some more thoughts as they come to me. Thanks again for picking this up G-man, I really appreciate it.
 
@jb, check out this thread

Has all the instructions you needto download the current or previous saves. The only restriction is that you may not move any units if you are not the turnplayer.
 
Log for Turn 133.
Sorry, this isn’t as detailed as I’m a bit scatterbrained.

Diplomacy
Nada

City Builds:
I basically repeated the city builds till I could get a look around…
Simpleton longbow -> LB
Dunderhead LB -> LB
Jesterton galley -> galley
Effing W.R. walls -> settler
SKWTD pike -> pike
Polecat pike -> pike
Notthefullshilling worker -> rax
Devil’s Soul galley -> galley
Nincompoopicity worker -> worker

F-checks and such:
Nada

Worker stuff:
Moving workers and forget to record it all. The POW refugee near Auda City begins planting a forest on the fur nearby.


City Management:
MM Jesterton off Iron and onto mined grass. Galley still in 2, grow in 3T vs 5T
MM Auda city to the irrigated ivory for growth. In fact, I change Malice to grow as well. With the fish, we can get more than 1 sci or tax collector from this town.
Change Malice to walls instead of a galley
Found Apefish near the banana’s and fish on our Western coast.
MM Ignoramous off irr wheat and onto FP (grow in 6T vs 4T, but it will really grow in 4T when I MM against next turn since there’s 23food till growth and it’s doing 7fpt with wheat and 4fpt without).
MM Dunderhead off river grass and onto irr FP Wheat that Ignoramous left (grow in 1T vs 3T)
MM Simpleton onto FP Wheat for growth in 1T vs 2T


Rushes/Short Rushes this turn:
DuMass is 23s from a Lib, doing 7spt. Spend 12g shortrushing via granary to shave a turn off it.
Crackhead is doing 8spt, has 23 in the bucket. Shortrush a LB for 68g, then switch back to Lib to shave 3T off

Unit Stuff:
@ Frozen Lake:
Galley chain 2 LB”s and 2 Pikes to Malice. Also, load 1 LB into a lone galley and send it. Not enough Galleys to chain, but it’ll be fine. Bede’s Boat moves into Malice as well, giving us 4LB’s and 2 pikes in the Navy. There are 2 more LB’s near Frozen Lake that can get ship chained next turn to A.R.S.E. galley, which will give us a landing of 7 LB’s and 3 pikes (I’m going to peel one off from the beachhead).

I move the galley N of Simpleton back to the E. It can do a little protection work from an MIA landing over there.

At (and towards) the Front:
Rotate a pike from Auda City into Spite. That will be the one that joins the landing party.

D-Day ship-chaining analysis:
Galleys from Devil’s Soul and Jesterton head W.
I don’t really see a ship chain setup yet? Talk to Scout on MSN and figure it out. All setup now.


Builds due next turn:
Frozen Lake gets a ‘duct next turn. Seems weird, but the plan is to irrigate the grass and work the mined tundra + mountain. Probably for some quick galleys.

End the turn with 85g, +128gpt, Gunpowder in 4.
 
grahamiam said:
Log for Turn 133.

Worker stuff:
Moving workers and forget to record it all. The POW refugee near Auda City begins planting a forest on the fur nearby.

City Management:
MM Jesterton off Iron and onto mined grass. Galley still in 2, grow in 3T vs 5T
MM Auda city to the irrigated ivory for growth. In fact, I change Malice to grow as well. With the fish, we can get more than 1 sci or tax collector from this town.

MM Ignoramous off irr wheat and onto FP (grow in 6T vs 4T, but it will really grow in 4T when I MM against next turn since there’s 23food till growth and it’s doing 7fpt with wheat and 4fpt without).
MM Dunderhead off river grass and onto irr FP Wheat that Ignoramous left (grow in 1T vs 3T)
MM Simpleton onto FP Wheat for growth in 1T vs 2T

Rushes/Short Rushes this turn:
DuMass is 23s from a Lib, doing 7spt. Spend 12g shortrushing via granary to shave a turn off it.
Crackhead is doing 8spt, has 23 in the bucket. Shortrush a LB for 68g, then switch back to Lib to shave 3T off
There are things in here that I didn't see...and then I get to this...

...which will give us a landing of 7 LB’s and 3 pikes (I’m going to peel one off from the beachhead).
That's another pike I wouldn't have mustered...you guys that thought I was nuts to turn this over... this is where it gets fun... g-man will see things I missed, and this will help our team.

I move the galley N of Simpleton back to the E. It can do a little protection work from an MIA landing over there.
I like this idea.

Frozen Lake gets a ‘duct next turn. Seems weird, but the plan is to irrigate the grass and work the mined tundra + mountain. Probably for some quick galleys.
Or to let it keep growing while employing specialists... there are possibilities in that town besides furs...Frozen Lake is Wierd. I wish Bede would look at it with us.
 
I'll be fixed to look at it tomorrow.
 
I aso like the idea of some naval units to the east. Actually, I'd like to see several, but one at the moment is nice.
 
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