I think it is risky – I think BG will found it in few next turns
We better focus on improvements techs spice and crysknifes for now.
Very soon we’ll take SH holy city with crysknifes. :grin:
The Fremen found a new sietch, Gara Kulon. The site is Slvynn's red spot, 4E and 2S of Sietch Tabr.
Our scouts meet Leto II and his Atreides followers on the opposite site of the polar region. He calls himself "God Emperor of Dune". We Fremen are unimpressed.
Turn 65 we discover Arrakis Habitation and start researching Spice Extraction, beelining to Stillsuits for the Crysknife Fighter rush.
In a short space of time, we meet the part-man part-machine freak Rhombur Vernius of Ix and the untrustworthy Ordos mentat Roma Atani, both to the far north (although, technically, this is a polar map so the north pole is the centre).
Also, Leto II founds Shai Hulud, and later it is adopted by the Harkonnens. An unlikely alliance forming there?
Turn 78, we discover Spice Extraction and start on Stillsuits.
We meet our last rival, Wensicia, in the north-west, to the west of the Ix.
I played my turn before reading the latest posts about putting a rush base to the north west of Sietch Tabr. Sorry. Instead, I've founded the third city on turn 81, Sietch Makab, at a good site to the east (2 windtraps, 1 dew, 1 groundwater, diamonds and incense). Both diamonds and incense are good for commerce and happiness. This would be a good base for rushing Ecaz, but we should probably still focus on the Bene Gesserit first since they have the bigger score next to us. Unless we want to take Ecaz out first while they are weak.
We discover Stillsuits and can start building Crysknife Fighters. Sietch Tabr has a barracks built already.
Our scout finished the turn next to a barbarian soldier so he is probably dead on the first turn of the next go.
Now we have met all our rivals, here is a map indicating the locations. We still don't know exactly where the Tleilaxu are so I am guessing.
There are a couple of things to note.
1. We need Monuments to grow the cultural borders of the two new cities - I am already researching Mysticism.
2. We should hook up any happy resources we can, Sietch Tabr is already about to hit 7 population and we don't have enough happy.
I played 25 turns in the end as I wasn't sure how many to do. Perhaps the next player should play 25 and then we switch to 20 turn rounds after that?
For next time, I am going to do what negyvenketto does in his reports and post the autolog in a spoiler tag. If you use Alt-L to enable autologging, then you will have a nicely formatted summary of your turn saved in Mods/Dune Wars/Autolog. If you cut and paste that into a spoiler then it can help us plan future turns. I forgot to do it this time unfortunately.
Lost the scout from the barb.
88. Mysticism done. Desert trade is next (need happiness, i.e. desert plantations which is the next tech)
89. It takes 6 moves to build a Crysknife right now. So I start a refinery (and we should assign a techman to nab some wonders after that).
90. Send worker to do nitrates.
92. Sietch Tabr becomes unhappy again.
96. Desert trade in, desert plantation next
100. nitrates done, spice next
101. We're third in power (Ecaz is 7th so maybe he should be our target)
105. Plantations in, I think we should try to found Mahdi again so go for defense tactics/faith.
107. Adv Defense Grid done somewhere else. Our first spice is done. We trade for some sand verbena (happiness) from Leto.
112. Faith is next.
113. Sietch Makah's culture expand. (we have 2 monuments now) Feyd the tyrant wants us to adopt slavery, well, maybe later.
Right now we have 3 Crysknifes (crysknives?) in Seitch Makah. Our capital can build 1 in 3 moves (hopefully 2 when the mine is done) I would go for Ecaz next.
We can also build our spice firm, but I'm not sure where we want it (since none of our cities can access spice right now).
We will have a great techman in 15 turns, we should be able to nab one of the faith wonders then (I think the 50% great person rate is good, but a case can be made for all gov't civics too (early HR or meritocracy then theocracy when we have a religion).
Other Player Actions: While defending in the wild, Fremen Scout loses to Arrakeen Soldier (1.12/2) (Prob Victory: 7.2%)
Turn 86 (12341 AD) [29-Nov-2009 07:31:53] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -4 per turn, 136 in the bank
Turn 87 (12366 AD) [29-Nov-2009 07:32:47] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -4 per turn, 132 in the bank
After End Turn: Tech research finished: Mysticism
Other Player Actions: Attitude Change: Goya Solidar (Bene Tleilax) towards Feyd-Rautha (Harkonnen), from 'Pleased' to 'Cautious'
Turn 88 (12391 AD) [29-Nov-2009 07:32:56] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -4 per turn, 128 in the bank Research begun: Desert Trade (8 Turns) Research begun: Desert Plantation (8 Turns)
After End Turn: Sietch Tabr finishes: Crysknife Fighter
Turn 89 (12416 AD) [29-Nov-2009 07:36:04] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -4 per turn, 124 in the bank Sietch Tabr begins: Refinery (14 turns) A Insect Farm was built
Turn 90 (12441 AD) [29-Nov-2009 07:38:25] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -4 per turn, 120 in the bank
After End Turn: Sietch Tabr grows to size 8
Turn 91 (12466 AD) [29-Nov-2009 07:39:05] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 116 in the bank
After End Turn:
Other Player Actions: Civics Change: Goya Solidar(Bene Tleilax) from 'Subsistence' to 'Slavery'
Turn 92 (12491 AD) [29-Nov-2009 07:39:16] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 111 in the bank
After End Turn:
Other Player Actions: Civics Change: Leto II(Atreides) from 'Subsistence' to 'Slavery'
Turn 93 (12516 AD) [29-Nov-2009 07:40:22] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 106 in the bank
After End Turn:
Other Player Actions: Attitude Change: Feyd-Rautha (Harkonnen) towards Gaius Helen Mohiam (Bene Gesserit), from 'Cautious' to 'Pleased'
Turn 94 (12541 AD) [29-Nov-2009 07:40:38] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 101 in the bank
After End Turn: Gara Kulon finishes: Worker Sietch Makab finishes: Deathstill
Turn 95 (12566 AD) [29-Nov-2009 07:40:50] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 96 in the bank Gara Kulon begins: Monument (15 turns) Sietch Makab begins: Monument (15 turns)
After End Turn: Tech research finished: Desert Trade
Turn 96 (12591 AD) [29-Nov-2009 07:41:20] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 91 in the bank
After End Turn: Sietch Makab grows to size 2
Turn 97 (12616 AD) [29-Nov-2009 07:41:42] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 86 in the bank
Turn 98 (12641 AD) [29-Nov-2009 07:41:58] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 81 in the bank
Turn 99 (12666 AD) [29-Nov-2009 07:42:07] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 76 in the bank
Turn 100 (12691 AD) [29-Nov-2009 07:42:13] 100% Research: 23 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 71 in the bank A Surface Mine was built
After End Turn: Sietch Tabr grows to size 9 Sietch Tabr finishes: Refinery Gara Kulon grows to size 3
Turn 101 (12716 AD) [29-Nov-2009 07:42:37] 100% Research: 25 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 66 in the bank Sietch Tabr begins: Crysknife Fighter (4 turns)
Turn 102 (12741 AD) [29-Nov-2009 07:43:56] 100% Research: 25 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 61 in the bank
Turn 103 (12766 AD) [29-Nov-2009 07:44:16] 100% Research: 25 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 56 in the bank
Turn 104 (12791 AD) [29-Nov-2009 07:44:34] 100% Research: 25 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 51 in the bank A Surface Mine was built near Sietch Makab
After End Turn: Tech research finished: Desert Plantation Sietch Tabr finishes: Crysknife Fighter Sietch Makab finishes: Monument
Turn 105 (12816 AD) [29-Nov-2009 07:44:41] 100% Research: 27 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 46 in the bank Research begun: Defense Tactics (7 Turns) Research begun: Faith (7 Turns) Research begun: Fanaticism (7 Turns) Research begun: Jihad (7 Turns) Sietch Tabr begins: Crysknife Fighter (4 turns) Sietch Makab begins: Greenhouse (9 turns) Sietch Tabr begins: Worker (4 turns)
Turn 106 (12841 AD) [29-Nov-2009 07:47:06] 100% Research: 28 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 41 in the bank A Spice Harvester was built near Sietch Tabr
After End Turn: Gara Kulon finishes: Monument
Turn 107 (12866 AD) [29-Nov-2009 07:47:16] 100% Research: 28 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 36 in the bank Gara Kulon begins: Greenhouse (15 turns)
After End Turn: Sietch Tabr finishes: Worker Gara Kulon grows to size 4
Other Player Actions: Attitude Change: Feyd-Rautha (Harkonnen) towards Roma Atani (Ordos), from 'Pleased' to 'Friendly' Attitude Change: Feyd-Rautha (Harkonnen) towards Princess Wensicia (Corrino), from 'Pleased' to 'Friendly'
Turn 108 (12891 AD) [29-Nov-2009 07:50:07] 100% Research: 29 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 31 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns)
Turn 109 (12916 AD) [29-Nov-2009 07:50:52] 100% Research: 29 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 26 in the bank
Turn 110 (12941 AD) [29-Nov-2009 07:51:16] 100% Research: 29 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 21 in the bank
After End Turn: Sietch Tabr finishes: Crysknife Fighter
Turn 111 (12966 AD) [29-Nov-2009 07:51:25] 100% Research: 29 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 16 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns)
After End Turn: Tech research finished: Defense Tactics Sietch Makab grows to size 3
Turn 112 (12991 AD) [29-Nov-2009 07:51:54] 100% Research: 30 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 11 in the bank
After End Turn: Sietch Makab's borders expand Sietch Makab finishes: Greenhouse
Turn 113 (13016 AD) [29-Nov-2009 07:52:21] 100% Research: 29 per turn 0% Espionage: 4 per turn 0% Solaris: -5 per turn, 6 in the bank Diplomacy (Civic Request): Feyd-Rautha (Harkonnen) asks Liet-Kynes (Fremen) to switch to Slavery; Liet-Kynes REFUSES. Sietch Makab begins: Barracks (9 turns) Research begun: Faith (7 Turns)
I cant look into save because on job but at 1st glimpse i think that we need to get tech which provide +1 water per wells, and we need to found magenta city, because BG will take it, there is lots of spice btw and it will be great border base against Bg.
After the current crysknife is done we can build a settler in 7-8 turns in our capital. 4 crysknives and a soldier should be enough to capture and defend the Ecaz city next to us.
I found out that crysknives can move a lot more moves than your infantry/soldiers, so we should use them to capture some workers.
Yes - our DoW should ne started with 1-3 workers stealing. :grin:
Also i am still concerned about BG - BG grow more powerfull with time... So we should keep them blocked and culture emphasized - they are quite annoying with culture flips.
I'm not a big fan of early rush especially if we have lots of land to settle. If capital reached happy cap, it should build settlers and workers to avoid
I think 1-2 early rushes will help boost our coffers and hence research (since we ran out of cash already), especially if you can capture a capital. Once we block out BG we should concentrate all forces on Ecaz.
Atm rush can be pretty easy - we need just to make few crys - and thats why i wanted to found magenta city and to initiate attack on BG - that will allow us to hamper bg from desert while keep our main cities safe emphasizing REX there towards Ecaz.
I think we should rush someone, that will yes provide more cities and gold, Crysknife is really good unit - and we'll get tons of workers from such rush , so that will save good chunk of our capital's production.
And too much of cities = very hight maintenance costs - keep in mind this is bit different now - commerce is harder to generate , and we should also use some spice as well
atm we have 4 tiles and magenta city offer more even - we should use some of it and perhaps work 1-2 spice tiles.
Our tech now is 24 (29 -5) so few tiles and one worked tile will boost our research by more than 50%
Too bad about Leto getting Shai Hulud. How often do the BG not get it??
Ok, I've got it. Will wait a bit for input though. Also want to check I have 25 turns in this set right?
Build Plan
Sietch Tabr: I'm thinking after crysknife -->Settler (Slvynn's Magenta for spice/BG harass)-->crysknife to happy cap-->Worker (I think our capital is well developed so 3 workers for the other 3 cities should be ok. Not optimal, but if rushing we need the soldiers)
Other two will build Crysknives.
I'm thinking of building the corporation in Gara Culon because It has a bunch of water and flat land for cottages. That will make it into a really good commerce city.
Tech
I like the plan to use the techman-Faith path for the +50 GP wonder, then the Desert engineering for +water in wells? Also gives rocket troopers for some collateral
Initial Diplo
Looks like more people are happy with Exaz, and with us having a better power rating than BG but BG more score I think that leans clearly towards attacking BG.
Unit Plan
I'm going to send a crysknife fighter out to scout perimeter of each of BG and Exaz
2 Workers will work mesas to windtraps/surface mines (production for knives) the other will keep the happy/healthy cap stable.
I'll move the worker on the barrel cactus in 3rd ring to work on windtraps of second ring of Gara Culon
I vote for Attacking BG. Meagenta City with help much to that. BG are also very annoying with its culture, so getting rid of them earlier will be much better.
Rocket Troopers do not collaterial damage, they are anti Vehicle/Thopter/Hornet unit. Perhaps few of them will be helpfull later in case BG will attack with thopters/quads
I agree with rest of things.
Liet looked at the collected data his scouts had sent him by cielago before ambush by smugglers.
While it was obvious that no spice grubber would accept his people’s dream of a green Arrakis (the folly of a monocrop!) there were more pressing threats. Both the Archduke of Ecaz and the Bene Gesserit witch Mohiam had established bases far too close for comfort. The plan of Liet must be kept safe from prying eyes for as long as possible...
Liet looked up from his maps. “I need better data on the extent of Bene Gesserit and Ecaz influence before we take their water for ourselves. Send out a scout party to look for vulnerable positions in the towns under their control, but avoid contact for now.”
Inherited turn:
Moved one of the crysknives in city 3 towards the BG.
Cranked the research slider to 0 to make some more gold for deficit research. Some more AIs might research faith in the meantime to save us a few beakers. (Actually, does that saving apply when tech trading is off?)
Next turn:
Research back to 95%, Faith in 7.
Sietch Tabr finishes crysknife.–>settler in 5. It will scout north BG the second CK coming will scout south
Worker by Sietch Mackab finishes work on incense, set it to make windtrap
Turn 116:
Movement. A barbarian soldier seen north of Ecaz
Turn 117:
Send one solider at Sietch Tabr to fogbust for upcoming settler
Spoiler:
Turn 119:
Gara Culon finishes greenhouse–> spice corp
Ugh, the spice slowing down my sand riders is really annoying. Why does it do that?
Turn 120:
Gara Culon finishes spice corp–>worker in 7. I thought about going for a barracks (in 10), but with so little improved land and no solar panels I thought it would just take forever to get any crysknives (take 8 now)
Seitch Tabr finishes settler–> CK in 3, growth in 1 While it seemed that the Archduke could probably be ignored temporarily, underestimating a Reverend Mother would certainly lead to catastrophe. And the spice bribes were getting larger...
Pointing to the magenta dot on his map Liet provided further instructions to the council of Naibs: “Establish a Sietch here, it will provide a base to monitor the offworld sayyadina as well as provide a source of spice.”
Turn 122:
Faith is in, next is Desert industry (11 turns at -10gpt) switch to 0% research to get 28gpt for 3 turns
Settle Sietch Abbir on Magenta–>deathstill (monument next)
Turn 123:
Sietch Tabr crysknife–>Temple of First Moon (in 27) Great Techman in 5.
Turn 124: Smuggler den of Red Pass discovered to North of Ecaz
Spoiler:
Turn 125:
Imperial FIDL
Turn 126:
Gaius Hellen Mohiam converts to Imperial. Intelligence suggests that the Bene Gesserit are the true power behind the imperial throne, nothing new, but their arrogant manipulation is still galling.
Turn 128:
Techman born: Used for Temple.
Turn 129:
Tempe of First moon is ours Sietch Tabr–>CK in 2
Attack a Barbarian with crysknife for XP (99.1% odds in favour).
Gotta love these Sandworm graphics!
Turn 130:
Sietch Tabr finishes CK–>CK(in 3)
(Sorry I pressed enter by accident so no 129 to inherit) No movement has been done.
----
The current Fremen Influence:
Spoiler:
Current BG Influence as of ~2 turns ago
Spoiler:
Current Ecaz Influence as of ~4 turns ago:
Spoiler:
Desert Engineering will be in in 5.
Currently I'm not sure how we are doing interms of our plan of rushing BG. We certainly don't have enough military yet, maybe we should take out Ecaz quicklike instead.
The other problem is the current lovefest in the AI. eg because Slavery is his favorite civic Feyda is happy with everyone, so we'll take diplo hits for war with either BG or Ecaz. We can probably get away with it but I suggest maybe converting to Slavery now that we have some surface mines to the the + as well.
After End Turn: Sietch Tabr finishes: Crysknife Fighter
Turn 114 (13041 AD) [29-Nov-2009 23:11:07] 0% Research: 0 per turn 0% Espionage: 4 per turn 100% Solaris: 24 per turn, 30 in the bank Sietch Tabr begins: Settler (7 turns) A Surface Mine was built near Sietch Tabr A Desert Plantation was built near Sietch Makab
After End Turn: Gara Kulon's borders expand
Turn 115 (13066 AD) [29-Nov-2009 23:13:32] 95% Research: 26 per turn 0% Espionage: 4 per turn 5% Solaris: -4 per turn, 26 in the bank
Turn 116 (13091 AD) [29-Nov-2009 23:16:30] 95% Research: 26 per turn 0% Espionage: 4 per turn 5% Solaris: -4 per turn, 22 in the bank
After End Turn: Gara Kulon grows to size 5
Turn 117 (13116 AD) [29-Nov-2009 23:17:35] 95% Research: 27 per turn 0% Espionage: 4 per turn 5% Solaris: -5 per turn, 18 in the bank
Turn 118 (13141 AD) [29-Nov-2009 23:20:25] 95% Research: 27 per turn 0% Espionage: 4 per turn 5% Solaris: -5 per turn, 13 in the bank
After End Turn: Gara Kulon finishes: Greenhouse
Turn 119 (13166 AD) [29-Nov-2009 23:21:47] 75% Research: 21 per turn 0% Espionage: 4 per turn 25% Solaris: 1 per turn, 14 in the bank Gara Kulon begins: Fremen Spice Firm (1 turns)
After End Turn: Sietch Tabr finishes: Settler Fremen Spice Gatherers founded in Gara Kulon Fremen Spice Gatherers has spread: Gara Kulon Gara Kulon finishes: Fremen Spice Firm
Turn 120 (13191 AD) [29-Nov-2009 23:25:00] 75% Research: 25 per turn 0% Espionage: 4 per turn 25% Solaris: 1 per turn, 19 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns) Gara Kulon begins: Barracks (11 turns) Gara Kulon begins: Worker (8 turns) A Wind Trap was built near Sietch Makab
After End Turn: Sietch Tabr grows to size 10
Turn 121 (13216 AD) [29-Nov-2009 23:29:57] 75% Research: 25 per turn 0% Espionage: 4 per turn 25% Solaris: 1 per turn, 20 in the bank A Wind Trap was built near Gara Kulon
After End Turn: Tech research finished: Faith Sietch Makab grows to size 4 Sietch Makab finishes: Barracks
Other Player Actions: Attitude Change: Feyd-Rautha (Harkonnen) towards Leto II (Atreides), from 'Pleased' to 'Friendly'
Turn 122 (13241 AD) [29-Nov-2009 23:33:06] 40% Research: 15 per turn 0% Espionage: 4 per turn 60% Solaris: 15 per turn, 35 in the bank Research begun: Desert Engineering (27 Turns) Sietch Makab begins: Crysknife Fighter (6 turns) A Surface Mine was built near Sietch Tabr Sietch Abbir founded Sietch Abbir begins: Monument (15 turns) Sietch Abbir begins: Deathstill (14 turns)
After End Turn: Sietch Tabr finishes: Crysknife Fighter
Turn 123 (13266 AD) [29-Nov-2009 23:40:05] 100% Research: 39 per turn 0% Espionage: 4 per turn 0% Solaris: -10 per turn, 25 in the bank Sietch Tabr begins: Temple of the First Moon (28 turns)
Turn 124 (13291 AD) [29-Nov-2009 23:43:03] 0% Research: 1 per turn 0% Espionage: 4 per turn 100% Solaris: 28 per turn, 53 in the bank
After End Turn:
Other Player Actions: Imperial founded in a distant land
Turn 125 (13316 AD) [29-Nov-2009 23:45:02] 0% Research: 1 per turn 0% Espionage: 4 per turn 100% Solaris: 28 per turn, 81 in the bank
After End Turn: Gara Kulon finishes: Worker
Other Player Actions: State Religion Change: Gaius Helen Mohiam (Bene Gesserit) from 'no State Religion' to 'Imperial' Attitude Change: Gaius Helen Mohiam (Bene Gesserit) towards Goya Solidar (Bene Tleilax), from 'Pleased' to 'Cautious' Attitude Change: Gaius Helen Mohiam (Bene Gesserit) towards Leto II (Atreides), from 'Pleased' to 'Cautious' Civics Change: Gaius Helen Mohiam(Bene Gesserit) from 'Despotism' to 'Hereditary Rule'
Turn 126 (13341 AD) [29-Nov-2009 23:46:35] 0% Research: 1 per turn 0% Espionage: 4 per turn 100% Solaris: 28 per turn, 109 in the bank Gara Kulon begins: Refinery (22 turns) While attacking, Crysknife Fighter decimates Arrakeen Soldier (Prob Victory: 99.1%) While attacking just off shore near Sietch Abbir, Crysknife Fighter (4.00/4) defeats Arrakeen Soldier (Prob Victory: 99.1%) A Wind Trap was built near Sietch Makab
After End Turn:
Other Player Actions: Civics Change: Archduke Armand Ecaz(Ecaz) from 'Despotism' to 'Hereditary Rule'
Turn 127 (13366 AD) [29-Nov-2009 23:50:55] 100% Research: 35 per turn 0% Espionage: 4 per turn 0% Solaris: -10 per turn, 99 in the bank
After End Turn: Great Techman born in Sietch Tabr Gara Kulon grows to size 6 Sietch Makab finishes: Crysknife Fighter
Turn 128 (13391 AD) [29-Nov-2009 23:52:11] 100% Research: 36 per turn 0% Espionage: 4 per turn 0% Solaris: -11 per turn, 89 in the bank Sietch Makab begins: Crysknife Fighter (6 turns)
After End Turn: Sietch Tabr finishes: Temple of the First Moon Sietch Makab grows to size 5
Turn 129 (13416 AD) [29-Nov-2009 23:53:23] 100% Research: 40 per turn 0% Espionage: 4 per turn 0% Solaris: -11 per turn, 78 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns) Sietch Tabr begins: Crysknife Fighter (3 turns) A Wind Trap was built near Sietch Abbir A Shallow Well was built near Gara Kulon While attacking, Crysknife Fighter decimates Arrakeen Soldier (Prob Victory: 99.1%) While attacking in the wild near Sietch Abbir, Crysknife Fighter (3.44/4) defeats Arrakeen Soldier (Prob Victory: 99.1%)
Nah lets keep game in-character - no slavery
CK are quite powerfull early, so we just need more 3 of them and we can attack Bg.
The problem with bg that they are imperial in this game - that means they will be very annoying - their culture levels will be very hight very soon. I say take them first. It will also give us certain remoteness from Feyd for now.
I'll play today in evening, after job - And perhaps will build military and DoW BG. They are our settlers right now.
Also dont worry - our ally will be Leto II, which like terraforming civis and have only religion , from founded ones, which we can adopt. Feyd is not problem as well - 1. He adopted SH for now. 2. He is remote, and we can predict/cut any incoming attack using our desert scouts and sandriders.
Ah! and do not build well in Sitch Abbir yet - i will stop it - spice is priority - production will suffice. 1 worked spice tile and we have great boost for our coffers. 1 windtrap 2 mines and spice tile seems to be a good idea. Well will destroy spice.
Also GJ with Temple of First Moon - that will be usefull
Maybe you are right. Here is my force assessment for a war within your turn set:
Current CK population=7 (2 @ 5xp 5 @3XP)
Build 2 more CKs in Sietch Mackab=7 turns.
Move them to Sietch Tabr =3turns
In 10 turns Sietch Tabr can build 3 CKs
Total CK count after 10 turns=13
Move them to attacking position=4 turns (during which Sietch Tabr makes 2 more)
So will 13 CKs be sufficient to take one city and threaten another? (would leave us very vulnerable to a stab as only one solider would be left in each city). Then again Exaz is only one close by, so maybe we can over aw him.
If so then: WAR!!
Here is my estimate of BG city locations based on past and current culture.
Spoiler:
Im most certain about the red circle (capital) because of the early contact with what looked like a 2nd ring (see my post on blocking), cyan circle could be 1nw based on current culture but past culture suggests where I put it. Yellow Im less certain about and is really a guess.
The arrows are a suggested invasion path. One turn of movement from green. DoW then Dark blue attacks red circle on that turn.
The title of this message says much - my focus was to bring female Bene Gesserit personnel into our own Fremen breeding programm, and as consequence, to making Arrakis nice green planet to allow our descendants to live in more romantic atmosphere.
I also sorry i didnt initiated logging from mu 1st turn.
Ok Desert Engeneering is done by turn 135... Next tech is Education. Our New and Old Crysknives squads moving towards Bene Gesserit land. 2 of them gone chocking to west side of BG borders to look for workers - perhaps if we will "zoom" them onto crysknife pin they will accept to work for us.
Also i'd say big props to Stochastic for building such nice military base force.
Turn 137 - our forces moved to the defence wall of Chapterhouse from desert. West side crysknife fighters captured 2 workers.
Turn 138 - We take Chapterhouse and moving chocking forces towards 2nd BG city, also protecting 3rd captured worker at east of Chapterhouse.
chapterhouse is nice city - we just got Filmbook Lib and Aql Monument for free.
Turn 139 - Blitzkrieg - We capturing 2nd city, but BG is not dead . I promotinmg more guys and sending them to different directions with majority towards pole, including some newly formed squads.
Turn 140-142 - we kill some smuggler soldiers, looking insanely for remnants of BG. We lose 1 seeker to the worm. Our 2 newly aquired workers venture towards our main land to help there with spice harvesting and cottages, 1 left to scout more desert and then returned to our "new" cities. We also found BTl land on our west.
Turn 143-144 - We found last city of BG and gathering our closest seekers there - so far 4 crys against thopter and infantry. Ecaz founds Landsraad.
145 - Now all BG women are ours. We send prettier and calmer ones to Sietch-Tabr to improve our genofond. We also got some nice shiny pole spot with polar ice which will help us alot with making this planet greener.
146-150 - We finish Education (thanks to our newly aquired BG hoards ) and start Dune Topography, building Libs here and there. 2 OB signed (haha Ordos for shai-hulud, Ecaz to be able to scout land of our next victim.Alot of Smugglers cities (crappy) founded near our culture borders. All excess of crysknife corps sent to south of Siech-tabr. I advise wiping those smuglers and settling there more proper cities. We finish DT and starting Crystal Materials to start our path towards Terraforming.
So far 3 new cities, alot of resources, 2 wonders, 3 workers, alot of money, bit of fun, lots of spice, few corpses, improved geno-fond, pretty women acquired.
I think its time to grow now and perhaps to build some loads of defence units (Rocket Troopers), and spread them between our cities.
we also will have soon GP - i think it it will be techman we can use him for another wonder.
Other Player Actions: State Religion Change: Roma Atani (Ordos) from 'no State Religion' to 'Shai-Hulud' Attitude Change: Goya Solidar (Bene Tleilax) towards Roma Atani (Ordos), from 'Pleased' to 'Cautious' Civics Change: Roma Atani(Ordos) from 'Despotism' to 'Hereditary Rule' Civics Change: Princess Wensicia(Corrino) from 'Despotism' to 'Hereditary Rule'
Turn 135 (13566 AD) [30-Nov-2009 20:12:13] 100% Research: 44 per turn 0% Espionage: 4 per turn 0% Solaris: -14 per turn, 8 in the bank Sietch Abbir begins: Monument (9 turns)
After End Turn: Tech research finished: Desert Engineering Sietch Tabr finishes: Crysknife Fighter
Turn 136 (13591 AD) [30-Nov-2009 20:13:32] 85% Research: 37 per turn 0% Espionage: 4 per turn 15% Solaris: -8 per turn, 0 in the bank Research begun: Education (13 Turns) Sietch Tabr begins: Crysknife Fighter (3 turns)
After End Turn: Sietch Makab grows to size 6
Turn 137 (13616 AD) [30-Nov-2009 20:15:40] 65% Research: 28 per turn 0% Espionage: 4 per turn 35% Solaris: 0 per turn, 0 in the bank A Shallow Well was built near Gara Kulon Liet-Kynes (Fremen) declares war on Gaius Helen Mohiam (Bene Gesserit) While attacking in Bene Gesserit territory near Yatsa Pass, Crysknife Fighter (1.24/4) defeats Bene Gesserit Worker (Prob Victory: 0.0%) While attacking in Bene Gesserit territory near Chapterhouse, Crysknife Fighter (4.00/4) defeats Bene Gesserit Worker (Prob Victory: 0.0%)
After End Turn: Gara Kulon grows to size 8 Sietch Makab finishes: Crysknife Fighter
Other Player Actions: Attitude Change: Gaius Helen Mohiam (Bene Gesserit) towards Liet-Kynes (Fremen), from 'Cautious' to 'Annoyed'
Turn 138 (13641 AD) [30-Nov-2009 20:18:12] 0% Research: 1 per turn 0% Espionage: 4 per turn 100% Solaris: 27 per turn, 27 in the bank Sietch Makab begins: Refinery (11 turns) Crysknife Fighter promoted: Combat I While attacking in Bene Gesserit territory at Chapterhouse, Crysknife Fighter loses to Bene Gesserit Infantry (1.56/3) (Prob Victory: 8.6%) While attacking in Bene Gesserit territory at Chapterhouse, Crysknife Fighter loses to Bene Gesserit Infantry (0.42/3) (Prob Victory: 83.8%) While attacking in Bene Gesserit territory at Chapterhouse, Crysknife Fighter (4.00/4) defeats Bene Gesserit Infantry (Prob Victory: 100.0%) While attacking in Bene Gesserit territory at Chapterhouse, Crysknife Fighter (2.40/4) defeats Bene Gesserit Scout Thopter (Prob Victory: 100.0%) Imperial has spread: Chapterhouse Bene Gesserit Spice Firm founded in Bene Gesserit Spice Firm has spread: Chapterhouse Bene Gesserit Spice Firm has been removed: Chapterhouse Captured Chapterhouse (Gaius Helen Mohiam) Chapterhouse begins: Refinery (151 turns) While attacking just off shore at Chapterhouse, Crysknife Fighter (4.00/4) defeats Bene Gesserit Worker (Prob Victory: 100.0%)
After End Turn: Sietch Tabr finishes: Crysknife Fighter
Other Player Actions: Attitude Change: Goya Solidar (Bene Tleilax) towards Gaius Helen Mohiam (Bene Gesserit), from 'Annoyed' to 'Cautious' Attitude Change: Feyd-Rautha (Harkonnen) towards Princess Wensicia (Corrino), from 'Friendly' to 'Pleased'
Turn 139 (13666 AD) [30-Nov-2009 20:22:20] 75% Research: 34 per turn 0% Espionage: 4 per turn 25% Solaris: -4 per turn, 187 in the bank Sietch Tabr begins: Mushtamal (6 turns) Sietch Abbir begins: Refinery (30 turns) Crysknife Fighter promoted: City Raider I Crysknife Fighter promoted: City Raider II Crysknife Fighter promoted: City Raider I While attacking in Bene Gesserit territory at Yatsa Pass, Crysknife Fighter loses to Bene Gesserit Infantry (1.98/3) (Prob Victory: 17.8%) While attacking in Bene Gesserit territory at Yatsa Pass, Crysknife Fighter (0.80/4) defeats Bene Gesserit Infantry (Prob Victory: 65.3%) Imperial has spread: Yatsa Pass Captured Yatsa Pass (Gaius Helen Mohiam) Yatsa Pass begins: Refinery (151 turns) Crysknife Fighter promoted: Combat I A Spice Harvester was built
After End Turn:
Other Player Actions: Civics Change: Leto II(Atreides) from 'Despotism' to 'Hereditary Rule'
Turn 140 (13691 AD) [30-Nov-2009 20:30:08] 75% Research: 36 per turn 0% Espionage: 4 per turn 25% Solaris: -5 per turn, 291 in the bank While attacking just off shore near Sietch Tabr, Crysknife Fighter (3.44/4) defeats Bene Gesserit Soldier (Prob Victory: 99.1%) Crysknife Fighter promoted: Combat I While attacking in the wild near Yatsa Pass, Crysknife Fighter (1.92/4) defeats Arrakeen Soldier (Prob Victory: 99.4%) Crysknife Fighter promoted: City Raider II While attacking just off shore near Yatsa Pass, Crysknife Fighter (3.48/4) defeats Arrakeen Soldier (Prob Victory: 99.4%)
Turn 141 (13706 AD) [30-Nov-2009 20:33:18] 75% Research: 36 per turn 0% Espionage: 4 per turn 25% Solaris: -4 per turn, 287 in the bank Crysknife Fighter promoted: Medic I While attacking just off shore, Crysknife Fighter (3.60/4) defeats Bene Gesserit Scout Thopter (Prob Victory: 100.0%) Crysknife Fighter promoted: City Raider I A Dew Collectors was built near Sietch Makab
After End Turn:
Other Player Actions: While defending just off shore, Crysknife Fighter loses to Arrakeen Sandworm (18.00/20) (Prob Victory: 0.0%)
Turn 142 (13721 AD) [30-Nov-2009 20:36:45] 100% Research: 48 per turn 0% Espionage: 4 per turn 0% Solaris: -15 per turn, 272 in the bank A Surface Mine was built near Sietch Abbir
After End Turn: Gara Kulon finishes: Refinery Sietch Abbir grows to size 3
Turn 143 (13736 AD) [30-Nov-2009 20:39:20] 100% Research: 68 per turn 0% Espionage: 4 per turn 0% Solaris: -21 per turn, 257 in the bank Gara Kulon begins: Rocket Trooper (5 turns) Gara Kulon begins: Mushtamal (10 turns) Sietch Makab begins: Mushtamal (9 turns)
After End Turn: Sietch Tabr finishes: Mushtamal Gara Kulon grows to size 9
Other Player Actions: Landsraad founded in a distant land
Turn 144 (13751 AD) [30-Nov-2009 20:42:45] 100% Research: 69 per turn 0% Espionage: 4 per turn 0% Solaris: -21 per turn, 236 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns) A Spice Harvester was built near Sietch Abbir A Cottage was built near Gara Kulon While attacking in Arrakeen territory at Tuono, Crysknife Fighter loses to Arrakeen Soldier (0.62/2) (Prob Victory: 88.4%)
After End Turn: Sietch Tabr's borders expand
Other Player Actions: State Religion Change: Archduke Armand Ecaz (Ecaz) from 'no State Religion' to 'Landsraad' Attitude Change: Goya Solidar (Bene Tleilax) towards Archduke Armand Ecaz (Ecaz), from 'Pleased' to 'Cautious' Attitude Change: Leto II (Atreides) towards Archduke Armand Ecaz (Ecaz), from 'Pleased' to 'Cautious'
Turn 145 (13766 AD) [30-Nov-2009 20:44:34] 100% Research: 75 per turn 0% Espionage: 4 per turn 0% Solaris: -20 per turn, 215 in the bank A Spice Harvester was built While attacking in Bene Gesserit territory at Sahnin Pass, Crysknife Fighter loses to Bene Gesserit Infantry (0.45/3) (Prob Victory: 19.5%) While attacking in Bene Gesserit territory at Sahnin Pass, Crysknife Fighter (3.40/4) defeats Bene Gesserit Infantry (Prob Victory: 100.0%) While attacking in Bene Gesserit territory at Sahnin Pass, Crysknife Fighter (2.40/4) defeats Bene Gesserit Scout Thopter (Prob Victory: 100.0%) Captured Sahnin Pass (Gaius Helen Mohiam) Bene Gesserit has been eliminated Sahnin Pass begins: Refinery (151 turns)
After End Turn: Sietch Abbir's borders expand Yatsa Pass's borders expand
Turn 146 (13781 AD) [30-Nov-2009 20:47:50] 100% Research: 81 per turn 0% Espionage: 4 per turn 0% Solaris: -22 per turn, 240 in the bank Diplomacy: Roma Atani (Ordos) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders Diplomacy: Liet-Kynes (Fremen) accepts trade of Open Borders to Roma Atani (Ordos) for Open Borders
After End Turn: Tech research finished: Education Sietch Tabr finishes: Crysknife Fighter Imperial has spread: Sietch Abbir
Other Player Actions: Imperial has spread: Bangazi Sink (House Ix)
Turn 147 (13796 AD) [30-Nov-2009 20:49:47] 100% Research: 81 per turn 0% Espionage: 4 per turn 0% Solaris: -22 per turn, 218 in the bank Research begun: Dune Topography (3 Turns) Sietch Tabr begins: House Library (6 turns) Crysknife Fighter promoted: City Raider I Gara Kulon begins: House Library (9 turns) Sietch Makab begins: House Library (10 turns)
After End Turn: Sietch Makab finishes: Refinery Chapterhouse's borders expand
Other Player Actions: State Religion Change: Rhombur Vernius (Ix) from 'no State Religion' to 'Imperial' Attitude Change: Goya Solidar (Bene Tleilax) towards Rhombur Vernius (Ix), from 'Pleased' to 'Cautious' Attitude Change: Leto II (Atreides) towards Rhombur Vernius (Ix), from 'Pleased' to 'Cautious'
Turn 148 (13811 AD) [30-Nov-2009 20:51:29] 100% Research: 81 per turn 0% Espionage: 4 per turn 0% Solaris: -22 per turn, 196 in the bank
Turn 149 (13826 AD) [30-Nov-2009 20:52:13] 100% Research: 83 per turn 0% Espionage: 4 per turn 0% Solaris: -26 per turn, 174 in the bank A Spice Harvester was built A Shallow Well was built near Sietch Makab
After End Turn: Tech research finished: Dune Topography Sietch Makab grows to size 7
Other Player Actions: A Spice Harvester was destroyed Attitude Change: Archduke Armand Ecaz (Ecaz) towards Leto II (Atreides), from 'Pleased' to 'Cautious' Attitude Change: Archduke Armand Ecaz (Ecaz) towards Roma Atani (Ordos), from 'Pleased' to 'Cautious' Attitude Change: Archduke Armand Ecaz (Ecaz) towards Feyd-Rautha (Harkonnen), from 'Pleased' to 'Cautious'
Turn 150 (13841 AD) [30-Nov-2009 20:52:41] 100% Research: 86 per turn 0% Espionage: 4 per turn 0% Solaris: -27 per turn, 148 in the bank Diplomacy: Archduke Armand Ecaz (Ecaz) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders Diplomacy: Liet-Kynes (Fremen) accepts trade of Open Borders to Archduke Armand Ecaz (Ecaz) for Open Borders Research begun: Crystal Materials (3 Turns)
Nice set Slvynn! I don't have time to look at the actual save yet, but it looks like everything went better than planned! I'm loving all the spice harvesters the BG set up for us!
So now I think we should probably sweep Ecaz as well before our crysknives become obsolete for city attack. Then take some time to backfill our area, get infrastructure up (and some proper defensive units) in the cities and improve land.
Maybe we should save the Techman (assuming we get him and not the noble), I'm not sure any of the currently available wonders are worth it.
I think we might get maulas > terraforming > academies soon. And then Golden Path later with all that greenery around
Btw we need to terraform 154 tiles so.... we have alot of time Golden Path will be cool thing to get
But for the mo i think getting aster Guardsmans and building good amounts of them will be cool.
I dont think that Ecaz will be hard nut to crack - Throw more Crys, replace ones which guard captured cities with rocket troopers and we'll kill him easilly. Our production is crazy for the moment.
Also i think we should care about Harks, and assign our EPs towards Feyd perhaps.
BTL are also weak and live in remote cluster - their power ratio is very weak, may be it will be ok if we get killed them both - If we build loads of Crys right now. In this case Law of arrakis will be priority (another good tech to get by the way).
Smugglers now have Infantry, we can kill them later when we have stronger troops or siege.
Feyd-Rautha, Rhombur Vernius, Princess Wensicia wanted open borders, I declined.
After Crystals, went for Maula Pistols (Guardsmen)
We got Great Nobleman I sent him to build Imperial Palace
Please don't do this again. I haven't noticed the avoid growth was on. This is not the right way to avoid unhappy. Better to hire specialist or hook happy resources. Yes, I still found some unhooked what a waste.
We got a GS, I sent him to build Academy in Gara Kulon (spice firm city).
After Maula Pistols I chose Wind Energy, After that Climate Control
We more or less have enough defense, I think we should build some settlers and expand, harvest more spice. After Way of Liet we can focus on military again.
Good luck.
Spoiler:
Logging by Dune Wars 1.6.5 (BtS 3.19)
------------------------------------------------ Turn 150 (13841 AD) [01-Dec-2009 16:55:01] Gara Kulon begins: Mushtamal (1 turns)
After End Turn:
Other Player Actions: Imperial has spread: Atar Pass (House Corrino)
Turn 151 (13856 AD) [01-Dec-2009 16:59:46] 80% Research: 64 per turn 0% Espionage: 4 per turn 20% Solaris: -14 per turn, 134 in the bank A Spice Harvester was built A Cottage was built near Yatsa Pass
After End Turn: Sietch Abbir grows to size 4
Other Player Actions: State Religion Change: Princess Wensicia (Corrino) from 'no State Religion' to 'Imperial' Attitude Change: Goya Solidar (Bene Tleilax) towards Princess Wensicia (Corrino), from 'Pleased' to 'Cautious' Attitude Change: Leto II (Atreides) towards Princess Wensicia (Corrino), from 'Pleased' to 'Cautious' Attitude Change: Archduke Armand Ecaz (Ecaz) towards Rhombur Vernius (Ix), from 'Pleased' to 'Cautious'
Turn 152 (13871 AD) [01-Dec-2009 17:02:01] 80% Research: 70 per turn 0% Espionage: 4 per turn 20% Solaris: -13 per turn, 120 in the bank Diplomacy: Feyd-Rautha (Harkonnen) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders Diplomacy: Liet-Kynes (Fremen) rejects trade of Open Borders to Feyd-Rautha (Harkonnen) for Open Borders A Cottage was built near Gara Kulon A Cottage was built near Sietch Tabr
After End Turn: Tech research finished: Crystal Materials Sietch Tabr finishes: House Library Great Nobleman born in Sietch Tabr Chapterhouse finishes: Refinery
Other Player Actions: Attitude Change: Rhombur Vernius (Ix) towards Archduke Armand Ecaz (Ecaz), from 'Pleased' to 'Cautious' Attitude Change: Rhombur Vernius (Ix) towards Roma Atani (Ordos), from 'Pleased' to 'Cautious'
Turn 153 (13886 AD) [01-Dec-2009 17:06:51] 80% Research: 71 per turn 0% Espionage: 4 per turn 20% Solaris: -13 per turn, 107 in the bank Research begun: Maula Pistols (11 Turns) Chapterhouse begins: House Library (7 turns) Sietch Tabr begins: Crysknife Fighter (3 turns)
After End Turn: Sietch Makab grows to size 8
Turn 154 (13901 AD) [01-Dec-2009 17:16:00] 80% Research: 77 per turn 0% Espionage: 4 per turn 20% Solaris: -7 per turn, 94 in the bank
After End Turn: Sietch Tabr finishes: Crysknife Fighter Imperial has spread: Sietch Tabr
Other Player Actions: Imperial has spread: Imperial Seat (House Corrino)
Turn 155 (13916 AD) [01-Dec-2009 17:18:24] 80% Research: 73 per turn 0% Espionage: 4 per turn 20% Solaris: -14 per turn, 86 in the bank Sietch Tabr begins: Crysknife Fighter (3 turns)
After End Turn: Sietch Makab finishes: House Library Chapterhouse grows to size 6
Turn 156 (13931 AD) [01-Dec-2009 17:19:46] 70% Research: 68 per turn 0% Espionage: 4 per turn 30% Solaris: -2 per turn, 79 in the bank Sietch Makab begins: Rocket Trooper (3 turns) A Desert Plantation was built near Sietch Abbir A Cottage was built near Gara Kulon
After End Turn: Gara Kulon grows to size 10 Sahnin Pass grows to size 3 Sahnin Pass's borders expand
Other Player Actions: Attitude Change: Archduke Armand Ecaz (Ecaz) towards Princess Wensicia (Corrino), from 'Pleased' to 'Cautious' Attitude Change: Princess Wensicia (Corrino) towards Archduke Armand Ecaz (Ecaz), from 'Pleased' to 'Cautious' Attitude Change: Princess Wensicia (Corrino) towards Roma Atani (Ordos), from 'Pleased' to 'Cautious'
Turn 157 (13946 AD) [01-Dec-2009 17:23:09] 70% Research: 71 per turn 0% Espionage: 4 per turn 30% Solaris: -8 per turn, 77 in the bank A Spice Harvester was built
After End Turn: Gara Kulon finishes: House Library Sietch Makab's borders expand Sietch Abbir finishes: Refinery Yatsa Pass grows to size 3
Turn 158 (13961 AD) [01-Dec-2009 17:24:39] 70% Research: 83 per turn 0% Espionage: 4 per turn 30% Solaris: -6 per turn, 70 in the bank Sietch Abbir begins: House Library (12 turns)
After End Turn: Sietch Tabr finishes: Crysknife Fighter Gara Kulon finishes: Mushtamal A Hamlet was built near Gara Kulon Sietch Makab finishes: Rocket Trooper Chapterhouse finishes: House Library
Turn 159 (13976 AD) [01-Dec-2009 17:27:01] 70% Research: 91 per turn 0% Espionage: 4 per turn 30% Solaris: -6 per turn, 63 in the bank Sietch Tabr begins: Rocket Trooper (4 turns) Gara Kulon begins: Barracks (5 turns) Sietch Makab begins: Rocket Trooper (3 turns) Chapterhouse begins: Barracks (3 turns) A Wind Trap was built near Sietch Abbir
Turn 160 (13991 AD) [01-Dec-2009 17:29:10] 70% Research: 91 per turn 0% Espionage: 4 per turn 30% Solaris: -6 per turn, 57 in the bank A Desert Plantation was built A Surface Mine was built near Yatsa Pass
After End Turn: Sietch Makab grows to size 9 Great Scientist born in Chapterhouse
Turn 161 (14006 AD) [01-Dec-2009 17:30:50] 70% Research: 95 per turn 0% Espionage: 4 per turn 30% Solaris: -8 per turn, 51 in the bank Diplomacy: Rhombur Vernius (Ix) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders Diplomacy: Liet-Kynes (Fremen) rejects trade of Open Borders to Rhombur Vernius (Ix) for Open Borders
After End Turn: Tech research finished: Maula Pistols Sietch Tabr grows to size 11 Sietch Tabr finishes: Rocket Trooper Sietch Makab finishes: Rocket Trooper Sietch Abbir grows to size 5 Chapterhouse finishes: Barracks
Other Player Actions: Mahdi founded in a distant land
Turn 162 (14021 AD) [01-Dec-2009 17:35:52] 70% Research: 96 per turn 0% Espionage: 4 per turn 30% Solaris: -8 per turn, 43 in the bank Research begun: Wind Energy (4 Turns) Sietch Tabr begins: Master Guardsman (5 turns) Sietch Makab begins: Master Guardsman (5 turns) Chapterhouse begins: Master Guardsman (4 turns) Yatsa Pass finishes: Imperial Palace Sietch Tabr begins: Greenhouse (3 turns)
After End Turn: Chapterhouse grows to size 7
Other Player Actions: Imperial has spread: Nagamima Pass (House Corrino)
Turn 163 (14036 AD) [01-Dec-2009 17:42:12] 60% Research: 92 per turn 0% Espionage: 4 per turn 40% Solaris: 2 per turn, 43 in the bank
After End Turn: Gara Kulon's borders expand Gara Kulon finishes: Barracks
Other Player Actions: Imperial has spread: Antaniya Pass (House Atreides) Imperial has spread: Yalbash Lookout (House Corrino)
Turn 164 (14051 AD) [01-Dec-2009 17:43:38] 60% Research: 92 per turn 0% Espionage: 4 per turn 40% Solaris: 2 per turn, 45 in the bank Gara Kulon begins: Master Guardsman (6 turns) A Surface Mine was built near Sietch Abbir A Spice Harvester was built near Sietch Abbir
After End Turn: Chapterhouse finishes: Master Guardsman Yatsa Pass's borders expand
Other Player Actions: Civics Change: Rhombur Vernius(Ix) from 'Despotism' to 'Meritocracy'
Turn 165 (14066 AD) [01-Dec-2009 17:45:42] 60% Research: 95 per turn 0% Espionage: 4 per turn 40% Solaris: 4 per turn, 48 in the bank Chapterhouse begins: Master Guardsman (4 turns)
After End Turn: Tech research finished: Wind Energy Sietch Tabr finishes: Master Guardsman Sietch Makab finishes: Master Guardsman
Turn 166 (14081 AD) [01-Dec-2009 17:47:25] 60% Research: 95 per turn 0% Espionage: 4 per turn 40% Solaris: 4 per turn, 52 in the bank Research begun: Climate Controls (6 Turns) Sietch Makab begins: Master Guardsman (5 turns) A Spice Harvester was built near Sietch Abbir
After End Turn: A Hamlet was built near Gara Kulon
Other Player Actions: A Spice Harvester was destroyed near Chapterhouse
Turn 167 (14096 AD) [01-Dec-2009 17:52:07] 65% Research: 98 per turn 0% Espionage: 4 per turn 35% Solaris: -2 per turn, 52 in the bank A Surface Mine was built near Sietch Abbir
After End Turn: Sietch Abbir finishes: House Library
Other Player Actions: Corrino Spice Firm founded in a distant land
Turn 168 (14111 AD) [01-Dec-2009 17:53:40] 65% Research: 99 per turn 0% Espionage: 4 per turn 35% Solaris: -1 per turn, 51 in the bank Sietch Abbir begins: Greenhouse (4 turns)
After End Turn: Sietch Tabr finishes: Greenhouse Gara Kulon finishes: Master Guardsman Sietch Abbir grows to size 6 Chapterhouse finishes: Master Guardsman
Other Player Actions: A Spice Harvester was destroyed
Turn 169 (14126 AD) [01-Dec-2009 17:57:03] 65% Research: 100 per turn 0% Espionage: 4 per turn 35% Solaris: -1 per turn, 50 in the bank Diplomacy: Princess Wensicia (Corrino) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders Diplomacy: Liet-Kynes (Fremen) rejects trade of Open Borders to Princess Wensicia (Corrino) for Open Borders Sietch Tabr begins: Master Guardsman (5 turns) Gara Kulon begins: Master Guardsman (6 turns) Chapterhouse begins: Master Guardsman (4 turns) A Spice Harvester was built near Sietch Abbir Chapterhouse begins: Rocket Trooper (3 turns)
After End Turn: Sietch Makab finishes: Master Guardsman Sahnin Pass grows to size 4
Other Player Actions: A Spice Harvester was destroyed near Sietch Abbir Attitude Change: Rhombur Vernius (Ix) towards Roma Atani (Ordos), from 'Cautious' to 'Pleased'
Turn 170 (14141 AD) [01-Dec-2009 17:59:13] 65% Research: 100 per turn 0% Espionage: 4 per turn 35% Solaris: -2 per turn, 50 in the bank Sietch Makab begins: Rocket Trooper (3 turns) A Spice Harvester was built
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