gmaharriet01

Regular roster update:
Whomp - up
Fe - on deck
Lurker - MadViking played, survived the Mayan wars.
Scout - founded 3 more cities and made war plans
Gram H. - ruined war plans by making peace
AK- on indefinite skip

Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
 
:devil:
lurker's comment:
Careful with the overspending. It is a little early to be buying on credit (and especially when you lack a third party to trade it off to) and you don't want to be feeding the beast on the other side of the table. The slower the tech pace the better in a cultural game. Perhaps the better choice would have been to take the war to the Maya until you could get Polytheism for nothing, or a smaller all cash payment.

It is true you don't have much to spend the money on now but better to build the kitty for when those much more expensive techs appear, or when you can build embassies and start honing your theft skills.
 
I prefer to stay with the constraints tightly binding :groucho: ... I am enjoying the challenge of no research :clap:

I guess building the Great Library would be the top wonder on our wish list ... if not explain please :)
 
Ooooh... Harriet couldn't bring herself to twist the knife. :p From here things might get a little amusing... Smoke-Jag now has a nice number of spear-chuckers handy...and he didn't get to trip his GA during our war. This means that when the time comes for the next war, he will have more cities (and perhaps iron connected) for a more productive GA.

We need to make it a priority to get iron connected. We probably should avoid building a bunch of warriors, as we'll need the gold to buy tech. Shuffle spears to the towns on the Mayan frontier - all other shields should go to the best offensive unit available.

Bede mentioned buying on credit... I don't think 6gpt is such a bad deal... a bigger problem is that Smoke-Jag is now in a better government... and the AI always exact a pretty penny for government techs. We should save every shilling towards buying monarchy from him. The only other 'must have' techs are the ones that lead to floatie thingies. I shudder to think what it'll cost us to buy Monarchy at monopoly.

Speaking of gold... since we'll be paying monopoly prices for tech, we should place top priority on gold. Citizens should be put on the best commerce tiles, even if it means slowing down some builds. We need lots of roads... which means more workers.

We'll need a ton of workers to irrigate all those plains tiles SW, and to hack our way out of the jungle to the NE. If we get those worker parties going, we might even be able to spare a few for expansion... roading parties covered by a sphear might help keep our settlers moving.

We should probably build the FP soon as well... preferably in a riverside town that has room to grow. Whomper Room might develop into such a site, though it's so far from the capitol that it might not produce 2spt until it gets its 3rd or 4th citizen... I hope I'm wrong about that.
 
Building ToA as Ansar suggested is remote since it costs 500s in the AA and will expire with education. The Glib is even more remote since we have a trading partner who refuses to research alpha but instead beelined for a war government. On top of that we don't know anyone else.

The other continent likely has a speedy research pace and now that the dutch have been eliminated there's a possibility we have a AI runaway on our hands.

The only thing I disagree with Scout on is the government type. If the Mayans finish the pyramids conquering this city should be our #1 priority. Grans in every city will give us a very powerful pop rush capability for our culture goal. If this happens I'd think despotism and feudalism would be our government choice over monarchy. Sacrificing population will be easier than sacrificing gold. Gold for trading and maintainence of our buildings and pop to build our buildings.

Strange as this may sound we can win this game with Keshiks and swords fighting against landings from overseas cavalry. Our goal is culture and these are the most critical techs for us (along with alpha). The rest are almost secondary so let's drive a hard bargain on them.
Got the knowledge
Temples - 60s/2cpt/1g upkeep (CB)
Need the knowledge
Libraries - 80s/3cpt/1g upkeep (Literature)
Colossems- 120s/2cpt/2 upkeep (construction)
Cathedrals- 160s/3cpt/2 upkeep (monotheism)
Universities- 200s/4cpt/2 upkeep (Education)

I got it and may even try to draw Smoke back into a war once we've hooked up iron. :p
 
I'm sorry if I spoiled the war plans. :( I thought we wanted to continue the war because he wouldn't sell tech at any price. When he was willing to sell, I made peace.

If you only want techs free in exchange for peace, ya gotta spell it out for me in itty bitty words. :blush:
 
Gram no issues since it will give us time to get the iron hooked up. Once that's done so is Smoke. Maybe Scout and Bede will confirm but there are only a few techs that are "must have".
 
:devil:

Whomp said:
Gram no issues since it will give us time to get the iron hooked up. Once that's done so is Smoke. Maybe Scout and Bede will confirm but there are only a few techs that are "must have".
lurker's comment:
Literature and Ceremonial Burial are really the must haves. Colesseums, Cathedrals and Universities are nice to haves if you can build them early enough.

Obviously the warmaking knowledge (Iron, HBR and Feudalism) is important too, but Whomp is right that a good combination of the "best you can field" will keep the AI off your shores at least long enough to close out a cultural victory.

Keeping control of your continent is the most important job as that will give enough space for the tightly jammed towns full of prayerful readers collecting taxes.
 
Bede said:
Literature and Ceremonial Burial are really the must haves.
So that also means alpha and writing. I will keep that in mind and discuss with the team before buying anything else.

The only cultural game I ever played was on Chieftain and I just built all the great wonders. I'm starting from scratch again here. Thanks for all the input everyone!
 
Sorry for the second post, but I just thought of another issue that I'm not sure how to handle.

At the "turn of age" when the barbs increase, if they can get to one of the cities and if you have a large amount of gold, they take bigger handfuls than if you only have a little. How is that planned for if we're saving up gold for techs? :confused:
 
gmaharriet said:
At the "turn of age" when the barbs increase, if they can get to one of the cities and if you have a large amount of gold, they take bigger handfuls than if you only have a little. How is that planned for if we're saving up gold for techs? :confused:
Well... it could get a bit tough... a combination of archers and spears (or swords) might be able to hold off a fair number of barb horses if they hold high ground... which reminds me of a certain hilltop we'll need to settle...

But unless we do a whole lot better at settling than I think we will, we're going to face a few raging hordes. I think it'll be more important to protect our settlers than to protect our treasury.

Edit: Straight west of IronGold is a hill (on the other side of the lake). Let's settle that hill. If we can settle there and control that choke point, we can make it a lot more difficult for ol' Smoke Jag to settle up there.
 
The one with the northern archer standing on it? or the next hill just north of him next to the barb horse?
Hill_W_of_IronGold.JPG
 
Well I played before Scout posted on settling the choke. Instead I did a little dance with some JT's and our archers at the choke. So here's my story and I'm sticking to it.

Pre-turn: Mess with a few tiles.

IT Hoo Nelly those JT's are all over.
Kazan worker-->worker
Rumble T gran-->worker
730 Scout's Iron Bluff established next to the iron. Aryan horsey appears out of the darkness.

IT Well that horse fortifies but another moves out west in front of our archer. That's cool because I wanted the JT to step in first now no need.
Animal Farm gran--chariot
710 Start a chop a Kazan to get water to the city. Our elite archer is flawless taking out the horse. Hey check it out. Smoke has HBR. Buy it for 351g since he won't do it for 18gpt. Not sure we want gpt with Mr. J. Switch a few builds to horseys.

IT Horse near Scout's Iron Bluff attacks archer Ansar Khan on a mountain. Nice work Ansar no damage.
Capital Crone settler -->horse
Rumble Teddy worker --> settler
Academy worker --> temple (changeable)
690 Lazy days

IT snoozer
670 Elite archer who I forgot to name knocks off the Polynesian camp flawlessly for 25g.

IT do the JT dance :dance:
Ironic worker --temple (changeable)
Head that way worker -->temple (changeable)
650 Ansar? Doood! You got whacked by a stinkin' warrior on flatland. :( You'll be back brah.

IT .....
630 Iron is hooked up. Change Capital Crone to sword.

IT Capital Crone sword --> settler
Rumble Teddy settler --> sword
Fumbahliah gran -->worker
610 Old Eagle Eye takes an Aryan camp for 25g. Cape Bede is established on the 2nd horses (bg's, river, hills, mountains) set to Forbidden Palace. Hey check it out.
gram14nn.jpg


Done for 348g.


Switch Bananarama and Lurkerborough to floatie things next turn. Kazan gets one in 9.

IT Floatie thing and Admiral's Revenge finish and temples are started in Bananarama and Lurkerborough. Madviking finishes a worker -->temple (changeble)
590 Move our warrior out of Kazan in case the horse comes after our worker 3 tiles away.

IT Lots of barbs up north!
Barb galley attack floatie thing and Floatie losses a hp.
Irongold horse -->worker
Fumbalayah worker-->rax
Animal Farm horse--> temple (changeable)
570 Move the horses and a spear up north. Take a Kashan Camp for 25g with 2 damage. Warrior whacks the horse but redlines.

IT barbies on the grill Some stuff finishes but I forgot to write it down. Distractions and all.
550 Horses and spear are in position to protect our north. Do the dance again with the JT's.

SUMMARY We got some floaties, iron and horses. Life's good. I did some crazy stuff with tiles so be careful. Lots of growth coming on the turn so I adjusted accordingly. Unfortunately, we still have only one bonus food so the capital is the only consistent settler maker at this point. There's a possibility at Academy Idiotecha.

and the dance...

gram2sat1zo.jpg


the barbs up north...

gram3barbs7pg.jpg
 
Looking good, Whomp! I'm glad to see our borders are filling in toward Kazan, because it sure seemed a very long ways away when it first popped from a hut. Great getting those techs!!! We need to give Smoke our shopping list of what we want. :D

Regular roster update:
Fe - up
Lurker - on deck
Scout - founded 3 more cities and made war plans
Gram H. - ruined war plans by making peace
Whomp - got floaties, iron and horses
AK- on indefinite skip

Lurkers:
zerksees
Own
madviking (played)
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
Bede
classical_hero
 
Nice turns Whomp! :cool: Now we've got
  • Floaty Thingies :groucho:
  • Metal Pointy Thingies :ninja:
  • Pointy thingies on horsey thingies. :drool:
 
:devil:

lurker's comment:
Inneresting, verra innneresting

Skim those settlers in any town that will grow to three by the time the settler is trained, depending on the capitol to train settlers will set you back. Use the capitol and any other productive town for horsemen and swords and skim a settler when it gets to six. I don't see a lot of available luxuries so growth past seven will be a problem. New towns should train a worker, then go into growth mode to whip either a granary or a temple. Reverse the thinking a little, put granaries in low food towns, temples in high food.
 
Go Team Harriet ... 550 BC - 470 BC​


A new Leader


The year 550 BC ... Fe the Fashionable, related directly to the original Great Khan Fe of the Mongols takes over :eek: ... and with one gesture <Pressed Enter> his reign begins ...


Year 550 BC ... Turn 0

Settler moving to city site on the coast ...


Year 530 BC ... Turn 1

Happenings
Capital Crone commissions Settler ... ordered to get another
IronGold hires Worker ... ordered to repeat
Scout's Iron Bluff hires Worker ... ordered to repeat
and


Actions
1. Grasshoppah (3/3) is sent to patrol the fierce Northlands and ordered not to eturn without scalps.

2. Naming of the Gang and Giving Orders
Named Archer Anon-a-Mouse (4/4) with Whomplai Kahn (5/5), Madviki Khan II (4/4), surround and keep an eye on the Mayan town Lazapa.
Jerome (4/4) straddles the Mountain peak has eagle eye of Yaxchilan and workers in forest.
Named Archer van Diemen (4/4) ... watching Mayan movement with Kraig (4/4).
Named Archer Brutus Maximus (5/5) ... assigned to hunting Aryan's in north coast of the midlands.
Named Archer Tazzie Devil ... moving through swamp to protect Kazan settlement from Avar intrusion.
Named Warrior Thumpah (1/3) ... wounded but ready near Kazan and as yet un-named worker.
Named Spear Proctar (4/4) stationed near mountains around Bedetucket to see to the Hsung-Nu threat.
Named Horse Phar Lap (4/4) to support Kazan.
Named Horse Equus (4/4) ready to support Kazan or Bedetucket
New Worker Hermi and sent to join Joel, Lulu, Nardo, Wern Dog and 2 anons to the wetland clearing.
Settler sent up north to settle on a Scout spot on coast.
Phil is roading near Animal Farm
Settler moving down to the 2 fishy fishy area.
Named Sword Rusty Dusty (4/4) moving to assist in escorting Mayans near MadVikingsHome.
Gil roading the oasis near Academy Idiotechnica
New Worker Kleanex to road to bananas near IronGold, named Mumu and named Juju to help.
Named Archer Noodle (4/4) stationed in Capital Crone

3. Mayan manueveurs


4. Matters Naval
Admiral's Cask (3/3) surveying coast
Floatie Thing (2/3) bit battered but continuescoastal trip

5. Domestic Matters
No Change in orders and tiles worked.


Year 510 BC ... Turn 2

Happenings
>
Maya are building Hanging Gardens

Actions
1. Kraig and van Diemen will cut off the path of the Mayan units

2. Named Spear Simpleton Page garrisoned in the rioting town of Academy Idiotechnica

3. Matters Domestic
"Sire Sire Urgent reports of rioting in the streets !!! Murder !!! Burnings !!! Rapings and Reavers !!!
A paniced gasp, I stretch, yawn and dress in a robe ... a slender arm grabes as I rise ... I gently brush it off.
"Hush now ... There is nothing to fear ... I will be back" ... turning and with annoyance "What is the reason for you bursting into my rooms !!?"
"Sire the people of Academy Idiotechnica are rioting !!"
Looking longingly back to the draped bed ... <sigh> "One town ... All this yelling for one town ?!!" <sigh>
The silent counting of numbers ... "OK, What can be done ?"
"Well Sire, we could send in troops, jesters or increase the national beer allowance"
More rustling and now giggling can be heard behind the bed curtains.
"OK, the beer allowance will get everyone happy so make it happen ... and if I recall correctly we already have Simpleton Page to prod the citizens with pointy sticks already."
Yes Sire you are indeed a wise man
Annoyed ... "Well then we must also send in the jesters, jugglers and toad dancers"
"Yes Sire, At once"
Before the advisor leaves ... "Oh and do not bother me again with such trivialities or I will have your lips sewn together ... and send you to the swamptown of Irongold
I watch the quiverings of my advisor ... and add to his discomfort ... "and you know how much they respect mime artists there ??? ... Now leave me! .. I have more important matters to attend to"
"Yes Sire" ... He leaves bowing and groveling
I turn back to the bed, drop my robe and lift the curtain ... "Well all this action has given me a fierce ache that needs quenching, Now my beauties where were we and what can you both do to assist my discomfort?"
Much giggling and Groanings were heard into the night.


4. Whistling while we work
Zelda and Glenda both complete irrigation and commence on roads in different tiles.
Juju, Mumu, Kleanex road bananas

5. Matters Nautical
Admiral's Cask contines sailing past Mayan Lazapa.
Floatie Thing sails up north along the east coast.

6. Military Action
Rusty Dusty (4/4) moves into MadVikingsHome
Eagle Eye Igor (4/4) moves to Hsung-Nu savage.
Tazzie Devil (4/4) continues to swamp walk north
Brutus Maximus(5/5) collects an Aryan scalp
Thumpah (2/3) healed on the road, moved to Kazan for beer therapy .
Phar Lap (4/4) attacks Avar savage ... new scalp ... Equus moves up to create perimeter.
Noodle rests in Animal Farm while moving south

7. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment

Capital Crone (4)+4 +10gp Settler in 4
IronGold (4)+2 +3gp Worker in 2
WhomperRoom (2)+5 +2gp Temple in 25
Kazan (3)+4 +1gp Curragh in 4
Rumble Teddy (4)+2 +8gp Sword in 1 ... tweeked
Banana Rama (2)+7 +4gp Worker in 1
Fumbahlieyah (4)+0 +7gp (1xTaxer) ... tweeked, Barracks still in 1
Academy Idiotechnica (4)+0 (1xJester) +2gp Temple being built
Animal Farm (4)+2 +5gp Temple in 8
Ironic Marsh (1)+3 +2gp Temple in 43
Lurkerborough (3)+0 (1xJester) +2gp Temple in 56
HeadedThatWay (1)+3 +2gp Temple in 23
MadVikingsHome (1)+6 +1gp Temple in 56
Scout's Iron Bluff (1)+9 +2gp Worker in 9
Bedetucket (1)+5 +1gp Forbidden Palace in 195


Year 490 BC ... Turn 3

Happenings
>
Knocking, Knocking, Continuous Nervous Knocking ... "Alright I am not deaf !! ... Enter Worm"
"Sire sorry to interrupt ... but I have the Mayan ambassador to see you"
What does he want ... Can you not see that I am busy
Sire Please ... He wants to talk of further peace.
OK ... I agree now be off ... I have other matters to attend to ... Next time these feathered clowns seek to interupt thay had better be bearing gifts ... young fillies if you get my meaning ... Now be off Worm !!

PEACE for 20 Turns
>
Rumble Teddy trains Swords ... now Worker
Banana Rama hires Worker ... now Worker
Fumbahlieyah built Barracks ... now Spears

Actions
1. Military
Noodle (4/4) heads to Mayan front
Madviki Khan II (4/4) mounts a peak to see the lands vista
Kraig (4/4) and van Diemen (4/4) follow the Mayans
Brutus Maximus (5/5) eager for fresh scalps sees the Aryan nest

Proctar (4/4) back to garrison Bedetucket cos the Hsung-Nu savage is moving.
Grasshoppah (3/3) attacks, gets wounded to (2/3) and gains the scalp.
Equus mounted, mounts the mount, while Phar Lap does the sme with a hillock.
New Sword Stimpy (4/4) trained in Rumble Teddy headed up north to find glory in the Savage lands.
Rusty Dusty (4/4) moving up to an eye spy place.

2. Upgrades
Pretty Boy upgraded to Sword (4/4) for 60gp as he spies Kushan savage
Harpo (4/4) whinges and to shut him up he is also given a sword for 60gp

3. Civil Service
Worker Gang led by Wern Dog begins to mine, is joined by Lulu, Nardo, Joel, Hermi.
Dot completed mine is heading north
Alice and Tatu completed chore and are heading north to Banana Rama area.
Butterball and Sammie move to road some grass
Rename Worker Benjie begins to road near MadVikingsHome while renamed Poppy does similar on an irrigated tile.
New Worker MaiTie hired in Banana Rama clearing jungle
Rename Worker Lazy Suzan and moving to raod some grass.

4. Nothing to report from our fleet of floaty things.

5. Fish Mongerville founded on forest ... building worker.


6. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment

Rumble Teddy (4)+2 +8gp Worker in 2 ... tweeked so worker and pop rise synchronised.
Banana Rama (2)+6 +4gp Worker in 10 ... tweeked for synchranise
Animal Farm (4)+2 +4gp Temple in 6 ... tweeked to hasten the Temple
Lurkerborough (3)+0 (1xJester) +2gp Temple in 55 ... Luxes soon
MadVikingsHome (1)+5 +1gp Temple in 45 ... tweeked to pop rise sooner
Fish Mongerville (1)+10 +1gp Worker in 10


Year 470 BC ... Turn 4

Happenings
>
IronGold hires Worker
>
Wonders Built and Savages Sighted


Actions
1. Military Actions
Renamed Archer Porky Nelson (4/4) moves to garrison Animal Farm
Noodle moves to garrison Fumbahlieyah
Kraig (4/4) and van Diemen (4/4) on hills observing Mayan movement.
Brutus Maximus (5/5) attacks and clears Aryan nest and finds 25gp
Grassshoppah (2/3) goes to the Dancing Piglet Bedetucket's best pub and gets roaring drunk.
Rusty Dusty decides to sharpen his sword in MadVikingsHome
Newly upgraded Pretty Boy moves to intercept the Kushan Savage.
Thumpah healed and hungover.
Phar Lap sighted a full nest of Hsung-Nu, Equus joins to assist.

Harpo awaiting new settler, stays in Capital Crone

2. Civil Service
Renamed Worker Penny Nunn completed mine and moves to rivered grass.
Renamed Worker Kryll Alice who just completed mine, helps Phil with another.
New Worker Daisy le More begins mining spice around IronGold.
Rename Worker Vital Statistic begins to mine a cow.
Love Bug joins the jungle clearing party with MaiTie and others.

3. Nothing nautical to report.

4. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment

Capital Crone (4)+2 +10gp Settler in 2
Kazan (3)+2 +1gp Curragh in 2
Rumble Teddy (4)+1 +7gp Worker in 1
Banana Rama (1)+5 +2gp Worker in 5 ... tweeked for synchronisation
Academy Idiotechnica (4)+3 +2gp Temple in 14
Lurkerborough (3)+0 (1xJester) +2gp Temple in 54


Continued as exceeded word count
 
Go Team Harriet ... 450 BC - 350 BC​


Year 450 BC ... Turn 5

Happenings
>
Knocking, Knocking, Continuous Nervous Knocking ...
"Can I get no peace from you Worm !! ... Enter if you must !!!"
"Sire sorry to interrupt your ummm ... gymnastics ... but I have the Mayan ambassador to see you"
What again ?!! ... what does the goat want now ?!!!"
Sire, He insists that we move our troops ... apparently an over zealous warrior has entered the blue of Maya ... and he insists that they be moved at once !!
"He Insists !!! He insists !!! ... Tell the goatman to be off !! ... more like it that the Mayan blue has swamped over our men ... do you know whom is the cause for this international tension Worm ??!"
Apparently one of our floaty things got blown into Mayan blue"
"Damn and Blast Tell the lover of beasts that they will move with the tide ... and that he can kiss my ...
As you will Sire ... I shall inform the Mayan ambassador that our floaty thing shall move"

>
Kushan Barb attacked but killed by Pretty Boy
>
Rumble Teddy hires Worker
>

Actions
1. Civic Duty
Penny Nunn shall commence building a road.
Wern Dog, Lulu, Nardo, Joel and Hermi don the lumberjack costume and move for a chop.
New Worker, Biscuit Barrel will chop around Idiot Acedemy soon.
Tatu joins the jungle slash with MaiTie, Love Bug and Alice.

2. Nautical Adventures
Admiral's Cask will be moving through the Mayan blue ... causing International Incidents, while

3. Matters of a Military Nature
Thumpah (4/4) nursing wounds in Kazan where Hsung-Nu horse have been sighted.
Tazzie Devil (4/4) moving to reinforce Kazan.
Phar Lap (4/4) attacks Hsung-Nu nest, redlined and Equus (3/4) kills the horse and finds 25gp ... Phar Lap (1/4) joins him.
Stimpy moving north.

5. Domestic Matters
Coffer 238gp +29
Slider to 20% Entertainment

Capital Crone (4)+1 +9gp Settler in 1 ... tweeked for more gold
Kazan (3)+1 +1gp Curragh in 1
Fumbahlieyah (4)+2 +6gp Spear in 2
Academy Idiotechnica (4)+2 +2gp Temple in 13
Animal Farm (5)+5 +4gp Temple in 3 ... tweeked to hurry Temple
Lurkerborough (3)+20 +2gp Temple in 27 ... joined to lux


Year 430 BC ... Turn 6

Happenings
>
Capital Crone commisions a settler
Kazan launches another floaty thing

Actions
1. Military Manuevourings
Tazzie Devil (4/4) nearing Kazan
Anon-a-Mouse (4/4) and Whomplai Kahn (5/5) move out of the Mayan blue zone.
Madviki Khan II (4/4) and Jerome (4/4) stay in position.
Brave Brutus Maximus (5/5) weighed down with scalps, moves back to Mongol lands.

Freshly blooded Pretty Boy (4/4) wading the swamps looking for Mayan signs of passage.
Phar Lap (1/4) and Equus (3/4) tactfully withdraw

2. Naval matters
The newest of our floating things launched named Bondi Cigar.
Admiral's Cask sailing the Mayan blue.
Floatie Thing in deep trouble as a Hsung-Nu Floater sighted.


3. Civil Servicings
Sammie and Butterball start to mine.
Settler moving up to the northern badlands.
Bengie and Peppy mining.

4. Domestic Matters
Coffer 299gp +32
Slider to 20% Entertainment

IronGold (4)+9 +2gp Settler in 6 ... tweek
Kazan (4)+20 (1xJester) +1gp Worker in 10 ... nobody on MP duty
Fumbahlieyah (4)+0 +7gp (1xTaxer) Spear in 1 ... tweeked
Academy Idiotechnica (4)+0 +2gp Temple in 9 ... tweeked
Animal Farm (5)+9 +4gp Temple in 2


Year 410 BC ... Turn 7

Happenings
>
Floatie Thing survived only just it is leaking bad.
>
Fumbahlieyah trains Spear


Actions
1. Military Stuff
Noodle (4/4) to travel to the Academy of Idiots
Brutus Maximus (5/5) stumbles onto Ghuzz camp
Kraig (4/4) and van Diemen (4/4) report Mayans moving east.
Tazzie Devil (4/4) reaches Kazan, Thumpah moves back to MP duty.
Eagle Eye Igor (4/4) climbs the mountain and it joined bt Equus (3/4) and wounded Phar Lap (1/4).
New Spear Aluvial Jones (4/4) to MP at Fumbahlieyah

2. Naval Contemplation
Floatie Thing is a leaky boat, spies another Hsung-Nu floater and retreats.
Admiral's Cask and Bondi Cigar exploring coastlines

3. Thar She Blows founded, whales sighted breaching.

4. Civil Duty ... Chopping
Wern Dog and crew begin to chop
Biscuit Barrel starts to chop
New Worker Chicken Dancer begins to chop

5. Domestic Matters
Coffer 331gp +34
Slider to 20% Entertainment

Capital Crone (P,B,G,) (3)+2 +7gp Spear in 1
Rumble Teddy (B,G,T,) (4)+3 +7gp Spear in 2
Banana Rama (,) (1)+2 +2gp Worker in 2
Fumbahlieyah (B,G,T,) (4)+1 +6gp Sword in 5
Animal Farm (B,G,) (5)+4 +5gp Temple in 1 ... tweeked for cash
MadVikingsHome (,) (1)+2 +1gp Temple in 41 ... tweeked for population


Year 390 BC ... Turn 8

Happenings
>
Barbs attack ... Hsung-Nu floater sinks our boat, Ghuzz attack Mayans ... Avar attack mountain.
>
Capital Crone trains Spears
Animal Farm builds Temple
>
Mayans building Great Lighthouse
>
Many Wonders


Actions
1. Matters Military
Jerome (4/4) stays put but now surrounded by the cultural blue.
Brutus Maximus (5/5) gathers a Ghuzz scalp and 25gp by destroying the camp, beating the Mayans.

Tazzie Devil (4/4) moving out on savage dispersal duty.
Eagle Eye Igor (2/4) and the mounted Equus (3/4) and Phar Lap (1/4) moving to Kazan for some serious bragging and drinking.
New Spear Renn (4/4) to MP Capital Crone.

2. Domestic Matters
Coffer 390gp +34
Slider to 20% Entertainment

Capital Crone (P,B,G,) (3)+1 +7gp Spear in 4
Rumble Teddy (B,G,T,) (4)+2 +7gp Spear in 1
Banana Rama (,) (1)+1 +2gp Worker in 1
Academy Idiotechnica (G,) (4)+1 +3gp Temple in 9
Animal Farm (B,G,T,) (5)+3 +5gp Sword in 5
Thar She Blows (,) (1)+9 +1gp Worker in 9


Year 370 BC ... Turn 9

Happenings
>
Rumble Teddy trains a Spear
Banana Rama hires a Worker
>
Many Wonders



Actions
1. Military Stuff
Proctar (4/4) to MP at Thar She Blows
Phar Lap and Equus racing ahead of Eagle Eye Igor to get to the Kazan pubs first.
New Spear Tweezer (4/4) to MP at Rumble Teddy

2. Civil Antics
Lazy Suzan and Dot roading to coastal Thar She Blows.
New Worker Fuzzy Zella to hack at the jungle.


8. Domestic Matters
Coffer 424gp +34
Slider to 20% Entertainment

Capital Crone (P,B,G,) (4)+4 +7gp Settler in 3
IronGold (B,T,) (4)+6 +2gp Settler in 3
WhomperRoom (,) (3)+18 +2gp Temple in 18
Kazan (T,) (4)+8 +1gp Worker in 7
Rumble Teddy (B,G,T,) (4)+1 +7gp Spear in 4
Banana Rama (,) (1)+10 +2gp Temple in 30
Fumbahlieyah (B,G,T,) (5)+4 +6gp Spear in 1
Academy Idiotechnica (G,) (5)+0 (1xJester) +3gp Temple in 8
Animal Farm (B,G,T,) (5)+2 +5gp Sword on 4
Ironic Marsh (,) (2)+6 +2gp Temple in 16
Lurkerborough (,) (3)+16 +2gp Temple in 18
HeadedThatWay (,) (2)+6 +3gp Temple in 9
MadVikingsHome (,) (2)+10 +1gp Temple in 39
Scout's Iron Bluff (,) (1)+2 +2gp Worker in 2
Bedetucket (,) (2)+8 +2gp Forbidden Palace in 188
Fish Mongerville (,) (1)+4 +1gp Worker in 4
Thar She Blows (,) (1)+8 +1gp Worker in 8


Year 350 BC ... Turn 10

Happenings
>
Fumbahlieyah trains Spears


Actions
1. Military Shuffles
Whomplai Kahn (5/5), Madviki Khan (4/4) and Anon-a-Mouse (4/4) huddle together on the mountain top looking at the expanding Mayan blue.
Jerome (4/4) keeps an eye on the Yaxchilan road works department.
Stimpy (2/4) fought back surpise barbarian horse attack.
Grasshoppah (4/4) keeps watch on mountain high.
Noodle (4/4) moving back to MP Idiot Academy.
New Spear Little Pinkus moving to MP Bedetucket.
Harpo stays at Rumble Teddy to MP.
Pretty Boy (4/4) is to stay fortified on hill and watches Mayan movement.

2. Civil Works
Gil and Glenda roading 'round WhomperRoom.
Bengie and Poppy roading 'round the MadVikingsHome
Daisy le More completes mine and moves on.
Vital Statistic completes mine on cows.
Butter Ball and Sammie on the chop.

3. Nautical Reports
Admiral's Cask and Bondi Cigar both searching the coastal brine.

4. Domestic Matters
Coffer 458gp +38
Slider to 20% Entertainment

Capital Crone (P,B,G,) (4)+2 +9gp Settler in 3
IronGold (B,T,) (4)+5 +2gp Settler in 2
WhomperRoom (,) (3)+17 +2gp Temple in 17
Kazan (T,) (4)+5 +1gp Worker in 6
Rumble Teddy (B,G,T,) (5)+5 +9gp Spear in 3
Banana Rama (,) (1)+9 +2gp Temple in 29
Fumbahlieyah (B,G,T,) (5)+3 +6gp Worker in 2
Academy Idiotechnica (G,) (5)+0 (1xJester) +3gp Temple in 7
Animal Farm (B,G,T,) (5)+1 +5gp Sword in 3
Ironic Marsh (,) (2)+5 +2gp Temple in 15
Lurkerborough (,) (3)+15 +2gp Temple in 17
HeadedThatWay (,) (2)+5 +3gp Temple in 8
MadVikingsHome (,) (2)+9 +1gp Temple in 38
Scout's Iron Bluff (,) (1)+1 +2gp Worker in 1
Bedetucket (,) (2)+7 +2gp Forbidden Palace in 187
Fish Mongerville (,) (1)+3 +1gp Worker in 3
Thar She Blows (,) (1)+7 +1gp Worker in 7


and with that the great Khan Fe the fashionable finally succumbs to a heart attack ... the staff of leadership is passed on :D
 
The World


Mayan Sector



Harriet's Core



The Savage Untamed Northlands
nix


Military Advisor
>
We are AVERAGE compared to Mayans



And the Save
http://www.civfanatics.net/uploads11/fin_350_BC.SAV



:lol: That was fun ... but verbose :blush:

any comment on the reporting ... and if additional information required ... do not hesitate to post :D
 
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