Played turns

TC worker -> worker. The Institute pike -> temple. The Nursery lib -> court.

Scores: BABE 846 (+11), FREE 903 (+13), GONG 920 (+14), SABER 738 (+13), Council 678 (+10).

The new worker is named killercane and moves NW-W-W.

tomasjj clears, fe and TLM mine, Niklas mines, zyxy clears. cubsfan joins tony, TB1 and TB3 mine W of The Pier, and Aigburth goes SW of The Pier. Chamnix and CommandoBob join The Treasury. Wotan moves NE.

We found The Whale Pond:
MTDG2_121_TWP.jpg


I don't send 20 gold to SABER.

The Treasury is starving, but this can be solved once The Gulag switches to workers.

sci 80%, lux 20%. Gunpowder in 3 turns, -51 gpt, 1094 gold in the bank.
Our land:
Spoiler :
MTDG2_121.jpg
 
The Chamber worker->worker, The Gulag settler->worker, The Igloo temple->colloseum, The Silo barracks->horse, The Bayou worker->worker

cubsfan6506 helps with clearing Black Dot.
General_W starts another farm for The Nursery.
AutomatedTeller and moves to The Igloo in the purpose of joining next turn.
Settler Wotan moves N to get to his designated position.
New workers Daghda and Sir Bugsy both move towards The Treasury to help mine and road, and eventually join. killercane follows suit and TC2 joins him.
peter grimes and TB 2 start a road on the newly mined hill, Aigburth roads near The Pier.
New settler named Blackadder starts trekking towards Black Dot.

Send MM with accept to SABER.

MMing (mostly for my own fun):
The Chamber is reset at 10f 7s for another 1-turn worker.
The Treasury steals the dyes from The Gulag and an irrigated plains from The Bayou, 0f 17s means Sistine's in 18.
The Gulag takes the irrigated grass that The Treasury left and switches to 2-turn workers.
The Igloo drops to 5s and starts a Colloseum (again!) as a uni prebuild.
The Silo goes to 0f 10s to build 3-turn vHorses. No loss of commerce.
The Bayou steals the tobacco from The Pier to keep building 2-turn workers. Also works the fish for 7f 3s, will do 7s next turn on growth.
The Ways has grown and needs to hire a brainiac to keep from rioting.
The Arboretum steals the game from The Lodge for a turn to get to 3f, will then grow this turn so no loss of shields, -1b though.
The Lodge makes up for that by working jungle gems for -2f but +2b so a net gain of +1b. :)
The Hideaway switches jungle dyes (1f 2c) for coast (1f 3c) and gains +1b.

Images:
Spoiler Demographics screen :
122demoxd8.png

Spoiler Domestic advisor screen :
122townsch8.png

Spoiler Towns of interest :
122treasuryfd7.png

122gulagyo4.png

122iglooew4.png

122silolc5.png

 
We receive 125 gp from SABER as promised.
Decline the FREE offer of Education and WM.

The Chamber worker->worker, named Chamberlain #1.

Blackadder moves closer to his intended location.
killercane and TC2 start roading a hills tile near The Treasury. Sir Bugsy and Daghda join them on the same tile.
Hasdrubal Barca with crew have uncovered valuable minerals (a BG) when clearing jungle (why were they 5?). The two unmoved (?) start roading the tile.
Chamberlain #1 has nothing interesting to do, so fortifies in place. Anything he could do would take too long. He is joined by Mascot and TC6, forming the threesome needed to get TC to size 10.
The Admiralty has produced an AC, leave it in place for now.
AutomatedTeller has finished active duty for now, joins The Silo.
Wotan settles The Shallows (couldn't find a list of names to use), starts a harbor.
dl123465 starts a mine in the far south.

Research set to 50%, turn a few (but not all) scientists to taxmen, +14gpt and Gunpowder in 1.

Send Polytheism to SABER with accept.

MMing:
The Chamber set to 10f 8s and build a Colosseum as prebuild for Cope's.
The Igloo can have its BG back from The Silo since the latter joined a worker.
The Bayou set to 4f 5s, still working fish, will get +2s from desert on growth and complete worker.
The Arboretum has expanded its borders, and grown, and can now work a game.as well as the two dyes.
The Lodge can have the other game tile back.

Spoiler demographics screen :
123demoph6.png

Spoiler domestic advisor screen :
123domesticeh3.png

Spoiler interesting towns :
123chamberbw3.png

123treasuryfy3.png

123bayouus4.png

 
We get 125 gp from SABER and FREE's WM.

We learn Gunpowder, start on Chemistry, ETA 7 turns (but will be 6)

The Admiralty aqueduct->horse, The Gulag worker->worker, The Bayou worker->worker, The Aerie pike->court

Note that we have three sources of salpeter within our domain. One is in the hills outside The Treasury and will be roaded this turn. Another is just under The Shallows in the far NW of our continent, and the last is next to The Tower on the northern island.

Blackadder reaches Black dot where the workers are still clearing marshes.

fe3333au goes to irrigate a plains for The Meeting Room. TheLoneMan goes to chop a forest for The Silo. Nikodemus moves N to road the forest that Chamsuri's Cove is working. AutomatedTeller is reborn in The Gulag and goes to mine the newly uncovered BG. jb from The Bayou move Treasury-ish. Daghda and Sir Bugsy complete the road that connects the salpeter. The three chamberlains bring The Chamber to size 10.

Move ACs and horses, maces and pikes in a generally southeastish direction. Leave the galley in place.

Send HBR to SABER with accept.

MMing:
The Chamber steals a lot of tiles from The Admiralty. It can do a maximum of 22 spt at -4fpt, 21 spt at 1fpt but The Admiralty at -1fpt, or 20 spt at 1fpt and The Admiralty at 0fpt. We couldn't keep up the 22 spt pace for enough turns, so it'll be a mix of 21 and 20 spt turns to get Cope's in 19 turns (we have 10 shields so 10 turns at 21 spt to get to 220, and 9 turns at 20 spt).
The Admiralty works what tiles are left over, does 4 spt and -1fpt.
The Treasury could leave a plains for The Bayou to work the salpeter instead, but the extra commerce gives a happy face. In other words we could join another worker next turn if we want to. I would make sure the mine on the salpeter is complete first though.
The Gulag and The Bayou are both reset to their worker pump duties.
The Ways is noteworthy since it can be MMed for a lot more commerce once it finishes the harbor.
The Greenhouse is working the gems because it needs the happy face.

Note on the outgoing save that we're making 298 bpt, almost what we need for Chemistry in 6.

It's too late for me now, I'll have to add the pictures tomorrow.
 
MTDG2_125SABER.jpg

We accept of course. Their free tech is clearly Mono. Silo horse -> horse.
MTDG2_125pal.jpg

Better roads is what we need, so I choose the lawn improvement. :)

Scores: BABE 892, FREE 957, GONG 970, SABER 789, Council 724 (+10).

Pikes head north towards the island. I wake galley Ji-Do and send him NW-W-W to pick up pike. CG Aerok goes S-S-SE towards the west coast.

Settler Blackadder founds The Black Seal:
MTDG2_125_TBS.jpg


cubsfan goes N, Niko chops. I later discover that this chop will go to waste in The Silo: what do we do? Cancel the order next turn?
fe roads, TLM chops. Aigburth, TB2 and peter go to the mountain S-SE of The Treasury to build a coastal road. TC1, H.Barce, AT and TC5 go N, TC4 goes NW, dl goes NW and mines. Some workers head for the NW where we need many more roads: jb goes NW3, Daghda, TC2, killercane and Sir Bugsy go N-W-W.

The worker pump in The Bayou is off track, but can be repaired, although at slight shield cost in TC (which can be recovered I think). TC has 9 turns to SC: it is at 447 shields, so 153 to go, doing 17 spt. That is, it gets there exactly! I don't think we can speed this up.

The Silo steals the wheat from The Gulag which uses a FP instead. Some other MM speeds up stuff here and there. Switch The Igloo, The Institute, The Pier and The New Yard to horse. The Nursery could also switch, and of course we could rush some in our corrupt towns. Chamsuri's Cove will have to switch to a wonder in 2 turns, to redirect a chop. I tentatively switch The Tower to a warrior, and The Shallows to a lib.

sci 80%, lux 20%. Chem in 6 turns (almost 5), 300 bpt, -52 gpt, 1290 gold in the bank.
Part of our land, with coastal blockade:
Spoiler :
MTDG2_125.jpg
 
The Gulag worker -> worker. The Bayou worker -> worker. The Ways harbor -> horse.

The new workers are named Wotan and CommandoBob.

I move CG Wangbok NE-NE to get a better view of the BABE galleys. Aerok and Ji-Do go to NW of the Marina. Woon-Jae enters the mountain N-NE of The Pier.
TLM has to cancel his job.
TB1 & TB3 move to the mountain N of The New Yard. Aigburth, peter and TB2 road. Paul goes W-S-S to build a road from The Meeting Room to The Arboretum. Sir Bugsy, TC2, killercane and daghda go N-NW-N. General_W goes S-E. Tony goes N, cubs starts a road. donsig goes S-E. AT, H.Barca, TC1 and TC5 slash jungle. Wotan goes NW3. TC3 goes NW. CB goes S-W-SW, jb goes W3. Nam-Il goes SW-S-SW. I rearrange the ACs a bit.

Switch TC to musket. Rushes and (s)hortrushes:
horse in TA: 36 gold (s).
horse in The Aerie: 92 gold.
horse in The Marina: 16 gold.
horse in The Meeting Room: 60 gold.
horse in The Arboretum: 64 gold.
horse in The Lodge: 60 gold.
horse in The Black Seal: 116 gold.
horse in The Nursery: 56 gold.
horse in The Shallows: 108 gold.
galley in The Greenhouse: 24 gold.

The Igloo, The Pier and The New Yard will finish a horse next turn by themselves. The Siloo and The Institute will finish a horse in 2 turns. Upgrade pike in The Siloo to musket for 90 gold. Other pike S-S-S.

sci 80%, lux 20%. Chem in 4 turns, 309 bpt, -57 gpt, 516 gold in the bank.

Location of BABE galleys:
MTDG2_126_BABEgalleys.jpg

(NB: this is a composition of two images, one before our galley moved and one after). Total number of BABE galleys is 12.
 
We receive 20 gold from SABER.

The Chamber musket->musket
The Admiralty, The Igloo, The Aerie, The Arboretum, The Meeting Room, The New Yard, The Nursery, The Pier, The Marina, The Lodge, The Shallows, The Black Seal horse->horse
Chamsuri's Cove library->horse
The Greenhouse galley->galley

Kong Joo defeats vMW 4-0
AC defeats vMW 4-4 :eek:

Move the redlined AC into The Nursery for hiding. Shuffle units around to block the whole coast, including the marshes, but leave General_W alone on the sugar. A fitting punishment for leaving us at the brink of war. ;)

CG Wangbok attacks a BABE galley and sinks, only taking 1 hp. :(

Lots of units move from their home position towards the front.

479 gp, -84 gpt, Chemistry in 3. We are still weak to BABE, we were so throughout the whole turn.

The fateful declaration:
Spoiler :
127wartv7.png
 
Ok, I'm probably not a very good turnplayer since I totally forgot to take any screen shots. I can probably retrace my steps enough to get the relevant shots in hindsight though. :blush:

Here we go:

Accept the 20 gpt sent by SABER.
FREE forgot to send with accept, press accept and send it back to them.

The Gulag, The Bayou worker->horse; The Silo, The Institute horse->horse; The Tower warrior->warrior

Time to bite the bullet:

Battle for the Beach:
vAC Kong Joo (5/5) vs vPike (4/4), wins at 2/5
vAC Parang (5/5) vs vMace (4/4), retreats, defender at 2/4
vMace Nam-Il (4/4) vs vMace (4/4), wins at 2/4
vAC Eul-Yong (5/5) vs vMace (4/4), wins at 4/5
vAC Jung-Hwan (5/5) vs vMW (4/4), wins at 1/5 :eek:

Ok, MWs from now on then, I had half expected to see the 2/4 mace first (but thinking about it I realize why we didn't). So from now on I can just attack with everything we've got:

vHorse (4/4) vs vMW (4/4), loses, defender at 2/4
rHorse (3/3) vs vMW (4/4), wins and promotes to 2/4
rHorse (3/3) vs vMW (4/4), wins at 1/3
rHorse (3/3) vs vMW (4/4), loses, defender at 2/4
rHorse (3/3) vs vMW (4/4), wins and promotes to 2/4
vAC Jih-Hoon (5/5) vs vMW (4/4), wins at 2/5
rHorse (3/3) vs vMW (4/4), wins at 1/3
rHorse (3/3) vs vMW (4/4), wins at 3/3
vAC (1/5) vs vMW (4/4), wins at 1/5 :wow:
vHorse (4/4) vs vMW (4/4), wins at 2/4
rHorse (3/3) vs vMW (4/4), loses, defender at 2/4
rHorse (3/3) vs vMW (4/4), loses, defender at 3/4
rHorse (3/3) vs vMW (4/4), wins at 1/3

Yeah yeah, before you say anything, I know :blush:. But battle rage gripped me, and I couldn't help it. Things were going so well, and my fingers had pushed the button before I really knew what I was doing. In hindsight I tried to come up with a good, logical explanation for why I wanted to do that attack, so I could justify my action here to you, but there just isn't any. It was already becoming clear that there would be more defenders in TN than there would be attackers left, so it would have been so much better to simply let him rest and recover. I could have called it a misclick, but that would probably make me look even more stupic, and it really wasn't a misclick. But I won, so why are you complaining?! :ack: :blush: (I could hear my own heartbeat rather loudly at that point...)

Anyway, time for a Tally:
13 wins, 1 retreat, 4 losses. :cool:

Decent results. Offa's simulator says we had ~36% chance of taking out 14 units and ~58% chance of taking out 13 so we're pretty much where we can expect to be. But those numbers are not quite correct since they are only against exactly that number of opponents, so the latter strikes would be against wounded units. So in reality our luck was better than that since we were facing fresh troops all the time.

Unit count:
Us: 10 in The Nursery, 4 precariously 1E of their stack
Them: 7 units on the beach; 2@4/4, 1@3/4, 4@2/4

So, they can't take the town now. They could kill a lot of our wounded though, the 4 units just E of their stack live in risk. The war is still very much in the balance. But let's hope they pull back out to their galleys to heal, reform and regroup, and give us time to heal up some too. They can count for themselves and see (from the battle results) that we must have more units in TN than they could take out, so keep your fingers crossed.

Battles of the Sea:
CG Chamsuri 2 (3/3) attacks a BABE galley near The Lookout, deals 1hp dmg before sinking. :( (sorry Paul) (I actually did this attack first of all, if anyone wants to retrace my moves to get screen shots or unit data or whatever)
Galley (3/3) attacks a BABE galley near The Black Seal and wins at 3/3! That covers the threat towards the far west for now, but we could still be facing units in the marshes (+20% defense bonus) next turn.

Move CG Gin, CG Aerok and CG Ji-Do towards The Whale Pond where they will make a stand.

At all points throughout the turn we have been Weak to BABE. We still are. Admittedly we've lost a bunch of HP as well, but still... :scared:

Workers CommandoBob, TB1 and TB3 run the risk of capture if the BABEs punch through our stack there. I realize to late that in MP all the workers have already moved, so I try to wake TB1 up and fail :mad:. So there's no escape for them, and now I've wasted 2 turns of roading for him as well. :wallbash: Oh well, I can just as well set CommandoBob (who hadn't started roading and thus fooled me) to road as well then.

Wotan moves to the tile 1N of CommandoBob's stack to road the one tile I really want to see roaded. Plus he's out of harm's way there.

killercane, Sir Bugsy and Daghda move to 1N of The Arboretum to build a shortcut road there. We really have too few roads. TC2 moves NW to road the BG there.

Mace Woon-Jae moves to the worker S of The New Yard. Remember that they have another 6 units that could be unloaded, in hindsight I should have placed him just SE of The Pier since that's the one tile our units in The Nursery can't reach next turn. At least we can have a musket in The Pier if they try that, so maybe it's all good anyway.

Our Pikeman near The Silo would take two turns to reach The Institute, and another 1-2 turns to be able to block anything. And we can't even be sure that there is still a battle there when he arrives. I decide to head him north instead, rename him to Nortward bound so we don't forget.

Gather our newest AC together with one vHorse and 3 rHorse on the iron mine 2E of The Institute. From this tile they can reach the area near The Nursery, but also reach The Pier if that's the new risk area next turn. They can't attack there though, but at least they could ensure we don't lose the town if things go badly. One more rHorse can't quite reach all the way there.

Rush barracks in The Nursery, and horses in The Pier and The New Yard. 10 gp left in treasury, so no shortrush in The Admiralty.

Disband our three warriors on Subcommmittteeee Island, and abandon The Tower and The End of the World (let's hope it's not). Hmm, seems we got some money from that, 57 gp now :hmm:. Go shortrush that horse after all then, 17 gold now.

The Chamber switches musket to horse.
The Treasury will finish Sistine's (or Sun Tzu :scared: ) in 6.
The Igloo set to 8 spt, it can normally do 7-7-8-8 but I want to get as many shields in early in case we decide to rush here.
The Gulag and The Bayou set back to grow fast, they are better at higher size.
Maximize for shields over gold in Chamsuri's Cove, The Arboretum and The Meeting Room.


Research set to 0%, 123 gpt. Also switch our four scientists to taxmen for 131 gpt total.

That's about as much as I can do, so now it's hoping and praying. :please:
 
Accept 20 gp from SABER and 56 gp from FREE. FREE has accepted our deal for 100 gp from last turn since we have 158 gp in our treasury already before these additions.

The Chamber, The Admiralty, The New Yard and The Pier horse->horse; The Nursery barracks->horse

Second battle for the beach:
vAC (5/5) vs vMW (4/4), wins at (3/5)
vHorse (4/4) vs vMW (4/4), wins at (1/4)
rHorse (3/3) vs vMW (4/4), wins at (3/3)
rHorse (3/3) vs vMW (4/4), loses, defender at (4/4)
rHorse (3/3) vs vMW (4/4), loses, defender promotes to (2/5)
rHorse (3/3) vs f vMW (3/4), wins at (1/3)
rHorse (3/3) vs f vMW (3/4), wins at (1/3)

They have 5 units left, we'll have at least 7 units in TN if we attack with the two non-redlined units, so go for it.

vAC Ji-Hoon (2/5) vs f vMW (3/4), wins at (2/5)
vHorse (2/4) vs f vMW (3/5), loses, defender at (2/5)

Move the two redlined units into The Nursery. Musket moves to cover the stack of wounded outside TN.

Tally:
6 wins, 3 losses - odds were 6.26 wins and 2.74 losses, so we didn't have good luck, even if it wasn't extremely bad either.

Units left:
Us: 8 units in TN of which 7 is redlined and one is at 2 hp. Musket covering 3/5 AC, 3/3 horse and two redlined horses.
Them: Three MWs (2/4, 2/5, 2/5) and one mace (1/4)

New horses from TC and TA moves to The Institute and the iron hill respectively. vMace near NY (New Yard, what did you think? :p) joins the stack under the musket. Northward bound pike keeps going north, could block any point on the coast from The Marina almost to Chamsuri's Cove next turn.

Wotan starts a road in the mountains. TB 1 restarts the road I accidently woke him from last turn. The GONG Crew finish a road near The Arboretum. fe3333au starts another, too bad we don't have that road in place or a unit from The Meeting Room could reach The Arboretum and below in one turn. Oh well.
Aigburth, peter grimes and TB 2 move to road the gems by NY.

Our second musket moves to cover the dl123654 near NY.

Ships move to convene near The Whale Pond.

I get a small shock when it says palace completes in 5 turns, until I realize that's because we have fewer towns to its cost decreased. So 5 turns to Sistine it is.

Abandon The Lodge and The Black Seal :(

Rush horses in The Institute and The Arboretum, 184 gp left. I see the situation in the south as "good enough" for now, so I'll rush up north where the costs are lower. Hmm, can only afford to rush once, so I chose The Shallows that makes the least spt (each extra shield we make is -4gp cost to rush later).

After the last lost units we are now in WWI (both War Weariness and World War seems fitting ;)). A lot of towns are unhappy. I could hire clowns and scientists to make most of them happy with little or no lost spt, only a few minor negative fpt, and still stay at 137 gpt - if it wasn't for The Treasury which is already at the limit. I could hire a clown here but that would set back the wonder by at least one turn, two if I don't want -2fpt. I decide that this is important enough to warrant increasing the lux slider instead. MMing for shields and gold over growth temporarily brings us up to 123 gpt at least, not too shabby.

Will edit in images as I upload them.
 
MTDG2_130SABER.jpg


MTDG2_130toSABER.jpg


MTDG2_130FREE.jpg

We accept both offers, of course. Great Lib is now obsolete (for GONG).

The Silo horse -> horse. The Institute horse -> horse. The Arboretum horse -> horse. The Shallows horse -> horse.

Horse from the Arboretum and galley near TWP move as Niklas did.

Rush galley in TWP for 88 gold.
Rush horse in The Ways for 72 gold, in the Aerie for 88, in the Marina for 92.
TC switches to Colosseum.
The Gulag and The Bayou could switch to settlers if we want.

Our army is weak compared to BABE and SABER, average to FREE, strong to GONG.

sci 50%, lux 30%. Chem in 3 turns, 197 + 18 bpt, -31 gpt, 681 gold in the bank.
 
SABER sends 455 gold (435 for Edu, 20 for DAB), we accept:
MTDG2_131_SABER1.jpg

We return Edu with accept:
MTDG2_131_SABER2.jpg


FREE sends 94 gold (for DAB), we accept:
MTDG2_131_FREE1.jpg

We return Invention with accept:
MTDG2_131_FREE2.jpg


Igloo horse -> horse. Ways, Aerie, Marina idem. TWP galley -> galley.

Well, if our propaganda dept needs an image, here it is:
MTDG2_131_BABE.jpg

BABE is blockading! :lol:

Concentrate most of our forces on the iron hill and the tile just SW of it.

(Short)rushes:
Arboretum to 20 shields: 64 gold
The Meeting Room to 20 shields: 20 gold
The Pier to 20 shields: 48 gold
The Institute to 10 shields: 24 gold
The New Yard to completion: 108 gold

switch The Bayou and The Gulag to settler.

Chem in 2, 935 gold, -39 gpt, 195 + 15 bpt

We're weak compared to SABER and BABE, strong compared to GONG and FREE.

MTDG2_131.jpg
 
Receive 20 gp from SABER, Astronomy and 50 gp from FREE.

The Admiralty and The New Yard horse -> horse

Surfin' Safari
CG Aerok (3/3) vs BABE rGalley (3/3), loses, defender at 1/3.
CG Gin (3/3) vs BABE rGalley (2/3), wins at 3/3.
CG Ji-do (3/3) vs BABE rGalley (1/3), wins at 2/3.

Two BABE galleys down, as requested! :salute:

And we see this:

132scistackkn4.png


Assorted worker action:
Road network in the southern mountains look a lot better now. Send some workers to start mine on The Treasury's saltpeter.
Road the newly uncovered grass tiles near The Gulag/The Igloo. Send extraneous worker to a new jungle tile.
Start chop of dyes forest.
Irrigate near The Arboretum.
One worker goes to better the coastal road network between The Meeting Room and The Marina.
Road the mountain that has given The Aerie its name.

Defenses:
The BABE galleys to our east could unload on the plains tile on the tip E of TC and TA. We can't reach that tile from the iron, so move our defender stack to the dyes instead. Thanks to the mountain roads they can now reach all tiles except the one S-SE of NY. Put our maceman on that tile to ensure no unload goes there.

Spoiler Image of southern defense situation :
132southap2.png


MMing details:
The Gulag would be able to do 4-turn settlers if it gets the BG from The Treasury. That doesn't seem likely to happen any time soon though, so rather than opting for a 4-turn pump I set it to 3F and the shields to complete the settler in 1. The next settler will take 5 turns from size 4.3->6.0, but it would have taken that anyway.
The Silo shortrushes to 40 shields, switches to musket due in 2.
The Bayou works fish, settler in 2.
The Ways shortrushes to 30 shields, switches to caravel. Steal a BG from The Igloo (who can steal a forest from The Silo, and The Silo can work a mined plain instead) brings it up to 5 spt so caravel in 2.
The Nursery rushes a horse, works coast instead of forest.
The Hideaway rushes a caravel.

Science rate to 40%, leave the 3 extra scientists to give some slack in case the BABE galleys upset something in the east.

132sendgunpowderjf8.png
 
SABER offers 20 gold, we accept.

FREE messed up the gunpowder deal and did not gift money. I take Gunpowder off the table for now. We discover Chemistry and set research for Metallurgy.

Gulag settler -> settler. Arboretum horse -> horse. Meeting Room horse -> horse. Nursery horse -> horse. Pier horse -> horse. Hideaway Caravel -> Caravel.

Our scouting galley reveals that BABE has not (yet) blocked the SC island:
MTDG2_133_scout.jpg


There are 3 BABE galleys in the SE, and 3 in the SW. I move Ulsan to block the tile where BABE could land outside the range of our troops.

Workers work, troops move.

Set The Treasury to Sistines, and switch The Institute to rax to make better use of the chop.
Rush Caravel in TWP for 152 gold.

sci 0%, lux 30%. Metall in 50 turns, +91 gpt, 475 gold in the bank.
Spoiler :
MTDG2_133.jpg
 
SABER sends 20 gold. FREE sends nothing again.

134-Sistine.jpg

The Treasury Sistine's -> uni. Can be changed later to palace prebuild if we want.
The Silo musket -> musket. Bayou settler -> settler. The Ways caravel -> caravel. Chamsuri horse -> uni. TWP caravel -> caravel.
Switch The Igloo and The Arboretum to uni. Switch The New Yard to lib. Switch TC to Sun Tzu.

Send some horses to block near The Ways.

Well, look at this:
MTDG2_134_scout.jpg


Workers work, and musket and pike are gathering to head for SC island - although probably in vain.

Rush horse in The Nursery for 108 gold. Rush 4 shields in TA.

sci 0%, lux 30%, 78 gpt, 400-ish gold in the bank. Full science (70%) would give Metall in 7 and lose 100 gpt, so we can still wait a few turns before turning on research.

Forgot to take a picture of our dominions, sorry.
 
ehm, make that 130 AD...

SABER sends 20 gold.
FREE sends 100 gold.

I send Gunpowder to FREE with accept:
MTDG2_135_gunpowder.jpg


TA horse -> horse. TN horse -> horse.

Many civs are building ST:
MTDG2_135_ST.jpg


Settler moves to the rubble 4SW of The Arboretum. Switch TI to uni. Switch The Bayou to worker. Switch The Meeting Room to temple. Switch The Shallows to lib. Switch The Aerie to uni.

Shortrush caravel for 76 gold in The Pier.

sci 0%, lux 30%. Metallurgy in 48 turns, +80 gpt, 586 gold in the bank.
 
SABER sends 20 gold, FREE sends 100! FREE has accepted gunpowder.
MTDG2_136_Cop.jpg

TB worker -> worker. The new worker is named RegentMan.

A BABE galley appeared in the north:
MTDG2_136_BABE.jpg

I send some ships and horses over to block landing sites, and send 4 more units up north:
MTDG2_136_BABE_response.jpg


Spot an empty tile on SC island!
MTDG2_136_SC.jpg

Now the question is: can we land before it's too late?

We found The Phoenix at Black Dot:
MTDG2_136_TP.jpg

It starts a lib for now.

Rush 1 shield in TA. Rush 21 shields in The Ways towards a caravel for 84 gold.
Wotan and dl456123 join The Treasury. Switch The Greenhouse and The Shallows to worker.

sci 0%, lux 30%. Metall in 47 turns.
 
SABER sends 20 gold (we accept).
FREE sends 50 gold (we accept).

The Gulag settler -> worker. The pier caravel -> caravel. The Greenhouse worker -> lib.

We get a palace expansion. I add some lofty towers.
MTDG2_137_palace.jpg


BABE has SC island covered (there's a mountie on the jungle):
MTDG2_137_SCpeek.jpg

The BABE galley is 2 N - 3 NW of TWP.

Join a worker to The Treasury and shortrush to 60 shields for 32 gold.
Switch The Marina to library.

sci 0%, lux 30%. Metall in 46 turns, +107 gpt, 844 gold in the bank.
Our land:
Spoiler :
MTDG2_137.jpg
 
FREE sends 50 gold. SABER does not send anything - did the term run out?

TA horse -> harbor. The Bayou worker -> worker. The Ways caravel -> caravel. The Shallows worker -> worker.

We uncover some more BABE galleys:
MTDG2_138_BABE.jpg

Do we want to settle in this spot anyway? I send some horses over to attempt a coastal block.

Send our loaded caravel back to the homeland. Switch The Treasury to market. Shortrush 5 shields in The Igloo (20 gold).

sci 0%, lux 30%. Metallurgy in 45 turns, 104 gpt, 984 gold in the bank.
Our land:
Spoiler :
MTDG2_138.jpg
 
SABER sends 40 gold. FREE sends 50 gold. Our reliable allies :)

The Silo builds musket -> market. The Treasury market -> university.

Founded The Dislodged on the gems, starting a library.
Second Settler goes N of The Meeting Room, heading for green dot .

Block all coastal tiles but four on the northeast coast. I wonder if they find them. :shifty: worker fe is uncovered. But Sir Bugsy was also uncovered last turn and he was done no harm. :mischief:
Spoiler :
NE_rolling_blockade_139.JPG


sci 0%, lux 30%. Metallurgy in 44 turns, 119 gpt, 1178 gold in the bank. :smug:
 
SABER sends 20 gold. FREE sends 50 gold. Send Chemistry to FREE with accept.

Chamsuri's Cove loses a citizen to disease.

Workers work, ships and horses move. Nothing else of importance.

Good luck to our next chairman, Paul#42!
 
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