Turn 200-209

What do we do with our Camel Archer?
If we aren't paying any unit support currently, then keep updating our maps there lurking along Piffle's border. If we are paying unit support, then try to get it a transport home, and if that isn't possible, disband it.

Regarding Loco, we may have come to a point where sending them more troops will slow Epsilon's advance so little, that keeping those troops for our own defense is better.
 
We'll finish Steel and Aloha will send Scientific Method. I forgot what Loco is researching but What is our next project?

That should be somewhere in my chat with BCLG and Joe Harker from ages ago. (good luck finding it :p)
 
1480 AD, turn 208.

Aloha sent Scientific Method, welcome to the modern age.

We finished Steel. I'll see what our scientist wants to do, that will be our next tech.

Finished a settler.
 
Loco: Physics, Electricity, Railroad, Chemistry, Economics
Innovia: Steam power, Steel, Artillery, Replaceable Parts Combustion, Rifling
Aloha: Economics, Corporation, Assembly Line, Rocketry, Scientific Method
 
1490 AD, turn 209.

Sent Steel to Aloha, started Steam, but slowed science down so we can upgrade some units.

We got Iron and are saving 100 gold per turn (Steam in 13). We have 3 caravels to upgrade to Frigates at 110 gold each. 8 catapults can upgrade to cannon for 200 each as well as many other units to upgrade to rifles.

I'm only planning on upgrading caravels right now.

Considering the trouble Loco is having with turn players I agree it’s a waste to send any more troops and brought our last galleon back. Sent another out to bring the lost patrol home from Piffle.

Settled a new city in site 2 (anyone remember where that was? :)) It's called Medina but feel free to make up something cool.

I guess I would have made a good screenshot, maybe later. For right now look at the demographic screen. The game is definitely down to us and Epsilon. Piffle is slipping away.
 
1490 AD, turn 209.

Settled a new city in site 2 (anyone remember where that was? :)) It's called Medina but feel free to make up something cool.

No idea, it has been weeks since we last got a save, and months since I last opened one. Was it a site I proposed? :mischief:
 
Ahh... I return from a week's vacation just now and to my surprise and delightment, the save has moved. :)

Judging from Conroe's comment about Piffle's activity in the 'crisis thread', it does seem like Piffle has a hard time competing, if for no other reason than their lack of activity. This doesn't mean it's just a race between us and Epsilon, though, as the difference between us and Piffle is no larger than the difference between us and Epsilon, and besides, even a losing team can do great damage as well as the opposite at this point in the game.
 
*Reserved for double post*
 
Sounds good. I'd also like to know how the team feels about making any more. We still have two good sites in the south unless you think it’s too late to settle any more. I think we can afford to gamble with one peripheral city producing settlers.
 
Personally, I always settle more cities as long as there are suitable sites. Strategically thinking, though, it is doubtful whether any new cities will be their maintenance worth before the game ends. A good city site should be able to earn its cost back in 100 turns. So considering that it's only 1500AD after all, I say go for two more cities and produce an extra settler for having in reserve.
 
Dave, nothing too fancy this turn. You should be able to upgrade 2 caravels to frigates, one of our galleons is going to Piffle to bring our camel home, and you can start building more units if a city clears its' build que.
 
So it’s been about a month since our last turn and my interest in this game is no longer very interesting and it looks like Loco, Piffle and Aloha and going to need constant shepherding to keep it going.

I hate just letting games die though, I want to finish. How about if we just propose a race to the UN. All teams vote for whoever builds it first? That’s probably not going to be much of a surprise but its better than playing for 2+ years and having nothing to show for it. At least I remember that wasn’t such a happening plan for college. ;)
 
I don't know... the optimist in me says that once the game is succesfully patched, there will be enough interest to crawl over the finish line. The pessimist in me says that we've already played our last turn in this game. :(

Right now I'm just doing my best to make this patching operation have any chance of success...
 
Now that we're moving again, what were we doing a month ago? Getting our military up to date against a potential Epsilonian invasion, and trying to help Loco, right?
 
I've pretty much given up on Loco. They seem to be under new managment now. On our last turn I brought our galleon full of reinforments home.
 
I'm still with 1889 regarding our policy towards Loco. Cynically viewed, the cost-benefit of of sending them troops and keeping them alive is too unlucrative.

However, there's no reason to tell them that. If they ask for more troops, just tell them we're unable to afford more ATM.
 
I've had a look at the save:
We've still got a Great Scientist in Ploughland, what are we going to do with him?
I think we should start building Oxford in Wheelville soon.

Ploughland can have 1 citizen working a sea tile be removed, and work as a specialist.
Chowderton should work the coppermine.
We can work a cottage and a specialist in Fort Tropicana instead of the two coast tiles.
Mecca and Medina need new names, I propose "Ski lift" and "Green Harbor".

What are we going to do about Loco's techs?
(Loco: Physics, Electricity, Railroad, Chemistry, Economics)
 
Dutch that all sounds fine with me can you please play this turn, we are already at 12 hours and I can load the save. It says "the save file you are trying to load is protected..." Exactly which version are we supposed to be playing now?
 
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