Turn Order Term 5

Send the missionary 1 tile and end turn on the sheep. Then send him 2 more tiles to the peninsula. This ensures that he has a movement point to run away if he meets any barbarians.

 
Turn 95 Start building another settler in Eternal Eye

Turn 96 Start building an axeman in Eternal Eye

Turn 97 Whip the axeman in Eternal Eye

Turn 98 Continue building the settler in Eternal Eye
 
Turn 95 Start building another settler in Eternal Eye

Turn 96 Start building an axeman in Eternal Eye

Turn 97 Whip the axeman in Eternal Eye

Turn 98 Continue building the settler in Eternal Eye

I am to assume that this is following the 1-2-3 turn overflow whip till your hands bleed where we are building a settler with the overflow :)

in which case:

Turn 99 Start building axeman in Eternal Eye

Turn 100Whip Axeman in Eternal Eye
 
I see the new turn has come in.

I won't get to look at the save until really late tonight (probably not till 9pm Pacific Time) - so could you please Check our diplomacy screen with Piffle and Loco and report what techs are available for trade on both sides (Epsilon's and theirs) - so that we can make some kind of judgment about what's going on here asap!

Thanks Mr. President!
:salute:
 
I see the new turn has come in.

I won't get to look at the save until really late tonight (probably not till 9pm Pacific Time) - so could you please Check our diplomacy screen with Piffle and Loco and report what techs are available for trade on both sides (Epsilon's and theirs) - so that we can make some kind of judgment about what's going on here asap!

Thanks Mr. President!
:salute:

Can do but I won't be able to play the save for 5 more hours anyways :sad:
 
Yep, Eternal Eye is in perma-whip mode until further notice.

I highly suggest that you send the new settler to the site directly between the cow and fish. But that's your call Mr. President. :)
 
Yep, Eternal Eye is in perma-whip mode until further notice.

I highly suggest that you send the new settler to the site directly between the cow and fish. But that's your call Mr. President. :)

Yeah I guess I never thought about that... But that is where he is going.
 
Turn 96

Epsilon Eridani: Start building an axeman to defend our fishing village.

Missionary: Return to Eternal Eye and escort the new settler.

General W (new worker): build a road to South Pond.



Add some signposts to the neighboring capitals.
 
Wow! I didn’t expect the save to come around that quickly!

I retroactively issue orders for offering Loco Iron Working & Hunting for Monotheism & Sailing!
:lol:

Nice work Mr. President! :salute:
 
Turn 97

Start building an axeman in the capital.
Whip the axeman in the capital. :whipped:

Night cougar move 2 tiles west. This is puts him two turns away from the city site, so he can run over and defend it if needed.

Settler move to the pasture. He can move-and-build next turn, so no need to risk finding barbarians this turn.

Fe333au move to the plains tile to start a cottage.



Whip the axeman in the holy city. :whipped:

General W move to the forest hill and start roading it.
 
Turn 98

Capital
- Switch citizen from lake to hill.
- Work 4 cottages, 2 hills, 1 rice.

Holy City (turn 2 of the whip cycle)
- Spend a turn building the settler to apply the overflow.
- Take that citizen off the forest and put him on the floodplain.

Settler move NW.
- If there is a barbarian nearby, retreat to the pasture.
- Otherwise build the new city.

Night Cougar
- If there is a barbarian near the new city, go defend it.
- Otherwise return to the capital.

Axeman in capital
- Move 2 tiles west.

Axeman in holy city
- Go to the jungle hill city site (code named West Gate).
 
Turn 98


Capital
- Switch citizen from lake to hill.
- Work 4 cottages, 2 hills, 1 rice.

One turn ahead of you there ;) After the Whip I checked if we would still gorw in 1 turn if I switch to working 2 Hills and 4 Cottages (and we did) The new citizen was automatically placed on the rice :goodjob:
 
Please go ahead and demand Sailing from Loco – I’m going to send them our proposed note right now.

Hopefully that will help speed this trading process along! :thumbsup:

P.S. – I got your PM – thanks for the heads-up on the save.

P.P.S. - It dosn't appear we have a name for our new city yet... may I suggest Port of Mists at least as a placeholder till we can agree on something?
:salute:
 
What Is Peter Grimes to do this turn? Start a Cottage for Eternal Eye?, Another Farm for Immortal Keep :confused:
 
Peter Grimes - build a cottage for the holy city

Port of Mists build order:
1. Workboat (whip ASAP, then go explore)
2. Workboat (go fishing)
3. Granary

Research Currency next.
 
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