Turn Orders Term 9

Turn 228

Mighty Bulwark: Steal hill from Argyle's Watch

Pennsylvania: Whip Granary :whipped:, build Observatory

Here are some forests to chop so we can get Immortal Keep producing units sooner. Each forest is conveniently located 1 turn away from a tile that needs a railroad.
 
Turn 230

Icy Redoubt: Hire 1 merchant

Overlook Bay: Add Harbor to build queue

New B&O: Build Settler

Bombay: Add Lighthouse to build queue


Kylerean: NE, convert plains workshop to farm in Immortal Keep

Azzaman333: Build railroad
DaveMcW 2: Build railroad
Agarwaen: SW SW S, build workshop
MjM: SW SW S, build workshop
 
DaveMcW ==> Can you please play the turn for 1 Week?

(Our Absency registry has disapeared as well)

I am on a Cruise in the Carribean for 1 week (returning the 24th of February)

I will have the game with me but am Unsure of the Internet ability on the ship.

I leave tommorow Morning at 3:00A.M. so if the turns comes today I can still play :)
 
Turn 231

Capital: Build Worker while waiting for missionary slots

Immortal Keep: Build Coal Plant

Park Place: Whip Factory :whipped:

Reading: Add Observatory to build queue
 
Turn 235

Capital: Build 2 missionaries

Agarwaen: Railroad copper (not sure how I missed that)

Classic Hero 2: SE, railroad plains
Pinman 2: SE, S, railroad forest
 
Turn 236

Production cities: Build coal plant after the factory is complete.

Immortal Keep: Build Grocer
Kylerean & Memphus: Chop forest hill east of Immortal Keep to complete the Grocer in one turn
Italian Voice: SE SE SW SE SE, convert farm to workshop

Boardwalk: Build Worker

New B&O: Add Factory to build queue
 
Turn 238

Immortal Keep: Build Aqueduct
Memphus: N, build workshop
Kylerean: N, build workshop
Italian Voice: N, build workshop

Classic Hero 2: Convert banana workshop to banana watermill

Workboat (Think Tank): Go west to fish on the island, we don't have offshore platforms yet

Sunset Fortress: Build *Frigate

Sunrise Citadel: Build Barracks

Sancutary West: Build Coal Plant

Churchill: Build Settler

Park Place: Hire 2 merchants

Short Line: Add University to build queue

Bombay: Build Ironclad

Madras: Add Factory to build queue

Remove signs:
NE Line
NW Line
SE Line
SW Line
City (where built)
Fishing Village (where built)

RR Hub can reach every city on the continent, and almost every tile except for 2 in Sanctuary West. It's a great place to put rapid responders.


Some new city sites. 8 tiles is better than nothing. :D
 
Any orders this turn? Jails in our top cities? war weariness is hitting already...
 
I just spent some time with the save, and here are my thoughts:

Core cities should build Infantry after completing builds to bulk up our Western Defenses. Epsilon Eridani, Mighty Bulwark, Immortal Keep should all build Infantry.

Argyle's Watch and Dune should build Frigates. We lost 3 ships in the Innovian counter-attack, so we need to start to bulk back up.

I'm very concerned that Piffle could attack us from the east, landing on the eastern shores of New Epsilon. That sea is very small, and we have no spotters. Even if we did have spotters, we'd likely only get 1 turn of warning. Granted, their main Flotilla is still in Brilliant, but we have to be defended wherever they may strike. So I proposed we ask Piffle to if we can sail SupportShip through Chappaquiddick. This will give us a spotter in that sea.

Aloha has a Frigate inside our Cultural boundaries near Icy Redoubt. He must be asked to leave.

Tech:
We are about to complete Industrialism. Where do we go from there?
If we are concerned about war weariness, it might be smart to pick up Fascism. Mighty Bulwark can complete Rushmore in 2 turns!!
Plastics will complete in 8 turns, (7 with no cash leftover); Artillery in 4.

If we're worried about Piffle attacking, then we should do Plastics. If we're worried about Aloha attacking (I'm not) then we should do Artillery.

Anyway, it looks like Innovia shut off research and is upgrading units like mad. This is going to be a long hard slog.
 
Turn 240

Capital: Build Jail

Immortal Keep: Build *Marine
Memphus: SW, convert plains farm to workshop

Mighty Bulwark: Build Aqueduct

Point Defiance: Add Coal Plant to build queue (can be :whipped:)

Bombay: Whip Ironclad :whipped:

Icy Redoubt: Whip Grocer :whipped:, build Workboat
Turn off merchants until the city grows back
 
Well that might not be a good idea sicne we now have fur & +2 :) in our big cities.
 
I still don't see why we should let him scout - our agreement does not permit units to cross cultural boundaries.

I'm not in any way suggesting that we close borders with Aloha - we're earning too much from the Open Borders to give up right now.

But if we don't say something, they may become more and more bolder.
 
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