Turnplay Log

check that no one else has the save - done
post a "got it" in the Dept. of Turnplay - done
download the save - done
MM Simpleton to work cow, wheat, wines, bg, & bg - done
MM Dunderhead's citizens to work wheat, bg N and BG NE - done
rename worker by Ignoramus - forgot to check which name, so renamed to FizzleWizzle the slaveboy
move renamed worker to BG NE of Dunderhead (to road then mine) - done
un-fortify Peapants & move east - done
new settler & escort W - done
curraph NW-W - done
Ave Joe S - done
settler (Wild Rower) S - done
Igor S - done
check happiness @ end of turn (see if it can be lowered) - done. no change. still 20%lux, losing 2 gpt. 20 in bag.
SCI as high as possible with out going broke - see above.
screen-shots if anything significant has changed - not much.
end turn, save, sent to the nuts, record in turn tracker - doing it.

wild rower did pass up those juicy SPICE fields.
writing in 7.
 

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FizzleWizzle (worker) mine BG NE of Dunderhead-check
Peapants E -check
Un-fortify Grunt (Dunderhead Warrior) & move east -check
Plant Jesterton with settler -> work grassland & build warrior-Check, but work fish instead of grass. We find 25g's in the Hut.
move tommy boy (Jesterton warrior) S -check
curraph follow coast counter-clockwise - check
Ave Joe S - check
settler (Wild Rower) WEST -check
Igor WEST - check
check happiness @ end of turn (see if it can be lowered)- No, still at 20%
SCI as high as possible with out going broke- Can reduce to 70%, writing still in 6 at -1. 43 g's in the bag.
No civs met.
 
Turn 42

MM Simpleton to work cow, wheat, wines, bg - check
MM Dunderhead's citizens to work wheat, bg N, bg SW, and BG NE - check
MM Ignoramus' citizens to work bg S and bg SE - check
new settler SE-SE-S- check
rename worker produced by Ignoramus--> DeeDee
move renamed worker 1 E - check
move tommy boy (Jesterton) S - check
Peapants east - check
Grunt (Dunderhead) back W to Dunderhead -check
unfortify Hairy in IGnoramus and move S - check
curraph follow coast counter-clockwise - check, no contact
Ave Joe S - Check
settler (Wild Rower) WEST -check
Igor WEST - check
Ignoramus is set on warrior for now (5turns).
check happiness @ end of turn (see if it can be lowered)- nope
SCI as high as possible with out going broke - 70%, writing in 5 @ -1
 
Todo for turn 43
  1. check that no one else has the save - couldn't
  2. post a "got it" in the Dept. of Turnplay - couldn't
  3. download the save - done and archived message
  4. new settler S then W - check
  5. DeeDee (Ignoramus worker) - moved SW to mine bg
  6. move tommy boy SE
  7. Peapants E
  8. Grunt fortified in Dunderhead
  9. renamed worker N of Dunderhead - New name Daghdha :D
  10. move worker E to bg 2 NW of Dunderhead - check
  11. curraph follow coast counter-clockwise- check and see teal borders :woohoo:
  12. Ave Joe S - he was next to a barb and moved S and next to another barb
  13. settler (Wild Rower) WEST - check
  14. Igor WEST - check
  15. added MM'ed Dunderhead to get granary in 10 instead of 12. Slows growth by 1 turn, but we already have 4 pop
  16. check happiness @ end of turn (see if it can be lowered) - stuck @ 20%
  17. SCI as high as possible with out going broke - nope, lowered to 60% since we can't get Writing in less than 4 turns
  18. screen-shots if anything significant has changed - new world map generated - screenies taken before MM
  19. end turn, save, sent to the nuts, record in turn tracker- saved & sent.... had to wait on forums before I could post in turn tracker
 
Turn 44

1. check that no one else has the save - done
2. post a "got it" in the Dept. of Turnplay - done
3. download the save -done
4. MM Simpleton to work cow, wheat, wines, bg & bg - done suggest we get
a road on the dry BG soon.
5. switch Ignoramus to granary - done
6. Daghda mine bg - done
7. DeeDee mine bg - done
8. move tommy boy SE to look for barbs - done
9. if no barbs seen from tommy boy's move then, new settler W - done
10. Peapants N - done
11. Fortify Hairy - done
12. curraph NW-W - done no contact visible but hitting "D" shows TNT
13. initiate diplomacy take a screenie of the diplo screen
14. Ave Joe S - done
15. settler plant Effing Whomping Rower -> start on worker - done
16. Igor fortify - done
17. check F3 screen to see relative strength against TNT and MIA - done
18. check happiness @ end of turn (see if it can be lowered) - lux @20%
19. SCI as high as possible with out going broke - sci@80% -2 with 42 in
the kitty Writing in 3
20. screen-shots if anything significant has changed - shots posted in
relevant threads
21. end turn, save, sent to the nuts, record in turn tracker - done

Miltary Advisor reports barbarians in the neighbor hood of Effing WR.
 
Bede:

How did you end the turn ? Did you just Save the game (incorrect way) and mail it or did you push this button to end your turn (correct way) ?

knop.JPG


Team Doughnut has received a corrupt save and the symptoms indicate that the turn wasn't finished by team KISS. You always need to click the button or press enter for the next turn in PBEM.
 
(Adding on to Rik's post) Please replay the save - you guys have a great log to follow, just duplicate your save as best you can and send it on again by hitting the button or enter to end your turn. MP is a bit different from SP in that regard.
 
Should I play it or is it ok to wait for Bede?
 
OK I got it then.

Two other items of note from the turn.
1. TNT has a Donut slave according to F4.
2. On the IT fortified Hairy become full strength and killed the attacking barb!
 
Ack! Sorry troopers, had too many windows open and the wind blew my brains out.
 
Turn 45
  1. check that no one else has the save - check
  2. post a "got it" in the Dept. of Turnplay - check
  3. download the save - check
  4. move tommy boy W - check
  5. settler W - check
  6. Peapants N - check
  7. un-fortify Hairy (E of our borders) and move E - check
  8. curraph W-SW - check
  9. Ave Joe S - check see MIA dinghy
  10. check F3 screen to see relative strength against TNT and MIA - check are weak vs. TNT & D'nut and are average vs MIA
  11. check happiness @ end of turn (see if it can be lowered) - check nope
  12. SCI as lowered to maintain fastest pace @ writing - check writing complete zero research for a turn while D'nut deal is going down
  13. screen-shots if anything significant has changed - check up tomorrow
  14. end turn, save, sent to the nuts, record in turn tracker - check

ADDED - sent WC, CB, & IW to D'nuts but the deal wasn't accepted so they can't backstab us for three free techs.
 
Todo for turn 46
  • Overhead
    1. check that no one else has the save - check
    2. post a "got it" in the Dept. of Turnplay - check
    3. download the save - check
  • Diplo
    1. D'nut should have sent Philo and CoL already accepted - check
    2. Accept the trade if this is the case, if not stop and report back - check, got it
    3. select Myst and then click accept then send - check
    4. open diplo with MIA and send Writing and 25G already accepted - check
  • Micromanagement
    1. MM Simpleton to work cow, wheat, wines & BG - check
    2. Switch Ignoramus to worker - check
    3. Switch Jesterton to worker - check
    4. Set research to Republic - check
  • Unit movements
    1. new settler SW-SW-S - check
    2. move tommy boy W - check
    3. old settler settle SKWTD -> worker - check
    4. Hairy S - check
    5. A.R.S.E. Igor's Hope W-W - check
    6. Ave Joe E - check
    7. Peapants NW - check
  • End of turn stuff
    1. check happiness @ end of turn (see if it can be lowered) - check
    2. science lowered to 10% for a min run on Republic - check 2 beakers per turn @ 10% with +17gpt
    3. screen-shots if anything significant has changed - nothing much
    4. end turn, save, sent to the nuts, record in turn tracker - trying to now
 
Turn 47

Diplo - We are given The Wheel from MIA. We accept. We have 2 horses (see in Cart.room)
MM Dunderhead to work 3 bgs, wheat, & forest (If you can get the granary built before the next growth that would be great) - Granny in 6, growth in 7 leaving wheat to Ignoramus which then grows in 1 instead of 2.
rename new worker in Ignoramus then S - Check, name is Bootsy
settler (Bernie) S then E - check
move tommy boy SW - check
Hairy S - check
A.R.S.E. Igor's Hope SW-W - check
Ave Joe E - check
Peapants NW - check
Fizzle roads the mined tile (my decision...)
check happiness @ end of turn (see if it can be lowered)- Raise to 30% to keep D-head going :(
science stay at 10% for a min run on Republic - check
check military strength with all civs - check
screen-shots if anything significant has changed - territory cartography, geek stuff in geek stuff.
 
Todo for turn 48
Overhead
check that no one else has the save Check
post a "got it" in the Dept. of TurnplayCheck
download the saveCheck



Diplo
NothingCheck

Micromanagement
MM Simpleton to work wheat, cow, wines, & 2 bgsCheck
MM Jesterton to work fish and iron hillCheck
MM Ignoramus to work wheat and bgCheck

Unit movements
worker near Ignoramus then SECheck right in front of MIA warrior :eek:
Bernie (settler) ECheck right in front of MIA warrior :eek:
move tommy boy SWCheck
Hairy SCheck
A.R.S.E. Igor's Hope NW-WCheck
Ave Joe E He couldn't go east so I sent him NW and uncovered more iron.
Peapants E Check



End of turn stuff
check happiness @ end of turn (see if it can be lowered) Nada. Check

science stay at 10% for a min run on Republic Check
check military strength with all civs Oops forgot
screen-shots if anything significant has changed in the carto and geeks threads
end turn, save, sent to the nuts, record in turn tracker Check and explained to Donut that I was the culprit eating the half eaten donut. I said it's good being POTKISS. :mischief:

Also recommended another meeting.
 
Todo for turn 49
  • Overhead
    1. check that no one else has the save - check
    2. post a "got it" in the Dept. of Turnplay - check
    3. download the save - check
  • Diplo
    1. Nothing
  • Micromanagement
    1. MM Ignoramus to work 2 bgs - check
    2. MM Dunderhead to work wheat, forest & 3 bgs - check
    3. Jesterton start on barracks - check
  • Unit movements
    1. worker near Ignoramus chop - check
    2. worker near Jesterton SE - check
    3. Hairy W to iron hill - check
    4. Ave Joe E - check
    5. move tommy boy E - check
    6. Bernie (settler) SE - check
    7. A.R.S.E. Igor's Hope W-SW - check (see the Snarling Narwhal - MIA dinghy)
    8. Peapants N - check
  • End of turn stuff
    1. check happiness @ end of turn (see if it can be lowered) - check (nope)
    2. science stay at 10% for a min run on Republic - check
    3. check military strength with all civs - check Now weak vs all civs
    4. screen-shots if anything significant has changed - check
    5. end turn, save, sent to the nuts, record in turn tracker - check ( barb is moving toward SKWTD)
 
Todo for turn 50
Overhead
check that no one else has the save - check
post a "got it" in the Dept. of Turnplay - check
download the save - check
Diplo
Nothing -check still up 6 on TNT, 2 on MIA
Micromanagement
MM Simpleton to work cow, wheat, wines, & bg - check
MM Dunderhead to try to get 8 uncorrupted shields - check move citizen to forest so gran finishes next.
Unit movements
new settler Gozpel SE-SE-E - check
worker near Ignoramus road - check
Sir Bugsy the worker near Jesterton road - check
Daghdha the worker 2 NW of Dunderhead road - check
Fizzlewizzle the worker 1 NE of Dunderhead NW-N-W -check
move tommy boy E -check
Hairy S - check
Bernie (settler) settle Polecat -> Oracle (pre-build so that the chop goes to Ignoramus) Couldn't find palace :confused: and MIA elite in the boundaries. -but check
A.R.S.E. Igor's Hope go around MIA dinghy - check
Ave Joe E -check (nothing new in the fog)
Peapants NW - check
End of turn stuff
check happiness @ end of turn increased to 40% for Dunderhead. - check
science stay at 10% for a min run on Republic -check
check military strength with all civs weak vs. donut and tnt, avg vs. MIA - check
screen-shots if anything significant has changed- check in the carto room.
end turn, save, sent to the nuts, record in turn tracker - check, check, check
After turn
The barb went west but another appeared on the mountain near Slinger's pad and there the military advisor say there's Alemanni tribes near Polecat.
Scores
K.I.S.S 201 to 208
TNT 197 to 200
MIA 174 to 177
Donut 167 to 170
 
turn 51
-Dunderhead finishes granary -> MM to get 5 shields & 5 food per turn (wheat, 3 Bg's, & grass)
-AVE Joe NE
- Peapants N
-ARSE Igor's hope SW then has to wait on d'nut curraph
- fizzlewizzle starts roading
- Tommy Boy NE
-hairy S
-settler to ignoramus for a night's stay
- Send Philo to MIA
Lux to 30%
-Military advisor says we are still weak against Nuts & TNT but average against MIA
-Also there are tribes near Polecat

- forest finished chopping at the end of this turn
 
Turn 52

Micromanagement
MM Simpleton to work cow, wheat, wines, bg, & bg - check
switch Polecat to barracks - Check and MM to grow in 5 instead of 8. With D-head squirting workers we need citizens to work those tiles. Polecat has 3 forests to chop if we want to speed up the rax.
MM SKWTD to get worker out in 2 insted of 4 and still grow next turn. :)
MM Jesterton to get 1 more coin in the box at same growth and prod. :)
Unit movements
new settler Gozpel NE - check
move tommy boy SE - check
Hairy E - check and hits the coast
A.R.S.E. Igor's Hope S-S - check
Ave Joe NE to attack barb - Brab NE is fortified so Joe goes N instead. Wins losing 1 hp :) , no promo.
Peapants N - check, meets fortified Barb
Worker actions (they prolly won't be able to move this turn) - No they couldn't ;-)
worker near move SW to bg
worker near Jesterton move S to iron hill
worker 2 NW of Dunderhead move 2 E to wheat
worker 1 N of Polecat road
End of turn stuff
Peapants is attacked but survives :)
Joe is also attacked but victorious :)
Barb on mountain S SKWTD moves NW
check happiness @ end of turn (see if it can be lowered) - No
science stay at 10% for a min run on Republic - Due in 44 turns :sleep:
check military strength with all civs - weak compared to all others :(
 
To Do's Turn 53---I wimped out on the barbs. I didn't see any benefit losing a military unit when we'll be upgrading them to GS soon.

1. check that no one else has the save Check
2. post a "got it" in the Dept. of Turnplay Check
3. download the save check
Diplo
1. Nothing check
· Micromanagement
1. MM Dunderhead to work wheat & 4 bg (should be +5fpt, 5spt) check
2. SKWTD works bg and forest. No it worked grass since it will pop a worker next regardless·
Unit movements
1. new settler NE-- check
2. move tommy boy SW to take out barb.-- No I can’t see losing that warrior when a 2nd barb can attack, iron soon online and MIA warrior headed that way

3. Hairy S-- Check
4. A.R.S.E. Igor's Hope SW-S--Check
5. Ave Joe NE to attack barb-- No Avg Joe is 2/3 so I sent southwest to fortify with barb right there
6. Peapants w-- No I fortify Peapants too since he’s 1/3. A barb approached him on the IT.
· Worker Actions
1. worker near move SW to bg -- Check
2. worker near Jesterton move S to iron hill-- Check
3. worker 2 NW of Dunderhead move 2 E to wheat-- Check
4. worker near Ignoramus SW to bg to start roading-- Check
5. worker 1 N of Polecat road--Check
6. new worker from Dunderhead move to wheat to road-- Check Bootilicious moves to the wheat
· End of turn stuff
1. check happiness @ end of turn (see if it can be lowered)-- Check
2. science stay at 10% for a min run on Republic-- Check
3. check military strength –-forgot
4. F11 printed-- check
5. Scores KISS 226 TNT 212 MIA 187 and Donut 179
 
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