Turnplay Log

Todo for turn 54

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
Simpleton produces a settler as I open the save. The to do list doesn’t say what to order up next, so I stick with a settler. I think I remember that we have a settler pump going.
Effing Whomping Rower and SKWTD both produce a workers.

Diplo
Nothing - check

Micromanagement
1. MM Simpleton to work cow, wheat, wines, & bg – That has us at the required 5fpt. Pump is looking good.
2. Ignoramus set to work 3 bgs by river (1 of them is 2 NW) - Check
3. SKWTD start barracks – check. Doesn’t say what to work. Since I am a big fan of growth and believing that pop is power, I move the citizen to the BG north of the city. Growth in six, barracks presently due in 40, but that will improve with more citizens.

Unit movements
1. old settler (Gozpel) NE - check
2. new settler SE-SE-S - check
3. move tommy boy fortify – a bit confusing – move where or fortify. Fortifying makes the most sense so Tommy is now on MP duty.
4. Hairy W - check
5. A.R.S.E. Igor's Hope S-S - check
6. Ave Joe NW - check
7. Peapants Fortify – still fortified.

Worker actions
1. worker south of Simpleton W to road – check – his name is Fizzlewizzle
2. worker near Jesterton road iron hill – check – His name is Sir Bugsy.
3. worker on wheat road – check – his name is Daghdha
4. other worker on wheat move E (to road that tile) – I don’t understand this move. Why aren’t we irritating? Why did we move this worker here in the first place? :smoke: - east he goes, but I’m not happy about it.
5. worker near Ignoramus mining bg - check
6. new worker from SKWTD move N – check renamed Slinger
7. if SKWTD produces a worker move north to road the bg – Repeat instruction. I’m assuming that one of these is supposed to be Effing Whomping Rower’s worker. I move that guy north as well onto the bananas. Renamed Grandma Harriet.

End of turn stuff
1. check happiness @ end of turn (see if it can be lowered) – no can do. Still at 30%.
2. science stay at 10% for a min run on Republic – We’d have to go up to 80% to make a dent.
3. check military strength with all civs – we are weak compared to everyone.
Checking out everything else. Our friends in Greece are building the Pyramids. By looking at the culture screen you can confirm that TNT did jump their capitol. :smoke: The space race screen says we need spies. :D
4. screen-shots if anything significant has changed – noted
I have placed a few maps in the cart room and F11 shot in the turnplay romper room.
5. end turn, save, sent to the nuts, record in turn tracker - check
 
worker comes out of Dunderhead. (renamed Crakie)
MM Dunderhead back to +5fpt
found Notthefullshilling to the NE of Ignoramus -> curraph

Workers
fizzlewizzle starts roading
as does slinger
Bootilicious starts road
Grandma Harriet starts chopping forrest on bananas
Crakie moves to forest NE of SKWTD to start chopping forest for barracks

Warriors
Ave jo fortifies to heal
Hairy west
Peapants fortifies

Settler moves 2 south headed for the spices

end of turn stuff
TNT has 30% of worlds pop to our 27%
MIA has 3% of world area to our 5%
and of course we are 15 points ahead of TNT.
 
Todo for turn 56


Overhead
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save
  1. Diplo
  2. Nothing
  1. Micromanagement
  2. MM Dunderhead to work wheat & 4 bg (should be +5fpt, 5spt). Worker next
  3. Simpleton move citizen from forest to roaded BG.
  4. Ignoramus gets rax next
  1. Unit movements
  2. new settler S towards spices
  3. Hairy SW towards spices
  4. A.R.S.E. Igor's Hope S-S
  5. Ave Joe NW to clear fog near barb.
  6. Peapants W
  1. Worker actions
  2. Crakie starts a chop at SKWTD
  3. Bootsy moves to start a chop at Polecat.
  1. End of turn stuff
  2. check happiness @ end of turn (see if it can be lowered)
  3. science stay at 10% for a min run on Republic
  4. check military strength with all civs. We are weak compared to all.
  5. end turn, save, sent to the nuts, record in turn tracker
Scores
KISS 237 to 244
TNT 220 to 223
MIA 195 to 198
Donut 186 to 189
 
Todo for turn 56


Overhead
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save

  1. Diplo
  2. Nothing

  1. Micromanagement
  2. MM Dunderhead gets worker and starts another. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
  3. Ignoramus gets rax and sets to Archer for a GS prebuild. Iron finished in 3.
  1. Unit movements
  2. new settler S towards spices
  3. Hairy N to meet Settler
  4. A.R.S.E. Igor's Hope S-SE
  5. Ave Joe W to clear fog
  6. Peapants W to clear fog
  1. Worker actions
  2. New worker Pentium moves to chop with Crakie at SKWTD
  3. Daghdha moves to BG 1N1W of Ignoramus.
  4. Bootsy starts cut at Polecat.
  1. End of turn stuff
  2. check happiness @ end of turn (see if it can be lowered). Still at 30%.
  3. science stay at 10% for a min run on Republic. Cash at 182 with 18gpt
  4. check military strength with all civs. We are weak compared to all.
  5. end turn, save, sent to the nuts, record in turn tracker
Scores
KISS 244 to 250
TNT 223 to 226
MIA 198 to 202
Donut 189 to 192

Barb attacks the MIA warrior on the mountain and dies.
 
Todo for turn 58

Overhead
1. check that no one else has the save
2. post a "got it" in the Dept. of Turnplay
3. download the save

Diplo
1. Nothing

Micromanagement
1. Simpleton produces a settler, starts another. MM for 5 food and 6spt. 6+7+8+10 = 31.
2. Dunderhead looks like a great worker pump. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
3. Ignoramus gets rax and sets to Archer for a GS prebuild. This city looks like a grand military pump. Polecat looks good too.
4. Iron will finish in 2.

Unit movements
1. New settler heads S-S-SW towards mountains.
2. Spice settler S towards spices
3. Hairy NW to meet Spice Settler
4. A.R.S.E. Igor's Hope S-S
5. Ave Joe W to clear fog and sees a barb.
6. Peapants SW to clear fog

Worker actions
1. Fizzle finished road moves to Y to connect SKWTD and Jesterton.
2. Pentium completes the SKWTD chop.
3. Slinger moves with Fizzle to complete road at Y to hook iron.
4. Booti completes the mine at igno
5. Daghdha roads BG 1N1W of Ignoramus.

End of turn stuff
1. check happiness @ end of turn (see if it can be lowered). Still at 30%.
2. science stay at 10% for a min run on Republic. Cash at 225 with 16gpt
3. check military strength with all civs. We are weak compared to all.
4. end turn, save, sent to the nuts, record in turn tracker

Scores – I didn’t see any update. They were the same as Whomp had. We have 250.

We completed the iron road and then it exited.
 
Todo for turn 56


Overhead
  1. check that no one else has the save
  2. post a "got it" in the Dept. of Turnplay
  3. download the save

Diplo
  1. We will settle one of the spices and let MIA settle one of the dyes.

Micromanagement
  1. Iron is hooked up.
  2. MM Dunderhead gets Bede the workermonk and starts another. Citizens work wheat & 4 bg (should be +5fpt, 5spt). Worker in two.
  3. Jesterton moves to the fish on growth for 1 extra gold and 3 food vs. 2. 5 will be in the box.

Unit movements
  1. new settler S towards spices
  2. Hairy fortifies over Settler
  3. A.R.S.E. Igor's Hope S-S (marshes)
  4. Ave Joe N to clear fog and see if a barb follows onto better terrain
  5. Peapants W to clear fog and faces a barb on jungle.

Worker actions
  1. New worker Bede moves to the BG SW of Dunderhead to road the only BG it's using that's not roaded.
  2. Pentium roads at NE-E of SKWTD (3 turns)
  3. Fizzlewizzle roads S-E of Jesterton (3 turns)
  4. Slinger and Crakie move to the BG south of SKWTD(to be joined by Sir Bugsy next. (finish in 2 turns)
  5. Bootilicious moves to BG E of Ignoramus and DeeDee to the horse NE both to road. (3 turns)

End of turn stuff
  1. check happiness @ end of turn (see if it can be lowered). Still at 30%.
  2. science stay at 10% for a min run on Republic. Cash at 241 with 16 gpt
  3. check military strength with all civs. We are weak compared to all.
  4. end turn, save, sent to the nuts, record in turn tracker
IT
  1. barb moves away from Peapants so he must sniff MIA's settler.
  2. Chop at Polecat finishes.
    Scores
    KISS 261
    TNT 233
    MIA 208
    Donut 201

    Barb attacks the MIA warrior on the mountain and dies.
 
T60

* Overhead
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
* Diplo
1. Clear the table on TNT's offer of Masonry. Refused.
* Micromanagement
1. MM Simpleton to growth in 2 and settler in 3 (5fpt/7spt)
2. SKWTD for maximum shields (iron hill and roaded BG)
3. MM Dunderhead to +5fpt/5spt
* Unit movements
1. Hairy moves south and discovers a Samartian warrior on the mountain at the spices
2. Peapants north toward mountain
3. Joe heads home to SKWTD
4. A.R.S.E. Igor's Hope S-sE
5. settler between SKWTD and Dunderhead south
6. Settler with Hairy south
* Worker actions
1. worker on iron hill moves to irrigate the wines at Jesterton
2. workers at SKWTD start a mine
3. worker at Dunderhead starts a road to the SW
4. worker east of Ignoramus starts a mine
5. worker on horses NE of Ignoramus starts road
* End of turn stuff
1. check happiness @ end of turn (see if it can be lowered)
2. science stay at 10% for a min run on Republic
3. check military strength with all civs
4. screen-shots if anything significant has changed
5. end turn, save, sent to the nuts, record in turn tracker
6. Igor suggested embassies for a little more intel and to open up the map a little more. See the Cartography Room for the details.

Score data:

KISS 262
TNT 233
MIA 209
Nuts 201
 
  • MM issues
    1. Dunderhead worker (renamed Bede)
    2. Ignoramus swithced to GS (due in 4)
    3. Simpleton MMed to work 2 bg's, wheat, & cow with a scientist (SCI slider down to 0)
  • Worker actions
    1. Daghdha starts mining NW of Ignoramus
    2. Sir Bugsy mines grapes NE of Jesterton (already 2 G)
    3. Bootsy starts roading NE of Polecat
    4. Bede SW to continue road to south (I didn't know what priorities were so I went this way)
  • Other Moves
    1. Peapants North
    2. Ave Joe NE back to home
    3. Curraph continues to huig the coast
    4. Incense Settler SW
    5. Hairy & Spice Settler S
    6. Tommy Boy moved SKWTD toward Ignoramus for an upgrade.

  • End of turn stuff
    1. Barb flawlessly dies upon the club of Peapants :D
    2. D'nut 204 (209)
    3. TNT 236 (239)
    4. MIA 212 (215)
    5. KISS 267 (273)
 
  • MM issues
    1. Dunderhead moves taxmen to grasslands (5fpt). Worker due next on growth from pop 5 to pop 6.
    2. Ignoramus switches citizen to BG and gets GS in 2 still.
    3. Simpleton settler--> worker in 2 and grow in 2. It seems like this is better for lux too.
    4. SKWTD citizen moved off iron hill to grass. Rax in 7 growth in 5.
  • Worker actions
    1. Crakie and Slinger move to chop at SKWTD.
    2. Bede starts a road outside our cultural borders.
    3. Grasshoppah starts a mine on a BG at Dunderhead.
    4. DeeDee starts a mine on the horse at Ignoramus
  • Other Moves
    1. Peapants moves into Senilityville.
    2. Tommy Boy upgrades to a GS. :beer:
    3. Curraph continues to hug the coast though the southern opening to MIA is there.
    4. Incense Settler SW to incense.
    5. Hairy heads N to get upgraded.
    6. Igor moved to help Harriet who's chopping the jungle since a barb walked up. Change Effing Whomping Rower to warrior from worker due next just in case.
    7. New settler heads W towards furs. We may want to send Tommy Boy along since there's a barb village over there.
    8. Avg. Joe fortifies and waits to escort the settler.

  • End of turn stuff
    1. Move science up to 10% and lux down to 20%. Gold is 85g and 26gpt.
    2. Barb flawlessly dies upon the club of Igor who promotes! He should go home for an upgrade! :D
    3. D'nut 213 (217)
    4. TNT 241 (244)
    5. MIA 219 (224)
    6. KISS 280 (286)
 
Turn 62

Revised Todo for turn 62

  • Diplo
    1. Establish all embassies again. TAKE SCREENSHOTS
  • Overhead
    1. MM Dunderhead to work wheat, 2 GRASSlands' (no bg's) and 2 taxmen (+1 food & no shields except from city center)
    2. DO NOT MM Simpleton (cow, wheat, 2bg's & 1 SCI)
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. worker SW of Dunderhead move SW to start road to dye/incense
  • Other stuff
    1. Spice settler should settle Senilityville (gramma Harriet's city) -> start work on a worker
    2. Settler is headed for incense
    3. Ave Joe is headed home to Ignoramus
    4. Tommy boy (just north of Dunderhead) is too
    5. Hairy (spice escort) could head back to since Peapants is right there
    6. Peapants NW to Spice Mountain
 
Turn 64

  • Diplo
    1. nada
  • Overhead
    1. MM Dunderhead to get +5 food & 5 shields
    2. MM effing Whomping Rower to work bananas & gets a scientist. while working on worker
  • Workers
    1. Own comes out of Dunderhead and goes down to help Bede with luxury road
    2. Crakie & Slinger are taking care of a forest NE of SKWTD to finish the barracks next turn
  • Other stuff
    1. incense settler catches up with Ave. Joe. (they move together from now on)
    2. Tommy Boy with his new hairdo is catching up with the fur settler
    3. Hairy coming back home
    4. Peapants fortifies in Seniletyville
 
Simpleton: worker -> worker
Ignoramus: GS
SKWTD: rax -> GS
Refuse MAS from TNT
Accept MAS from MIA
Warrior/settler pair heads S towards incense; Settler/GS pair head W towards furs
Igor heals (3/4 warrior)
Worker from Simpleton moves to Jesterton.
Changed a citizen in Notthefullshilling to a Scientist as it was about to riot and I didn&#8217;t want to pump up the luxtax for a 2pop fishing town. I keep it on the mined BG, MM&#8217;ing Ignoramus from the FP to the mined BG to get it up to 6spt after corruption
Continue moving the A.R.S.E. Igor&#8217;s Hope SE
Comments:
We can road a river grass near Dunderhead to make more gpt. Right now, it&#8217;s wasting 2s for every worker. If it workers a non-mined tile right now, it can still do 5spt and 5fpt after corruption. Not sure why we are mining that BG there?

Why are we not improving the river tiles near Polecat? Right now, the citizens work 3 river tiles, but the worker is mining a regular, roaded grass tile that&#8217;s not doing anything. That&#8217;s not going to help anybody. And why mine a grass not next to a river tile? We need all the gold we can get, especially this early in the game.

Switched research to 80%, Republic in 20T, -4gpt, 141g in the bank

Hairy is headed back to Polecat for MP/upgrading.

Regarding workers near SKWTD: they are both on a tile (was it a forest?). workers should not be stacked, especially for roading, as it wastes turns.
 
Todo for turn 66

  • Diplo
    1. nothing
  • Overhead
    1. Dunderhead starts another worker
    2. Jesteronton finished a mine on the wines so we move the citizen from the iron to the wines.
    3. SKWTD is moved to the iron and should be moved to the grass next turn so it grows to 3 and get the iron on the IT.
    4. Polecat moves a citizen from a bg to a river forest to get the rax done in 1 instead of 2 with no waste.
    5. MM Dunderhead to get 5fpt.
  • Workers
    1. Fizzlewizzle joins "worker" at Jesterton to finish the mine this turn. Rax build stays at 6 turns but growth goes to 6 instead of 9.
    2. Own to mountain, Bede to grass to start road to dye/incense
    3. new Thanksgiving worker Lovely Holly heads towards Polecat or Ignoramus.
    4. Crakie starts a road and Slinger moves west to river tile
    5. Bootilicious starts a road at Ignoramus.
  • Other stuff
    1. southern settler & escort west to incense
    2. northern settler & escort W headed for furs
    3. Hairy headed back for upgrades
    4. Igor heads home for an upgrade as a vet.
    Score
    Donut 226 to 230
    TNT 251 to 255
    MIA 232 to 236
    KISS 298 to 304
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
 
Simpleton to start another worker - check
Polecat start a GS - check
MM Simpleton to work cow, wheat, wines, & Bg north of river - check
MM Dunderhead to get only 4 shields. All other citizens should be scientists. -check, ends with 3 shields and 3 scientists after online mm'ing with Tubs :)
Notthefullshilling should have both citizens working a tile IF it doesn't effect happiness - no can do but move from horse to grass and gets curragh in 1 instead of 2.

Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely> - workers work, check worker map in Carto room.
workers SW of Dunderhead start roads - check
new worker help out with road to the south - gone SW, but i'd prefer him, George Best, to help out with Polecat and send the one mining at D-head south insted.

Other stuff
southern settler & escort SouthWest to incense next turn will settle down - check
northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs) - check
Hairy headed back for upgrades -check
Nothing on Igor but I have him back up Effing's poor defense just in case (valuable town that).

Other MM
check for happiness @ end of turn. Science as high as we can go - 80% it is
Rep in 15 at 80% + 5 scientists

SCORE:
KISS-304
TNT-255
MIA-236
Nutter-230

Area%: KISS 6_____MIA 4
POP%: KISS 30____TNT 25

MAd says "Weak to TNT, Nuts and average to MIA"

Tech: Up Writing, Myst on TNT

Post turn: Barb horseman 1 tile E of Polecat
 
turn 68
•Diplo
if we get Mapmaking from MIA accept. - we don't
nothing should happen that I know of.- TNT offers Math but we do not accept. If we decide to trade it will have to wait another turn.
•MIcroManaging
Dunderhead to start another worker - check
Polecat start a GS - check
MM Dunderhead to work wheat (take away from Ignoramus) & mined bg's (along river first) (+5 food)- check
•Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
new worker, KC, help out with road to the south - check
•Other stuff
Notthefullshilling: Curragh-->Curragh
southern settler settle Cyprus Creek on incense - check, starts worker
escort fortify -check
northern settler & escort W headed for furs (DO NOT break up the hut... settling the city will do that so that we don't get barbs)- check
Hairy headed back for upgrades -check
vet GS in Ignoramus go kill the horse near polecat - Kill
•Other MM
check for happiness @ end of turn. Science as high as we can go- 70% and rep in 17. The scientist in Effing is not needed but we keep him or rep would take 19.
SCORE:
KISS-310
TNT-258
MIA-240
Nuts-233
 
turn 69
  • Diplo
    1. TNT sends Math again.... I send back Myst and accept. :D
  • Overhead
    1. Simpleton to start another worker - check renamed to Jive talker
    2. MM Simpleton to work cow, wheat, wines, & Bg north of river - check
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. you might be able to finish the road with the worker that's standing 1 N of the mountain, then other workers can move onto the mountain. - road done 3 workers on mountain (one already started)
    3. new worker help out with road to the south - should move there next turn
  • Other stuff
    1. northern settler & escort SW to new city location (DO NOT break up the hut... settling the city will do that so that we don't get barbs) - they are in place
    2. Hairy headed back for upgrades - on the way back... move to Polecat then to MP duty in Ignoramus.
    3. vet warrion between Effing Whomping Rower and Cyprus Creek should head back for an upgrade - yup
    4. warrior in Dunderhead should go NE-NE-E (head to Ignoramus for MP) - should be MP next turn
    5. VEt GS (renamed to stepchild) goes barb hunting and finds another horse - loses 3 hp but survives :eek:
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go - done rep in 16

We get the forbidden palace message.... another pre-build opportunity?

EDIT:: I moved the curraph and accidentally moved it for for than it could go this turn. so it moved 1 tile after I hit enter :blush:
 
Diplo
TNT will probably send Writing again without being accepted... just hit exit unless something has been decided.- check
Overhead
Dunderhead to start another worker - check
Jesterton start on GS - check
MM Dunderhead to work wheat, & 3 roaded bgs (2 by the river) - check
MM Ignoramus to work roaded Flood plains and all mined grass NE,E,SE and 2NW - check
Workers
continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
workers on mountain help road (ok to join in) - check
worker N of Dunderhead & worker N of mountain keep moving to help with the Luxury road. - check
new worker move south to help out with road to the south - check
Sir Bugsy is in place to start roading towards Frozen Lake furs.
we now have 19 workers and 6 on the way. Time to build something else.
Other stuff
northern settler settle Frozen Lake near furs -> start worker - check
GS at frozen Lake to go off to barb hunting -check
Hairy move to Polecat (on the way to Ignoarmus) - check
wounded GS fortify to heal (or move back to Polecat for healing) - check
Grunt head to Ignoramus for MP ( fortify - do not upgrade!) - check
Vet warrior by cyprus creek move E to move back towards homeland - check, have to stay around for worker protection.
Other MM
check for happiness @ end of turn. Science as high as we can go

Score:
KISS-323
TNT-265
MIA-250
Nuts-241

MAd- No change
Science- No change

Barb approaches Senilityville from NW
 
turn 71
  • Diplo
    1. nada
  • Overhead
    1. Simpleton to start settler - check
    2. MM Simpleton to work cow, wheat, wines, & Bg north of river - check
  • Workers
    1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely>
    2. road on mountain is complete!!! 6 workers are ready to start roading 2 tiles per turn :banana:
    3. new worker moves to help around Dunderhead/Jesterton
  • Other stuff
    1. Hairy to MP duty in Ignoramus - check
    2. vet warrion between Effing Whomping Rower and Cyprus Creek should head to workers for protection - yup
    3. VEt GS (renamed to stepchild) fortifies in Polecat
    4. curraph finds the barb camp by some sugars and more wines
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go - done rep in 14

I noticed that MIA settled their incense. another thing of note is that the power graph shows MIA gaining (no surprise) but at D'nut's expense. TNT seems to be staying steady.

After saving the barb by our spice city died attacking our warrior. he only did one damage.
 
Todo for turn 71 72 OWN has it not :p muhahahaha

* Diplo
1. if TNT offers math, press clear table and exit - Table cleared
2. if MIA offers MapMaking, press Accept and exit - Not sent
* Micromanagement
1. Dunderhead to start another worker (happiness issues right now if we start a settler) - worker it is
2. Seniltyville start another worker
3. Ignoramus start another GS

* we get a palace improvement :D *
I picked the doorways, underway to trees: trees are important. Recycle, save the planet.

4. MM Dunderhead to get +5 food (work roaded tiles near river) - impossible atm unless we want to work an unimproved forest, 6 food given
5. Switch Polecat to Forbidden Palace ++ due in 46
6. move the citizen in SKWTD that's working the mined grass 2 NE of SKWTD to the mined grass by the river ++ roger
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve the core (mine green; irrigate brown)<Simpleton & Dunderhead no longer need improvement until worker/settler pumps are stopped completely> well shucks you might hate that but I started improving a tile of simpleton, it just was wrong to me tolose a worker turn on movement westwards to the new cities under improvement.
2. new Dunderhead worker move to Polecat to start improving
3. new Senilityville worker move SW to spices
* Other stuff
1. continue barb hunting with the GS in the west ** Sent him NW, wasn't sure what to do with him, might be a bad move but you gotta do something at one point. **
2. new GS out of Ignoramus move to take out barbs east of Polecat ++ negative, sent to Dunderhead for MP and lowered lux
3. Move vet warrior in junge towards the workers
* Other MM
1. check for happiness @ end of turn. Science as high as we can go: 0-8-2, Rep in 11 rather than 13.

So in short: check Micro 4, Other Stuff 2; uneventful barb hunt, FP build started, TNT deal rejected, road crew ready to start 2 tile/turn next turn. WATCH THE ROADS/DOTMAPS !
 
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