Sir Bugsy
Civ.D.
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?
- 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.
The space race screen says we need spies.
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
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?

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.


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