Turnplay Log

Turn 89 - instructions followed, nothing to report except the GS west of our south-west lux city was attacked by a barb horse. He lost two hitpoints.
 
Turn 90 (keeps fingers crossed)

Diplo
none
Micromanagement
I'mus finished market, start GS (make sure 10 spt) check
Jesterton to start another GS check
MM Simpleton to work wines, fish, cow, forest, & 2 bgs (9spt, 4fpt) 2 excess food and 1 excess shield in 3 turns check
see if you can rush the court in D'head. We, hopefully, should have JUST enough money. 1 gp short
if you were able to rush the court, switch d'head to a market and MM d'head to 10 spt – nope, can’t do it

Workers (it's ok for workers to join in on tasks) check
workers roading near Frozen Lake road
some workers are on the way back from the jungle, continue to move them back to the core
continue to road and improve (mine green; irrigate brown)

Other stuff
move settler S-SW-W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.) check
GS in Cyprus Creek move to fog to the NW check
move the curraphs around. check
move warrior (near MIA warrior) back toward EWR check
move reg GS to the north check
some GS are covering for barb camps
fortify vet GS in south to heal check
move reg warrior in Jesterton down south to Effing Whomping Rower check
Other MM
Moved worker to wheat in Igno and gave BG to Polecat to speed up FP by 2 turns.
Change Dunder head to GS, rush for 36g, change back to court in 4.
Moved Grinder east to bust fog east of Senilityville.
check for happiness @ end of turn – everyone happy, lux 0%
Science at 0%
get relative strength via F3 for MIA – average, TNT – average, Dnut weak
check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - nope
press enter and then select "Save & Exit"
 
At the moment Dunderhead is making 12spt, has 40 in the bin and is working a courthouse. If we change to market, it wastes 0 shields, due in 5, whereas keeping the court build wastes 8 shields, due in 4. Just thought I'd write it somewhere.
 
Todo for turn 91

  • Diplo
    1. none
  • Micromanagement
    1. NottheFullShilling finishes temple -> start harbor - check
    2. switch D'head to market and rush it - check cost 192G
    3. MM D'head to max food - check
    4. MM Ignoramus to get at least 11 shields - check
    5. MM Jesterton to used the mined iron hill - check
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Frozen Lake road - changed since road was alread there. moved 1E
    2. move two workers SE of D'head to grassland 1 S of D'head - moved to hill to hopefully get 3 turn GS after mining
    3. continue to road and improve (mine green; irrigate brown) - okie dokie
  • Other stuff
    1. move settler W (I'm moving B's city loc 1 S since Jesterton has the lowest corruption besides the capital. This should get better results and will still cover all tiles.) - check. settle next turn
    2. Start moving GS to EWR and/or Senilityville unless busting fog (or shadows) - check
    3. move reg warrior near Jesterton down south to Effing Whomping Rower - check
  • Other MM
    1. check for happiness @ end of turn - check
    2. Science at 0% - check
    3. get relative strength via F3 for MIA - D'nut is strong and average against TNT & MIA
    4. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - check no trades yet
    5. press enter and then select "Save & Exit"

MIA is still in anarchy. D'nut has had a library for two turns now (or a temple for 3 turns)

btw, this isn't a discussion thread ;)
 
Todo for turn 92

  • Diplo
    1. none
  • Micromanagement
    1. D'head finishes market start a GS - check
    2. Frozen Lake finishes worker start galley? - check
    3. MM D'head to 10 uncorrupted shields - check
    4. MM Ignoramus to get at least 10 uncorrupted shields - check
    5. MM Jesterton to used the mined iron hill - check
  • Workers (it's ok for workers to join in on tasks)
    1. workers roading near Gilfach road the tobacco - check
    2. two workers NW of D'head to mine that hill - check
    3. continue to road and improve (mine green; irrigate brown) - check
  • Other stuff
    1. settler to settle Knucklehead (nice name Bugsy) - check
    2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can - check
    3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - check
    4. move reg warrior near SKWTD down south to Effing Whomping Rower - check
  • Other MM
    1. check for happiness @ end of turn - check
    2. turn science up to 60% should be ~ -18 gpt construction due in 6 - check due in 6 turns @ -4gpt :D
    3. get relative strength via F3 for MIA - check ave against MIA & TNT - still weak vs Dnut
    4. check F3 for barb camp locations. - check Minoans near Senilityville (spices)
    5. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) - check still no. they are lacking wines, dyes and spices
    6. press enter and then select "Save & Exit" - check

barb galley attacked our curraph coming up TNT's shores but he survived suffering only 1 hp damage.. I'm glad that I fortified after moving 1 tile.


beakers spent at given research (turns x beakers per turn)
10% - 429
20% - 450
30% - 440
40% - 459
50% - 426 <- -4gpt
 
* Diplo
1. none
* Micromanagement
1. Simpleton to start another settler done
2. MM Simpletonto work cows, wheat, wines, & 2 BG done
3. Change Idiote switch to harbour done
4. Frozen Lake switch to harbor done
5. Senilityville switch to a rax done
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown) done
2. connect Knucklehead done
* Other stuff
1. new settler head East of Polecat done Should that be southeast? Along the river?
2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can (don't move the eastern GS to the mountain. it will give away our position) done

t93_WanderingGreekGalley.jpg



3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows) done
4. move reg warrior near SKWTD down south to Effing Whomping Rower done
5. kill the barb horse done
* Other MM
1. check for happiness @ end of turn done
2. get relative strength via F3 for MIA Average and now a Republic
3. check F3 for barb camp locations Senilityville
4. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core) No
5. press enter and then select "Save & Exit" done


Curragh still fortified off TNT shore just to keep an eye on things.

Score data
Kiss 486
MIA 451
TNT 370
Nutters 354


0 more turns til declaration is sent (10 more turns after that) So let's get ready!
 
:blush:

But at least this time I sent them the right save.
 
Turn 94 a continuation of 93.

MIA's boat has disappeared but there is now a horse at Senilityville.

See MIA diplo thread for note sent to MIA via Gmail regarding our intentions.

Here is the overview:

T94_LOD.jpg
 
• Diplo
1. none
• Micromanagement
1. SKWTD to start another GS. Started at 8spt due in 5.
2. MM Simpleton to get the settler in at least 2 turns, then get max gold after securing the shields. We need 14 and I set it to 7spt and 6 ftp
• Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown)
2. mine hills
• Other stuff
1. new settler head SE. Heading SE of Polecat towards wines / iron.
2. two GS are scouting the eastern and western shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can (don't move the eastern GS to the mountain. it will give away our position). Does not look like we can get through on the west but possibly in the east.
3. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)
4. move reg warrior near SKWTD down south to Effing Whomping Rower. Heading there.
• Other MM
1. check for happiness @ end of turn (might be able to turn it down). Turned down to 0% with Polecat running 1 tax.
2. raise science up to try to shave some time off of Constr. (60% ought to do it) Science to 80% @-31gpt to get Construct in 2.
3. get relative strength via F3 for MIA. SAME
4. check F3 for barb camp locations. Barbs near Senilityville.
5. check to see if we can trade luxes with MIA. (This will tell us whether or not the spice road goes all of the way back to the core). We can trade! Ivory available.
6. press enter and then select "Save & Exit". Watched a hoplight do vet in Flaxon Musk.
 
Slinger was the hoplite on a "Go to" move? If so tit for tat and it's a violation of the rules.

Spoiler :
Description: The last team in the turn order can issue the &#8220;GoTo&#8221; command, and have a unit move twice before the next turn begins. This is very strong in war-time. Every Civ has that option, that's why it is stipulated that no one use go-to. Note: This does not provide an extra turn of movement, but rather advances the timing of that movement (i.e. 2 moves in turn 1, and 0 moves in the final turn of the task). Similar results can be achieved with auto-explore and auto-workers.

Definition: This can result in the last team to play in a given turn, the ability to move their units twice before another team could move in between

Exception: Automation of worker tasks (roading, mining, irrigating, etc.) is permitted. Stack & individual unit movement that concludes within territory currently (when order is given, not when units arrive) visible (ie. not unexplored and not in the fog of war) is permitted. Automated moves are subject to administrator oversight. Contested moves that result in an unfair advantage (ie. arriving at a location before another team that would have arrived first, but wasn't using automated movement; reinforcing a poorly defended city or location; etc.) will remain a violation of this rule.

Purpose: To prevent the unfair movement of units; especially during war time.

Verdict: Getting two moves out of a unit or units before you opponent can move through any means is a violation of this rule.

Punishment Level: Once - Orange (1-5 turns), Repeat - Red (2-10 turns
 
Looking at that bug it sounds like we are allowed to use it in our own territory. Our GS on automove could move 12 tiles on OUR roads and workers looking for another job can look 6 tiles away on a road for their next task. Sounds really handy. I should have done that with the warrior moving to Effing.
 
No that's illegal if I'm understanding you correctly. You are only allowed to move 1 turns worth of tiles each turn. If you select a tile and it has 2 on the cursor, then click on that unit again so that it doesn't move at the end of our turn too.
 
Tubby Rower said:
No that's illegal if I'm understanding you correctly. You are only allowed to move 1 turns worth of tiles each turn. If you select a tile and it has 2 on the cursor, then click on that unit again so that it doesn't move at the end of our turn too.
In Whomps spoiler it says "Exception: Automation of worker tasks (roading, mining, irrigating, etc.) is permitted. Stack & individual unit movement that concludes within territory currently (when order is given, not when units arrive) visible (ie. not unexplored and not in the fog of war) is permitted.
So it seems as long as we are moving to a place that has been explored it is permitted.
 
That is how I interpret it too.

Be warned though, even though you go say, 6 tiles on a road in one turn, (instead of just 3), doesn't mean you'll be able to move it the next turn. You'll have to wait one more, for a total of 2 turns. The tiles/turn ratio will stay the same regardless of whether you use double-move or not.
 
Ginger_Ale said:
That is how I interpret it too.

Be warned though, even though you go say, 6 tiles on a road in one turn, (instead of just 3), doesn't mean you'll be able to move it the next turn. You'll have to wait one more, for a total of 2 turns. The tiles/turn ratio will stay the same regardless of whether you use double-move or not.
So it really makes no difference, except as you state, it would definately be a cheat to get reinforcements to the front doubletime. They would not have movement left but they would be there.
As for workers, if you moved 5 on turn 100 there would probably only be 1 move left on turn 101.
 
Ah.. Thanks for clearing that up GA. I had been avoiding all multi-turn moves for fear of cheating.
 
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