Turnplay Log

Diplo
none
Micromanagement
D'head -> another GS (work the hill & try to get 3 turn GS) - 3 turns it is to the cost of zero growth.
Jesterton -> another GS - OK
Workers (it's ok for workers to join in on tasks)
continue to road and improve (mine green; irrigate brown)
mine hills
I send some workers from the jungles down S up north. We have better use of them improving around Polecat which will have a FP ready in eight and a neighbour city soon to be settled.
Bootsy and Lovely Holly follows our new settler to improve new city.
Other stuff
settler move SE - check, but it looks he's heading further S than I expected. I suppose we will settle the bonus grass area before the sugar/wines.
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)
moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - does so. Military will have to decide for how long we should let our core be undefended.
move reg warrior near SKWTD down south to Effing Whomping Rower- There is no warrior at SKWTD but Hairy is S of Cretino and has started to walk towards Senility. I keep him going.
Other MM
check for happiness @ end of turn (might be able to turn it down) - allready at zero
check Science rate to see if we can get Construction one turn earlier or save money at the current rate - scientist in Polecat and Cretino gets Construction in 1 at 70%. Net -22, 40 g's in the box.
get relative strength via F3 for MIA - Average to Nutters :) , Strong to TNT :D , Average to MIA :p
check F3 for barb camp locations - Barbs at Senilityville
TNT/Nuts in Despotism, MIA in Republic

Nothing new to post screenies about.
 
Beorn and I made an executive decision to research engineering for the speed.

my.php


* Micromanagement
1. Simpleton -> another settler done
2. MM Simpleton to get at least +5 food and ~6 shields or more. no need to overdo it 6 spt 7fpt and all commerce tiles including the fish for extra
commerce

3. Move Jesterton to a plain for commerce. Same impact shields.
* Workers (it's ok for workers to join in on tasks)
1. continue to road and improve (mine green; irrigate brown)
2. mine hills done
* Other stuff
1. old settler move E ( headed for wines I messed up) and i screwed up and the settler did a go to move on top of the wines on the IT
2. new settler move to the W as far as he can (headed for iron and wines on north coast done
3. 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 done
o east should move southdone
o western should move 1 SE then fortify (he'll move through their borders next turn)done and fortified but on a desert. We should move him.
4. moving all GS to EWR and/or Senilityville unless busting fog (or shadows)done
5. move reg warrior near SKWTD down south to Effing Whomping Rowerdone
6 Curragh stops at MIA border. Where to next?
* Other MM
1. check for happiness @ end of turn. done
2. science set to engineering at 50% due in 13 at -4gpt
3. get relative strength via F3 for MIAaverage
4. check F3 for barb camp locations Senility
5. press enter and then select "Save & Exit" done
 
Here's turn 98:
We are strong compared to TNT and average compared to Donut and MIA. I almost feel we should take TNT instead because they're so weakened. We have 62 gpt on unit support.

Unit movement

  • GS's Grinder, Happy Camper and Gallic Sword move along the eastern edge heading south.
  • GS Invincible and warrior Weezer head south along the west coast.
  • GS Scoutsout moves towards Effing Whomping Rower
  • GS Mad Max moves into Effing Whomping Rower.
  • GS Tubby Terror moves to outline Parga (the Greeks northern most west coast city)
  • GS Morpheus continues down the west coast.
  • Bede's curragh sees a reg galley. (not sure what we should do with this curragh)
  • Igor's curragh stops on the gap between TNT and our coast. TNT roading furs without a city.
Picture in the Secret War Room
Worker actions
  • Bootsy starts a road towards our new west coast city.
  • Lovely Holly :love: moves towards the sugar.
  • Dee Dee roads wines south of Notthefullshilling
  • Daghdha irrigates plains near Notthefullshilling
  • Gram Harriet and Jive Talker start a road on the mined hill at Dunderhead
  • Crakie chops at Knucklehead to finish the chop.
  • RegentMan starts a road on that spot.
  • G-Man start a different road near Knucklehead
  • Pliskenator starts a chop outside of Knucklehead's borders
  • Settler continues west and the other is on top of the wines to the east.

MM'ing activities
  • Simpleton has a ton of food. Get it to 7spt from 6 spt. Grows next.
  • Give Dunderhead the FP wheat for a turn from Ignoramus. GS still finishes next.
  • Ignoramus picks up another FP tile and the horse from Polecat. Pick up another beaker.
  • Move Cyprus Creek to a banana from the oasis and pick up 1g. Grows next.
  • Frozen Lake moves to the furs tile and gets 1g. Grows next.
  • Move Gilfach to a river tile and pick up a beaker. Grows in 2 so rax should finish in 2.
  • Idiote grows next so doesn't need the fish which goes to Notthefullshilling which gains us a beaker and extra food in Notthefullshilling.
Science at 60% 14g (-3gpt)
Check F1 screenies in dept. of turn play thread.

other stuff
  • Lux still at 0% but we should check to see if raising it will get the FP in Polecat faster over the next few turns.
  • There are till Minoan barbs near Senilityville. I'm just not sure where.
  • Avg. to Donut and MIA strong to TNT
  • Press enter and sent.
 
Todo for turn 99

  • Diplo
    1. none
  • Micromanagement
    1. Dunderhead -> start library - check 15 spt!!

    2. [/ist]
    3. Workers (it's ok for workers to join in on tasks)
      1. continue to road and improve (mine green; irrigate brown) - check
      2. mine hills - check
    4. Other stuff
      1. eastern settler settle Crackhead on wines - check start on harbor
      2. western settler move to the northern wines (1 N of Iron Hill) - check
      3. two GS are scouting the eastern shores and hopefully can get behind their initial city "wall" stay at least two tiles away from Greek borders if you can - check find the barbs near Senilityville on MIA's side of Flaxon Musk
      4. leave D'head's new GS in the core - check
      5. moving all GS to EWR and/or Senilityville unless busting fog (or shadows) - check
      6. move reg warrior near west coast down south to Effing Whomping Rower - check
    5. Other MM
      1. check for happiness @ end of turn (might be able to turn it down) - check
      2. get relative strength via F3 for other teams - check ave vs MIA & D'nut, Strong vs TNT
      3. check F3 for barb camp locations - check just the Minoans
      4. press enter and then select "Save & Exit" - check

    MM per Whomp's suggestions.

    Here are the Minoans
 
Log for turn 100
  • Diplo
    • 1. send Republic to D'nut, then accept it. - check
  • Micromanagement
    • 1. SKWTD -> another GS - check
    • 2. Cyprus Creek -> catapult - check
  • Workers (it's ok for workers to join in on tasks)
    • 1. continue to road and improve (mine green; irrigate brown) - check
    • 2. mine hills - check
  • Other stuff
    • 1. western settler settle Devil's Soul on wines - check
    • 2. we got caught in our scouting efforts in the south. Just roam around busting as much fog as you can - check, Grinder is yet 2 tiles deeper :devil:
    • 3. moving all GS to EWR and/or Senilityville except 2 maybe 3 placed strategically in the core for defense - check
    • 4. move reg warrior down south to Effing Whomping Rower - check
  • Other MM
    • 1. check for happiness @ end of turn - check
    • 2. might want to drop science back to 50% to not run a risk of going negative and losing a barracks/granary/unit - check, 60% with gpt gain
    • 3. get relative strength via F3 for MIA - check, strong vs TNT, avg vs others
    • 4. check F3 for barb camp locations - check, none
    • 5. press enter and then select "Save & Exit" - check
 
Todo for turn 101

  • Diplo
    1. nada
  • Micromanagement
    1. Simpleton -> settler MMed for commerce with 6spt & +8fpt
    2. Jesterton -> another GS
    3. Gilfach finished barracks -> start GS
  • 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. settler moved westward
    2. Grinder found the lux road. We could cut it next turn if they don't cover it :devil:
    3. moved all GS to EWR and/or Senilityville except 2 maybe 3 placed strategically in the core for defense
  • Other MM
    1. check for happiness @ end of turn
    2. SKWTD & Jesterton grew to 7 and got a scientist (shaved a turn off of Enginering)
    3. science on 60% Eng. due in 7
    4. ave vs. MIA & D'nut; strong vs. TNT
    5. no barb camps
    6. press enter and then select "Save & Exit"
- D'nut is Anarchy
- MIA galleys are on each shore about midway up the continent

I mis-clicked and moved the warrior off of dye moutain. Luckily nothing big.. we'll just move him back next turn

 
Turn 102 played

I switched Jesteron to a Galley. and moved the new GS over to the west. The settler has been moved to get to the space just south of D'head next turn.

I'm blocking the MIA horse to the west. and I'm still busting fog in the south


Here is the core



Here is TNT


F8


F11


- Ave vs. D'nut (Anarchy)
- Strong vs. TNT (Anarchy)
- Ave vs. MIA (galleys are on each shore about midway up the continent)
 
I finally enter the scene, I'm sure you'll d!ckheads.

Everything is unsufficient!

Maybe I shout out loud here, just to save a gold here and there. But without even knowing the save, by your actions and stuff.

I'm able to fix your short-comings.

I want to be complete Leader-Ship! (in-game)
 
@Gozpel: :salute:

I'm not quite sure about your rant there... but I'm a little embarrassed. I have played three turns from this point... but posted my logs in another thread. I thought the thread I was posting in was the 'turnlog' thread... (I found this thread when I looked at your profile...to see what you are up to, maybe catch up a bit...)

I also posted some screenshots and reports from a recent scouting mission by one of our Gallic Swords. That stuff is in Bugsy's War Planning thread. There is a dotmap in there too.

Highlights of the status of the game at the end of turn 105:
  • We are now 2 turns from Engineering, thanks to the completion of the Forbidden Palace and a little creative micromanaging on my part.
  • We went from #2 to #1 in GNP from turn 104 to 105.
  • We went from "weak" to "average" compared to MIA. A single Gallic Sword tipped the balance.
  • We have 2 settlers on the ground, and 3 more in the queue.

The saves (if you want to download them) are in the GMAIL box.

I'll go get my turnlogs from the other thread and post them here.
 
Turn 103:
Spoiler :
Something that resembles a log:

Thoughts on our tactical situation: We've got 2 towns that are right in the face of the Greeks, and they're surrounded by jungle. Each has a mountain next to the town. We need to get some workers down there to clear that out, or be prepared to cede those towns if MIA come's after them soon. They will be difficult to reinforce... and skirmishing in Jungle is tough sledding.

We don't have feudalism... which isn't all bad. Once we get it we'll be forced to build MDI instead of GSs if we've had our GA.

War Production:
Knucklehead - currently 2spt, I queued up an archer. Good.
Crackhead - no garrison, 1spt, making a harbor.
Devil's Soul - no garrison, 1spt, making a harbor. A Cultural improvement here would allow it to work the whale.
Simpleton - making a settler. s'alright by me.
Jesterton - Has a rax, 10spt net with a scientist, Galley due next turn. I wish I had more time to consult the team on this... I know it's bad form, but I swap Jesterton to a Gallic Sword, due in 2.

At 10spt net, Jesterton can make whatever we need it to without any shield overruns.

Dunderhead - 13spt net, Library in 2. I see an opportunity here. MM Dunderhead to work a couple of forests... get it to 15spt net. That's a pike every other turn when we get Feudalism, or a Gallic Sword every 3 turns (as opposed to 4)... though it'll cost us a 5spt over-run.

Effing Whomping Rower gets a scientist, because I want to fire one in the core somewhere. (I didn't...but it shaved a couple of turns off Engineering...)

A little MM in Gilfach gets us from 4spt to 5, another multiple that works nicely for a lot of things. Swap it to Catapult...

Firing the Scientist at SKWTD would get us to 10spt net, but we can't keep 'em happy. The extra scientist at EWR gets us Engineering in 5.

Cyprus Creek gets a tax collector; we will eventually need some cash for upgrading a few cats to Trebs, or for short-rushing cats/trebs in Cyprus Creek.

I spent 12 gold short rushing the barracks with a Horseman at Effing Whomping Rower.

F3 Check:
Average to D'nuts, who are in Anarchy.
Strong to TNT, also in Anarchy.
Weak to MIA, in Republic.

F11 check shows us #1 in GNP, #2 in MFG....not good, considering that 2 tribes are in Anarchy. MIA is out-producing us in shield output.

GS Happy Camper can see MIA's Twitching Aardvark off the eastern coast. I like him on the mountain, so I'll leave him there.

Worker stuff:
  • Workers near Notthefullshilling road the hill.
  • Worker Grasshoppa moves to a BG near Simpleton. He should road that, then mine it, then move over to the cow and mine that too. We will eventually want to build units here.
  • Worker Lenny moves to a roaded BG outside Dunderhead and starts mining it. Dunderhead will be able to work that tile after its culture expands (Library due next turn).
  • Worker G-man starts mining a BG near Knucklehead.
  • Worker Smart starts irrigating a plains tile E of Devil's Soul.
  • George Best and Crakie start roading the iron hill S of Devil's Soul.
  • Pliskenator starts roading a BG.
  • Lovely Holly irrigates the sugar plain outside Crackhead.

Worker Own, Smart Guy, and KC head south towards Effing Whomping Rower.

Grinder does a little fog busting.

MTDG_KISS_Grinder_fogbust.jpg


Other Gallic Swords near the front start heading towards our forward towns. Picket lines in the jungle don't make a lot of sense if there's nothing there to defend... we need a warrior or two out there so we can see 'em coming, but my guess is they'll come right after one of our two forward cities. Gallic sword E of Simpleton stays put. Another GS held in reserve is dispatched to Gilfach, for eventual deployment on the Greek frontier. (SKWTD will make a GS next turn.) Wake GS Bruce Lee and send him to the Iron hill outside Polecat, because I don't like all that fog there.

Settler was sent where Tubby wanted it.

I change my mind on Gilfach, MM in back to food, and swap it to a settler.

Just as I'm about to hit the spacebar... I see something interesting.

Hey gang, I have an idea.

Look for a post soon in Bugsy's War Room.


Turn 104:
Spoiler :
Something that resembles a log...

Right off the bat, some ugly mug with a mullet head shows up offering me Monarchy for free. So I take it. I send Construction back.

Dunderhead completes a Library>Settler
SKWTD GS>Redux
Polecat Forbidden Palace>Settler

Engineering just went from 5 to 3 turns.

Reviewing builds... we've got 5 Settlers in the queue, with 2 due next turn, and 1 due in 2.

F3 Check: TNT and 'nuts are still in Anarchy. We're 'weak' compared to MIA.
Worker Own and Smart Guy are sent east, towards SenilityVIlle.
Worker KC joins Rik near EWR.
Worker Scruffy heads to a banana at Cyprus Creek.
3 workers South of Gilfach start roading.
Worker FizzleWizzle the slaveboy mines a bg at Knucklehead.
Worker Pentium loses a movement point crossing a river... but we've simply got to get workers south.
Worker Bede does a little mining outside Dunderhead. Grasshoppa starts a road.
Worker Bootilicious starts a mine.
Rik whacks some jungle at EWR.
Worker Ginger moves to a BG outside Dunderhead.
Worker Grandma Harriet starts a road.

Village d'Idiota (someone can re-name). Starts a 'pult.

Gold goes from +13 to +19gpt.

Move the warrior off the mountain at EWR.

A little creative tile swapping gets us to +20gpt, Engineering in 3.

F11 shows us #2 in GNP and MFG... not good.

Dispatches in the War Room thread on Grinder's reconnaisance.

Edit: Letter sent to Chamnix, without the boat stuff. Their boat was nowhere near being in the way, and Twitching Aardvark (eastern galley) hadn't moved.


Turn 105:

Spoiler :
Log for turn 105:

Mullet-head shows up again... 'accepting' the tech I thought I had sent him last turn. I hit 'accept', and he's on his way.

Simpleton Settler>
Ignoramus Settler>Catapult
Jesterton Gallic Sword>Galley
Cretinograph Barracks>Spear?

The settler builds took us back to Engineering in 3. Hire a scientist in Idiote, change a tax collector to a scientist somewhere else, MM Ignoramus, and we're back to Engineering in 2 at +6gpt.

City Actions:
MM Ignoramus for food. 10spt net, Cat in 2. This is a really close research cycle. Putting that citizen back on the unroaded forest puts the city at 10.11.0, and sets the Engineering cycle back to 3 turns. Putting it on the roaded/mined riverside tile takes it to 12.13.0.

Notthefullshilling is pop6 and has +5fpt without the harbor. Swap from harbor in 4 to acqueduct in 2.

MM Dunderhead for food and gold (affects research cycle).

Short rush the Harbor build in Frozen Lake with an Archer for 28g.

Short rush the Harbor in Devil's soul with a worker for 12g.

Worker Actions:
Jive Talker heads south.
Ginger roads a BG outside Dunderhead.
"Worker" at Cretinograph Irrigates.
Own and Smart Guy arrive at SenilityVille.
Scruffy starts chopping Banana jungle at Cyprus Creek.
RegentMan heads south.
KC starts a jungle chop at EWR.
Daghda mines a hill at NotTheFullShilling.
DeeDee heads for Idiote.

Settler from Simpleton heads generally southwest...towards the wine/river site on the west coast.
Settler from Ignoramus heads south, to settle 1SW of the iron near Polecat.

'nuts and TNT are still in Anarchy.

Check this out!

Talk about close... that Gallic Sword I built where someone had queue'd up a Galley?!?! The latest F3 shows we are now average to MIA. Oh yeah, and we're number one in GNP per F11.
 
grahamiam said:
don't worry scout, I think he's drunk :ar15: :banana:
Bastige. Gettin' drunk and civvin' with out me OR 'slinger. That's a party foul, IMHO. :p
actually, I think it's just his way to say we wants to play the next save ;)
Fine by me, as long as I get to follow him when he gets us surrounded. :crazyeye: But it's going to cost him 1 BPT (Beer Per Turn) for calling out the wrong turnplayer. :beer:

Edit: @Gozpel, grahamiam: I've got the save, but I will check back here to see if either of you want to pick it up. I'll play it no earlier than say... 8pm EST Saturday, March 4 (2000S, GMT -5). If one of you just wants to play "soon"... no biggie... but if one of you wants to play the very next turn, it's time to step up.

I can't remember which time zone Goz is in...but IIRC, it's on the other side of the IDL... so I guess it's still Friday on that side of the planet. Anyway... I'll check back here this evening.
 
Okay... here we go for turn 106

Idiote Harbor>Aqueduct

Scroll through the cities... swap SKWTD to a Market
Swap Knucklehead to a Courthouse... because I'm about to start a forest chop I don't want to dump into a catapult, and this town has real potential.
Crackhead swap from Harbor to Library.

Worker SirBugsy, Slinger, and J. Walker move to chop Jungle at Cyprus Creek.
SmartGuy and Own start chopping Jungle at SenilityVille.
DeeDee starts irrigating at Idiote.

Move a settler to the Iron Hill outside Polecat. Another Settler moves near SKWTD.

Wake Peapants and take him off the mountain at Seniltyville.

Move Grinder NE, to shoot the gap between Flaxon Musk and ChuckNorrisville.

F3 check: 'nuts and TNT are still in Anarchy.

F8 check shows TNT leads culture.. MIA has a slight edge on us in land area and population.

We are now #2 in GNP again.

Let's see... we're at 13g+9gpt, Engineering due next turn. MM the cities... Swap a tile between Dunderhead and Ignoramus so that dunderhead will grow next turn (It will also equip a settler next turn). MM some other stuff for growth and gold.

We need to take a serious look at Notthefullshilling. At size 6, with no harbor, this town is putting 7gpt into the treasury, 10 beakers to science, working 4 coastal tiles... and its only improvement is a temple. And with all that, it's 3 long on food with an aqueduct next turn. Commerce Powerhouse potential.

On the other side of the empire is Knucklehead. At size 2 it's producing 2 spt, 2gpt to treasury, and 3gpt to science. Its one improvement is a rax.

get us to +11gpt, and we're #1 in GNP again.

Oh yeah - we've got 2 settlers on the ground, and 4 in the queue.

At the tail end of the turn, a barb galley comes after one of our curraughs outside Frozen Lake.
 
Log for Turn 107:

Engineering comes in. We can get Feudalism in 6 at the current rate... but I decide to back off so we can get some gold for short rushing. Taking it back to 50% still gets it in 6 and +26gpt. 40% (+55gpt) gets it in 8. Queue set to Invention through Feudalism.

Per the Treaty with 'nuts, I dial 'em up and give them Engineering.

Builds:
Dunderhead Settler>Gallic Sword. (Is everybody's City view nerfed during this part of the turn?)
Notthefullshilling Aqueduct>Worker

Build order change: Swap Knucklehead from Court to Granary.

The unit support and population loss cuts us back to +49gpt.

Unit moves:
Settler outside Polecat is renamed "Settle Here", and moved to the spot SW of the Iron hill that I want to make a town.

Dunderhead's Settler moves to Village d'Idiota, eventually (I hope) to set up a town to support our front... 3S of Cretinograph.

Bede's Boat sails north. A Barbarian Galley is near our other boat.

Grinder trespasses in MIA territory between Flaxon Musk and Chuck Norrisville.

MM Dunderhead for gold and growth, +52gpt, Feud in 8.

MM Devil's soul for an extra shield, slows growth by 1 turn but cuts harbor build in half. We need some help there.

Seeing that we'll lose a scientist when Polecat completes its settler, I hire another in Frozen Lake; MM some other cities... Feudalism in 7, +48gpt.

Worker moves: Lenny roads a forest that Dunderhead is using. Grandma Harriet organizes a forest chop at SKWTD. Grasshoppah mines a BG at Simpleton. George Best roads a grape at Frozen Lake. FizzleWizzle joins a BG mining party at Devil's Soul. G-man organizes a forest chop at Knucklehead. Sir Bugsy, Slinger, and J Walker work on a jungle chop at Cyprus Creek. Smart moves to road a tile at Devil's Soul. Bootsy moves to a BG that our next town will claim.

F3: 'nuts are now a Republic, as is TNT. And we're #2 in GNP (as well as every other stat that matters to me). I'll take that for the moment, but we need to work on it. I suspect MIA is #1.

F6: We are technologically advanced! (too bad the advisor is an idiot...) Do a diplo check to see where we are. TNT is down Monarchy and Engineering. As is MIA. Hey team - we had a 'monopoly' on Engineering there for a minute.

F11: We're #2 in GNP (again)... but the other continent is out of Anarchy. Athens is SHRINKING. MIA must be doing somethink kooky with specialists... as that town has 3 irrigated floodplain tiles...one with a wheat.

Due next turn:
Settler in Polecat (FP City - needs infrastructure bad)
Settler in Gilfach (has a rax)
Trebuchet in Ignoramus (can crank one out every other turn...but might be time to peel a worker there next.
Galley in Jesterton.

The very last move I make is with one of our Curraughs. We've got a barb galley at Frozen Lake that I cannot outrun. I'm tempted to simply retreat to the city...but a Curraugh does us little good there. If I fortify it there is a chance that I'll lose the boat... but it might also sink the barb... decisions, decisions. I'd rather take my chances with a Curraugh than Galley full of troops. One south an fortify. Fingers crossed...

Just as the game saves and exits, the barb galley attacks our Curraugh... which sinks the barb and promotes!
 
Log for Turn 108:

Ignoramus Trebuchet> Trebuchet (3)
Jesteron Galley>Galley (3)
Polecat Settler>Gallic Sword I wanted to build a Market (FP City, has rax and FP) but this town needs some worker turns before starting infrastructure. There are some forests we could chop.
Gilfach Settler> Gallic Sword

Start turn at 72g+39gpt, Feudalism in 6.

MM Ignoramus for gold, was 18.8.0 now 21.9.0.
Note that Notthefullshilling doesn't have a granary. Swap worker to Market. It costs a few gold, but I MM for shields. Market in 16. (I later undo this...)
MM Gilfach for growth.
Irrigation complete at Cretinograph, hire a scientist . Doesn't affect shields, and it will still grow next turn.
Tileswap SKWTD and Gilfach to shave a turn off the Market build in SKWTD (due in 8 w/ forest chop due in 3).

In an effort to speed the pace of settlement... (and put a town the in the land MIA wants us to cede in a treaty) I swap Crackhead's Library to a Galley, and spend 68g to finish it.

Worker moves: Bootsy roads a riverside BG near a town I'll settle this turn. Lovely Holly mines a BG at Crackhead. Ginger mines a BG at Dunderhead. Bede organizes a forest chop at Village d'Idiota. Smart roads a plains at Devil's Soul. Jive Talker roads a Jungle tile south of the spot where I plan to put a settler next turn.

Settler at Polecat heads to Crackhead. Settler at Cretinograph heads SW, S, S. Will be in position to settle bananas S of Cretinograph after next turn, settle the turn after. Settler #1 at Gilfach is renamed "Settle Here", goes W, NW to settle riverside site 3 SW of Knucklehead. Settler #2 at Gilfach goes S, S, W towards a site 3 SW of Gilfach. Will arrive next turn, settle the turn after. DuMass founded near Iron S of Polecat. Queue up a Trebuchet.

Military Unit moves: Trebuchet from Ignoramus SW. Grinder moves north out of MIA territory. Galley sails west out of Jesterton. Bede's Boat sails north. A.R.S.E. Igor's Hope (Curraugh) heads toward Devil's Soul.

F2 check: We can trade with either civ on the other continent. Mapcheck shows a harbor at Crunch. We have surplus dyes and spices.

F3 check: Still average to MIA and 'nuts, strong to TNT. Or military is costing us 68gpt.

F11 Check: still #2 in most categories. #3 in Approval, #3 in Land Area 4 in Military Service. Athens is still shrinking.

Diplo Check: We're still up Engineering and Monarchy to TNT and MIA.

End the turn at 4g, +50gpt, Feudalism in 6. Fiddle with the cities and get it to +53. Take research from 40% to 30%... Feudalism in 8... and try to get back one of those turns with specialists... at the cost of slowing a little growth , I get us to +68gpt and Feudalism in 7. We can't rush and short-rush if we don't have cash... and we don't need feudalism as badly as we need to get into some short rushing infrastructure to maximize our GA.

Just as I hit save, a forest chop went into the Granary build at Knucklehead. Granary now due in 13.
 
Log for Turn 109:

Simpleton Settler>Settler
Crackhead Galley>Worker

F1: Start the turn at 72g +61gpt, Feudalism in 7. :hmm: I thought that was where I left off... Hire a scientist in Frozen lake...takes us back to Feudalism in 6.

F2: We can trade with all but TNT.

F3 Barb warning at Senilityville. This just in: We are "strong" to 'nuts. :hmm: Still strong to TNT, Average to MIA.

Wake up some Gallics and send them to play whack-a-barb...but can't find them.

Settler stuph:

Paradise Hotel founded. Starts a Trebuchet. Settler re-named "Settle Here" and moved to the tile S-S-SE of Paradise Hotel. Settler re-named "Settle Here" and moved to the tile 3 S of Cretinograph. Settler out of Simpleton heads SW. Load a settler into the galley at Crackhead.

Worker moves:
Pliskenator moves to help mine iron at Devil's Soul. Worker at Cretinograph roads an irrigated tile.

Unit Moves: Move a trebuchet towards Village d'Idiota. Peapants to a mountain, Grinder to spices. Galley moves westwardly... while the curraughs head for Devil's Soul. Galley w/ settler is christened "Fool's Errand", and moves our settler around the cape of Crackhead.

City stuff:

The city we founded let me fire the scientist in Frozen Lake. MM Devil's soul for growth, a BG got mined IBT. MM Paradise Hotel to pick up a shilling.

Swap Ignoramus to Granary. It's size 8, but we need a worker pump.

Rushing a spear in Polecat will cost 44g. In Notthefullshilling it's 48g. In Devil's Soul it's 12g. Rushing a horse in Knucklehead will cost 24g.

I decide short rushing in Notthefullshilling is a priority. Brother Bede would LOVE the potential of this town. Knock 3 turns off the market build. Market due in 20, growth in 13. I would love to have that market built before the city grows. Short rush with a horse in Knucklehead, granary in 10. Our worker G-man will contribute some turns with a forest chop... so that may be the last short rush needed there. Worker Grandma Harriet will contribute a forest chop to SKWTD in 2 more turns... which will help.

Amazing... hiring the taxman in Frozen Lake pushed Feudalism back to 7 turns. We need a corruption expert in here... because these towns that are away from our core may actually be producing something. Or maybe it's the bonus commerce from the lux... with the citizen on the furs... the town puts one lousy shilling to the kitty, and one to the beakers. Am I nuts, or have I cut this research cycle to a single gold piece? That sounds like something Bede would do... Putting the citizen back on the furs brings us back to Feudalism in 6. Putting the other citizen on the wines that got roaded IBT nets us another shilling. I am really glad I queue'd up a Granary in Knucklehead.

@Team: I am going to put some troops on The Other Continent. Because I am most certainly NOT Bede... and I need to whack something to feel like I'm earning my keep. :crazyeye:

I wish I had checked this at the beginning of the turn...but F11 shows we are now #1 in Land Area, and #2 in most other categories.

We finish the turn flat a$$ broke, but we're making a cool +70gpt.

Oh yeah - and I've got the logistics set up so that our first to Gallic Scouts will arrive on The Other Continent turn after next. ...with "more to follow". :devil:

Note to our Doughnut Emissary: We can trade Dyes or Spices to 'nuts. Let's see if we can get some worker out of 'em.

We're still up Engineering and Monarchy to both TNT and MIA.

Just as I went to save, forest chops completed at SKWTD and Knucklehead. The market in SKWTD went to 6... our granary build in Knucklehead went to 7... I think.

anyway...saved and sent to the 'nutters...as I contemplate a more vexing question...is anybody reading this crap?!?!?
 
Log for Turn 110

Mullet Head shows up offering 15gpt for Spices. I consult with a teammate, and take the offer.

After the trade we're at 86g+86gpt.

F11 Check: We're #1 in land area

F3: Strong to 'nuts and TNT, average to MIA.

We're still up Monarchy and Engineering to the Scientifics.

Trebuchet near Village d'Idiota heads southward.

Worker stuff:

Bootilicious heads to a floodplain near the capitol. DeeDee Roads an irrigated plains tile. Worker RegentMan S to get Dresden connected. Worker George Best SW-S to mine tundra furs. FizzleWizzle SE and start mining. Pentium roads.

Unit Moves:

Weezer (warrior) north towards mountain near Cyprus Creek. Galley Fool's Errand SW SW, wake the settler, and plant her on the spot Grahamiam liked. Bede's Boat N-E. A.R.S.E. Igor's Hope NE-E. Galley (christened Danny Buoy) SW, SW, SW. Bump the rest of the gallics... leave peapants on the mountain... leave Grinder on the spices (just to annoy MIA)
Dirty Harry heads to SenilityVille...The Collector gets back on the road...and goes to "Fortress" Bump Igor. Galley "Fool's Errand" goes NE


Rename a GS between Knucklehead and Devil's Soul "Josie Wales" and put him in the Galley. Rename another "Flyin' Elvis" and do the same.

Settler stuff:

Dresden founded. In honor of Mistfit's recently departed dog. Queue up a Trebuchet.
Fortress of Stupidity founded. Queue up a Worker.
Wandering settler in the interior heads SW.

City stuff:

Knucklehead's granary is due in 6, growth in 5. So we need to rush that to completion when it will grow in 2.

Short rush the Market in Notthefullshilling with a settler at the cost of 24g.
Short rush the Harbor in Devil's Soul with a settler at the cost of 44g.

MM Simpleton for another gold piece... lets me work a mined BG at Notthefullshilling for faster growth AND a faster market build.

Swap DuMass to a worker.

End the turn at 18g+96gpt, with Feudalism due in 5.

Forest chop goes to Village d'Idiota at the end of the turn.
 
Log for Turn 111:

Spoiler :
On the IBT-
Dunderhead Gallic Sword> Settler
Jesterton Galley> Market

Start the turn at 114g+97gpt, Feudalism in 4.

F3 Check: Strong to 'nuts and TNT...Average to MIA.
F11 Check: We are now #1 in MFG Goods!

Worker stuph:
RegentMan roads at Dresden. G-Man Roads at Knucklehead. Smart irrigates at
Devil's Soul. Grandma Harriet roads at SKWTD. Bootilicious roads on a FP
tile that can be shared between Igrnoramus and our capitol. Daghda heads for
Polecat. Bootsy heads towards DuMass.

Settler heads towards Gilfach. Nincompoopicity founded on the tile that
Grahamiam preferred over "Site #5". Starts a Worker.

City stuff. Barracks as a short rush in Devil's Soul will cost 28g. Done.
Library short rush in SKWTD will cost 44g. Done.

Swap Simpleton to Market. Balance production to 10spt, short rush an
Archer for 16g. Market in 8.

Unit Moves: Danny Buoy (Galley) moves to the coast on The Other Continent.
Josie Wales and Flyin' Elvis offload. Weezer and Morpheus spot some barbs
near Dresden. Wake a Catapult and send it to Cretinograph for an upgrade.
Most Gallic Swords stay put. The Collector and Invincible head north.

We finish the turn at 26g, +103gpt, Feudalism in 4. With troops (okay...not
exactly "many") on The Other Continent.

As a last-minute executive decision... I decide to spend 20g to investigate
the TNT city of Furbomb.
 
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