Daghdha
Absent Minded
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
, Average to MIA
check F3 for barb camp locations - Barbs at Senilityville
TNT/Nuts in Despotism, MIA in Republic
Nothing new to post screenies about.
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



check F3 for barb camp locations - Barbs at Senilityville
TNT/Nuts in Despotism, MIA in Republic
Nothing new to post screenies about.