Turnplay Log

and open them....

SURPRISE!!!!!




:yup:


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Log for Turn 130 - 1 A.D.

Lots to do this turn. Invention comes in, queue up Gunpowder.

Begin the turn with 507g, +238gpt. Gunpowder in 17.

Dial up 'nuts and send invention and spices.

Looks like TNT got a little froggy...and jumped.

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City builds:
Ignoramus Settler>Library?
Crackhead Market>Library
Devil's Soul Galley>Worker
DuMass Trebuchet>Library

F-checks: Strong to all. MIA now has a full 20 points on us in score, 4 points on us in world area, and 3 points on us in population. We're still dead last in approval.

TNT has advanced troops on Spite. Eight Pikemen and a horse. That's the dangdest excuse for a Stack o' Doom I think I've ever seen. What are they gonna do with that?

Worker Stuff: JB roads near Dionysus. Unnamed worker at Senilityville helps with a jungle chop on the spices. FizzleWizzle the slaveboy helps an unnamed worker with a mine at Cyprus Creek. Bootsy does a forest chop at DuMass. DeeDee roads a plain at Crackhead. Ginger roads a marsh near Senilityville. TNT POW to grass S of Spite.

City Management: Hire a Scientist at Fortress of Stupidity. Change all tax collectors to Scientists. Gunpowder in 13 at 223gpt. MM Simpleton for a shilling. MM Ignoramus for food and gold. Tile-swap Notthefullshilling and Ignoramus to get some more shields for Ignoramus' Library. MM Gilfach for shields. It grows next turn, and is currently netting 10spt. Idiote starts whaling, and gets mm'd for food. Tile swap between Cretinograph and Cyprus Creek to speed growth in Cretinograph. Rush the harbor in Malice for 116g.

Rushes/Short Rushes:
24g to a longbow short rush of Paradise Hotel's court.
28g to a Trebuchet at Fortress of Stupidity.
80g to a Galley at Notthefullshilling.
8g to the walls at Senilityville.

Unit Stuff: Settler out of Ignoramus heads south. Settler near Gilfach heads to Dresden. Archer at Fortress of Stupidity heads towards EWR. Upgrade Archer at SKWTD for 60g. Upgrade 2 archers at Knucklehead. Upgrade an archer at Jesterton. A pike and MDI at Knucklehead move out to Frozen Lake. Pike at SKWTD to Knucklehead. Treb at DuMass placed between Crackhead and Nincompoopicity. Treb at Nincompoopicity joins it. Regular Pike to Spite, Veteran Pike out of Spite to cover worker. Two full-strength Elite Gallics are sent to cover the workers after doing battle w/ TNT (below). Gallic Swordsman Eastern Sentry is sent back to the Eastern Zone. Peapants back to the mountain at Senilityville. Fortify a Pike in Nincompoopicity.... so MIA's hoplite can see it. Fortify Flyin' Elvis and 2 Veteran Pikes on the site of Auda City. GS Butterball heads for Wilde Side.

Unnamed Galley at Devil's soul heads out to sea.

Bede's Boat and Danny Buoy are positioned for ship-chaining. Fool's Errand and Chumbucket head back to Frozen Lake.

On the front:

Settler to rockpile. Auda City claims Ivory next turn.

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*****Redlegs, man battle stations! They're at the walls! (This is the battle log part...)
Spoiler :

1st Trebuchet shot misses.
2nd Trebuchet shot takes a hit point off TNT Veteran Pikeman #1, now 3/4.
3rd Trebuchet shot misses.
4th Trebuchet knocks hit point off unnamed TNT Pikeman, now 3/4.
5th Trebuchet knocks hit point off TNT Pikeman #11, now 3/4.
6th Trebuchet misses.
7th Trebuchet knocks a hit point off TNT Veteran Pikeman #2, now 3/4.
Veteran Gallic Swordsman attacks TNT Pikeman Lagmar. Veteran Gallic Swordsman dies, Lagmar now 1/4.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman dies, TNT Pike now 2/3.
Veteran Gallic Swordsman attacks TNT Regular Pikeman. Veteran Gallic Swordsman retreats, TNT Pike now 2/3.
Veteran Gallic Swordsman Bugsy's Blade attacks TNT Regular Pikeman. TNT Pike dies, Bugsy's Blade now 3/4.
Veteran Gallic Swordsman Mad Max attacks 3/4 Pike. TNT Veteran Pikeman #1 dies. Mad Max now 3/4.
Veteran Gallic Swordsman Boy Scout attacks TNT 3/4 Pike. Boy Scout FLAWLESSLY kills an unnamed TNT Veteran Pikeman.
Veteran Gallic Swordsman attacks TNT 3/4 Pike. TNT Pikeman #11 dies, Gallic Sword now 1/4.
Unnamed Medieval Infantry attacks TNT 3/4 Pike. TNT Pike dies, MDI loses 2 hp, promotes, now 3/5.
8th Trebuchet misses.
Elite Gallic Swordsman Invincible FLAWLESSLY kills 2/3 Pike... but fails his promotion boards.
Elite Gallic Swordsman Dirty Harry FLAWLESSLY kills 2/3 Pike... but also fails his promotion boards.
Elite Gallic Swordsman Josie Wales kills 4/4 TNT Horseman TimBently. Gallic Swordman now 4/5. Sorry Tim.
TNT Pikeman Lagmar is now 1/4. He will be permitted to live - this time.

I skip 5 healthy MDI at the end of the turn.

Builds due next:
Simpleton>Longbow
Dunderhead>Longbow
Jesterton>Library
SKWTD>Pike
Polecat>Pike
Notthefullshilling>Galley
Senilityville>Walls
Fortress of Stupidity>Trebuchet
Malice>Harbor <----- We get Ivory connected next turn!

Take Research to 40%, Gunpowder in 8 at +123gpt. At the end of the turn, Bede chops a forest into Village d'Idiota for 10 shields to the market there.
 
Log for turn 131/ A.D.

City Builds:
Simpleton Longbow>Longbow
Dunderhead Longbow>Longbow
Jesterton Library>Galley
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Notthefullshilling Galley>Worker
Senilityville Walls>Worker
Fortress of Stuipidity Trebuchet>Trebuchet
Malice Harbor>Galley

Begin the turn with 134g, +118gpt, Gunpowder in 6.

Diplomacy Note: Team Doughnut did not initiate diplomacy this turn. There was no payment sent for Spices. Furthermore, they did not accept the spices we sent. We need some dialog with these guys ASAP. They could very well be up to something dodgy.

F-Checks: We're strong militarily. Pop v. MIA is 18-22. Land is 29-31. Score is 897-922; not good. Our approval rating is 67%. That should improve this turn.

Worker Moves: SimpleMonkey and G-man mine a BG/Tobacco at Gilfach. Lenny irrigates some grass near Cretinograph. Crakie moves to help our road network in our newly acquired lands. TNT POW starts roading between Spite and the rockpile.

Unit Moves: Settler at Dresden moves for the coast. Settler near Polecat works SW. Auda City founded this turn, claiming Ivory. This one lux takes our approval rating from 67% to 79%, ranking us second in the world. Our towns with markets now have 6 happy faces, which means we can grow 'em to size 12 on native lux.

Dispatch a Trebuchet from Fortress of Stupidity to Senilityville. Two Longbows from Knucklehead towards Frozen Lake. Longbow from Jesterton to Devil's Soul. Longbow from Simpleton to Jesterton. Longbow from Dunderhead to SKWTD. Longbow from SKWTD to Knucklehead. GS Eastern Sentry returns to the eastern shore. Pikeman at SKWTD to Knucklehead. Pike at Knucklehead towards Frozen Lake. Weezer heads to the coast to eliminate a blind spot left when GS Butterball headed out for Wilde Side. Polecat's Pikeman heads west. New Galley at NTFS heads west.

City Management: Gilfach grew last turn, and is now netting 11spt. We may need to help this market build along... but that can wait. Swap Devil's Soul to a Galley. MM Cretinograph for shields and swap to a Library. Swap Knucklehead to a Longbow. MM DuMass for shields. Ignoramus grows next turn, which will take a few shillings off unit support. MM Notthefullshilling to let Ignoramus use the mined hill to shave a turn off the Library build at Ignoramus. Crackhead grows next turn, and will hopefully help itself with the library build.

Rushes/Short Rushes this turn:
28g to finish a Trebuchet at Dionysus.
44g to finish a Pike at Cretinography, swap to Library due in 7.
20g to a worker at DuMass, to shave a turn off the Library.

Actions at the TNT Front: No combat this turn, just Logistics. Load a Trebuchet onto Chumbucket at Frozen Lake. Load a Pike and MDI onto Fool's Errand. Hunky Dory moves into Frozen Lake. Hand off to Danny Buoy and an unnamed Galley. Bede's Boat heads back to Frozen Lake. An unnamed Galley heads to Frozen Lake. This will give Hunky Dory (2/3) a chance to heal. Shuffle 5 Trebs to the tile NE of Auda City.... cover w a couple of MDI and a fortified Gallic.

Tempted to upgrade an archer at EWR, but I'll hold on that.

End the turn with 42g, +125gpt, Gunpowder in 6.

We also went up a point in land area, and went up substantially in approval ratings. Let's see if that closes the score gap a bit, or at least keeps MIA from getting away from us at a rate of 5 points/turn.

Builds due next turn:
Cyprus Creek - Trebuchet
Idiote - Library
Knucklehead - MDI
Village d'Idiota - Market.
Dionysus - Trebuchet (need to try to get 1 per turn until the MIA war).

Grab a screenie of the front, and some areas we need to do a little dotmapping.

As the turn ends, Daghda finishes a forest chop into DuMass' Library.

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Log for Turn 132.

The Doughnut Mullet-head... er... Leaderhead shows up offering 15gpt+Theology for Spices. Done.

City Builds:
Cyprus Creek Trebuchet>Worker
Idiote Library>Barracks (first one of those I recall queue'ing up...)
Knucklehead Longbow>Redux
Village d'Idiota Market>Granary
Dionysus Trebuchet>Redux

Begin the turn with 183g, +141gpt, Guns in 5.

F-checks and such: We could have Education in 5 turns from this juncture...which means at least one (more likely 2) other civs already know it. We're technologically advanced, and strong to the world. Land: 19 to MIA's 22. Pop: 29 to MIA's 32. They're still getting away from us in score, though not as quickly: 910 to 938. (They gained 5 points on us last turn, only 3 this one.)

The latest uptick in the power graph is... us. :)

Interesting... we're at 80% approval, but suddenly we've slipped to third in approval rating. Someone upped the lux slider last turn.

Worker stuff: Crakie roads that all-important tile between Spite and Auda City. Grasshoppa moves to a plains tile at Simpleton. Bede mines at Village d'Idiota. AnsarTheKing mines grass at Crackhead. Bubba has finished roading a Jungle at Fortress of Stupidity, and moves over to help Scruffy clear some Jungle. They'll finish in 11. KC moves to help 2 other workers chop jungle at EWR. An un-named worker starts a jungle chop at Cyprus Creek.

City Management: MM Knucklehead for a couple of shillings. We need this cultural expansion at Crackhead; it's borrowing tiles from our FP city. MM Ignoramus for Food. Fire a couple of scientists. MM Frozen Lake for food.

Rushes/Short Rushes this turn:
36g into a MDI at Gilfach for the Market build.
8g into a MDI at Cretinograph for the Library build.
48g to finish a galley at Devil's Soul.
28g into a worker for Dresden's Trebuchet Build.
52g into a MDI for DuMass' Library (Forest chop due this turn)

36g into a worker for Malice's Galley Build.
36g into a worker at Auda City, swap to Walls.

Unit Stuff: A pike at Dunderhead goes to SKWTD. Galley on the northern coast heads west. Treb at Dionysus heads inland. Treb at Cyprus Creek heads towards MIA. Longbow at SKWTD to Knucklehead. A pair of Longbows at Knucklehead go towards Frozen Lake. Longbow at Jesterton to Devil's Soul. Longbow at Devil's Soul to Frozen Lake. Knuckleheads' Pike heads towards Frozen Lake. Hunky Dory takes a breather to heal in Frozen Lake. With MDI and Trebuchets in the Eastern Zone, GS Eastern Sentry heads west.

Settler near DuMass heads towards Senilityville. Settler near the west coast approaches a spot.

At (and towards) the Front: Load a Pike onto a Galley at Frozen lake. Load 2 Longbows onto Bede's Boat. Bede's Boat Moves out. Let's see... if I make that the point element in the D-Day landing... I can land in 4 or 5 turns. Time to see if I can shave a few turns off that 8 or 9 turn estimate I gave the team.

Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and an unnamed Galley are re-positioned in the ship-chaining lane. A.R.S.E. Igor's Hope is awakened and dispatched to Malice.

D-Day ship-chaining analysis: (1bpt to Bugs and G-man)

Let's see... Bede's Boat is one turn out to sea... with 2 boats underneath ready for ship chaining. I've got 4 boats in Frozen Lake...

Next turn (133): two will load out next turn, and ship-chain, keeping up with Bede's Boat.... putting 3 of 4 boats off the coast of Malice. This will leave 2 in Frozen Lake, 2 in the shipping lanes... and ... A.R.S.E. Igor's hope can rendezvous with the Task Force (need a name for this one...) at Malice.

Turn after (134): I can get 2 more longbows loaded out... ship chain to the lane, ship chain to the two left from the previous turn... and keep up with Bede's Boat ...which will make it to the tile that A.R.S.E. Igor's Hope was fortified on at the beginning of this turn. This may be the point of no return. From here I can get these troops back to the beachhead to reinforce our positon on the other continent.

From the point of no return we will be 2 turns from landing at Grenadapolis. So that puts D-Day... four turns from now... right? @Bugs, is this any better? So do I have your permission to take it to TNT's SE Flank in 2 turns?

Builds due next turn:
Simpleton: Longbow
Dunderhead: Longbow
Jesterton: Galley
EWR: Walls
SKWTD: Pikeman
Polecat: Pikeman
Notthefullshilling: Worker
Nincompoopicity: Worker

End the turn with 11g, +154gpt, Gunpowder in 5.

At the end of the turn, a forest chop goes into DuMass' Library, now due in 5.
 
Log for Turn 133.
Sorry, this isn’t as detailed as I’m a bit scatterbrained.

Diplomacy
Nada

City Builds:
I basically repeated the city builds till I could get a look around…
Simpleton longbow -> LB
Dunderhead LB -> LB
Jesterton galley -> galley
Effing W.R. walls -> settler
SKWTD pike -> pike
Polecat pike -> pike
Notthefullshilling worker -> rax
Devil’s Soul galley -> galley
Nincompoopicity worker -> worker

F-checks and such:
Nada

Worker stuff:
Moving workers and forget to record it all. The POW refugee near Auda City begins planting a forest on the fur nearby.


City Management:
MM Jesterton off Iron and onto mined grass. Galley still in 2, grow in 3T vs 5T
MM Auda city to the irrigated ivory for growth. In fact, I change Malice to grow as well. With the fish, we can get more than 1 sci or tax collector from this town.
Change Malice to walls instead of a galley
Found Apefish near the banana’s and fish on our Western coast.
MM Ignoramous off irr wheat and onto FP (grow in 6T vs 4T, but it will really grow in 4T when I MM against next turn since there’s 23food till growth and it’s doing 7fpt with wheat and 4fpt without).
MM Dunderhead off river grass and onto irr FP Wheat that Ignoramous left (grow in 1T vs 3T)
MM Simpleton onto FP Wheat for growth in 1T vs 2T


Rushes/Short Rushes this turn:
DuMass is 23s from a Lib, doing 7spt. Spend 12g shortrushing via granary to shave a turn off it.
Crackhead is doing 8spt, has 23 in the bucket. Shortrush a LB for 68g, then switch back to Lib to shave 3T off

Unit Stuff:
@ Frozen Lake:
Galley chain 2 LB”s and 2 Pikes to Malice. Also, load 1 LB into a lone galley and send it. Not enough Galleys to chain, but it’ll be fine. Bede’s Boat moves into Malice as well, giving us 4LB’s and 2 pikes in the Navy. There are 2 more LB’s near Frozen Lake that can get ship chained next turn to A.R.S.E. galley, which will give us a landing of 7 LB’s and 3 pikes (I’m going to peel one off from the beachhead).

I move the galley N of Simpleton back to the E. It can do a little protection work from an MIA landing over there.

At (and towards) the Front:
Rotate a pike from Auda City into Spite. That will be the one that joins the landing party.

D-Day ship-chaining analysis:
Galleys from Devil’s Soul and Jesterton head W.
I don’t really see a ship chain setup yet? Talk to Scout on MSN and figure it out. All setup now.


Builds due next turn:
Frozen Lake gets a ‘duct next turn. Seems weird, but the plan is to irrigate the grass and work the mined tundra + mountain. Probably for some quick galleys.

End the turn with 85g, +128gpt, Gunpowder in 4.
 
Log for Turn 134.

Diplomacy
Send Donuts 60g, 52g to build an embassy, 8g for a little winky-winky

City Builds:
Frozen Lake: Duct -> galley
Spruce up the palace

Begin the turn with 213g, +128gpt, Guns in 3.

F-checks and such:
Per F11, we are (respectively): 3rd, 2nd, 1st, 1st, 2nd, 3rd, 2nd, 1st, 2nd, 2nd, 2nd, 1st, 1st So, the only thing of concern is that we&#8217;re 3rd in literacy, but that probably means that were not stupid enough to build Libraries in corrupt towns.

Worker stuff:
Lots to do.

City Management:
MM Ignoramous and Dunderhead between the irrigated FP Wheat and a roaded river tile.
Switch Polecat (doing 19spt) from a pike to a granary. Town needs to grow faster.
Ditto for Jesterton. Having these core cities small is not helping things, and we have enough galleys and towns building galleys

Rushes/Short Rushes this turn:
Idiote shortrushes a rax via a pike for 32g
Jesterton shortrushes LB, switches to granary, and is MM&#8217;d for 20spt
Knucklehead shortrushes a LB via a pike

Unit Stuff:
@Frozen Lake
Load 2 LB&#8217;s onto Fool&#8217;s Errand, ship chain them to Chumbucket 3T W, which I then shipchain to A.R.S.E. Igor&#8217;s Hope in Malice

Unit block setup between Nincompoopicity and Crackhead.

At (and towards) the Front:
A.R.S.E. Igor&#8217;s moves 2T N and finds an MIA galley (see below)
80AD-2-MIAgalley.jpg


Move the Arse 1T S to look like it&#8217;s on a defensive mission.
Hunky Dory, with 1LB, moves into Malice
Macho Galley, an empty shipchain galley, moves into Malice with the others. I want one empty galley as cover, and this one is a vet so it&#8217;s perfect.
Devil&#8217;s Choice Galley moves into Frozen Lake

D-Day ship-chaining analysis:
We have 7LB&#8217;s and 3 pikes ready. Just need to know what that damn MIA galley is doing.


Turn after (135): Check for the MIA galley again. If it&#8217;s just sitting there, then the cover is blown and we should just go for it as it won&#8217;t be moving anytime soon.
For the unit block in the East, we need to road the coast and build enough troops to block between Idiote and Crackhead.

Builds due next turn:
Knucklehead -> LB
Jesterton -> granary
SKWTD -> Pike
Simpleton -> LB
Dunderhead -> LB
Ignoramous -> Library
Idiote -> Barracks

End the turn with 49g, +135gpt, Gunpowder in 3.

Diplomates, please inform our Allies of the MIA galley situation.
 
the only thing of concern is that we&#8217;re 3rd in literacy, but that probably means that were not stupid enough to build Libraries in corrupt towns.
should we start temples? :devil:
 
Log for Turn 135.

Diplomacy

City Builds:
Simpleton LB -> Colosseum (5T, so shield wonder build info)
Dunderhead LB -> LB
Ignoramous Lib -> Pike
Jesterton Granary -> pike
SKWTD pike -> pike
Cyprus Creek worker -> court
Idiote rax -> pike
Knucklehead LB -> Court


Begin the turn with 185g, +133gpt, Guns in 2.

F-checks and such:

Worker stuff:
Start building a fortress near Effing Whomping Rower on the dyes tile whose jungle was clears. When building a hostile border, leave the jungles as they impede movement of the fast movers. Now, we&#8217;ll have to build a barracade. Actually, scratch that. We&#8217;ll build a forest instead.


City Management:
Found Swampland -> settler
MM Simpleton off FP to mined river grass. Need to MM back to FP next turn for growth.
MM Jesterton off iron and onto fish for growth in 2T
MM Notthefullshilling for some extra coastal gold
MM Gilfach for extra growth, short rush lib for market for 16g
MM Devil&#8217;s Soul for shields and short rush galley via walls for 8g. This city needs a &#8216;duct desperately.
MM Polecat for extra shields, then shortrush granary via LB.
MM Ignoramous to grow next turn. This city should be MM&#8217;d for 10fpt till it gets up to size 12.
Rush walls in Auda City

Unit Stuff:
Upgrade LB in EWR.
Looking at F3, we have 127 units, but supporting only 48, Paying 158gpt in unit costs. We also have 5 warriors. Disband 1, will disband more warriors next turn as I need to dig them out of jungles and stuff. I may upgrade vets depending on short-rush needs. I also may start to join workers as we&#8217;re paying a lot of gold for jungle choppers.
Ships move out of Malice. The MIA galley has not moved, so we are blocked 1T. This also delays our landing by 1T, but move the units out. May land short of Grenadapolis instead of long.

At (and towards) the Front:
Move units out.
First move Bugsy&#8217;s Blade (vGS) NE, N out of Spite. He finds a reg pike SE of the ivory.
Josey Wales (eGS) moves 2x NE, finds empty forest.
SoD moves NE out of Spite. It consists of 6 Trebs, 2 vPikes, 6vMDI&#8217;s, 1eMDI. At least 2 eGS&#8217;s, possibly more can join the SoD next turn when it plants on the forests W of Unabomb.
Defenses in Auda City are 1vPike, 1rPike, 3GS&#8217;s, 2 trebs.
Defenses in Spite are 2vPikes, 4 GS&#8217;s, 2 trebs.
2 more LB&#8217;s will be shipchained next turn. They can either help with defending our cities or join the landing party as I do have 1 empty vGally traveling with the pack (defensive purposes)

D-Day ship-chaining analysis:
2 or 3T till landing.

Turn after (136):

Builds due next turn:
Polecat -> Granary
DuMass -> Lib
Notthefullshilling -> galley
Devil&#8217;s Soul -> galley

End the turn with 29g, +146gpt, Gunpowder in 2 (6.4.0)

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Log for Turn 135.

Diplomacy

City Builds:
Polecat granary -> LB
Notthefullshilling galley -> galley
Devil&#8217;s Soul galley -> &#8216;duct
DuMass Lib -> &#8216;duct
Auda City walls -> settler

F-checks and such:

Worker stuff:
Forests going up in the gaps near MIA border

City Management/rush builds:
MM Simpleton to grow in 1T
MM Ignoramous to grow in 2T
Fiddle with Scientists in corrupt towns till I can get research down to 30%, guns still in 1T.
MM between Village d&#8217;Idiota and Dunderhead so it gets 10spt. Short-rush LB, switch back to granary (due in 2T)
After much thought, decide to rush the pike in Jesterton, MM for gold. Switch to LB. I want more LB&#8217;s for the front.

Unit Stuff:
MIA front:
vPike fortifies in Senilityville
disband a rWarrior into Effing Whomper Rowering

At (and towards) the Front:
TNT front:
Shipchain 2 LB&#8217;s into Malice
Macho Galley (landing party protector) moves NW 2x, then W, finding the MIA galley again (Twitching Ardvark)
Bugsy&#8217;s Blade moves NW (nothing new) W to forest. Finds 3 TNT workers Mining the iron.
SoD W, finds a Pike in Unabomb. 5 GS&#8217;s (3 elite, 2 vet) join the SoD (now has 5 GS&#8217;s, 7MDI&#8217;s, 2 pikes, 6 Treb&#8217;s)
LB&#8217;s slide over from Malice to Spite

I am very tempted to drop off the Landing party now, as TNT only needs 2 galleys to screw this up. Decide to let it be so we can drop off the units right on their doorstep.
I move up Fool&#8217;s Errand Galley so we can ship-chain out of Malice if desired.

D-Day ship-chaining analysis:
1 turn

Turn after (137):

Builds due next turn:
Dunderhead -> LB
SKWTD -> Pike
Cretinograph -> Lib
Gilfach -> Market
Jesterton -> LB

99 gold in treasury, making +194gpt, Guns in 1T (7.3.0)

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Log for Turn 137
Diplomacy
nada

City Builds:
Dunderhead LB -> LB
Jesterton LB -> LB
SKWTD Pike -> Pike
Gilfach market -> LB
Cretinograph Lib -> Market

Begin the turn with 307g, +220gpt, Chems in 10T.

F-checks and such:
Salt is located in the Jungle, on a mountain, near Wilde Side.

Worker stuff:


City Management:
We&#8217;re going to need the Happy Gas due to WW, so bump lux slider up to 10%
Sci slider to 50%, Chems in 6T, +33gpt. I believe this is the last turn of our GA, but I might as well pump all the sci into it as we can.
Shave a turn off the court in Knucklehead by shortrushing LB
Switch WildeSide to walls.
Shave off 3T on the &#8216;duct in Devil&#8217;s Soul by shortrushing LB

Unit Stuff:
A.R.S.E. Igor&#8217;s Hope moves NW, W, landing spot is clear
Move him 1 more tile W and I see that the town is empty. So, I empty my load
All 5 galleys dump troops NE of Grenadapolis
Bugsy&#8217;s Blade moves NW and pillages road
I move the remnants of our SoD E (NW of Spite) to the grass. Eliminates bombardment and chance to hit by Immortals. Move a pike to cover in case of Horseman. Rotate a pike up from Auda City as nothing can hit that town next turn.
I ship-chain 2 more LB&#8217;s over to the stack, so now it&#8217;s 3 pikes and 9 LB&#8217;s. Hope it fairs better :)

Turn after (138):

Builds due next turn:
Ignoramous -> Pike
Polecat -> LB
Idiote -> Pike
Crackhead -> Lib
Village D&#8217;Idiote -> granary
Devil&#8217;s Soul -> &#8216;duct

End the turn with 135g, +34gpt, Chems in 6T

Note: It is possible to research Chivalry in 4T (costs about 840g, which indicates only 1 Civ has it) or Education in 4T (costs about 1145g, which indicates that only 1 Civ has it).

Crap, forgot to take a picture :sad:
 
Log for Turn 138.

Diplomacy
Send Guns accepted to Donuts

City Builds:
Ignoramous pike -> LB
Polecat LB -> pike
Idiote Pike -> LB
Crackhead Lib -> barracks
Devil&#8217;s Soul &#8216;duct -> market
Villiage D&#8221;Idiote granary -> rax

Begin the turn with 171g, +28gpt, Chems in 5.

F-checks and such:

Worker stuff:
Run a worker under the SoD NW of Spite

City Management:
Change Simpleton to Pyramids and MM off FP Wheat and onto hills (mine due next turn)
MM Ignoramous to grow in 2t (+10fpt)
Switch Notthefullshilling to rax as we&#8217;re 1 short of a galley (MM for gold)
Hurry Court in Paradise Hotel for 32g

Unit Stuff:
Battle of Grenadapolis:
LB dies to pike (1/3)
LB kills pike (4/4)
LB kills redlined pike and we raze the town
160AD-1.jpg

Capture a worker that was in town.
The rest of the SoD moves S to iron hill, capturing another worker
GS Bugsy&#8217;s Blade moves W, finds Carpetbomb empty, moves SW along road and finds 2 unguarded workers.
160AD-2.jpg

Run him back to the SoD stack.
Load the new captured worker into Bede&#8217;s Boat and send him back to the rear

Perky Galley sinks the Titanic without a scratch (4/4)

Turn after (139):
Builds due next turn:
Notthefullshilling -> rax
Dunderhead -> LB
SKWTD -> pike
Jesterton -> LB
Frozen Lake -> galley
Senilityville -> worker

End the turn with 142g, +38gpt, Chems in 5 (4.5.1)
 
Log for Turn 138.

Diplomacy
Donuts send us Education accepted

City Builds:
GA ends
Senilityville worker -> settler
Paradise Hotel court -> rax

Begin the turn with 116g, -15gpt, Chems in 6.

F-checks and such:
Pop = 1
GNP (614 Million) = 2
MFG (149 Megatons) = 2 (161 megatons gets us to #1)
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 2
Military Service = 1
Annual Income (8 per capita) = 1
Productivity (674) = 2

Worker stuff:
Captured TNT worker moves N, will jump on a galley next turn.
Mine on hill finished near Simpleton, start roading.


City Management:
Shortrush LB via Pike in Gilfach
Simpleton is now doing 24spt, Pyramids in 12T
Rush Pike in SWKTD, then switch to LB and MM for 10spt.
Switch Dresden and Cyprus Creek to Settlers from Trebs.

Unit Stuff:
The borders of Unabomb have expanded.
Note: MIA galley is on a sea tile (Astronomy)
GS Bugsy&#8217;s Blade moves SW, and sees a pike in Capetbomb. Moves SW 1 tile, and the workers have left.
Move the 3 pikes and 6 LB&#8217;s SW 1T, then W next to Carpetbomb. Bugsy&#8217;s Blade joins them.
Move 1 vLB S to Iron hill.
&#190; LB heals
Perky Gally blockades Capetbomb

Use a GS to verify that the horses are not connected.
Ship chain a LB and pike over to Malice and then move them to Spite.
Move another LB out of Spite to cover the trebs.
Redlined ePike and vMDI heal in Spite.


Turn after (139):
Builds due next turn:
Dunderhead -> LB
Notthefullshilling -> rax
SKWTD -> LB
Jesterton -> LB
Gilfach -> LB
Frozen Lake -> galley

End the turn with 72g, -11gpt, Chems in 6 (4.5.1)

180AD-1.jpg
 
Log for Turn 140.

Diplomacy
Donuts have started the Pyramids race. Probably a prebuild but not sure.

City Builds:
Dunderhead LB -> Pike
Jesterton LB -> LB
SKWTD LB -> LB
Notthefullshilling rax -> University (this city can be max pop + uni as it has a lot of gold in the sea tiles)
Frozen Lake galley -> Market
Gilfach LB -> LB

Begin the turn with 116g, -15gpt, Chems in 6.

F-checks and such:
Pop = 1
GNP (613 Million) = 2
MFG (157 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (678) = 2

Worker stuff:


City Management:
MM Ignoramous to grow in 2T


Unit Stuff:
Battle @ Carpetbomb:
There are 2 immortals around Carpetbomb, outside of town.
Town has a vPike protecting it.

200AD-1.jpg


vLB dies to vPike (3/5)*
vLB dies to 3/5 pike (1/5)*
vLB dies to vImm (1/4)*
vLB kills 1/5 pike, promotes (4/5)*
vLB kills &#188; LB (2/4)*, and we capture the town. Debate razing it, so consult AK and BeF
200AD-2.jpg


Since there&#8217;s an SoD of units to the S (we could not count, but it looked like 5 units to me, plus the 2 others nearby) we raze the town + capture Trebs + get 3 slaves.
Notice that this town was on a gold hill, so that hurts even more.
Move 2 slaves to Perky galley, the rest of the trebs and workers to the hill N of the ruins
&#188; and 2/4 pikes move to hill as well.
Bugsy&#8217;s Blade moves NW, W, razes road, then NE to hill.
vLB from SoD heads E, along with the other vLB&#8217;s up near the Iron

Turn after (141):
Builds due next turn:
Nada
Barb galley approaches our retreat convoy.

End the turn with 69g, -18gpt, Chems in 5 (4.5.1)

200AD-3.jpg
 
Log for Turn 141.

Diplomacy
Accept Gems from Iro.
Send Dyes accepted to Iro.

City Builds:

Begin the turn with 55g, -11gpt (I think), Chems in 4.

F-checks and such:
Pop = 1
GNP (633 Million) = 2
MFG (159 Megatons) = 1
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (697) = 2

Worker stuff:
Going to squeak a few more shields out of Simpleton by foresting some river grass tiles. Also, a few more gpt by roading Ignoramous&#8217; FP&#8217;s.

City Management:
Next turn, Ignoramous will grow to size 11 and finish a pike. It will then be a 11/12 size settler pump.
I don&#8217;t rush anything so we can do a faster burn when we have to research Metal and MT

Unit Stuff:
Near the ruins of Carpetbomb:
Seems like they are intent on keeping us from moving south :lol:
210AD-1.jpg

Stack has 4 Immortals (Celtkiller, Immortal #2, Immortals, Philip). The elite is named &#8220;Immortal #3.

Bugs can throw a big party, because I finally move on Unabomb, and I find it empty and burning :lol: :blush:
210AD-2.jpg

On a hunch, I move GS Boy Scout out of Auda City, NE of pike, find nothing

Move SoD next to Unabomb as I can&#8217;t get a GS to the town to take it. (3 pikes, 2 LB&#8217;s, 4 MDI&#8217;s, 6 trebs)
Move 3 GS&#8217;s, 1LB, and 3 trebs down to Auda City so they can strike W next turn.

2/4 LB on ruins of Carpetbomb dies to eImmortal (4/5)
Bugsy&#8217;s Blade kills it (2/4)

Turn after (142):
Builds due next turn:
Ignoramous pike (will start building settlers in earnest, doing an 11/12 4T settler pump)
Polecat LB

Turn off lux sliders, reduce sci slider to 20%, Chems due in 8T (is that slow enough?). 55g in banks, making +179gpt (8.2.0)
 
Log for Turn 142.

Diplomacy

City Builds:
Ignoramous Pike -> setter
Polecat LB -> settler

Begin the turn with 55g, -11gpt (I think), Chems in 4.

F-checks and such:
forgot to check

Worker stuff:
Move 1 worker on top of the salt, 2 others nearby go to clear some jungle. I will expend one of the workers to build a colony next turn as it&#8217;s faster than roading and we have plenty of workers.

City Management:

Note that MIA has joined the Pyramids race with a build in Filiatra

Unit Stuff:
W of Auda City:
3 Trebs bombs pike, last one hits (2/3)
LB kills 2/3 Pike (3/4)
Move 1 vPike to cover the trebs
Move 1 vPike and 5 GS&#8217;s to join the &#190; LB W of Auda City



Turn after (143):
Builds due next turn:
Dunderhead -> LB
Knucklehead -> Court
Apefish -> worker

Settler timelines:
Dresden 3T (actually 2T because I will disband a warrior there next turn)
Cyprus Creek 7T
Dionysus: 20T
Malice: 19T (will be reduce via chops)
Auda City: 24T (will be reduced via chops)
Spite: 16T
Effing Whomping Rower: 19T
Swampland: 21T
Nincompoopycity: 4T
Ignoramous: 4T (pump)
Polecat: 3T (grows to 9 in 2T)

End of turn: 236g in treasury, Chems in 2T, -41gpt (3.7.0)

220AD-1.jpg
 
Log for Turn 143.
Someone beat us to Pyramids, so switch to Sun&#8217;s. It will take 17T to finish, so plenty of time to switch. Donuts finished it in Chocolate with a pretty good pre-build. Better them than MIA.

Diplomacy

City Builds:
Dunderhead LB -> settler
Knucklehead court -> horse
Apefish worker -> settler

Begin the turn with 194g, -44gpt, Chems in 1.

F-checks and such:
Pop = 2
GNP (664 Million) = 2
MFG (160 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (739) = 2

Worker stuff:
Build a colony on the salt (we had 39 workers (not including slaves) so we could spare one)

City Management:
Switch Gilfach to musket.

Unit Stuff:
TnT has fortified their pike on a hill. I decide that they can keep the hill and move ePike W to the road, find nothing so whole stack moves there too.

Galley hop the rest of the captured trebs and workers to Malice.

Flying Elvis (GS) jumps out of Southern SoD and sees TnT town.
4 trebs and pike move under the SoD to the S. Will move the rest next to town next turn.

Note: the towns to the S are Donuts, not MIA&#8217;s.

Turn after (144):
Builds due next turn:
Jesterton -> LB
SKWTD -> LB
Village d&#8217;Idiote -> rax
Idiote -> LB
Crackhead -> rax
Dresden -> settler

Northern SoD will continue towards TNT capitol. Southern SoD (now with trebs) will go W or SW.

Turn off lux sliders, reduce sci slider to 0%, Chems due in 19T (is that slow enough?). 194g in bank, making +301gpt (8.2.0).
Note: at 10%, it takes 8 turns (344g) to get Chems. We need to keep an eye on this so we know exactly when MIA gets Chems.

230AD.jpg
 
Log for Turn 144.

Diplomacy

City Builds:
Jesterton LB -> harbor
SKWTD LB -> LB
Idiote LB -> granary
Crackhead rax -> horseman
Villiage D&#8217;idiote rax -> horseman
Dresden settler -> settler

Begin the turn with 497g, +307gpt, no research (10.0.0).

F-checks and such:
Chems still takes 8T

Pop = 2
GNP (685 Million) = 2
MFG (169 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (10 per capita) = 1
Productivity (749) = 2

Worker stuff:

City Management:
Go thru the MM&#8217;s, eek out some gpt.

Unit Stuff:
Devils Choice vGalley goes to chase down that TNT dingy
Other SoD&#8217;s advance, though 1 pike in our big SoD hangs back to cover some LB&#8217;s.
Some galleys are coming back to fortify on those coastal tiles N of Simpleton. We don&#8217;t need caravels suprising us from up there.
vPike left over from the northern excursion moves S to start scouting the Western area.

240AD-2.jpg


Turn after (145):
Builds due next turn:
Polecat -> Settler
Ignoramous -> settler
Dunderhead -> Settler

End turn with 497g, +310gpt (10.0.0)
 
Log for Turn 145.

Diplomacy

City Builds:
Dunderhead settler -> Musket
Ignoramous settler -> setter
Polecat settler -> Horseman

Begin the turn with 804g, +293gpt, no research (10.0.0).
Filitra seems to me NE of Olympia. No way that town is building anything fast. Too much corruption.
At the end of the turn, I fog gaze and come up with the core town of Virtuoso that may look interesting. I look for 118g (should be a big town) and get this:

250AD-2-Virtuoso.jpg


Hehe, good guess. It&#8217;s their FP town :)

F-checks and such:
After MM
Pop = 2
GNP (681 Million) = 2
MFG (166 Megatons) = 2
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 3
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (736) = 2

Worker stuff:

City Management:
WLTKD ends in Knucklehead, dropping us down to 9spt. Can&#8217;t seem to get it to 11spt to make up for it. Oh well.


Unit Stuff:
@ Grenapolis:
Trebuchet misses
Treb hits vPike (3/4)
Treb hits rPike (2/3)
Treb hits rPike (2/3)
vLB kills 3/3 pike (1/4)
Flying Elvis (GS) retreats from &#190; pike (2/4)
Boy Scout (GS) kills 2/3 pike (3/4)
Mad Max (GS) retreats from 2/3 pike (2/3)
GS kills 2/3 pike (1/4)
GS retreats from 2/4 pike (2/4)
&#190; LB kills 2/4 pike and we take the city + 12g
250AD-1-CaptureDynopolis.jpg

Run the injured GS&#8217;s inside (5)
Move 2 pikes into town

Move 1 rPike and 2 vLB&#8217;s onto treb stack (also has a redlined LB). Move 1 pike back out of town to cover the stack as an Immortal could reach our Trebs next turn.

Move big stack next to Dancing Bananna. There are no GS&#8217;s with it, so I moved it so one could join the stack next turn. Then we can pillage all the way to the NW

Turn after (146):
Builds due next turn:
Crap, forgot to record it.

End turn with ~680g (forgot to record it), +313gpt (10.0.0)

250AD-3-battlefield.jpg
 
Here is turn 146 played by the Venerable Monk:

Bede said:
Armies are strong to all according to Millie of Mil Intel.

Could find no reason to mess with g-mans's management other than making a tax collector at Igno as the only field available was an unroaded forest that if worked would bring the settler in 1 turn before growth, or change any worker assignments other than to gang some workers onto a banana plot in the west.

Started a trained musket on the road to the MIA front.

Wasted some coin trying to spy into MIA's town on Battle Isle, then realized I won't see it in the Embassy screen until I can see it on the map DUH!

Didn't spend any money other than 20g to finish a settler in a town that lacked productive fields and could spare the population.j

And now for a really bad choice

Battle Log

On the coast at Jesterton

KISS Devil's Choice vs TNT Western Expedition - Devil's Choice sunk. TNT Western Expedition 1/3

But at least he won't make it home.

Boated a couple of LB's over to Battle Isle then chose the wrong boat and left a settler sitting on the dock of the bay.....

Covered the slave at Spite then covered Spite with the ariving LB

T147_002.jpg



Shifted the trebs down closer to the stack at Dyno, then moved trebs and pikes out of Dyno to the forest at Dancing Banana

T147.jpg


T147_001.jpg


My assessment is that TNT now has a Hobson's choice. They can hammer on the stack between Semtex and Dancing Banana, but that will leave most of it standing, if wounded, but the trebs should be safe to support the troops healing in Dyno. And that will leave the major portion of their remaining troops crippled.

Or they can leave it alone and move into Dancing Banana and can try and hurt us in two directions, but which ever way they go will leave a major portion of our troops healthy while they are crippled.

The other choices aren't really worth considering as they will lose the capitol.

Of course I may have completely erred in my assessment of the relative strengths and they will now proceed to chew us up.

Nonetheless it will be fun to watch.
 
Turn 147

Cyprus Creek: settler=>settler
Knucklehead: horse=>horse
DuMass: Duct=>barracks


This is ugly ladies and gentlemen.

On Battle Island:
Kill two barbs and collect 25G.

Battle Log:
Treb misses pike
Treb misses pike
Treb hits pike (3/4)
Treb misses pike
Treb hits pike

I realize that our NW stack is down to just a LB. I cease fire and move most trebs from this stack to cover.

Form a furs colony. Pillage outside Semtex. Sink a barb galley.

Here is the situation:


Due to my error, we will probably lose the LB and the treb NW of the Banana. We need to consolidate our forces SE of the Banana. We will need a much larger force as well.

I hurry a market in Cretinograph and Devil&#8217;s Soul, otherwise we&#8217;ll have WW issues there. Lux up 10 so Sipleton doesn&#8217;t riot.

In IBT &#8211; sink a barb galley

Our situation got considerable worse over the IBT. I didn&#8217;t help it much with my stupid move.

Losing seven units put us in the hurt locker.
 
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