Turnplay Log

21 as recieved and forwarded

Simpleton > settler > settler.
Peapants to mountain top.
settler along river.
spotted a 4th Dye surrounding mountain.
lower lux, up sci saving 2 turns (now in 17).
still losing 1gpt. 8 togo.
 
Turn 20 wasn't posted here so I put it here to keep things in on e place. Too bad I didn't do this before SW posted turn 21
Dagwood said:
Not much to report as expected. Info attached. Tresuary is running -1 and maybe we should consider lowering research so we don't get the "we cannot longer support the granny in Simp'ton"-sign. That would be a major bummer.
Peapants has stumbled on a lot of dyes but I figure no one's eager to settle there.
 
Turn 22....
  • move settler south
  • move Peapants south
  • check f11 and d'nut has another settler out of Springfield :eek: <- they'll be hurting in production
  • move citizen working non-river BG to the BG north of river.
  • half of the people are happy.
  • press enter & sent
 
turn 23....

move settler south.
MM Simpleton for 5 pop (now mined wines, cow, wheat, & 2 BGs)
move peapants south.
 
Turn 24:
Let me start with this. :dance: Weewho!
Dunderhead starts a warrior.
I move the worker across the river towards the BG.
Peapants continues south and spies a jungle river, more incense and a hill.
Move science down to 70% at +2gpt with 5g bank.
Settler finishes next.
Everyone's happy enough. K done.
 
Turn 25: Simpleton settler --> settler.
Citizen moved off forest to the BG.
Worker lands on BG.
Settler heads SE-E
Avg. Joe moves out to the hills.
Peapants thinks there's some symmetry with the map.
We have lux at 20% with Joe's move vs. 10% if MP.
We get 12 beakers (vs. 9 at 70%) at 80% losing 1gpt and 7g in the bank.
IW in 8 vs. 11.
It should work out once the settler plants and next turn back down to 70%. What does CAII show?
 
Turn 27... nothing special to report. Moved Peapants S, Average Joe W. Luxes needed adjustment, IW no due in 9.
 
Turn 28:
Found Ignoramus, working wheat, building worker.
MM Simpleton to use wines and forest, drop lux by 10%.
Joe moves south to the hill.
Peapants moves south to the cost, makes contact with a Greek warrior.
I wrote elsewhere that IW was due in 3.. not sure what I was smoking but it's actually due in 5 at -1.
 
Turn 29:
We have consumated a deal with the Greeks. :eek: Wow that was quite a process. We send CB and WC for Alpha, IW and 1gpt. We turn off research for the turn. Lux at 20%. Brings cash to +13gpt (I think..it may show up in the pictures)
Citizens work cow, wines, wheat and newly paved BG.
Move the worker SW-S. I assume for a Dunderhead road.
Send settler south for dyes.

Young man Avg. Joe goes west.
Peapants has a conversation after moving east with his Greek friend. Peapants gives a lucky shamrocks and the Greek guy hands him a gyro.

Oh yeah almost forgot Dunderhead has a new warrior in the picture who will escort our settler. Next build is warrior again. Right?
 
The trade comes in as expected and accepted. I accepted it, but the our RNG bad luck came up this turn, our FPs caused some disease in Simpleton . So it dropped to 3 and will likely remain at 3 next turn even though we grow next turn. So I switched the build to a curraph (due in 2) to keep Simpleton from dropping too low.

I moved Igor SE so that he won't delay the settler

AVe Joe find our 2nd source of iron close to the core!!

Peapants continues to move east but Greek is out of sight now (presumably moved north)

Writing is going @ 90% (14 bpt) with -2 net gain
 
OK todo for turn 31...
expect disease to show up at the beginning of the turn -Didn't
rename settler & move south- The Wild Rower goes S
move Ave Joe West - Check
move Peapants west - That would lead him to already dicovered territory. He goes SE.
move Igor W - Check
Simpleton to work cow, wheat, & wines (if 4th citizen is around work roaded BG)-Only 2 citizens left to work cow and wine.
Dunderhead work 2 rivered Bgs - Check
pictures of F8 & F11 & map if anything new shows up -1st thing done
check for happiness @ end of turn & max SCI as high as possible- Raise lux to 20 to keep D-head happy. Science to 80%, writing in 21 at -2.
 
Turn 32: Sorry I forgot pics.

Send out our curragh NW-W but I didn't rename. The Admirality will name her.
Send Avg. Joe to the hill and discovers more wines, a village and what looks like the end of the west coast.
Peapants continues east and sees more mountains.
Settler S and Igor W hook up.
Simpleton cow, wheat and wines.
Ignoraumus wheat and river BG
Dunderhead BG and BG

Raise lux to 30% for Ignoramus' growth and Science stays at 70% (11 beakers). Gold at 11g and 2gpt.
 
turn 33:
  • worker moves S <- road next turn
  • settler & Igor move S
  • little dingy goes along the shore NW-W
  • Peapants moves to rivered hill and sees MIA borders :thumbsup:
  • Ave. Joe moves West to reveal north-west coast and beavers :thumbsup:
  • backed off lux to 20% and upped SCI to 80% (-2gpt with 9 in the kitty) Writing in 16 turns
  • extracted infor out of F11
 
Turn 34

- Dunderhead warrior -> barracks
- Simpleton warrior -> settler
- Dunderhead warrior renamed to Hairy and moves NE
- Simpleton warrior renamed Tommy Boy and fortifies
- worker roads
- Ave Joe moves SW
- little dingy goes W-W
- Igor & Wild rower move south
- Peapants moves SE to give us the option to take out the barb camp for 25G next turn
- can't budge lux so sci stays @80%
 
curraph W-W --> check + rename ASS Igor's Hope
Peapants attack barb hut -->check
Ave Joe SW-->check
settler (Wild Rower) S -->check
Igor S -->check
Hairy to move back to Dunderhead since it will grow before producing another MP. (Ignoramus will start shedding pop) -->check
check happiness @ end of turn -> SCI high as possible --> Check. Writing in 13 turns, sci on 80%, lux on 20%.
screen-shots if anything significant has changed--Posted in dept of turnplay
end turn, save, sent to the nuts, record in turn tracker-->check
 
Turn 36....

  1. MM Simpleton to work cow, wheat, wines, bg, bg - check
  2. MM Ignoramus to work FP wheat & BG - check
  3. New worker move west to road -check
  4. curraph W-SW - check went 2 SW though
  5. Peapants E - check
  6. Ave Joe SW to mountain - check
  7. fortify Hairy (Dunderhead warrior) - nope....Barbs near Ignoramus move him over there
  8. settler (Wild Rower) S - check, another goodie hut
  9. Igor S - check
  10. check happiness @ end of turn - check - no change
  11. SCI as high as possible with out going broke - check
  12. screen-shots of Ave Joe with scores - check will be up tomorrow
  13. end turn, save, sent to the nuts, record in turn tracker - check
 
Turn 37
curraph SW-SW -check (rename A.R.S.E. Igor's Hope)
Hairy to Ignoramus.-check
Peapants E-check
Ave Joe SE -check
settler (Wild Rower) S-check
Igor S-check
rename both workers-missed that
worker by Ignoramus to road th FP he's standing on-check
worker by dunderhead mine the bg he's standing on->check
check happiness @ end of turn-checked
SCI as high as possible with out going broke-no change, 80% sci, 20% lux @ minus 2g's per turn. 26 in the tresaury.
screen-shots if anything significant has changed
end turn, save, sent to the nuts, record in turn tracker

When I end turn a Barbie walks up to the tile E of Wild Rower/Igor. Cannot screenie that.
 
Turn 38
Simpleton MM'ed to work cow, wheat, wines, & bg north of river -check
new settler W-check
Simpleton warrior unfortify and escort new settler W -check
curraph SW-S -check
Hairy fortify in Ignoramus.-check
switch Dunderhead to warrior -check
Peapants E -check
Ave Joe SE -check
settler (Wild Rower) S -check
Igor S -check
check happiness @ end of turn (see if it can be lowered) - it can't, 20%
SCI as high as possible with out going broke - 80%

Extra: After consulting the MM'ing Dep't I got Dunder to work the wheat and thus increasing growth and reducing shield wasted. Igno will now pop a worker and grow in 4 turns, thanks Tubby.

Score @ end of turn:
TNT: 164
Nutters: 146
KISS: 145
MIA: 142
 
- Dunderhead started work on a granary.
- Fortified Dunderhead warrior (renamed to Grunt).
- New settler & escort W.
- Curraph W-NW.
- Fortified Peapants.
- Ave Joe S.
- Settler (Wild Rower) and Igor S.
- Could not do anything with the worker by Ignoramus, appears to just have completed the previous roading task.
- Lux still up at 20%, could have dropped it to 10% with an MP in Simpleton, but I reasoned it was more important to make sure the settler gets to the site. Also the lux would have had to go up to 20% next turn even with an MP in Simpleton.
- Writing coming in 8 turns currently at -2gpt (80% science), we have 22g. We're 1 unit away from the unit support limit but due to have two more cities in a few turns.
 
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