Turnplay Log

Beorn-eL-Feared and Team KISS: We got this problem before, and it means that when you saved the game, you did it like Single Player (Control - S), rather than multiplayer. (Hit enter at the end of the turn). Since you guys keep a log, can you replay the turns in the same order and not gaining any other knowledge? Thanks.

(everyone: Be sure to read this good thread so you know how to correctly open, play, and save a save in PBEM).

No harm, no foul.
 
Actually, I saved it both ways and attached the wrong one :blush:
I'll be home later tonight and will fix it.
 
I was able to replicate everything except the exact worker moves since that part isn't detailed enough.... I wasn't sure which tile near Simpleton was being improved so I started mining where the closest worker was standing (but it is in Jesterton's radius :hmm: ). I've sent it again.
 
Log for turn 73

  • Diplo
    1. if TNT offers math, press clear table and exit -- nope
    2. if MIA offers MapMaking, press Accept and exit -- neither
  • Micromanagement
    1. MM Simpleton to work wheat, cow, wines & 2 bgs -- check
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) -- check
    2. if you can't find anything that they need to do send them west to start roading to the furs. -- negative, all busy
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 south -- check
  • Other stuff
    1. continue barb hunting with the GS in the west
    2. Move vet warrior in junge NE towards the workers -- all checked
    3. move the curraphs around. -- south curragh found a bit of coastal tiles around, sent him to investigate
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go -- check, 80%
    2. press enter and then select "Save & Exit" -- check ;)
 
Log for turn 74

  • Diplo
    1. if TNT offers math, press clear table and exit -- negative
    2. MIA should offer Math, press Accept and exit -- Affirmative, Maths received
  • Micromanagement
    1. Dunderhead switch to a catapult -> work all mined bg's -- ready in 3
    2. effing Whomping Rower -> start new worker -- in 10
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) -- all good for the workers
    2. if you can't find anything that they need to do send them west to start roading to the furs. -- one on the spot, 2 more coming.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 S then SW (where the warrior currently is)
    4. new worker from effing Whomping rower to help chop jungle down
    5. new worker from Dunderhead to improve Polecat
  • Other stuff
    1. continue barb hunting with the GS in the west -- empty handed
    2. Fortify vet warrior near jungle to protect the workers -- check
    3. move the curraphs around. -- nothing spectacular
    4. If it doesn't effect rate to get republic, move GS in Polecat to take out barb camp in east near sugar -- misfortunately it does.

      However, sending one warrior MP down from ignoramus makes the deal possible. If we realize this is a bad move, we can still move everyone back next turn, in time for Ignoramus' growth miscontent to be contained. In the meantime, since it leaves all avenues open, the GS is out in the field, ready to strike at the barbies next turn.
      At any rate, Polecat and Dunderhead are to grow in 3 or 4, which will force us to increase lux while we wait for dyes and spices.
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
    2. press enter and then select "Save & Exit"
 
Diplo
if TNT offers math, press clear table and exit - no offer
MIA should offer Math, press Accept and exit - no offer, but we already have it?
Micromanagement
Simpleton start another settler -> work wines, wheat, cow & bg - check
Dunderhead can't do a horse because we don't have HBR - keeps building a cat
Workers continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
if you can't find anything that they need to do send them west to start roading to the furs. - 2 are assigned to prepare improvements for next city. J-ton will grow in 10 so no immediate hurry there. SKWTD will have access to those new improvements and P-cat is crowded with workers. 3 will keep working on Furry Lane.
FOR LUXURY ROAD: road with 3 workers. Move the other 3 SW then S -check
Rename worker @ EWR "Rik", starts roading with Gramma H (nice couple)
Other stuff
Name D-head GS Grinder and move him to Igno which will grow next turn while D-head will grow in 3. Some mm'ing gets GS in Igno out in 3. Grinder can then move back to D-head for MP.
move new settler to the south, east or west - move him SW to settle 3 tiles SW of SKWTD so we can start working those bg's.
continue barb hunting with the GS in the west - no luck
move the curraphs around. - nothing of interest and the S curragh is heading for MIA coast.
move GS in east to take out barb camp in east near sugar - Stepchild whacks Alemanni and gets 25 g's :dance: .
Other MM
check for happiness @ end of turn. Science as high as we can go - science down to 70% or Igno will riot. Scientist in EWR keeps the pace at Rep. in 9 turns. Changed when I moved Grinder out of D-head, but now D-head will riot with less lux than 30% so Rep. in 9 anyway.
get relative strength via F3 for MIA - We're strong. Still weak to others.
press enter and then select "Save & Exit"
Whomp said: we should send them the two pictures of the other capitals and our while it's in settler mode. Can someone do this? - Sent embassy shots from turn 62 + Simpelton in settler mode with all surroundings blacked out, only city radius visible. Pic can be seen in carto. room.
Score available on the pic of Stepchild in Military HQ's
 
Todo for turn 76

  • Diplo
    1. MIA might offer techs, press Accept and exit
  • Micromanagement
    1. SKWTD start another GS
    2. Notthefullshilling switch to temple (border expansion needed)
    3. EWR needs to be working the bananas
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown)
    2. 3 workers are enough for furry road.
    3. FOR LUXURY ROAD: road with 3 workers. Move the other 3 W
  • Other stuff
    1. move new settler towards location 3 SW of SKWTD
    2. continue barb hunting with the GS in the west (closer to the workers preferablly
    3. move the curraphs around.
    4. move Stepchild (GS in east) back to core for MP duty
    5. Please observe before you move the units, but try to rearrange the MP's so that the lux slider can drop to 20%. Might not be possible yet.
  • Other MM
    1. check for happiness @ end of turn. Science as high as we can go
    2. get relative strength via F3 for MIA
    3. see how much money it is to spy on an MIA city. If you can get a list of all of the cities that would be great.
    4. press enter and then select "Save & Exit"
Check to all except the MIA spying. Sci up to 80%
 
• Diplo
none that I know of - Me neither
• Micromanagement D-head start a rax - Yup, fotified cat.
Simpleton to work wines, cow, wheat, & 2 bgs - check
Notthefullshilling switch to temple (border expansion needed) <I forgot to do it last turn - Done. Have a look at it. We can rush with one pop to get it in 10 instead of 20, but we have a scientist there. It's not growing atm.
• Workers (it's ok for workers to join in on tasks)
continue to road and improve PoleCat, Jesterton, & SKWTD.(mine green; irrigate brown) - workers work
some workers could start chopping near D-head - Rax is ready in 6 so a chop is almost unnessecary. George Best goes in that direction but I regret that. Could've made it if I'd used some more workers but...
3 workers are enough for furry road. - J.Walker, Sir Bugsy and Slinger are heading for the beavers allright.
FOR LUXURY ROAD: according to the save after our turn, you'll have to road with all 6 workers. - unsure about what you mean here. A stack of 3 is roading in each direction and it looks fine apart from the barbs (yet unseen) at Cyprus.
• Other stuff
move new settler towards location 3 SW of SKWTD - Getting there
continue barb hunting with the GS in the west (closer to the workers preferablly - We have no barbs up north so I keep him just S of the stack. I'd rather Tommy Boy goes SE to protect new settler and the GS from J-ton (ready in 3) goes W to protect the Furry Lane Crew.
move the curraphs around. - Meet MIA's Snarling Narwhal S of Nuts.
move Stepchild (GS in east) back to core for MP duty - done
I Change Cyprus Creek from worker (3 almost there) to warrior since MAdv warns about Barbies there.
• Other MM
check for happiness @ end of turn you'll probably have to bump it up to 30%. Science as high as we can go - SKWTD will riot on 20% lux but with a scientist we keep it at 20% and shave one turn on rep now due in 6.
get relative strength via F3 for MIA - strong
press enter and then select "Save & Exit"

Score:
KISS: 367
MIA: 296 (congrats to 2:d place)
TNT: 292
Nuts: 267

%Area: KISS 7_____MIA 8
%Pop: KISS 29_____MIA 26

MAdv says: Barbs near Cyprus Creek. We're strong vs. MIA.
Science: At current rate (80%), Poly is 7 turns and Constr. 14 turns.
 
Log for turn 78

  • Diplo
    1. Cleared and exited HBR from TNT
  • Micromanagement
    1. Ignoramus start another GS
    2. Cyprus Creek start worker
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Dunderhead .(mine green; irrigate brown)
    2. Ignoramus GS should head toward Cyprus Creek - actually, he did a MP dance at Dunder with the other GS.
    3. some workers could start chopping near D-head The worker between Dunder and Igno will chop and the chop will be gotten by Dunder, trust me ;)
    4. 3 workers are enough for furry road.
    5. FOR LUXURY ROAD: road with all 6 (incense will be hooked up next turns)
    6. move workers 1 N near EWR - they're on 0 move =/
  • Other stuff
    1. move new settler towards location 3 SW of SKWTD
    2. move GS in west to hill 2 S - no barbs in sight yet
    3. move the curraphs around.
    4. move Stepchild (GS in east) back to core for MP duty
  • Other MM
    1. check for happiness @ end of turn: steady twenty-0%. Science at 80.
    2. get relative strength via F3 for MIA
    3. press enter and then select "Save & Exit"

Additions: extra warrior from Cyprus creek sent S to investigate.
The old warrior was mis-clickedly headed north, please send back for MP.

No shields from chops wasted on the FP.
 
Only thing that catches my eye is "Additions: extra warrior from Cyprus creek sent S to investigate." I'm thinking he could be used for MP to free up a GS.

Sorry I could not get it earlier. Spending last day with my new lady before we both go to fly to families.
 
TURN 79
No diplo.
Simpleton settler-->settler
Dunderhead GS named The Collector and sent to SKWTD for MP.
Stepchild goes to D-head for MP
Polecat needs scientist not to riot.
Notthefullshilling has an improved tile. Scientist out, temple (could be swithed) in 9, growth in 10.
New settler, Dumbledore, goes E.
Don't remember the city names, but Gilfach is planted 3 SW of SKWT :clap:.
Gilfach starts worker, grows in 7, ready in 10.
Warrior Weezer to Cyprus
Incense on-line :band:
Revise som mm'ing ;)
No Barbies in sight
Curraghs find nothing of interest.

Strength vs. others the same as before.

Science 70%
Lux 10%
Net +3
Republic in 5
We could speed republic but I see no point in that. Better get plus net and have some time to build military. MIA shall not be informed.

Score:
KISS 378
MIA 312
TNT 300
Nuts 275
 
T80

No diplomacy open.

There is an MIA warrior on an incoming vector to ungarrisoned Gilfach. Move a GS to shadow.

Workers continue their roading, irrigating and mining.

I move the newly built GS out of Jesterton and just as quickly put him back as the town will grow and riot before the next one is built.

Igor's Hope sails north up the coast of the other continent while newly renamed Bede's Boat sails south along the MIA beaches.

Note that EFW is training a worker in 4 but will only grow in 5. Need to keep an eye on that one.

Move a GS into Glifach from SKWTD and reset the citizens to train the GS before the town grows.

The settler continues south towards Polecat.

Ignoramus has grown and threatens to riot so the new citizen becomes a scientist allowing the science budget to drop while Republic will be learned in four. Can make no other changes in allocations.

Worker at Frozen Lake is running a trap line to the inland furs.

Score data:

KISS: 385
MIA: 321
TNT: 305
Nuts: 278
 
Done for turn 81
• Diplo
1. none that I know of
None showed, none offered• Micromanagement
1. MM Simpleton to work wheat, cow, wines and TWO bgs
Played around trying to lower research. I noticed on T80 we could have lowered Repub to 3 but now it will screw Simpleton. Perhaps it would have been screwed this turn too.2. I would switch Gilfach to a barracks,
Did it. Noticed that Not the full shilling should have been rushed. It has 14 shields left. After temple, I suggest we DON’T make workers but let it grow as a fishing village.• Workers (it's ok for workers to join in on tasks)
1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
2 workers mine Polecat while 3 others run to connect settler heading E of Polecat. I was thinking of chopping for next GS out of Igno and then continuing road to settler.2. some workers could start chopping near D-head. Worker chopping S of Dunder will finish in 2. Swap Simpleton from Settler to a GW just before so chop goes to a GS to a Dunder GS.3. FOR LUXURY ROAD: road with all 3 in the jungle. Done.• Other stuff
1. move new settler 2 West. Heading towards 1st ring for FP.
2. follow MIA warrior with GS. Moved into Cypress Creek.
3. move the curraphs around. Moved. Nothing of note.
• Other MM
1. check for happiness @ end of turn. Check!
2. Science as high as reasonable to maintain pace for Republic. 3 turns3. get relative strength via F3 for MIA. Still strong!
4. press enter and then select "Save & Exit".
Done and sent.
We have 6 GS with 3-4 more coming in next 7 turns depending on chop direction. Keep the workers occupied with connecting lux and improving SPT to a number divisible by 30 shields (GS production). All new settlers should fill out our FP core and then send them marching to replace MIA.
On a personal note I would be attacking now and taking this continent. We are lulling them in, good, and should do fine. Hoplites are not easy and it takes 2 to every one. I feel they are in expansion mode and Chaninix is hoping to coax us into letting them do that. We need to go to war as soon as Rpub is in. Knock out at least 5 towns.
 
Turn 82
No diplo
D-head Rax--> GS (8spt)
GS Boyscout moves S
Change EWR to rax
workers work
Igors Hope spot MIA settler in far E greek territory
Post turn: Barb steps up next to Cyprus Creek

Sci 60%
Lux 20%
net +5
Rep in 2

Score:
KISS 398
MIA 338
TNT 314
Nuts 289

Military strenght, no change.

Comment: The change to rax in EWR can of course be re-changed (only 8 shields done). I thought it might be nice to have one at our rally point. I guess we will start sending units S as soon as we're in republic and need no MP's. Rep couldn't be finished faster even with 100% sci.
The MIA warrior still lurkes visible and could be a nice trigger for our GA when the time comes. We're back on #3 in mfg and I wonder if TNT have had any successful Immos, they may have just gone GA with that curious wonder of theirs?
 
Todo for turn 83

  • Diplo
    1. none that I know of
  • Micromanagement
    1. Simpleton start another settler - check
    2. Ignoramus start another GS - check
    3. MM Simpleton to work wheat, cow, wines and the bg north of river - check
    4. Added - MM'ed Ignoramus for 10spt = 4 turn GS
    5. Added - MM'ed Dunderhead for more food with 8 spt (once it grows in 2 turns, it'll be @ 10 spt too
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    2. some workers could start chopping near D-head
    3. FOR LUXURY ROAD: roading where workers stand if available
    4. furs should be online at the end of the turn :dance: - check
    5. Added - Dyes and spices should be online at the end of this turn
  • Other stuff
    1. move new settler towards mountains south of Dunderhead - check
    2. move old settler (near east coast 1 NE) - check
    3. follow MIA warrior with GS in Gilfach - check lost him to the west
    4. move the curraphs around. - check > nothing
    5. take out barb with GS in Cyprus creek. - check lose 1 hp in the process
    6. move warrior on mountain NW - check
    7. Added - Move warrior to spice mountain to find that Flaxon Musk is undefended
    8. Added - move warrior out of Cyprus Creek to aid in barb camp hunt
  • Other MM
    1. check for happiness @ end of turn - check
    2. Science as high as necessary to get Republic next turn - check @ 50% due next turn
    3. get relative strength via F3 for MIA - check strong (weak vs other two)
    4. press enter and then select "Save & Exit"

Addendum: Move GS to EWR - check 3 are headed south with the catapult 2 in Ignoramus could only get to Dunderhead but are only one turn behind the others. Next turn we'll be revolting and MP's are no longer needed.


After I hit enter to save it, the dyes and spices were both connected :banana:

.........83.....84
Dnut: 296 302 (+6)
TNT : 318 322 (+4)
MIA : 346 356 (+10)
Kiss: 404 411 (+7)
 
Diplo
send Republic to MIA but DO NOT ACCEPT - Done
Micromanagement
Go to big picture upon discovering Republic
go to the F1 screen and revolt there. Check all of the cities for happiness before exiting (you might have to change some citizens to taxmen and/or clowns) - Only Igno needs the IRS to do their thing, otherwise our people are happy.
:rockon: ANARCHY IS ONLINE :rockon:
Simpleton pop4 is now working cow, wheat, wine river BG for 5 food and growth next turn, but please check in case I messed it up.
Some mm'ing to max food where it's needed.
Workers
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
some workers could start chopping near D-head
Workers Bugsy, Slinger and Walker starts connecting Frozen Lake with Gilfach (see proposed rout in cartography room).
Worker Smart starts hooking the 2:d fur for future trading.
The spice boys starts hooking a 2:spice for future trading.
The dyes boys goes to 2:d dye for same reason.
Other stuff
move new settler along the road south of Dunderhead - Yup
old settler settle Idiote - Dumbledore transformes into Idiote. Starts pre-build for harbour.
find MIA warrior with GS near Gilfach (I think that he went to the west) - The Collector finds him hiding in a forest.
move the curraphs around. - Bede's Boat finds Ephebe.
find the barb camp with GS & two warriors near Cyprus creek. - Nothing found
GS's Stepchild, Boyscout and //8=) moves toward EWR.
D-head GS's Grinder and B-Ball heads for EWR.
Our ol friend Peapants remains on spice mountain gazing over the undefended Flaxon. Oh, he thinks, Oh if only the wussies back home in Simpleton could let me be the one to conquer it. I might even have some fun with that tiny worker of theirs...
Tommy Boy moves back into Cyprus Creek 1 hp shy.
Other MM
check for happiness @ end of turn - 1 tax in Igno is all
Science at 0% -ok. Set on construction.
get relative strength via F3 for MIA - We're still strong

Score: KISS-411, MIA-356, TNT-322, Nuts-302

MIA has started the Pyramids in EMP City...another chop?
 
Todo for turn 85

  • Diplo
    1. accept MIA techs, but note what is there -no check send back republic and send unaccepted
  • Micromanagement
    1. Switch to a glorious Republic -check
    2. MM every city. (no joke) 8, 10, 14 spt is what we are looking for (anything below that just get as high as possible)
      Spoiler city-by-city :
      • Simpleton 9spt 3fpt (4 turns for growth 4 turns for settler)
      • Notthefullshilling 1spt 4fpt
      • Ignoramus 10spt 2 fpt
      • Dunderhead 10spt 6fpt (warrior being sent to disband)
      • Jesterton 6spt 2 fpt
      • EWR 1 spt 3 fpt
      • SKWTD 5 spt 2fpt
      • Polecat 6spt 3fpt (grows next turn to 6)
      • Senilityville 1spt 3fpt
      • Cyprus Creek 1 spt 3 fpt
      • Frozen Lake 1spt 3fpt
      • Gilfach 1 spt 3fpt
      • Idiote 1 spt 3fpt
    3. Dunderhead and Ignoramus should have 10 shields per turn (at least) -check
  • Workers (it's ok for workers to join in on tasks)
    1. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
    2. some workers could start chopping near D-head
    3. moved some workers back home from luxury road experiment
  • Other stuff
    1. move new settler along to the roadded mountain south of river -check
    2. move the GS (The Collector) near Gilfach NE-N (we need covereage up here in case of a barb camp) -check
    3. move the curraphs around. -check
    4. find the barb camp with GS & two warriors near Cyprus creek. -check it's gone thanks to MIA
    5. move GS to EWR -check 3 are stationed there rest are spread around since impending peace and to protect from barbs
    6. ADDED barb camp near Jesterton has troops going to investigate
  • Other MM
    1. check for happiness @ end of turn -check bumped to 10%
    2. Science at 0% -check
    3. get relative strength via F3 for MIA -check strong
    4. press enter and then select "Save & Exit"

after enter was pressed, a barb camp out of the fog near Jesterton.. see cartography room
 
Diplo
accept MIA techs, but note what is there - MM, Lit, Currency, HBR and *drum roll* Poly.
We're up on Nuts: Republic, MM and Currency
We're up on TNT: CoL, Lit, MM and Poly
Micromanagement
Switch to a glorious Republic - we're in it Man
take one of the warriors and move it to Dunderhead. disband it. the GS should be now in 1 turn. - Grunt is no more and GS now in 1.
If D'head is not 1 turn away from GS then, disband the other in the same fashion - no need
If D'head is 1 turn away from GS then, send the other warrior to Jesterton - on his way
move Ignoramus citizen from unimproved FP to roaded, irrigated FP (10spt, +3fpt) - check
Simpleton is at 9spt/3 fpt for settler in 3 (on growth). We have 9 shields in the box. I change this to
7 fpt/7 spt and settler still in 3 (growth next turn). I'm not sure on this, but we will have no happiness probs (4 happy+1 sour atm).
Jesterton citizen moved from plain to fish. GS still in 4, but growth in 6 instead of 9 + 1 more coin.
Workers
move workers near Frozen Lake SE - I trust you there Tubby, but thought that tile was ment to be a city square according to BeF's D-map?
some workers are on the way back from the jungle, continue to move them back to the core - check
continue to road and improve PoleCat and Gilfach (mine green; irrigate brown)
move a worker to Polecat to join to bring it up to 7 pop - move to, but can't join this turn
Other stuff
move settler to where the catapult is. - check
move the GS (The Collector) near Gilfach E-E (protect that worker from the barb) - check
move the curraphs around. - nothing new
find the barb camp two warriors near Cyprus creek. (north warrior move NW to track MIA warrior) - No camps found
some GS are covering for barb camps
vet warrior on lux road back to barracks city for upgrade - check
reg warriors can be disbanded ONLY when in a city that can use 2 shields
Other MM
check for happiness @ end of turn - 10% lux
Science at 0% -check
Net +38, 162 in the box
get relative strength via F3 for MIA - Good news: Weak vs. Nutters, Strong vs. MIA and Average vs. TNT

SCORE: KISS-426, MIA-376, TNT-331, Nuts-314
IBT- A barb horse kills one of our scouting Warriors W Cyprus Creek :(
__________________
 
Turn 87

  • Diplo
    1. none
  • Micromanagement
    1. D'head to start a horseman (see below for why) - done
    2. move warrior 2 SE of Jesterton (central to 3 cities for disbanding when needed) - done
    3. MM SKWTD to maximize food while still getting a GS next turn - Food is maxed already, so I have moved two citizens from mines to horse and roaded river tile (+2 gold)
    4. Added: MM Jesterton - move one citizen from fish to mined grassland. Lets disband reg warrior at the next turn, and we will get GS one turn faster, without waste of shields.
  • Workers (it's ok for workers to join in on tasks)
    1. road with workers near Frozen Lake - done
    2. some workers are on the way back from the jungle, continue to move them back to the core - move workers on Senilitiville back. Two workers are mining BG near Cretinograph
    3. continue to road and improve PoleCat and Gilfach (mine green; irrigate brown) - mine grassland near polecat, road irrigated plain near Jesterton.
    4. move a worker to Polecat to join to bring it up to 7 pop - done
    5. Added: Move worker from Simpleton to Jesterton - he will mine iron hill with other worker next turn.
  • Other stuff
    1. settler to settle Cretinograph - OK :crazyeye:
    2. take out barb with the GS (The Collector) near Gilfach - kill barb, lose one hp.
    3. new GS (please rename) out of Dunderhead move to furs road to find barb camp up there. - GS was renamed and moved to mine 1S from Jesterton.
    4. move the curraphs around. - done
    5. move warrior W of Cyprus creek 1 S (or to wines if blocked) to reveal barb camp - see barb camp, MIA warrior is ready to get 25 gold before us :rolleyes:
    6. some GS are covering for barb camps
    7. vet warrior on lux road back to Dunderhead for upgrade - done
    8. reg warriors can be disbanded ONLY when in a city that can use 2 shields - ready to be disbanded next turn.
  • Other MM
    1. check for happiness @ end of turn - all towns are very happy! [party]
    2. Science at 0%
    3. get relative strength via F3 for MIA - strong :ar15:
    4. press enter and then select "Save & Exit"
 
Turn 88

Diplo
none
Micromanagement
SKWTD to start another GS - check
MM SKWTD to work all available mined grass - done
add worker to Polecat - Done, FP in 15.
I move 1 more worker to Polecat so he can join or it will take 17 til growth.
Bootilicious moves to forest for rax-chopping at Idiote
D-head will soon grow and needs improvements on river tiles so I move Ginger from Idiote.

move warrior to Jesterton for disbanding next turn - done, but better upgrade him or wait with disbanding til next GS. He couldn't be disbanded this turn because loss of movement over the river.
switch Ignoramus to a courthouse, rush it, then switch it to a marketplace - Nice move, market in 2.
switch D'head to a courthouse - check
Switch citizen in J-ton back to fish because it will give 1 extra gold, grow 2 turns faster and keep production unchanged. I did this last turn but it was switched back. There might be a reason for this that I don't know of, but this seems much more efficient IMHO.
Workers
workers roading near Frozen Lake move SE
- check
some workers are on the way back from the jungle, continue to move them back to the core - yup
continue to road and improve D'head and Gilfach - will do
workers near Notthe Full shilling should move elsewhere after finishing their tile (road and irrigate) - Dee Dee and Daghdha moves to 1 of Igno's tiles.
Smart has finished hooking up the furs at Frozen and heads back to core for work/joining
The Spice Boys (Bede, Lenny, Grasshoppah and G-man) move back to core.
Question: why are 3 worker clearing jungle NE of EWR? They'll be done in 5 so let them swing the knifes, but what is the plan?

Other stuff
GS in Cyprus Creek move to fog to the NW
- No, reason below.
move both GS in west to find barb camp near Jesterton - new GS (Morpheus) in SKWTD goes W. Invincible whacks the camp :D .
move the curraphs around. - Igor's Hope spots some interesting TNT city layout. They seem to like jungles (and prolly luxes). Bede's Boat sees that Athens are mining hills which indicates that Athens has soon done it's job as settler factory and prolly will be used for, ehum...military?
warrior W of Cyprus creek attack barb camp (it should still be there since there is a warrior and a horseman there) - Camp holds 2 barbs so if we hit it the MIA warrior will get the gold. Weezer moves 1 NE and wait for GS in Cyprus to come help him (3 turns). Hopefully barbs will attack the closest warrior (MIA) and I don't think MIA will attack as long as there's 2 barbs in camp. I'm not sure if this was better than to fortifie Weezer in the plain?
GS Tubby's Terror leaves EWR for a while clearing some jungle fog.
Boyscout moves from EWR to cover Cyprus while Tommy Boy heads off to assist Weezer.

some GS are covering for barb camps - GS at the eastern swamp named Happy Camper keeps scouting.
vet warrior on lux road back to Dunderhead for upgrade - check, Igor is up for a new suit.
reg warriors can be disbanded ONLY when in a city that can use 2 shields - none
Other MM
check for happiness @ end of turn - lux stays @ 10
Science at 0% - check
get relative strength via F3 for MIA - MIA is in ANARCHY and we're strong vs. them. Still average vs TNT and weak vs. Nutters.
SCORE: KISS-443, MIA-398, TNT-341, Nuts-325

IBT: A redlined barb galley S of Frozen Lake suggests the TNT curragh has been converted into a submarine.:lol:
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