Turnplay Log

Log for Turn 112:

Are you happy now,
with all the choices you've made?
Did you compromise, and realize
the price was too much to pay?

None of our towns produced anything this turn.

F1: 110g, +104gpt, Feudalism in 3.

F3: We are Strong to 'nuts, TNT. Average to MIA.

F6: We are Technologically Advanced!

F8: We have 16% of world area v. MIA 15%.
31% of Population, v. MIA 32%
Current score: 667 v. MIA 659

F11: We've slipped back to #2 in MFG goods.

Rush Opportunities:
Market in SKWTD will cost 52g.
Granary in Knucklehead will cost 44g.
Harbor in Devil's Soul will cost 68g.
Granary short rush in Notthefullshilling will cost 72g.

The Harbor in Devil's Soul is a priority, so it gets rushed to completion. Spend 52g rushing the market in SKWTD

City stuff:

MM Idiote for growth. Swap Polecat to Market. Swap Village d'Idiota to Library...because we won't need a trebuchet next turn.

Unit stuff: Get a Trebuchet headed to EWR, move a Cat to Cretinograph for upgrade.
A.R.S.E. Igor's Hope heals in Devil's Soul. Bede's Boat heads for Devil's Soul. Fool's Errand makes for the tradewinds... (towards the north, eventually towards TNT...) Galley renamed Hunky Dory heads west.

GS Morpheus disperses a barb camp and is promoted!!! A couple more Gallic Swords move "in the general direction" of TNT. Our two scouting Gallics get back on the boat. (I'm going to use that boat to move a settler next turn.)

Worker Stuff:
J Walker and Scruffy road a Banana tile at Cyprus Creek. Daghda heads to a forest tile at Polecat. Bootsy roads at DuMass. Bede roads at Village d'Idiota. Worker re-named "Bubba" heads for Fortress of Stupidity.

After a little MM, end the turn at 15g, +108gpt.
 
Log for Turn 113

City Production:
Effing Whomping Rower Barracks>Worker
SKWTD Market>Gallic Sword
Devil's Soul Harbor>Galley

We start the turn at 123g+109gpt. Feudalism in 3 running 70/30/0.

No real changes on the F-screens, though we're now #1 in MFG goods.

Dispatch a Trebuchet to EWR.

Worker stuff: Sir Bugsy to Fortress of Stupidity to road a jungle. Slinger and Scruffy move to jungle tiles at Cyprus Creek. Bubba roads a banana at Fortress of Stupidity. Pliskenator moves south to add a road at Paradise Hotel. Pentium starts a mine. Grasshoppa mines a BG near Simpleton. Daghda starts a forest chop at Polecat. DeeDee moves to a plains tile outside Idiote.

City stuff: MM Knucklehead for an extra shield...and rush the granary for 32g. MM some other cities...and as bad as Jesterton needs a Market, I swap it out for a Galley, due next turn. We simply need another boat right now.

Unit stuff: I spend 90g upgrading two Curraughs to Galleys. I move a GS out of Senilityville. Pull a gallic off our galley Danny Buoy so I can make a settler run.

Finish the drill with 1 gold shilling in the treasury, making 112gpt. We're still up Engineering to the Scientifics.

War will come soon... but I'm going to have to empty our core to do it. But that's okay... we'll soon have a corps on the other continent.
 
Log for turn 114:

Doughnuts have got a galley off the coast of Nincompoopicity.

Dunderhead Settler>Gallic Sword
Ignoramus Granary>Settler
Jesterton Galley>Market
Knucklehead Granary>Market
Crackhead Worker>Market

Start of turn: 115G+101gpt, Feudalism in 2.

Worker stuff: Sir Bugsy roads at Fortress of Stupidity. Lovely Holly roads at Crackhead. New Worker at Crackhead moves to do a forest chop at Polecat. DeeDee Roads at Idiote. Bootilicious mines a BG at Simpleton. Ginger does a forest chop at Village d'Idiota, as does Lenny. Grandma Harriet mines at SKWTD. Crakie irrigates wines between Devil's Soul and Frozen Lake. G-man mines near Knucklehead. Pliskenator roads outside Paradise Hotel. J Walker moves towards EWR. Slinger and Scruffy road at Cyprus Creek.

City Stuff: I spend 104g short rushing a Market at Simpleton with a Library. MM Knucklehead for a shield. Fiddle with some riverside tiles... and end up taking firing some scientists... Take the research slider down a notch, hire one scientist back. MM Ignoramus for food. I want to keep it above size 7. Swap Devi's Soul to Trebuchet.

Unit Stuff: Trebuchet into EWR. Fool's Errand Sails westward. Galley (Christened Chumbucket sails westward, as does Bede's Boat (now a galley) and A.R.S.E. Igor's Hope (now a Veteran Galley). Danny Buoy offloads a settler (renamed "Settle Here") next to the last unclaimed wine on the continent. (Easy Tubby...) Morpheus (now Elite) loads up onto Danny Buoy. GS Dirty Harry heads NE... I want some more Gallics in the East in case 'nuts try something dodgy. Happy Camper climbs off East Mountain.

Diplomacy: We're still up Engineering to the Scientifics.

Last minute decision: I pull GS Boy Scout out of Senilityville, and hey - cool... someone named a GS "Scoutsout"... he comes out of EffingWhomingRower to Rally up at the staging point.

End of Turn: 11g+133gpt. Feudalism in 2.
 
Turnlog for 115

City Production:
Cretinograph Spearman>Spearman

F-checks: We're still #2 in GNP, #1 in MFG. Barb warning near Dresden. Still strong to TNT and 'nuts, average to MIA. All of a sudden we went from being technologically advanced to backward! As a teammate said... TNT got Engineering and MIA did not. F8 shows MIA edging away from us in population... but I've been peeling a lot of population lately. We have 30% v. their 32%. Not that it matters much, but we are leading in score: 703 to MIA at 693.

Beginning of turn: 144g+141gpt, Feudalism next turn.

Worker stuff: J.Walker heads to our southern dye. Bede irrigates at Village d'Idiota. Rename a worker AnsarTheKing, who begins a forest chop that will go to Polecat's Library. Bootsy starts mining a BG at DuMass. Smart moves into position for a forest chop into Knucklehead's Market. RegentMan starts roading at Dresden.

Dangit... forgot to grab the list of city names... and I'm gonna plant one this turn. Log onto CFC... get list...everybody who has a suggestion on the list has already named at least one city... but Dionysus sounds like a good name for a town near the last wine.

...back to the game.

Dionysus founded. Queue up a Worker.

Unit stuff:

This next move just figures. I can either offload troops from Danny Buoy to protect our workers from barbs... or ... Gallic Swordsman Scoutsout must be deployed to Dresden. Regardless of who plays the next turn, "scoutsout" will play whack-a-barb in the jungle next turn.

Gallic Swordsman Boy Scout heads into the jungle W of Cyprus Creek to play whack-a-barb. FYI, our garrisons at EWR and Senilityville consist of 3 GSs each plus a Treb at EWR and a warrior at Senilityville.

Spear heads towards the front. Move a settler westward. Sail Bede's Boat and A.R.S.E. Igor's Hope to the point of departure for our invasion force. Take Weezer off West mountain to hunt for barbs. Warrior Igor starts heading south for eventual upgrade at EWR. GS Dirty Harry heads westward. Rename a GS Bugsy's Blade and dispatch him westward.

Rename a GS SupahFly and load him on a boat. Load GS Invincible, Mad Max, Josie Wales, The Collector, re-name a GS SisterSara'sMule and load him up too. That makes 6. Danny Buoy heads north, with Flyin' Elvis and Morpheus (Elite) on board. That makes 8 GS's that are two turns out.

Fortify Hunky Dory in case of a barb attack.

City MM:

The market is due in Polecat in 4 turns... let's see what I can do about that. Worker Daghda will complete a forest chop in 2 turns...which IIRC works funny in multiplayer. If I'm right (fingers crossed) he'll do that forest chop at the end of THIS turn. We need 36 shields to complete the market... a Library short rush will cost 64g... leaving us 20 short. A little tile-swapping with Ignoramus gets Polecat to 10spt (I had to hire a scientist with the 7th citizen). If all goes well I can get the market in Polecat next turn with a perfect zero shield overrun... and queue up a Library in the next IBT. Simpleton's market is due next turn, and it will build a Library next as well.

I spend 64g spent to short rush the Market in Polecat with a Library. I spend the remaining 80g to do the exact same thing at Notthefullshilling.

Frozen Lake is now producing 2spt at size 3. Swap Devil's soul to a Galley, Dresden to worker.

End of turn: Once again, I leave us flat-a$$ broke at the end of the turn, but after fiddling with the specialists and ratcheting down science we should bring in 157g and Feudalism next turn. Simpleton will complete its market, and Polecat...

At the end of the turn a barb warrior advances on Dresden, and a forest chop put ten shields into the market at Polecat. We get our market in the FP city and the Capitol next turn!
 
Log for Turn 116

On the IBT, Persia shows up offering Ivory. Truly Ironic. Hit <Esc>.

Feudalism comes in, queue up Invention.

Simpleton Market>Library
Polecat Market>Library
DuMass worker>market

F-checks... no change in military standing. Still #2 in GNP.

Worker Stuff: J.Walker roads a jungle dye. Worker at DuMass named Holly's
Beyotch moves to road a BG next to Nincompoopicity next turn. Fizzlewizzle
the slaveboy E-SE to mine a grass that can be used by Jesterton or
Kucklehead. Smart does a forest chop at Knucklehead. George Best SE-S to
road wines next turn.

MM'd Simpleton to grow in 2 turns, and Ignoramus as well.

Archer short rush in Knucklehead for 48g. Finish the Market in
Notthefullshilling for 56g. Library or Harbor next.

Unit stuff: Upgrade a Cat to a trebuchet. Upgrade all 3 Gallics in EWR to
MDI. Spearman towards Gilfach. Galleys move into position to land troops
outside Furbomb next turn. GS Dirty Harry loads onto Chumbucket. As does
Bugsy's Blade. Boats move to the point of no return.

Change a bunch of builds from MDI back to Gallic Swords. Up research to
40%, Invention in 13. Fiddle with the specialists to get invention in 12 at
+104 gpt.
 
Log for turn 117 (260 BC)

Oh this is rich - TNT shows up offering Ivory and GEMS!!!

Dunderhead Gallic Swordsman>Redux
Notthefullshilling Market>Library

Start the turn at 128g+108gpt.

F checks: Still strong to TNT and 'nuts. Average to MIA. Still #2 in GNP, and we've slipped to #2 in MFG. MIA must be working the upper side of the tech tree, as they're still down Engineering. We are technologically advanced! We still lead in Score, 728 to 718 (MIA). MIA now roughly equals us in world area (17% each), though we seem to be gaining in population (30 to 31%).

Diplo stuff: Dial up 'nuts and give 'em Feudalism.

Worker stuff: Jive talker moves to build another road at Fortress of Stupidity. Pliskenator moves to a tobacco tile next to Paradise Hotel. George Best roads the wine at P. Hotel. DeeDee irrigates a roaded plain next to Idiote. Daghda roads the grass he chopped at Polecat. Lovely Holly moves to road a riverside plain at Crackhead. Holly's Beyotch roads a BG at Nincompoopicity.

Pre-deployment Unit stuff: Dispatch a Trebuchet from Cretinograph towards Senilityville. Happy Camper moves into the city radius at Senilityville. Igor moves south with the Trebuchet. New Gallic Swordsman at Dunderhead is dispatched westward. Spearman heads towards Knucklehead for upgrade next turn. Galley "Fool's Errand" moves westward. Re-name the MDI at Effing Whomping Rower. (1bpt to Tubs) GS Boy Scout whacks a barb camp and collects 25g. GS Scoutsout gets back on the roads so he can get re-deployed to the front. Settler moves towards the west coast.

City stuff: Swap DuMass to a Trebuchet. Spend 44g short rushing Simpleton's Library with an Archer. 40g to do the same thing at Polecat. MM Gilfach to get another Gallic Sword next turn. Short rush Knucklehead's Market with a Pike for 24g. Short rush Paradise Hotel's Trebuchet with a worker for 8g.

Swap Frozen Lake to a Court. I can grow it to size 6 without the harbor, and it's producing 2spt unwasted. A court could get that town up and going a little better. Knucklehead might need a courthouse as well, but it can grow to the point we'll have happiness issues without the Market.

Senilityville's barracks will cost 28g. Or I can investigate Furbomb one more time before declaring...

I decide to investigate Furbomb. I'm glad I did. They've swapped their build queue to a Galley, and the city appears undefended. Ivory is connected where it wasn't before, and our galleys will mess up their food bonus fish.

7g in the kitty, with 110gpt coming in, Invention in 11. Fiddling with the specialists and taking science down to 30% gets us Invention in 13, +134gpt. Our libraries will come in and take a little time off that... and I want just a little more cash for short-rushing.

***** Operation Igor's Fist

As Chumbucket is sailing towards the rally point, the skipper spots a TNT warrior on the northern coast.

It took me a minute to figure out the mechanics in PBEM... but I manage to dial up TNT and declare war in-game.

Bede's Boat, Danny Buoy, A.R.S.E. Igor's Hope, and Hunky Dory all sail to the fish tile outside Furbomb. Wake the troops in the boats, and deploy Gallic Swordsmen Mad Max, Morpheus (5/5), Flyin' Elvis, Invincible, Supahfly, The Collector, SisterSara'sMule, and Josie Wales.

There are no troops in the garrison at Furbomb. :banana:

*****

Unsure of how quickly war weariness might set in if TNT should mount a stiff counterattack... I bump the lux tax to 10%. This allows me to fire a specialist at Jesterton, which gets it growing again...and returns us to #1 in MFG.

One lousy shield returns us to the top spot in MFG...before our GA. Take screenshots of a few towns where WLTKD might matter.

Finish the turn at 7g, 106gpt, Invention in 13.

As I hit <save> a forest chop went into Polecat's Library, cutting the build to 5 turns.

Save sent to the 'nuts with the following note:

Spoiler :

Team Doughnut,

Attached is our turn 117 save. This one has a little something for everyone on your continent. We suspect that Team Doughnut will like what we sent more than team TNT. We sent them something...different.

Kindest regards,
scoutsout
 
Screenies are in the log thread that we're spamming in.
Spoiler :
Log for Turn 118, 240 B.C. 49 turns to D-Day (the MIA one).

IBT - TNT comes a-calling. Nothing on the table with them... but put peace on the table and hit "clear table" for good measure. (1bpt to Rik)

Ignoramus Settler>Settler
SKWTD Gallic Sword>Redux
Gilfach Gallic Sword>Pikeman
Idiote Aqueduct>Market

We get a palace expansion, and I opt for an idiotic decor. Persian looking steps... to remind us of where we were putting our jackboots when we got this expansion.

F-checks: 113g+95gpt, Invention in 12.

MIA has slipped ahead of us in land, 18% to 17. Population is 33% to our 31. We're up in score by 10 points, 740 to 730. We've slipped to #2 in MFG.

We're still up Engineering on MIA.

Worker stuff: Jive Talker roads a jungle at Fortress of Stupidity. RegentMan moves towards Dionysus. Pliskenator roads a Tobacco tile outside Paradise Hotel. Crakie moves to a grassland tile at Frozen Lake. Lovely Holly roads a plains tile at Crackhead. Own moves to a jungle tile that needs to be roaded so I can plant a settler between our luxury towns. Smart Guy moves to the banana at Senilityville. Lenny roads at Village d'Idiota. Ginger moves south to a grassland tile that will be claimed after a border expansion at Village d'Idiota.

Unit stuff: Dispatch a Trebuchet to Senilityville. Settler heads west out of Ignoramus. Igor continues towards EWR. Fool's Errand heads west. Happy Camper hits the jungle 2NW of Senilityville just to make sure the barb warning isn't a problem. Gilfach's Gallic Sword heads to Senilityville. SKWTD's new Gallic heads for the rally point. Gallic Swordsman Scoutsout heads for the Rally Point.

City Stuff: Spend 12g on a Gallic Sword short-rush at Frozen Lake. Spend 36g on an archer short rush of the Trebuchet at Paradise Hotel. Spend 52g short rushing an archer into Notthefullshilling's Library.

*****Task Force Igor's Fist
See a border...and what may be a rockpile NW of our position. Gallic Swordsman Invincible heads W, NW, ... the border and the rockpile just don't make sense. Waste 2 movement points going S and then N again... then grab Mad Max. W, NW, NW... and spot another undefended city.

Doesn't look like we get our GA this turn team. Move the rest of the troops out, and take a couple of screenshots.

Chumbucket offloads Bugsy's Blade and Dirty Harry NW of lookout mountain.

*****

Take down science, fiddle with the specialists... Finish the turn at 13g, +129gpt, Invention in 14.
Forest chop to Knucklehead at the end of the turn, market in 14...and that town grows again next turn.
 
Log for Turn 119

It seems the RNG was kind to TNT. None of our Gallics retreated; not only did we lose 3 Gallic Swords, they lost nothing.

My goal this turn: Get a kill ratio.

@Team: To show you how serious I am about getting a kill ratio... I even downloaded the latest Combat Calculator. The one I had was version 1.15... which is... older. Shows you what a second-hand warhorse I am.

TNT does not dial us up for peace. They're probably feeling pretty cocky right about now...thinking they can bounce back.

Our cities build... nothing. Not one blasted thing.

Start the turn at 148g+148gpt, Invention in 13.

F-checks: We are still strong to 'nuts, but AVERAGE to TNT. Still #2 in Population, GNP, and MFG.

MIA now has Engineering.

Worker stuff: Smart Guy roads a banana at Senilityville. Own roads a jungle that we can use to plant a town between Senilityville and EWR. Ginger roads outside Village d'Idiota. Bede starts planting a forest at Village d'Idiota. AnsarTheKing roads at Polecat. Grasshoppah mines the cow at Simpleton. Pentium gets ready to do a forest chop at Knucklehead. Crakie roads a grass at Frozen lake. RegentMan roads at Dionysus.

Unit stuff: Upgrade a spear at Knucklehead for 30g. Settler near Dionysus heads NW to hitch a ride on a galley. GS Boy Scout moves with the settler. Igor gets on the road to go to EWR. An unnamed GS heads to the wester jungle to take over for Boy Scout. Happy Camper gets back on the road outside Senilityville. Northern settler moves westward. Chumbucket moves towards Dionysus. Bede's Boat And Danny Buoy cross the strait to support a settler ship-chain. A.R.S.E Igor's hope re-positions to recieve the last chain. Hunky Dory returns toward Frozen Lake to receive troops. Two un-named Gallic Swordsmen load into Hunky Dory... dangit. I left Gallic Swordsman Scoutsout on the shore...again.

Battle Log:
Veteran Gallic Swordsman Dirty Harry attacks 4/4 Warrior Slipshod. GS Dirty Harry loses 1HP, kills Slipshod, and our Golden Age begins. Dirty Harry promotes to Elite.

As much as I'd like to recon that Iron Hill... I move Bugsy's Blade to the roaded fur.

Battle Log: Veteran Gallic Swordsman Invincible attacks a regular pike, loses 2 hp, kills pike. (I'll have to reload the save to see the pike's name.) GS Invincible is promoted to Elite.. and I'm officially feelin' froggy.

Veteran Gallic Swordsman The Collector dies attacking regular Pikeman #1... Pikeman #1 promotes. That was dumb. I know better than that. Sorry team.

Veteran Gallic Swordsman Josie Wales attacks 1/3 Immortal #1, flawlessly kills it, and promotes!

Flyin' Elvis pillages the road leading to the TNT capitol.

Taking a risk here... Gallic Swordsman Mad Max Captures a worker. No enemy units nearby.

Units killed this engagement: One Warrior, one Immortal, One Pikeman. Units lost: one Gallic Sword.

That's a 3:1 Kill Ratio for the battle, 3:4 for the war.

We are strong to TNT again.

City Stuff: Short rush a trebuchet in DuMass with a worker for 28g. RUSH a Trebuchet in Paradise hotel for 36g. Spend 32g short rushing the Court in Frozen Lake with an Aqueduct.

A little MM in SKWTD gets it to 15spt. Sounds like a 2-turn Trebuchet factory after it finishes its Gallic Sword. Rush the rax in Senilityville for 28g. MM Simpleton to shorten the Library build to 2 turns. A little tile-swapping in Cyrus Creek and Cretinograph... speeding up trebuchet builds.. though cutting growth in Cretinograph. Tile swapping Dunderhead and Village d'Idiota cuts the Library build from 5 to 3 turns without sacrificing next turn's growth.

End the turn at 2g, +210gpt, Invention in 11.

Dial up Doughnuts and offer them Dyes.

We're now #1 in MFG and GNP. Let's see if we can keep it.

AAAH - My stupid Image editor crashed, and I lost my screenies!
 
47 Turns to MIA D-Day.

Turn 120/200 BC

'nuts accept our offer of dyes. I accept and send 'em over... awaiting colored sprinkle thingies on the next donut shipment.

City Builds:
Dunderhead Gallic Sword>MDI
Senilityville Barracks>Walls
Devil's Soul Galley>Trebuchet
Paradise Hotel Trebuchet>Redux
Dresden Worker>Trebuchet
Fortress of Stupidity Worker>Trebuchet

The people admire us so much, they expand the palace.

F checks: We're #2 in Land and Population. We need to fix that. We're still strong to TNT and 'nuts. Average to MIA. We're still up 10 points in score on MIA. Their power bar is growing at a disturbing rate. Hopefully their military buildup will cripple their economy.

Start the turn at 213g, 202gpt, Invention in 11.

Time to spend some gold. The cheapest Doughnut city to investigate is Frosted Lemon (37g). The Doughnutians are spending 5.4.1

Worker stuff: George Best mines the wines at P. Hotel. The "no-name" slave worker is renamed Dinsog, and sent to start a road. New worker at Dresden sent to road a BG. New worker at Fortress of Stupidity heads for Senilityville. Grandma Harriet heads to the forest at Simpleton. Daghda heads to do a forest chop at DuMass. Holly's Beyotch mines a BG at DuMass. Bootilicious helps Grasshoppa mine the cow at Simpleton. Pentium starts a forest chop at Knucklehead. G-man moves to a regular grass between Gilfach and Dresden. Smart roads a grass at Knucklehead.

City Stuff: MM Village d/Idiota for growth; Library still comes in next turn. Spend 36g rushing a Trebuchet at Cyprus Creek. Spend 24g short rushing an archer into the pike at Gilfach. Spend 12g doing the same thing at Cretinograph. Spend 32g short rushing an archer into the Trebuchet at DuMass. Swap Nincompoopicity to Trebuchet. Spend 28g short rushing the Courthouse with a Granary at Frozen Lake. MM Notthefullshilling to get growth next turn. Spend 36g on an archer to short rush the market at Idiote.

Libraries will come in at Simpleton, Polecat, and Village d'Idiota next turn. Ignoramus will equip a settler. SKWTD will train our last Gallic Swordsman. Cyprus Creek will build a Trebuchet.

Unit stuff: Upgrade 3 GSs to MDI at Senilityville. (Yes Tubs, I renamed 'em.) Treb at P. Hotel heads towards the port. Settler sent to Dionysus, ship chain next turn. GS Boy Scout joins this settler. Other Settler heads for Devil's Soul, and a waiting Galley. Unnamed GS into the jungle to watch for barbs. Igor heads for EWR. Upgrade MDI Happy Camper at Senilityville. Dunderhead's new Gallic heads west. Chumbucket moves into Dionysus. Boy Scout loads. Bede's Boat, Danny Buoy, and A.R.S.E. Igor's Hope are positioned. We'll have a settler next to the Ivory at the end of next turn.

On the front:

GS Dirty Harry climbs down off the mountain to get on a road. Hunky Dory drops a couple of Gallics NE of the Iron Hill on The Other Continent. Our troops face only Pikemen, who... I suspect are on a pillaging mission. Bugsy's Blade moves to cover a road. GS Invincible fortifies in place. Mad Max moves to a road and fortifies. Flyin' Elvis and Josie Wales fortify in place.

End the turn with 8g in the kitty, +200gpt, Invention in 10.

Screenshots in the other turnplay log in a minute.
 
Log for Turn 121

Simpleton Library>Barracks
Ignoramus Settler>Settler
SKWTD Gallic Swordsman>MDI
Polecat Library>MDI
Cyprus Creek Trebuchet>Redux
Village d'Idiota Library>Market

Begin the turn at 208g, +183gpt. Invention in 9.
Still strong to 'nuts and TNT, Average to MIA.

We're a bit behind MIA in land, 19 to 17, population is 32 to our 31. They're also closing in score, we're only 8 points ahead. Relative to us, their power is growing at a rate that is starting to bother me.

Worker stuff: Pliskenator moves to road a desert tile near Dresden. G-man roads a regular grass between Gilfach and Dresden. Unnamed worker roads a BG at Dresden. Unnamed Worker roads Jungle at Senilityville. Lenny moves to an unimproved grass at Cretinograph. Grandma Harriet starts a forest chop at Simpleton. DeeDee moves to an unimproved plains tile at Idiote. Lovely Holly irrigates a roaded plain at Crackhead. Bootsy moves to road an unimproved grass W of DuMass. Daghda starts a forest chop at DuMass. Captured worker re-named P.O.W. starts roading in our new province.

City stuff: MM Simpleton for growth and gold.

The timing of the forest chop at Simpleton is important. The city will produce a Barracks in 2 turns. As it stands right now, the city will grow in 3 turns. The Forest chop will actually complete at the end of the 3rd turn from now (PBEM quirk). If the queue is set to Settler after the barracks build, we will actually complete the settler in one turn - the same turn the city grows again. After the forest chop we need to road and mine the plains tiles around Simpleton... as we need shields more than food.

City stuff: Library short-rush of market at Knucklehead will cost 60g. MM Knucklehead for a gold piece. MM SKWTD for a gold piece. Fire a scientist at Crackhead. Short rush a worker into the Trebuchet build at Devil's Soul for 12 gold. Rush the Trebuchet at DuMass for 28g. Short rush the Trebuchet at Paradise Hotel for 32g. Spend 36g short rushing a Treb with a worker at Dresden, same thing at Fortress of Stupidity. Fire the scientist at Nincompoopicity and Dionysus. (Population is power, etc.) MM Ignoramus for food and gold. MM Jesterton for gold. (The mined iron might be better used by SKWTD after next turn...) Gilfach will grow next turn... and produce a pike. MM for a shilling. Short rush an MDI into Idiote's Market. I forgot what it cost... but I'm down to 12g. Jesterton will complete its market next turn - which might allow us to take the lux back down to zero.

Unit Stuff: Settler and Pike are loaded onto a Galley at Devil's soul. Settler loaded onto Chumbucket at Dionysus. Unnamed Galley at Devil's Soul sails to the position of Fool's Errand. Fool's Errand takes the pair to the coastal tile 1W of the furs NW of Frozen Lake. Settler at Ignoramus heads west. Bede's Boat picks up the settler pair from Chumbucket and moves 1N to hand them off to Danny Buoy. Bede's boat continues northward and finishes the turn 1W of Frozen Lake. Danny Buoy heads straight west to link up with A.R.S.E. Igor's Hope... which picks up the settler pair and plants 'em on the rockpile that was Furbomb. Take an unnamed Gallic in the SW and reduce our blind spot a bit. Trebuchet at Cyprus Creek heads towards Gilfach. Trebuchet at Frozen Lake is loaded onto Bede's Boat. Gallic Swordsman Scoutsout boards Bede's boat.

Scoutsout on Bede's Boat. If I had renamed that Trebuchet "Bugsy's Rock Chucker", we'd have the perfect League of Ordinary Gentlemen Combined Arms Task Force. :D

Dispatch a couple of Gallics westward.

*****Theater of Operations

Take an unnamed Gallic on the north shore of The Other Continent and move him 2NW. He sees...nothing. This gives me an idea.

First I wake up Flyin' Elvis ...do a little recon... and find the TNT strike force.


I was thinking about sending the other Gallic to do a pillaging mission of the TNT iron... but that'll have to wait. The other Gallic heads 2S to get on a road. This gives me 8 Gallic Swords on the roads surrounding a town that'll be founded next turn.

****

Two turns from now we're going to have an interesting battle.

End the turn at 201gpt, Invention in 9.

City Builds next turn:
Dunderhead: MDI
Jesterton: Market <-- Might let us drop lux
Gilfach: Pike <-- dispatch to the front.
Cretinograph: Pike <-- Plan to dispatch to MIA frontier.
DuMass: Trebuchet <--the plan is to rush one per turn.
 
Turn 122

Put on &#8220;London Calling&#8221; to get in the right frame of mind.

Donuts are sending us Monotheism. I accept&#8230; I think. Bugsy, remember to check if that took.

Builds &#8211; Dunderhead: MDI=>MDI (2 turns) &#8211; That&#8217;s one nicely set up city.
Jesterton: Market=>court (due in 5, I select this because we could use one more shields out of this city. We&#8217;re at 19 spt at the moment.)
Gilfach: pike=>pike (4 turns)
Cretinograph: pike=>pike (6 turns)
DuMass: Treb=>treb (8 turns)

We don&#8217;t have much of a technical advantage over the other civs. They have all have Engineering. We are strong to TNT and Donuts, average to MIA. MIA has built the Colossus in Athens this turn.

I move some trebs south towards MIA. I ship chain a GS and treb across using Bede&#8217;s Boat and Hunky Dory. Load two new GSs for the front. I use Elvis to do some recon:

Yep, TNT is following the red path outlined earlier. They have placed all their units in that SOD &#8211; five immortals and four pikes. Time to set some traps. I decide against settling and move the settlers towards the north. Mobility is more important than the extra 2G we would get out of the city. Plus it doesn&#8217;t give TNT a target at the moment. I think as soon as they start chasing our boys back into their lands we can settle.

Josie Wales pillages the road E of the TNT SOD and moves SE. Gather the troops onto two tiles for the sprint across no man&#8217;s land.

Here is the situation on the front at the end of the turn:

I fortified the red circled GS. We can use him as a picket. We will also want to leave one GS along the road to pillage just ahead of the TNT SOD. I woke up the worker so we can get him to safety with the settlers. Perhaps send the settlers north with the pikes and treb.

When the SOD moves along the blue path, we run across the no-man&#8217;s land to start raising hell in their backyard along the red path. We can send eight GS across, leaving one as a picket/pillager.

Back home &#8211; rename a GS on the SW coast to GS Butterball and move him farther down the coast. Move a warrior out of EWR to work as a sentry on the SW coast. Here is the situation there:


Move one worker south towards the jungle. Have the others start improving tiles where they stand.

Change EWR to walls. Short rush two treb builds and completely rush the treb build in Nincompoopcity. Short rush some walls in Senilityville. The gift from Donuts did take. I swapped one citizen to a scientist to cut a turn off invention, but other than that I left things as is. I think we have a nice combination of infrastructure and military on our builds.

Drop lux to zero, Invention due in 8. 5G and 251 gpt.

On closure, the barb galley attacks our galley and loses. We lose 1hp.
 
Turn 123

Builds:
Simpleton: barracks=>MDI
Nincompoopcity: treb=>treb

MIA has stopped building the pyramids.

I head right for the front to check out the situation:

I think we can play a &#8220;long march&#8221; game here. We can&#8217;t jump across the gap yet. I decide to play the turn out. We need to decide whether Scout is going to play this next turn. I vote yes.

I take a GS and check to see if there are any other Persians on the way. None. I pillage the road tile to the NW. I probe to the southeast a little. I take our picket and probe one NW and move back. Here is the report:

There are two pikes and an immortal on that iron hill.

I short rush several builds. We&#8217;ll get our treb next turn on a standard build. Somehow I mess up the save and it asks me for donutian&#8217;s password. I go back and try a duplicate the play. I think I got it, but&#8230;
 
I'm sorry about having to make you do this, Bugsy, but you have to replay the turn, because you saved it SP-style and not MP-style (by hitting enter at the end to bring up the dialog box). Because of this, Donut cannot move any of their units - it's a PBEM bug.

However, you do have a good detailed log of your actions, so can you replay it and send it as soon as possible? The way to play a save in MP is written here. Thanks.
 
Log for Turn 124:

City Builds:

Dunderhead MDI>MDI
Ignoramus Settler>Trebuchet
SKWTD MDI>MDI
Polecat MDI>MDI
Notthefullshilling Library>Harbor
Knucklehead Market>MDI
Devil's Soul Trebuchet>Galley
DuMass Trebuchet>Trebuchet

Palace Expansion

Begin the turn at 280g, +237g, Invention in 6.

F checks. Strong to 'nuts and TNT. Average to MIA.

Worker stuff: Pentium roads a grass tile at Knucklehead. Sir Bugsy NE to road jungle. Slinger moves to road jungle W of EWR. FizzleWizzle mines an Oasis at Cyprus Creek. Unnamed worker at Dresden moves to Oasis between Cyprus Creek and Dresden. G-man moves to other oasis between the two.

City stuff: Fire a scientist at Dionysus. MM Ignoramus for growth. Tile swap SKWTD and Knucklehead to shave a turn off the MDI build at Knucklehead.

Rush a Treb in Paradise Hotel for 24g. Another in Dresden for 36g. Another in Fortress of Stupidity for 36g. Short rush one w/worker in Nincompoopicity for 34g. Rush a Treb in Cyprus Creek for 24g. Rush the Court in Frozen Lake for 32g.

Unit stuff: Treb in DuMass heads west. Put a Treb in EWR.

MDI near Knucklehead moves towards Frozen Lake. MDI at SKWTD heads west. MDI at Dunderhead moves to SKWTD. MDI at Polecat heads west. Fortify a Pike in EWR.

Chumbucket heads straight north.

Settler at Ignoramus heads west. Settler near Cretinograph heads SW.

Trebuchets near Polecat head west. Trebuchet at Devil's Soul SW. Swap Devil's Soul to build another Treb.

Fool's Errand moves into Frozen Lake, waits, a pike loads. Fool's errand moves outside Frozen Lake, hands the Pike off to A.R.S.E. Igor's Hope, then back into Frozen Lake.

A.R.S.E. Igor's Hope hands the pike off to Danny Buoy, who carries it to the other shore. Other Galleys head homeward. Bede's Boat heads East.

Spend 48g finishing a Pike at Gilfach.

Wake worker Crakie, who doesn't have movement points... but I need another worker over there. I'll send him next turn.

*****Theater of Operations

First Settler heads north. Unnamed Gallic Swordsman in the NW goes S, then SE

Wake the stack of Gallics on the road. GS Dirty Harry heads for the Iron Hill. Flyin' Elvis heads NW to Recon, finds the Persian Stack. I count 5 Immortals, 6 Pikes, and 2 workers. Flyin' Elvis heads East. GS Invincible moves to the Iron Hill. GS Mad Max Pillages, heads NE. Boy Scout moves SE, pillages. Unnamed Gallic to the Iron Hill. Josie Wales to the Iron Hill. Bede's Boat offloads 2 Gallic Swordsmen.

Veteran Pike, Trebuchet, and the other settler go to the Iron Hill.

P.O.W. goes north.

Dangit. I forgot to log the gpt we'll get next turn....
 
Log for turn 125

City Builds
Simpleton MDI>Settler
Cyprus Creek Trebuchet>Redux
Frozen Lake Courthouse>Aqueduct
Gilfach Pikeman>MDI
Paradise Hotel Trebuchet>Courthouse (shields are 7 gross, 3 net...)
Dresden Trebuchet>Worker
Fortress of Stupidity Trebuchet>Redux
Dionysus Worker>Trebuchet

Begin the turn at 292g, +234 gpt, Invention in 5

F-checks: WooHoo!!! We're "strong" to everybody in the world!!! And we are technologically advanced!

MIA has 20% land to our 17, 33% Pop v. our 30%. MIA has caught and passed us in score, 827 to 826. The current sharp move in the power scale is Doughnut. The ratings in this game have not yet matured.

Worker Stuff: TNT P.O.W. starts roading. Crakie boards Fool's Errand. Grandma Harriet roads at Simpleton. DeeDee irrigates at Idiote. Lovely Holly moves to a plains tile at Nincompoopicity. Daghda roads at DuMass. Bootsy moves to start a road that will connect DuMass to Village d'Idiota. Sir Bugsy roads a jungle between Fortress of Stupidity and EffingWhompingRower. J. Walker clears jungle on the dyes tile S of EWR. (24t) Slinger roads a jungle tile W of EWR. Unnamed worker at Cyprus Creek is re-named SimpleMonkey, starts a road at an oasis. G-man roads another oasis at Cyprus Creek. Pliskenator moves to a jungle tile at Cyprus Creek. New worker at Dionysus is renamed "JB", moves to a forest 2NE of Dionysus (chop then road).

City management: MM Frozen lake for another shield, 'duct due in 9. Picks up a gold piece. Tile swap SKWTD and Gilfach to get Gilfach's MDI in 4 instead of 5. Costs us a gold piece. Spend 88g rushing a Trebuchet at Devil's Soul. Spend 16g on a Pike in Village d'Idiota to get the market moving along. Spend some more time fiddling with the cities in general... trying to pick up a gold piece here and there. Fiddle with Cyprus Creek to get another shield...and do a bit more MMing to get the research back.

Unit Stuff: Load a Trebuchet on Fool's Errand. Fool's Errand moves out, hands off to Hunky Dory, back to Frozen Lake, wait. Load a Veteran MDI onto Fool's Errand. Trebuchet at Dresden heads for Frozen Lake, as does the Trebuchet at Cyprus Creek. The Trebuchet at Fortress of Stupidity is dispatched to Senilityville. Trebuchet west of DuMass gets back on the road near Village d'Idiota. Two Trebuchets at Dunderhead make their way westward. Trebuchet at Paradise Hotel heads for Frozen Lake. Trebuchet on Iron hill is skipped. Igor moves towards EWR for upgrade.

Okay...that's nine trebs, and all but one of them are headed towards TNT. Does that make anybody happy?

MDI at Knucklehead moves towards Frozen Lake, as does the Pike at Gilfach, and the MDI at SKWTD. An MDI at Dunderhead makes his way to SKWTD. Settler south of Simpleton heads west. MDI at Simpleton heads east (s'right, east. Zone defense and all...)

Settler between Cretinograph and Fortress of Stupidity heads towards EWR...will turn west into the jungle next turn to limit our west coast blind spot.

*****On the Front

Found Spite on the Iron Hill. A little rusty here... trying to remember if putting worker shields into the bin counts as a short rush or not... spend 80g on the worker... then another 80g finishing the pike. IIRC, that saved us 80 gold pieces. Don't worry team, I'll spend that 80g somewhere...

Fortify the veteran pike on Iron hill. Let's see...TNT knows about the pike, treb, and 5 GSs on the hill...and they'll assume I'll put the other 3 in there they could see.... but I've got 3 Gallics and a pike they don't see... oh I hope they take this "bait".

Settler next to Spite moves NE.

Fool's Errand uses it's last movement point to hand a MDI off to an un-named Galley. Hunky Dory hands Crakie and a Trebuchet off to Danny Buoy, who lands them NE of Spite. Unnamed Galley hands off the MDI to A.R.S.E. Igor's Hope, which drops it on the tile with Crakie; then heads north to keep an eye on the coast. Chumbucket and Bede's Boat move into Frozen Lake for future resupply missions.

Bump the Elite Gallics (Invincible, Dirty Harry, and Josie Wales) Fortify the Veterans (Bugsy's Blade, unnamed) and move Flyin' Elvis, Mad Max, Boy Scout, and 1, 2, 3 more Veteran Gallics and a Veteran Pike into Spite. I've got 11 units in Spite: a Trebuchet, 2 Veteran Pikes, and 11 Gallic Swords (3 Elite).

Last minute Diplo check: We've got 5 turns left on a spice deal with 'nuts. They're paying 15gpt; diplomats, better get the dialog going!

End the turn at 28g, +243 gpt, Invention in 5.

Builds that will complete next turn:
Idiote: Market
Devil's Soul: Trebuchet
Dunderhead: MDI
Spite: Pikeman
 
Log for Turn 126:

Hiawatha shows up with a pair of workers. Sweet!

City Builds:
Dunderhead MDI>Archer ('sright, Archer)
Idiote Market>Library (there you go Tubs... so much for "not building any Libraries...)
Devil's Soul Trebuchet>Galley
Spite Pikeman>Walls

F-checks: We are strong to everybody... unit support is 110gpt. We are dead last in approval rating. This is the most likely reason MIA is getting away from us in score... 842 to 837. We really need to acquire that Ivory...and it's nobody's fault but mine that we don't have it yet. We seem to be gaining in power... 'nut's power is climbing sharply. Our kulcha seems stable... MIA is becoming a cultural monster.

Begin the turn with 271g, +253gpt, Invention in 4.

Now this is amusing... screenshot of Simpson probe... take some screenshots of cities for the team... screenshot of the front... TNT did NOT take the bait. TNT founded Unabomb on the site of a rockpile.

Worker Stuff: Crakie roads at Spite. Pliskenator roads jungle at Cyprus Creek. Regenman moves to road a coastal jungle. Bootsy roads between DuMass and Village d'Idiota. Holly's Beyotch moves to the Iron Hill at DuMass. Lovely Holly roads at Nincompoopicity. Doughnut worker moves to mine at Simpleton... but I only see the one slave worker. I could have SWORN the round opened up with 2 workers. Grasshoppa mines a plains tile at Simpleton. George Best moves to the sugar at Paradise Hotel. JB does a forest chop outside Dionysus.

Unit Stuff: Trebuchet in Devil's Soul dispatched to Frozen Lake, same with the Trebuchet at Paradise Hotel... the one at Gilfach, the two at SKWTD, and the one at Village d'Idiota all head that way. Igor goes into EWR for upgrade. Settler near EWR heads into the jungle. MDI at Dunderhead goes to SKWTD. MDI at SKWTD goes to Knucklehead. MDI at Knucklehead goes towards Frozen Lake. Pike at Knucklehead goes towards Frozen Lake. Settler at Jesterton heads towards the shipyard. MDI near Ignoramus moves into the eastern zone.

City Management: Swap SKWTD to Library. Tile swap Gilfach and SKWTD, shave a turn off the Library build. 36g to a worker short rush of Fortress of Stupidity's Trebuchet. 16g to an archer short rush of the Trebuchet build at Nincompoopicity. 36g to a worker short rush of the Trebuchet at Dionysus. MM Ignoramus for growth. Spend 132g short rushing a granary into SKWTD. Do a little tile swapping between Jesterton and SKWTD...MM SKWTD for shields (costs us 6g this turn) and we get the Library in SKWTD next turn. Sorry Tubs... we'll only be building a Library in SKWTD for one turn. The Empire needs that city to beat plowshares into swords. Spend 24g on a Granary towards Crackhead's market.

We've got 5 unhappy citizens at Simpleton... and 5 happy.

*****at the front:
Put a Trebuchet and MDI in Spite, fortify the pikes. Skip the Gallics. Load a Trebuchet on Bede's boat. Load a MDI on Bede's Boat. Bede's Boat hands off to Hunky Dory, which takes the MDI/Treb to The Other Continent. Fool's Errand goes into Frozen Lake. Danny Buoy and an unnamed Galley move into position for ship chaining next turn. Malice founded on the north shore of the Other Continent. Hire a tax collector and queue up a harbor. A.R.S.E. Igor's Hope moves 2 and fortifies... I'm hoping to be able to use that as an early warning of sorts.

Builds due next turn:
Simpleton - Settler
Dunderhead - Archer
Ignoramus - Trebuchet
Jesterton - Courthouse
SKWTD - Library (1bpt to Tubs)
Polecat - MDI

Finish the turn with 27g, +259gpt, Invention in 4.

As the turn completes, Crakie and the TNT POW finish the road between Spite and Malice.
 
Log for turn 127

City builds:
Simpleton Settler>Archer
Dunderhead Archer>Archer
Ignoramus Trebuchet>Settler
Jesterton Courthouse>Library (1bpt to Tubs)
SKWTD Library>Pikeman
Polecat MDI>Pikeman

Begin the turn at 286g, +253gpt, Invention in 3.

F-checks: We're strong to everybody. MIA continues to edge away in score. The latest uptick in power is TNT. We'll have to fix that.

I have to "W"ait a LOT of stuff to get to the workers first this turn. :hammer:

Worker stuff: Holly's Beyotch roads the iron at DuMass. Pentium starts a mine at Knucklehead. George Best mines a sugar at Paradise Hotel. RegentMan roads some jungle near Dionysus. Jive Talker starts whacking jungle at Fortress of Stupidity. TNT POW heads S, to road SE of Spite.

Unit Stuff: Grab Igor, and sure enough... that 'nut warrior is on our side of "the green line". Grab a screenie. Igoramus' Trebuchet heads west. Polecat's MDI heads SW. SKWTD MDI West to the rally point. Same w/ Knucklehead's MDI. Archer at Dunderhead goes to Village d'Idiota. Trebuchet between SKWTD and Village d'Idiota head towards Frozen Lake. Two Trebuchets between Knucklehead and Gilfach head that way too, as does a Trebuchet at Paradise Hotel. Gallic Swordsman Eastern Sentry is pulled to Village d'Idiota, so he can demonstrate in the face of the 'nut Warrior next turn.

Simpleton's settler heads south. Settler at Devil's Soul heads towards Frozen Lake. Take a settler near EWR and send him west.

City Management: Tile-swap between Jesterton and SKWTD to get Jesterton's Library in 4 not 5. The Library in SKWTD nerfed up my research... so I fire a few scientists. Spend 76g rushing the walls at Spite; 36g for a worker short rush of Malice's Harbor. I spend another 36g for an archer short rush of the Trebuchet in Fortress of Stupidity. Cyprus Creek gets 16g into a worker short rush of a Trebuchet. 44g into an archer for Idiote's Library. 52g into a library short rush of a market at Crackhead. 8 gold into a worker short rush of a Galley.

*****On (and towards) the front:
Load a MDI and Pike on Chumbucket at Frozen Lake. Load two Trebuchets onto Fool's Errand at Frozen lake. Bede's Boat heads back to Frozen Lake. Bede's Boat and Chumbucket hand off their passengers to Danny Buoy and an unnamed Galley...who carry the troops to Malice.

The garrison at Spite now includes 11 Gallic Swordsmen, 3 MDI, 3 Pikes, and 5 Trebuchets.

Builds due next:
Simpleton>Archer
Dunderhead>Archer
Cretinograph>Pikeman (will be dispatched to Fortress of Stupidity)
Knucklehead>MDI
Spite>Walls

Fiddle with the cities, and end the turn at 18g, +261gpt. After much consternation... I swap Paradise Hotel to a courthouse. It's wasting 4spt, producing 3spt, at pop 2. This town could be made productive. Spend 16g on a worker short rush to shave a turn off the build. That takes us down to a whopping 2 gold at the end of the turn. As an afterthought, I wake the Pike in Malice and use him to cover the worker.
 
Log for Turn 128

Simpleton Archer>Archer
Dunderhead Archer>Archer
Cretinograph Pike>Pike
Knucklehead MDI>MDI
Spite Walls>Trebuchet

Start the turn with 263g, +254gpt, Invention in 2.

F-checks: We seem to be slipping further behind MIA in land; they have 21 to our 18%. We seem to be keeping up a bit better in population, 30 to 32%. Score is 861 to 874. I'll have to see what I can do about acquiring Ivory and improving on that a bit. Tera-el-Feared tells me we're strong to everybody. I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.

Worker Stuff: Own chops jungle/spice tile at Senilityville. Rik moves to help J Walker whack jungle/dyes at EWR (They'll be done in 11). G-man backs up to mine a grass at Gilfach. SimpleMonkey moves alongside to help (grass mined in 3, Gilfach grows in 4). Lenny roads a grass at Cretinograph. Bede organizes a forest chop at Village d'Idiota. Smart Guy moves to help Own with the jungle at Senilityville, they'll finish in 12. Daghda moves into position to start a forest chop at DuMass. AnsarTheKing moves to a grass tile near Crackhead. Grandma Harriet mines a plains tile at Simpleton. Crakie moves... wait... other section.

Unit Stuff: Move a settler to the tile W-W-NW of EWR, to settle next turn and claim some fish. Settler W of Dunderhead goes S of SKWTD (going to claim that western coast.) DANGIT... I thought I had another settler... I meant to take that one towards the unclaimed spice. Put 2 Trebuchets in Frozen Lake. Trebuchets near Knucklehead and Simpleton head west. Archer in Simpleton goes to Jesterton. Pike in Cretinograph heads towards the front. (We've got some road issues here...) GS Eastern Sentry goes to Fortress of Stupidity. Un-named MDI goes towards Nincompoopicity. Another MDI moves to the tile S of Crackhead. A pair of MDI in Knucklehead go towards Frozen Lake. Archer in Villag d'Idiota heads towards MIA frontier. Archer in Dunderhead goes to SKWTD. Igor and Hairy move to screen the Simpson Probe. MDI Josie Wales stays put.

City Management: Tile-swap Cretinograph, Village d'Idiota, and Cyprus Creek to net another shield in Cretinograph without costing us any gold.

Let's see... we've got 54 shields in the bin at Village d'Idiota, producing 8spt net. The town will grow in 5, Bede's forest chop in 4. If I spend 24g on a granary short rush... that gets us the market a turn sooner with a 2 shield overrun on the market. Versus being 4 shields short after the chop if I let it go.... 24 gold spent.

Rushes/Short Rushes this turn:
16g to a Treb in Nincompoopicity.
32g to an archer short rush of a Trebuchet in Dionysus.
36g to an archer short rush of a Harbor in Malice.
28g to an archer short rush of a Trebuchet in Cyprus Creek.
28g to an archer short rush of a Courthouse in Paradise Hotel.
44g to a barracks short rush of the Library in Idiote. It grows next turn, producing 9spt net. Fingers crossed we get it to 10spt.

Stop rushing here. It's time to conserve a little gold for upgrading. Fiddle with Gilfach and Dresden... because Dresden is working a Tobacco that's also a BG. This one costs us 1gpt, but gets Gilfach growing a little faster. Someone remind me to queue up a market here next turn.

At (and towards) the front: Crakie moves under the Pike SE of Spite. TNT POW starts roading that tile this turn. (I know this is wasting worker turns... but I really need that road...) Loat a settler on Hunky Dory. Load a Trebuchet and MDI onto Bede's Boat. Hunky Dory heads that way, but the settler can't unload (loaded from shore). Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and and unnamed Galley position for ship-chain next turn. Wake A.R.S.E. Igor's hope, move him 2, and fortify.

I'm going to put a settler, 3 MDI and 3 more Trebuchets on The Other Continent next turn.

?Fortify a Veteran Pike on the workers. Hmm...

The TNT Pikes can see a little further since they're fortified... and I'd like to see a little further. Take Flyin' Elvis, move him S of Spite, and fortify him. Put the Veteran Pike on Flyin' Elvis. TNT will see the pair... but I'll get to see more than I saw this turn, too. Wake another Pike and put him down there. Depending on what I see next turn, I may put the pikes on the rockpile next turn.

Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
SKWTD>Pike
Polecat>Pike
Nothefullshilling>Harbor
Gilfach>MDI
Nincompoopicity>Trebuchet
Dionysus (if JB completes his forest chop this turn) Trebuchet

End the turn with 55g, +257gpt. Invention in 2.

At the end of the turn, a forest chop went into Dresden... where I have a worker queue'd up. And I forgot the screenies. :wallbash:
 
Log for turn 129

City Builds:
Simpleton Archer>Archer
Dunderhead Archer>Archer
SKWTD Pikeman>Pikeman
Polecat Pikeman>Pikeman
Nothefullshilling Harbor>Galley
Gilfach MDI>Market
Dresden Worker>Trebuchet
Nincompoopicity Trebuchet>Worker

Begin the turn with 312g, +247gpt, Invention next turn.

We've got 5 archers that will need to be upgraded at a cost of 3gpt/shield... or 60g/archer...or about 300g.... plus the 2 I've got queue'd up... call it 420g.

F-checks: Still a turn left on Spices deal with 'nuts. F3, strong to all. Unit upkeep is 132gpt, but some of that is into settlers. MIA has 22% land to our 18, Pop is 31 to our 30. Score is 889 to our 873.

Worker Moves:KC roads a freshly cleared jungle tile at EWR. Scruffy moves to chop jungle at Fortress of Stupidity. Bootsy moves to chop forest at DuMass. Ginger moves to road a marsh that will provide an additional route into Senilityville from the north. Daghda starts a forest chop at DuMass. Lovely Holly mines a plains tile at Nincompoopicity. AnsarTheKing roads a grass tile between Polecat and Crackhead. DeeDee moves to a plains tile Between Idiote and Crackhead. (Hopefully I'll remember to mine that sucker next turn.) Bootilicious moves to mine a regular grass at Dunderhead. Smart moves to irrigate grass at Frozen Lake. Unnamed worker at Dresden moves to mine an Oasis at Cyprus Creek. Crakie roads at Spite.

Unit Moves: I don't remember if I have that settler a tile off the green line or not...and I need a new city name... so I log onto CFC to check our threads. KB suggested a name that seems appropro... Wilde Side is founded this turn on the western coast; queue up a worker. Settler at SKWTD to Gilfach. Pike at SKWTD to Knucklehead. Pike at Village d'Idiota to SKWTD. Pike at Polecat towards Nincompoopicity.

Archer at Cretiograph heads towards Fortress of Stupidity. Archer at SKWTD to Knucklehead. Trebuchet at Jesterton to Devil's Soul. Archer at Jesterton Towards Knucklehead. Archer at Simpleton to Jesterton. Archer at Dunderhead to SKWTD. Trebuchet at Knucklehead to Frozen Lake. MDI at Gilfach to Knucklehead.

Wake Peapants and put him in Senilityville. @Diplomats: Invite 'nuts to climb that mountain at Senilityville.

City Management: Idiote is doing a bit better than I'd hoped, 11 spt net, Library in 3. I'm glad I queue'd up a court in Paradise Hotel; with a touch of mm, it's now producing 4spt net at pop 3, court due in 15. MM Notthefullshilling to work a coast... 10spt net, adds a shilling to the kitty. Fire the scientist in Senilityville.

I do not have a single scientist on the payroll, and Invention still comes in next turn. I think this is due to a combination of population growth and infrastructure builds coming in.

Rushes/Short Rushes this turn: Gotta be gentle with the gold this turn. My highest priority build right now is in Malice. Rushing the harbor will cost 156g; a MDI 76; a 30 shield build 36... doing the math. I'll have the settler on the ground this turn... Crakie and the TNT POW finish the road at the end of this turn. If all goes well, the settler is on the rockpile next turn, settles the turn after. The cheaper path is Pike (36) MDI (36) and then I can finish the harbor the turn we settle the ivory. Rush a pike in Malice for 36g.

On the TNT front:

Load 2 Trebuchets onto Chumbucket at Frozen Lake. Load 2 MDI onto Fool's Errand. Fool's Errand and Chumbucket move out, transload to Danny Buoy and an unnamed Galley. Bede's Boat takes another load of troops into Malice. Hunky Dory drops off a settler. Move all the troops into Spite. Plant 3 Fortified Gallics and a regular Pike on the workers... as TNT has a horse over there.

Flyin' Elvis does a quick recon.

Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
Ignoramus>Settler
Crackhead>Marketplace.
Devil's Soul>Galley
DuMass>Trebuchet

Finish the turn at 248g, Invention next turn.
 
Well here's a little precursor to Scout's round. TNT sent 5 vet pikes, 3 reg pikes and a horseman to the forests of Spite....here's the result. Close your eyes.....

Ready?


1.

2.

3.

OK go to the next post...
 
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