Turnplay Log

Log for Turn 148.

Diplomacy
MIA is building Sun’s in Athens. Obviously a prebuild.

City Builds:
SKWTD LB -> LB
Polecat horse -> horse
Cretinograph market -> granary
Crackhead horse -> LB
Devil’s Soul market -> court

Begin the turn with 1275g, +291gpt, no research (9.0.1).

F-checks and such:
Pop = 2
GNP (685 Million) = 2
MFG (165 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 3
Pollution = 1
Life Expectancy = 1
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (742) = 2

Worker stuff:
Why do we have a colony on forested furs? WTH, we already have furs :confused:
Anyways, chop the forest for shields towards the settler


City Management:
MM Ignoramous for gold
Hire a scientist in Malice to finish Chems in 1T
Fire tax collector in Devil’s soul to take 2 turns off court
Switch Notthefullshilling back to Uni and MM for shields
MM Jesterton for growth (harbor still due in 1T)
MM SKWTD onto mined river grass
MM Polecat for growth (horse still in 3T)
MM Frozen Lake for Growth
MM Cretinograph for Growth
MM Crackhead for gold
MM DuMass for gold
MM Dresden and Cyprus Creek so Dresden gets the irr Oasis and we don’t waste food
Hire another tax collector in Fort of Stupidity as it’s just grown onto a desert tile (not irrigated)
MM Spite for growth
MM Simpleton to plains as mine will finish on the IBT, getting us up to 26spt.


Unit Stuff:
Withdraw from Dancing Bananna to the forest NW of Dynopolis. GS pillages road on the way back.
Disband Treb NW of Dancing Bananna (no need to give them a free unit)
Pike N of Semtex moves SW to forest
Bomb the wheat to remove the irr and road (no crater)

LB near Dancing Bananna kills LB (1/4)

280AD-1.jpg


I’m running 1 settler SW of Paradise. Sorry, but there’s a fish there and we could use it.
Disband a warrior in Apefish. It’s not doing anything useful right now.

Turn after (149):
Builds due next turn:
Ignoramous -> settler
Villiage D’Idiote -> Horseman
Jesterton -> Harbor
Wilde Side -> Walls
Paradise Hotel -> Settler

End the turn with 1275g, +303gpt (9.0.1), Chemistry in 1T.
 
Log for Turn 149.
Chems -> Metal

Diplomacy

City Builds:
Ignoramous settler -> horseman
Jesterton harbor -> LB
Villiage D’Idiota horse -> horse
Paradise Hotel settler -> settler
Wilde Side walls -> rax

Begin the turn with 1580g, +280gpt, Metal in 50T (9.0.1).

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

Worker stuff:

City Management:
MM Ignoramous for growth + gold
Sci Starve Dynopolis
MM Jesterton for shields
Change EWR taxman to scientists
Hire a scientist in Frozen Lake
MM Villiage D’Idiote for shields
MM Malice to grow in 1T
MM Simpleton off Fish and onto mined grass, shaving 1T off Leo’s build, doesn’t effect research
Shortrush LB in Gilfach to shave 1T off the musket.
Shortrush Uni in Notthefullshilling via a Colesseum for 148g. This should time it so it can make units once we reach MT.
MM Idiote for gold (it’s 20s from granary, now doing 7spt)

Set research @ 80%, Metal in 5T, -120gpt. We still need 10% happygas, or we could get it in 4T (1.8.1)

Unit Stuff:
Our sea borders:
vGalley is maneuvering around Idiote to intercept the TNT Dingy near Notthefullshilling
vGalley is heading S towards Wilde Side

TNT Front
Semtex is rioting
Settle FishyFishyInTheSea -> settler
Move vPike near Semtex SW
Pull a LB from Senillityville and an MDI from EWR to go towards the TNT front.
Shipchain 2 settlers to Malice
It takes 6 trebs, but I finally bomb a road NW of our traveling LB’s. This will ensure their safety for the new push.
Clear all units out of Dynopolis except 1 GS in case it flips

End turn with 1392g, -120gpt, Metal in 5T (1.8.1)

Turn after (150):
Notes:
I think we have enough settlers for now so all core cities and the peripheral should finish units or infrastructure, plus 3 of the battle island cities will have settlers in less than 12T (Malice = 12, Spite = 9, Auda City = 7)

Also, I check and we don’t have a RoP with Donuts right now. Perhaps that’s something we should offer so we can off TNT a little faster?
Builds due next turn:
Dunderhead -> Musket

290AD-1.jpg
 
Log for Turn 150.

Diplomacy

City Builds:
Dunderhead musket -> musket

Begin the turn with 1272g, -118gpt, Metal in 4T (1.8.1).

Worker stuff:

City Management:
Hire Scientist in Malice
Found Punchinello -> settler
Found Stoogeville between Dionysus and Paradise Hotel -> settler
MM Ignoramous for growth
MM Jesterton for growth/gold
MM Polecat for growth/gold
MM Notthefullshilling back onto fish (TNT dingy knocked it off)
MM Senilityville for another food as it’s at an odd # due to banana chop
MM Idiote for food/gold
MM Villiage D’Idiote for food
MM Paradise Hotel for food

Unit Stuff:
Shipchain a settler and LB over to Malice
Looking for the reference on the location of the TNT iron and I can’t find anything. Move pike near Semtex S, find “Divebomb” (sp?), It has a vImm + vPike nearby

SoD heals, but I’m really waiting for 2 muskets from the core (ETA 4T to protect Spite). We’ll have to move on Dancing Banana with pikes if we want to take it within the next 3 turns or so.

We have a total of 5 settlers available, 3 on Battle Island. We will have

F-checks and such:
Pop = 2
GNP (700 Million) = 2
MFG (176 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (758) = 2

We now have an average military compared to MIA

End turn with 1272g, -108gpt

Turn after (151):
Builds due next turn:
Polecat -> horse
Gilfach -> Musket

300AD-1.jpg


Our vGalley also kills the barb galley (2/4 I think)
 
Log for Turn 151.

Diplomacy

City Builds:
Polecat horse -> horse
Gilfach musket -> musket

Begin the turn with 1165g, -107gpt, Metal in 3T (1.8.1).

Worker stuff:
Irrigate one of the flood plains near Ignoramous so Dunderhead can use the FP wheat if necessary.

City Management:
MM Idiote for food/gold by working sea tiles
MM DuMass for growth
MM Apefish for gold (gets 2 bpt instead of 1)


Unit Stuff:
Found Frogfuciusville -> worker
Ship-chain 2 GS’s over to battle island.

vGalley kills TNT “Western Expedition (4/5)

vPike in TNT land moves W to forest, finds TNT iron. City name is “Provobomb” :D

Take a “peak” at Dancing Banana and notice the Donut SoD (10 MW’s (1e), 1 pike, 3 swords, 1 settler). 3 more MW’s (1 is ¾) and 1 sword on unroaded mountain.

310AD-1.jpg


After taking the above pic, I move the vPike out of Frogfuciusville towards Dyn. 3 vPikes + 1rPike + LB’s + trebs will move on Dyn next turn (in the forest), GS’s can hang back. GS in Spite covers Frog. I need some units in case TNT starts causing trouble in the N.

Horseman covers settler near Fishyfishyinthesea

F-checks and such:
Pop = 1
GNP (723 Million) = 2
MFG (176 Megatons) = 2
Land Area = 3
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 2
Family Size = 2
Military Service = 2
Annual Income (9 per capita) = 1
Productivity (777) = 2

We are still average vs MIA, strong vs others. Unit support cost is down to 110gpt

Turn after (152):
Builds due next turn:
Idiote -> granary
Crackhead -> horseman
Ignoramous -> Horseman
SKWTD -> LB
Knucklehead -> LB

End turn with 1176g, -53gpt (2.7.1), Metal in 3T
 
Turn 152

Ignoramus: horse=>horse
SKWTD: LB=>court
Idiote: granary=>treb
Knucklehead: LB=>musket
Crackhead: LB=>LB

Checking the diplo screen, TNT doesn’t have iron anymore.

Looking over things, Dynopolis is building a worker, with an empty food box (grow in 7) build a full shield box in 4. I rush a worker then change it to a barracks.

I decide we need to bust some fog, so I step over the frontier, snap this picture, and step back:


We have a settler that may be in place. I need to look up the settling plan. Yup, we’re in position. Look up the next city name. I’m not sure how that works, but I know Mistfit’s entry has been up there a long time so I choose that one: Punchinello. It already exists. :hmm: So I go for Butterball’s: Decrepit

I remember G-man’s idea of a pair of GS around to the north, so I send two in that direction. Plink that barb warrior with an LB, then cover him with a pike. Spot a barb village in the area of carpetbomb.

I ship chain a settler across. I also start to set up a settler block to our south to keep donuts from expanding SE of Dynopolis.

I change Ignoramus to a settler since it is so food rich. Shift several scientists over to tax men.

Here is the other continent and where I think we should set up a block and settle:


Then I mess up the saving portion of the turn and I get to try it all over again. :rolleyes:

On the IBT a barb horse approaches our pike in the west.
 
Turn 153

Jesteryon: LB=>Musket

On the front – Kill that barb camp around the ruins of Carpetbomb. Set up the settler block and do a little probing. Our pike to the west continues heading south.

Semtex is now rubble. I move a GS towards the banana to scope out the situation and…

I decide to commit our forces to the fray. Just so it is on the record, we now have: 3 pikes, 7 LB, 1 GS, and 10 trebs.

I short rush a few items. We have 914G with -46GPT.

Sun Tzu =>Leo’s is due in five.

Metallurgy is due next turn.

Here is a zoom of Battle Island:
 
T154 in the barn. Will put up a better summary tomorrow afternoon
 
Metallurgy in started on Military Tradition due in six before spending adjustment

Dunderhead musket>musket

Polecat horseman>horseman

Village d'Idiota horseman>horseman

DuMass Barracks>horseman

Fiddle with Simpleton to get it off starvation rations and holding to the Construction Schedule. Sun Tzu's due in 4.

Ship two longbows and a mace into Malice and move them to the front.

FOund Fofomeno 2SW of Punchinello and move the other two settlers closer to position. Close up the settler block to cover the arriving settlers.

Workers keep clearing, roading and mining as appropriate.

Turn up the heat on the Bunsen Burners so we have Military Tradition in 5 and with Leo's in 4 will have one turn's at 332g plus another 300 in the kitty to spend on upgrades.

Plink at Dancing Banana with a 30% hit (3 out of 10) ratio and hold fire on anything else 'till I can see the whites of their eyes, or get some more GS in place. The settler block can move in for the kill. A rush finish to the barracks at Dynopolis is in the offing, as soon as there are troops there to take advantage for upgrade to maces.

The northern force loops around and finds little of interest and is now positioned to stoop on the Banana.


TNT's T154 battle log-troops south east of DB

Treb bombards vet pike-no damage
treb bombard vet pike-no damage
treb bombard vet pike-no damage
treb bombards vet pike-pike 3/4
treb bombards vet pike-pike 3/4
treb bombards reg pike-no damage

vet immortal attacks reg pike-is bombarded (3/4)
loses -pike (2/3)
vet immortal attacks vet pike(3/4) is bombarded (3/4)
loses pike no damage
vet immortal attacks vet pike(3/4) is bombarded (3/4)
loses pike no damage-pike promoted
vet immortal attacks elite pike(4/5) is bombarded (3/4)
loses, pike (3/5)
elite immortal attacks vet pike (3/4) is bombarded (3/5)
wins (3/5)

TNT - lost 4 Immortals took 6 treb shots 2 successful
KISS - lost 1 pike



KISS's T154 Battle Log

Treb shot misses
Treb shot misses
Treb shot hits wounds a pike, healthy pike shows
Treb shot misses
Treb shot misses
Treb shot misses
Treb shot wounds a pike, healthy pike shows
Treb shot misses
Treb shot wounds a pike, healthy pike shows
Treb shot misses

No further action

I take the gamble that Simon has no more healthy immortals, otherwise he would have mowed down the longbows he can see.
 
FishyFishy in the Sea gets its second citizen and decides a riot is in order - hire a clown as a tax guy won't calm them down. That will take care of itself once the road completes.

Send Metallurgy to the Indians at Doughnutia.

Execute a tactical withdrawal from Dancing Banana for healing and upgrades. Cannon fire is what that city needs....give 'em grapes instead of stones. Unless TNT has panzers or cavalry they can't reach the stack in 1

Little else of any note to report. Burning the midnight oil to get MilTrad. Leo's appears to be in the bag as we have no report of it being built anywhere else.

No rash of completions as I have been burning the cash on science and want to have some left over for upgrades when Leo's drops

Pictures and analysis to come tomorrow.

It has been a long day and is only getting longer.
 
T155_F1.jpg


Us v. Nutters

T155_F3_Donuts.jpg


Us v. MIA

T155_F3_MIA.jpg


The Battleground
T155_Battlemap.jpg


Once MT and Leo's is in it will be time to rush the barracks in Boomboomopolis, upgrade to maces and boom booms and maybe a single cavalryman and finish the job.

Of you look real close to Idiotincum you wil see a wandering purple people eater. He is just one move late to do anything meaningful.
 
Nice timing on the land grab. Also good headwork on the retreat.
 
turn 156

accept RoP and Astronomy from the Nuts

Crackhead Horse -> Horse
Auda City Settler -> Settler

Found Left-overs next to a D'nut settler

Rush a barracks in BoomBoomoplois for 28 G
dump all trebs there

workers -> lots of chopping

move settlers to the front

note that MIA is building Sun Tsu's in Athens

The attached picture is of the settlers D'nut is spamming. After hitting enter, the settler moved. Luckily I blocked it :p
 

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Good move with the save pick up. Hints of turnplayer confusion are all to the good. Got this note from killer this evening based on Simon's whomping on his MW NW of the 'Nana:

Here is the battlelog for this turn:

treb bombards MW north west of DB- 1 damage done (3/4)
treb bombards reg pike west of DB- 1 damage done (2/3)
treb bombards reg pike (2/3) west of db-1 damage done (1/3)
treb bombards bet MW west of DB- 1 damage done (3/4)
treb bombards vet MW north west of DB (3/4)-1 damage done (2/4)
Elite immortal attacks reg pike (1/3)- immortal wins (2/4)
treb bombards vet MW (3/4)-hits it for one (2/4)

So they have 5 trebs and only one immo who is 2/4 or 2/5. All their improvements on the left are gone. MIA still does not have ToG or Magnetism if CA2 is right.

He is not moving in force yet as you can tell from the unit counts.

@TR, there were 2 GS and horseman NE of 'Nana as I recall, which way did they go?
 
they fortified... as did all of the boats. I didn't want to lose those guys yet but I thought about pillaging. The boats are fine where they were and sea levels haven't risen yet from global warming
 
Mostly in pictures:

The D'nuts picket force.

T157_000.jpg


These guys are industrial and looking awful industrious

T157_001.jpg


The Leo Project

T157_002.jpg


D'nuts lonely mountie west of 'Nana

T157_003.jpg


The Lullaby Front

T157_004.jpg


The mace you see in Boomboom is a newly upgraded GS. All of his fellows have been given the same treatment, except for two under the musket to the east. They are in waiting to see if TNT takes the bait on the uncovered horseman to hammer any wounded. If they don't bite the GS can move to Boomboom for upgrade and then join the stack of cannon in the move on the 'Nana.

Work at home continues apace. Research has been dialed down now that we are within two of MilTrad which will help pay for a mess of upgrades.

We have probably equipped at home the last settler we will need for Battle Isle. There is a longbow/settler moving west to the spot to claim a spot. And another pair on the way to the transfer depot. ANy others needed can come from the local population.
 
From the front

Homer is gathering strength

T158_002.jpg


T158_003.jpg


And so are we

T158_004.jpg


Moving the troops to the gates of the 'Nana to protect our attacking field caused an upswing in war weariness so the Beer Budget increased.

T158_001.jpg


But here is the big news

T158_000.jpg


Accordingly every treb on Battle Island got a barrel and a pike or two got an upgrade to musket. All the GS within reach of Boomboom have gotten their armor and thei morningstars. There is one zizagging in and out of the jungle to the south of the Nutter's front line towns.

One last settler is heading for a boat and there are two in the western reaches of old TNT land looking for a good home. The lead could drop where he stands if his follower can bring the western cows within the borders.

Remind me to ship some workers to the west as there are critical irrigation projects in hand over there.

Two more horses and a musket finished at home and the towns were shifted to horsemen. I also started some courts in the south to bump up the commerce return there. There are a least three towns that are getting to critical mass for courts.
 
Here's TNT's battlelog
6 trebs bombard the stack south east of DB causing
1 vet musket to go to (1/4)hp and the other vet musket to go to (2/4)
All hit except one treb which missed.
 
wow... so the RNG must be on a roll... attack this turn :)
 
Gonna take a turn to get the cannon to the gates. Patience TR
 
Moved the stack of cannon to the gates of Nana

T159_000.jpg


Ran some upgrades both at home an abroad. Horse to cav is 75g and pike to musket is 45 while treb to cannon is 15.

There is a settler and longbow moving west of Decrepit and another settler following and a barbarian warrior emerged from the fog on enter. May have to drop the settler with escort where he stands and move the second into town for protection.

The last settler from the mainland has moved onto Battle Isle and has marched west. The boat chain has been reconfigured to reach both west and south.

War unhappiness is growing and grew some more when the stack moved onto TNT territory. We make only about 260gpt right now so that is three horses and a treb or two upgrade per turn.

MilTrad came in and was not offered to Homer. Clarification on where it is supposed to go after they get their hands on it is needed.

The more I look at MIA town layout the more I begin to wonder what were they thinking. Unless they are chock full of troops and they may be as Millie reports we are only average to them. No signs of railroads in the jungle yet though.

We have one town that do a cav in four and three others that with a little more growth (1 or 2 citizens) can do a cav in 5. Most of the home towns are working military right now with a handful doing markets and universities and courthouses and such. The cash has gone to upgrades rather than building rushes.

MIA's strength rating includes those thirty knights that have been reported somwhere. As we are rated average to them and our troop support costs are getting close to three times the limit. I do not fear their research budget though as their support costs have to be close to ours. We are being held back by 20% entertainment until the war with TNT is over, and the lack of development for tax farming on Battle Isle.
 
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