Turnplay Log

Just a quick diplomatic check
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Here is the caravel that scared Tubby

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Even if it is loaded there are enough troops on the eastern shores to cope with a sudden invasion.

Our new town and its neighbors. The bow between the two northern towns is covering a settler and there is a secind settler inside Fairfield Street

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The Battle Log

T160 KISS Battle Log

Bombardment

Cannon - vPike -1
Cannon - vPike -1
Cannon - vPike -1
Cannon - missed
Cannon - vPike -1
Cannon - missed
Cannon - vPike -1
Cannon - vPike -1
Cannon - missed
Cannon - missed

Flyin' Elvis (mace) vs vPike - Elvis takes a treb hit -1 and kills pike with no further damage.
Bruce Lee (mace) vs vPike - Bruce takes a treb hit -1, takes -2 off the pike but dies.
Vet Longbow vs vPike - Longbow takes a treb hit -1, and dies pike crippled (1/4)
Vet Longbow vs vPike - Longbow takes a treb hit -1, kills pike, longbow crippled (1/4)
Vet Longbow vs vPike - longbow takes a treb hit and dies, pike healthy (4/4)
Vet Longbow vs vPike - Longbow takes a treb hit and dies, pike crippled (1/4)
Vet Longbow vs wounded ePIke (4/5) - No treb fire, longbow wounded (1/4), pike dead.
Mad Max vs healthy eImmortal - No treb fire, Immortal crippled (1/5) Mad Max dead.
Vet Longbow vs rPike - Longbow wounded (2/4), pike dead.
Vet Longbow vs rPike - Longbow dead, pike unhurt (3/3)
Vet Longbow vs rPike - Longbow dead, pike wounded but brevetted (3/4)
MDI Stepchild vs now VPike - MDI Stepchild critically hurt (2/4), pike dead.
Vet Longbow vs wounded vPike (3/4) - Pike dead, longbow healthy (4/4)
Vet Longbow vs wounded vPike (3/4) - Pike dead, longbow wounded (3/4)
Vet Longbow vs wounded vPike (3/4) - Longbow dead, pike takes no further casualties (3/4)
Vet Mace vs wounded vPike (3/4) - Pike dead, mace unhurt (4/4)

Battle ends with a wounded vPike showing in the defense of Dancing Banana and our effective forces cut in half

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Simpsons have a Battle Group of Mounties hanging out on the mountain but refused to commit so there was no battle on their turn

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Upgraded about half the remaining early MA units at home.

And that barbarian warrior moved in on Fairfield Street when saving

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The troops at the gate of the 'Nana were reinforced with a fresh musket, the cavalry were held in reserve out of reach of any of the 'Nana defenders

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But it looks like the TNT battle results hit us hard

That stack of yours south east of DB

treb bombards vet musket loses 1hp
treb bombards vet musket (3/4) loses 1 hp
treb bombards reg musket (2/3) no damage
treb bombards reg musket (2/3) no damage
treb bombards reg musket (2/3) loses 1hp
treb bombards vet musket (2/4) loses 1hp
vet celt killer attacks vet MI is bombarded loses 1hp- vet MI meets his maker
 
T161 Battle Of Dancing Banana

KISS Log

Cannon fire - vPike hit wounded (3/4)
Cannon fire - vPike hit wounded (3/4)
Cannon fire - miss
Cannon fire - vPike hit wounded (3/4)
Cannon fire - miss
Cannon fire - vPike hit wounded (3/4)
Cannon fire - wounded vPike hit hurt (2/4)
Cannon fire - miss
Cannon fire - miss
Cannon fire - miss

vMace (4/4) vs wounded pike (3/4) - treb fire misses pike dies
vLongbow (4/4) vs wounded pike (3/4) - treb hits, bow dies, pike crippled (1/4)
vCav (4/4) vs wounded pike (3/4) - treb hits, pike dies, wounded vCav pulls back (2/4)


Got two, lost one.

Two cavalry have been detacched from the border patrol and are on their way to board a boat. Three cavalry should finish the job.


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There is not much left healthy in the stack. One mace at full strength, the rest are slowly healing up.

Homer's wolf pack rest in the mountains still
 
Whoa Nelly. Start by getting massive WW as Simpleton loses all production. I cycle through and save about 10 others.
Ignoramus cannon --> cannon
Decrepit worker --> worker
Swampland walls --> worker


Turn up lux to 30%.
Retreat our troops from 'Nana.
Kill a barb flawlessly trying for a promotion. Scope out more Donut territory and approach MIA's city in the Donut jungles. Ship chain another settler and cav towards 'Nana. There's a couple settlers on our east coast. I really don't know what to do with these guys.
Send a few vet galleys towards harbors so they can be upgraded to caravels.
Re mm our cities. Upgrade a few horses, buchet and pike and short rush a settler for a cannon to finish next.
We need the gems from Donut.
Check the demographics. 3rd in pop, GNP, Mfd. Good, productivity and 2nd in land, per capita income and literacy.

On the IT lose a worker and settler to a barb horse on Battle Island. :(

No time for pics today. Sorry everyone.
 
turn 163

By Tubby Rower

Publisher: Randomer House


D'nuts send gems but dlbunchofnumbers forgot to accept :gripe: - accept and send back

builds
Simpleton (not rioting) - cavalry => cavalry
SKWTD - cannon => cannon

Other Stuff
Found Where's the Love right next to the D'nut settler
Move a bunch of units (I'm not sure where is the best location for them all)
Continue to scout Battle Isle's dark abyss
Move most units toward MIA front
try to set up a ship chain for getting cannons back from battle isle.
move said cannons out of D'nuts sight toward the coast.

Workers
plop some more workers on the fortress job on dye mountain.
irrigate Battle Isle
get 4 workers ready to chop forests SE of Ignoramus


MM'ing
-dropped lux slider to 0% (science was already at 0%)
-MMed everywhere, I got Simpleton down to 3-turn cavs while losing 1 food per turn at the cost of 3 gpt.
-ended turn with 261 G and raking in +437 gpt

After I pressed enter, the D'nut settler moved NE :gripe:

Other stuff of interest,
-I checked the cities to see if anyone else could see if Simpleton is starving, and I noticed that Athens is also starving :hmm:.
-I found MIA's city on Battle Isle
 

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turn 164

builds
Dunderhead cav -> cav (5 turns)
Jesterton cav -> cav (6 turns)
Polecat cav -> cav (8 turns)
Gilfach musket -> musket (6 turns)
Fofomeno worker -> worker (10 turns)

Stuff
- dispatch the Bulgar encampment with the longbow out of Fairfield. He gets 25 G and a promotion to elite :dance:
- split the units between the core, EWR, & Senilityville.
- start chopping forests.
- plan on using the two settlers on the mainland to settle on either side of saltpeter mountain


Diplo
send D'nuts Dyes accepted.

end turn

no pictures as nothing new developed.
 
turn 165

Diplo stuff
Dancing Banana is offered and accepted from the Nuts...accept and get a new city :D

Builds
Idiote cannon -> courthouse

Stuff
- Switch a bunch of cannon builds to something else (courthouse, worker, or wealth) depending on how many shields were accumulated and spt and location
- rush a settler in DB as it had 1 shield already (needs 2 clowns currently)
- irrigate
- settle Crack-a-toe-ah on old TNT rubble on North shore -> wealth
- MM Frozen lake to work a mountian (1 more shield) to shave a turn off of the marketplace)

Do a little investigation on the diplo screen and MIA is still down Monarchy and Mil. Trad to us. I don't see any workers near our border, so no railnet being set up.

hit enter and send it off.
 
tunr 166

Diplo
Banking and Physics comes accepted

Builds
Simpleton cav -> cav
DB settler -> settler
Frozen Lake market -> library (15 gpt currently)
DEvil's Soul library -> barracks
Auda City worker -> wealth
Idioticum worker -> wealth
Left-overs worker -> wealth

Stuff
- Found One Last Kiss just NE of DB
- Water ICS land
- move have a galley fortified off of our E and N coast as far as it can go without going into ocean
- Found Jungle Boogie 2 N of EWR. Need a few more cities for ICS in the jungle
- reset ship chain to get 4 more cannons over to the Motherland



* current econ status: 1509 G @ +471 gpt
* no research since we can't access IA techs yet
* Change Simpleton to University so as to start building up shields for a ToE build
* Notice that MIA now has Mil Trad :scared:
 
Turn 167:
Pre turn: Accept techs from Donuts. Knucklehead cav --> horse.

Rushing: Rush a cav in SKWTD for 116, Jesterton for 120g., Ignoramus for 76g, Polecat for 104g, Crackhead 108g, Notthefullshilling for 76g, short rush a settler in Devil's Soul for 76g and switch back to rax finishing next, switch Nincopoopity from cannon to pike and rush for 44g, Frozen Lake to rax for 144g.

Switch ldiote to horse which will finish next turn and can be upgraded. Simpleton will finish a cav every 3 once we get the salt back so leave it. Up lux to 50% and gold stands at 817g +125gpt.
Scout around Effling Whomping Rower and find another cav. Bombard around Effing Whomping Rower. Move units from the east coast and send them west. Wake up all the workers and send those with movement west. Send the galleys east to pick everything up.
Battle report
KISS vet MI loses to MIA vet cav now 1/4
KISS vet Cav goes 3/4 takes out MIA 1/4 cav
KISS vet cav loses to MIA vet cav now 1/4
KISS vet MI 4/4 retreats a MIA vet cav now 1/4

Send Gilfach and Dresden to Donuts. Ask them by email for incense. Our lux rate is insane.
 
we also switched Simpleton to Sun Tzu to give MIA something to think about while we wait for saltpeter.
 
Rule 1.8 requires admin approval for gifting cities. In addition, it forbids gifting cities to deny another team the right of conquest, and I consider this gift to Doughnuts denying M.I.A.'s right of conquest. I have instructed Doughnuts to not accept the transaction.

The Ruleset said:
1.8 Enjoining Teams

Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, its players are allowed to change teams as permitted under Section 0.3.

Definition: A team trading one or more cities to another team for the purpose of either granting that team an advantage (premature contact with another civ, map information, etc.), or denying an aggressor the right of conquest.

Trading and/or gifting cities is permitted, but each transaction shall be reviewed by the administrators of the game. If a specific transaction is considered to be in violation of the spirit of this law, then the traded/gifted cities may be forcibly returned to their original owner(s) or simply abandoned at the sole discretion of the administrators.

As a general rule, the administrators will consider city gifts/trades that are temporary in nature (i.e. only a few turns in duration) and those given/traded for the purpose of granting a team an advantage (premature contact, map information, etc.) or to deny another team the right of conquest to be against the spirit of this law.

Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game or to unfairly prevent a conquering civ from taking your cities.
 
Turn 168

Diplo Stuff
D'nut offers Saltpeter and Incense accepted

Units
There are 2 cannons, 1 musket and 1 MDI that are in hostile territory. I spread out some of the units in our new homeland. I moved some galleys to the south. Hopefully we'll be able to extract them out.

Citys
Every one of our cities is building a settler. We can't make any cavs even though we have salt since the horse on Battle Isle isn't hooked up yet.
WW is tough in DB. Everywhere else, I'm able to use all of the citizens.

New Build orders
BoomBoomopolis -> Musket since already had a rax
Capital (Malice) & all inland cities (w/o rax already) -> rax
all coastal cities -> privateers
DB -> rush a worker since it has too many pop

No builds will complete next turn so it all can be changed. Lowered Lux rate to 30%

Post-Enter Time
2 barb horses show up next to One Last Kiss
 

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Pre-turn: Snap a picture of the name changes of our cities. :mad:
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Ok we have 489g +25gpt and are running lux at 30%

Rush a privateer in Malice for 148g and Auda City for 192g.
Hurry a settler in Spite for 40g and switch back to rax in 2.
Hurry a settler in FishyFishy for 80g switch back to privateer due in 10.
Rush a settler in Boomboom for 8g and back to cav in 13.

Kill a barb horse with our cav. No dice. Looking for a promo. Move our galleys south as scouts. Spot a MIA caravel.

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MM to get gold to 33gpt and leave 21g.
MIA is 40% of land and 55% of pop.
 
Both privateers finish. Move the galleys around trying to find some targets. Some head NW to cover our flank. Nothing.

Revolt for monarchy. Two turns. Our happiness actually improves and every city has people working. We have 11 galleys, 2 privateers, 1 pike, 6 LB's, 2 muskets, 2 cavs, 4 MI, 1 GS, 1 native cannon and 5 captured cannons. 8 workers and 6 slaves.


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Turn 171: We receive nationalism and lux from Donut. Not much else to report since we are in anarchy. No boats were found and moved a cav onto their silks. The pirates are ready to strike with any activity.
 
Turn 172: Came out of anarchy and we're are now Kings and Queens. :D
It seems to have helped since we don't need any lux. We're getting 68gpt. (enough to get steam in 40...that's pretty much no)
I'm going to hold it for musket to rifle upgrades.

We have some rax being built but we may be better off just making regular rifles. We can discuss that. MM a bit. Hunt for ships but don't see anything. That's about all she wrote.
 
turn 173:

Spite rax -> rifle

move some boats and workers

that's pretty much it.

We have 122 & +70 gpt. I thought about upgrading a musket to a rifle, but I figured that the next person could do it if we wanted to .
 
Turn 174:Pre-turn: Greeks offer peace again. Yeah right. Make sure to clear the table.
Upgrade 2 rifles and draft in Malice and Auda City since they're the only two cities with pop over 6. Spend 16g in Decrepit short rushing a settler and change back to rax. It can be mm'd for 6 and 4 shields. Hurry a gran at Boomboom for 44g and switch back to cav now in 7. There's a galleon in Ithaca. Donuts should be aware that their spear on a mountain near Apple Crumb may not be enough. I sent them a message. MM to maximize growth so commerce takes a little hit.
 
Honestly not much to report onTurn 175:
Receive gems and steam from Donut. The gems gets the clown in Nanner back to workRush a privateer for 24g at Fishy. Hurry a explorer in Punchinello and take two turns off rax in Punchinello due in 5. Rush worker for 12g at Auda City and take two off of privateer. Move the injured boats back towards home and everything else hunts. We'll need Donut to send coal. Rax will finish in Decrepit and privateer in Fishy. That's about it.

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Turn 176:

Pre turn: Privateer finishes in Fishy and start another.
Rax finishes in Decrepit and starts a cav.
It's official. KISS and Donuts versus MIA.

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Move our boats around. No targets. Get 2 cavs and a GS ready to help at MIA's city on the continent.
Rush a temple for 24g at Punchinello. It can finish in 2 due to growth with a forest. Finish cav at Boom Boom for 56g. We'll be able to draft in Auda City again next turn.
 
Pre-Turn: We receive coal from Donut. Boomboom finishes its cav.
Send Creaky Galley further and see a reg galleon sitting in Pale Dove.

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Chum Bucket and Danny Buoy continue along the NW coast.
Draft a citizen at Auda city. Hurry a settler in Malice for 36g and switch back to Privateer in 7. We may want to change this to a frigate. Malice will be able to draft next turn. Hurry a cannon at Spite for 32 gold and back to rifle due in 7 (can be a cav)
3 Workers start railing near Auda and Frog and the many just finished tasks and will start next turn. 7 cities will grow next turn.

Question is whether we should risk sending our cavs onto this mountain and raze that stinkin' city!
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