Turnplay Log

Tubby Rower said:
why are we researching Writing? We're getting a deal with The Leader to get Writing and alpha for the metal stuff.

My error, we are in anarchy so there shouldn't be anyting invested when it comes back
 
ok.. Just making sure we didn't lose turns
 
Turn 57 1720BC

Bubba sees an old friend:
Civ4ScreenShot0076.JPG

The others heal. Cities are MMd to speed production. Metalwork in 43!!
 
Turn 58 Year 1680 BC: It seems we have a new city down by the Leader. Start a road on the forest near Hamburger. I wasn't sure whether we should chop yet but we have growth in 2 so I'd prefer the new citizen has a good tile to work. The road will be necessary to hook up the copper either way. At Balderdash the worker finishes his mine and move to a grass to begin another cottage. Turn research up to 100% again Metal to 34 turns at -1gpt with 5g in the bank.

The Leade's borders. Should we open borders now?
 
Turn 59: Move Lynard around the Leader's territory. We have slavery and can get the obliesk by sacrificing 1 pop but still grow next turn. We could really use the copper and pigs so I rush it. Settler is due in 2 at Balderdash. Billy Bob is at 1.4 and Skynard is at 1.2 standing next to the hut. When do we pop it?

We are behind "The Leader" in GNP but beating them in all other critical categories.
 
Turn 60:

Move our warrior around "The Leader" city. Move our worker at Hamburger to a grass spot to start a cottage. There should be enough time to make a cottage before the obliesk kicks out the borders for copper. The settler will finish next turn even when I move to a coastal tile. This drops research from 32 turns on metal to 27. A lighthouse is in the queue next. Are we finishing that?

We are #2 behind The Leader in GNP.
They've gained a little on mfg. goods though we've still got a good lead.
Ahead in crop yield though we've dropped from our peak and still maintaining our power lead.
 
Turn 61

Not much to tell. The settler moved out toward the isthmus, escorted by the Balderdash garrison, added a warrior to the queue to replace him (2 turns). Moved worker to mine the other plains hill (we need it more than cottages right now for the GLH etc). Bubba continued on his merry way.

Civ4ScreenShot0086.JPG
 
Turn 62:
Ah Sheesh we lose Bubba on the IT even though we're 78% odds. Send the warrior and settler to towards the river.
Billy Bob moves to a hill W and finds coast. Skynard pops the hut and hostiles pop out.

That was not cool and then I forgot to take pictures.
 
Turn 63: 3160 BC

Fortify the new warrior (name?) in the captial and continue work on the lighthouse due in 5. Work both mined hills. We also continue towards the river for settlement. What spot?



We lost Skynard. :( The barb hit first and then we returned 3 in a row but the barb finished with 4 straight to take him out.
Billy Bob sees another barb towards our west.

Leader has exploded on GNP. We lead them in everything else.
 
Whomp said:
Turn 63: 3160 BC

Fortify the new warrior (name?)...We lost Skynard. :(

How 'bout Lynryd?

As for City Tres, what about the tile directly north of the wines? Flood Plains for cottages, forests for health/resources, one hill for mining, corn for food, wines for commerce.
 
Turn 64 1440 BC:
1440 BC: Move our Hamburger worker to a hill since we have 2 cottages and a forest that can be worked. Settler and Scooter move 1SW. Billy Bob spies what could be another isthmus. Other than that it's a reasonably quiet turnset.

 
Turn 65 1400 BC:
Ikes. Billy Bob has a barb from across the river staring him down. We can't afford to lose him (he's 1.8/2.0 with two combat promos). Send him NE towards a forest. Our worker starts a mine on a hill near Hamburger.
Establish Treacle Cottage (is this name ok?) on the spot start a warrior and fortify the escort on the spot warrior there.
At Balderdash slow growth by placing a citizen on a newly mined hill and we knock off a turn from our lighthouse build to 2 instead of 3 (get 14 hammers with 34 of 60 in the box).
MM Hamburger to 4 turns for the rax instead of 5 as it will grow next turn even with by moving to a hill (4 hammers with 47 of 60 in the box). 5 more turns for border expansion (copper and pigs).

We've taken the lead in score with the new city.
 
Pre-turn: Our worker finishes a mine and Balderdash and moves to another grass hill to start another for Treacle.
Balderdash will finish its lighthouse next turn. We should knock out another MP for Hamburger since Hamburger is angry so only two citizens are working. Two more turns to finish the barracks at Hamburger. The borders will expand in 4 and the worker will finish his mine in 3 so we should move to the copper at that point.
Big jump from The Leader shows that they have learned Confucianism. :eek:
It looks like they have priesthood and writing. That's dangerous! Their score and GNP are off the charts right now. I also noticed that in typical MIA like fashion they're going to make a spectacle of the event.

 
Turn 67:
Lighthouse finishes in Balderdash and start a warrior due next. It's needed for Hamburger MP. Nothing else to report.
 
Turn 68: Our warrior finishes in Balderdash and heads out to Hamburger for MP duty. Balderdash starts The Great Lighthouse. It's due in 15. We are #1 in Mfd. Goods so hopefully this bodes well for us. Our warrior Lynard heads out west. Next turn the rax in Hamburger will finish and the mine on the hill is finished. Should we start another warrior?
 
Turn 69: Hamburger finishes its barracks and starts a settler due in 11. The warrior will finish in Treacle Village in likely 9 or 10. The capital will get angry in 6 so we may need to starve it a little.

Should we chop at Balderdash to finish the Glighthouse?
 
Turn 70 -- 1200 BC:
Our warrior is being chased by that stinking Barbarian. Move towards a forest heading SW. Hamburger gets a MP though it doesn't seem to need one now. The borders have also expanded there so we now have copper and pigs inside our cultural borders! Balderdash will get two workers starting a chop next turn. We're 14 turns away. We also luck out by discovering a source of gold on our newly minted mine there!

Should we build a road on the gold because the capital will grow in 5 and become unhappy or as we discussed chopping the forests to speed up the Great Lighthouse. We can also slow growth from the wheat to a grass forest.

In dastardly news, The Leader chose Civil Service and has adopted slavery and bureaucracy two turns ago and this is why they're getting an enormous GNP boast.
 
I say finish the chop, then move both workers to gold and road that. If you move them off now you loose a turn of production. If you can slow growth, that is probably best.
 
The workers just finished their jobs so will be moving to the forest this turn.
 
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