Turnplay Log

booti make sure that the quote tags are in this format

[XXXquote=Person talking]stuff said here[/quote]

just remove the XXX in the first tag ;) and it should look like this
Person talking said:
stuff said here
 
:worship: Tubby is good. :worship: Tubby is wise :worship:

Thanks
 
Boot em where they ain't said:
On the other hand, this double post increases my count. I have that going for me...which is nice.
To that I say....Gunga galunga....gunga, gunga-galunga...

Boots can you say something funny in the Glighthouse thread, please. It's what you do...which is nice.
 
Just finished the reading the posts and am planning on working on something this afternoon. But I need critique. I am so accostomed to playing up Idiot, I don't want to import too much of that.

Help me out, is Redneck different than idiot, and is there a different 'air' we want to exhude?
 
850 BC
Scooter defends against the barb warrior and is 1.4/2.0. He heads to meet our settler. Billy Bob finds the land bridge!
billybobfg4.jpg


Our mine finishes at Hamburger (8 :hammers: in the bucket) and is producing 11 :hammers: so we can rush the gran after next turn. Same for Balderdash as its got 9 :hammers: and can do 13 :hammers: next turn.
 
825 BC Judaism is founded by someone. Aloha is the only one without religion.
This is a pleasant sight.
copperde5.jpg

Sweet starts a road on the copper. Pind moves to the FP at Treacle. Move Billy Bob towards the land bridge in the west. Shift the tiles so we get 31 in Balderdash and 30 in Hamburger. I'll rush the grans next turn.

Will we start some axes? Should we turn off research when MC comes in and upgrade some warriors? How do we want to handle the Leader now?

The settler continues towards the land bridge with the warrior leading the way. The Leaders power just majorly spiked. In our pitboss game, Davemcw just finished 10 space parts in 2 turns so we have our hands full needless to say.

powerwb1.jpg



I've uploaded the save for Conroe or anyone who'd like to see it.
 
Whomp said:
I've uploaded the save for Conroe or anyone who'd like to see it.
Why thank you! After having a look at the save, I am first struck by a question. Whose dumb idea was it to build these Granaries? :shifty: Balderdash is at max happiness and has enough food to grow the pop back in 10 turns without a Granary. So, it really isn't critical that we finish that Granary right away. It would probably be better to put it on hold and save the :whipped: for a more important need. Hamburger is in a better position to use a Granary at the moment; however, would it be more prudent to :whipped: an Axeman rather than the Granary?

Whomp said:
The Leaders power just majorly spiked. In our pitboss game, Davemcw just finished 10 space parts in 2 turns so we have our hands full needless to say.
The power graph measures not only a civ's troop levels, but also its troop capabilities (i.e. its troop tech level). Since Epsilon just shot up this turn, my guess is they just completed researching Iron Working. I don't recall them having that tech in the last save that I looked at.

Their researching of Iron Working surprises me. With their Alphabet advantage on us, I would have thought they would have gone after Literature and the Great Library. I can think of only three reasons that they would go after Iron Working next.
  1. They have no copper and wanted to know if there was iron. This doesn't really make sense, because we can see that there is at least one source of copper in their territory. I find it hard to believe that they have not explored all of that land above the isthmus and found the copper.
  2. They founded a city in all of that jungle down by the isthmus. They would need Iron Working to clear the jungle to make the land viable. This is certainly plausible. It would make sense that they would want to block the isthmus from us, as we desire to do to them.
  3. And finally, Iron Working is one of the two remaining techs, after we give them Metal Casting, they would have needed for Macemen. This is a particularly disturbing if you consider that there is only 34 turns left in our peace treaty. Now, I have no MP experience, nor do I know the folks on this team. But from a financial perspective, this doesn't make a whole lot of sense. Paying city maintenance costs are bad enough at this stage of the game, without trying to pay for an army in the field.
For a moment, though, lets assume we are in mortal danger. The counter to a Maceman is a Crossbowman. In order to build crossbows, we would need to research Hunting, Archery, Iron Working, and Machinery. We are looking at about 50 turns compared to the roughly 30 turns they would need for Machinery. In other words, it's not lookin' good.

The problem with going that route, though, is we would then be playing catch-up to these folks the rest of the game. Assuming they don't annilihate us first, that is. I'm going to suggest an alternative approach; one that leverages our Philosophical trait. A Great Scientist would allow us to light-buld Philosophy once we have Mathematics and Code of Laws. Note, though, we would also need to pick up a couple of religous techs in order to get CoL. Philosophy does two things for us: it gives us a religion and it opens up the Pacifism civic. Pacifism would give us a 50% increase in the rate of Great People generation. This in turn would allow us to light bulb a few more techs and hopefully leap frog them in the tech race.

This route is not without its risks, though. It only works if we have a religion. And frankly, Epsilon is in a much better position to light bulb Philosophy before us. They only need a GS and one tech, and have most likely already built a Library. We need to build a Library and get a GS, all the while going after four techs. If they have this same idea, they will beat us to it.

Sorry for such a long post. But, I thought we should start thinking about some of these issues.
 
I have downloaded the save and will look at it and am processing your post Conroe (wow, are you a thinker - I say that as a compliment, not the insult it is in my part of the country).

I do wonder, however, if a couple archers wouldn't account for the spike, or perhaps a chariot. I don't know enough about how the units are weighted for the graph to have an opinion.

I only mention this becuase as a rule, I am leary of bending our research path as a reaction to a possible move on the part of our opponenents, you described it as catchup.

I would prefer to lay out what we though was best to accomplish OUR objectives and adjust whenever new info/intel came our way and made that adjustment necessary.

As I say, I have to look at the save (thanks for posting it Whomp), and Conroe's course may be the best, I just don't know that we have enough information to say.

Which brings me to my second point. If the granery in Balderdash isn't necessary - I say go for a galley. I want to meet some of our neighbors and that may allow us the ability to triangulate on the Dear Leader.
 
OK I'm going to post the save here so we can decide what to do this turn.
Metal's in and we need to decide on the switch to axes.

And a message
Dear Piffle Priends,

Greetings again from the Golden Halls of Epsilon Eridani.
The Leader sends his greetings.

The Oracle has told us that wisepeople in your lands have learned the
secret of Casting Metal.
We are readying our scrolls with the Knowledge of Alphabet in
preparation for transport to your lands.
If you will offer and accept the trade on your turn, that should be
the most expedient way to conclude our deal.

Yours in Peace and Trade,
General W, Servant of the Leader
Epsilon Team!
 
Whomp said:
Metal's in and we need to decide on the switch to axes.
I think Hamburger should be switched to an Axeman. Maybe whip it next turn and let the overflow go back into the granary. I think Kickbooti is right about the Galley. I would switch Balderdash to a Galley.

I would also be tempted to :whipped: that Worker out of Treacle Cottage. Put the overflow into either an Obelisk or a Granary.

The big question, though, is our research direction. If we want to go after crossbows, then I think we should research Hunting->Archery. If we want to go after Code of Laws, then I think we are looking at Meditation->Priesthood->CoL. A third option would be to research Mathematics to improve our forest chopping efficiency.

Dear Piffle Priends,
Priends? Is that a typo or a bad joke?
 
It's a bad joke. :D

OK I'll make the switches. "The leader" already has CoL so hunting archery makes the most sense. They will trade the religious techs for masonry and fishing.

Here's the turn 800 BC
I offer MC for Alpha. We may want to open borders for a trade route with them.
Swith Hamburger to axe, rush the worker at Treacle and start a galley in Balderdash. Sent the settler up the landbride with our Scooter.
landbridgelu4.jpg


Send the warrior that was in Treacle southeast for more contacts
southeastcy0.jpg


and Billy Bob continue northwest to make some other friends.
billybobkf2.jpg


Research is set to archery in 2.
 
I say send the SE warrior right up the middle, he'll probably hit the coast soon and can swing back around to the west.

Have we decided on which Land Bridge site we will be settling? And (one more stump for the southern site) is it more imperative to get further up the bridge at this point or plant another city for growth?

And if we do want to get up the land bridge, I say the Settle and warrior might want to consider meeting up with the galley and going for the Ivory/Rice spot.
 
Kickbooti said:
Have we decided on which Land Bridge site we will be settling? And (one more stump for the southern site) is it more imperative to get further up the bridge at this point or plant another city for growth?
The northern site is the better city site, no question, from a long term perspective. The more defensible site, though, is that hill the Settler is standing on.

Time to decide! How about some team input?
 
North by all means.
 
Leader said:
Dear Tubby and Piffles,
Thanks for the prompt action on the trade – you have our gratitude.

We noticed it looks like you may have tried to type a message in the
diplomacy window? If so, it didn't come through – all we see is your
name displayed.

If, in fact, you were trying to send us a message, it's probably best
to stick with PM or e-mail to make sure we get it.

Thanks again,
Your friend at Epsilon,
General_W, Servant of the Leader
Epsilon Team


P.S. Also sent to Mr. Tubby Rower via PM
I replied where do we go from here? Should we ask if it was a mistake for them to be in bureaucracy?

775 BC
Our new worker finishes at Treacle Cottage and helps build the farm and start rax. We may want to make a obliesk. Not sure though.
Treacle Cottage should be a good GP farm.
Rush an axe at Hamburger and galley can be rushed at Balderdash after this turn.
I send Billy Bob further NW as he's being chased by a barb to his east.

Pictures for another possibility for a land bridge?

To the east of our settler
eastqy8.jpg


To the south
southgx7.jpg

Archery due next.
 
Comments Please
750 BC
Hunting comes in and we start on archery due in 2. We can try to make a deal for IW (286 beakers) in exchange for our techs (228 beakers plus the 30 they owe for 258). This could also give us a chance to discuss their move to bureacracy. Maybe eek out 10-15 beakers from them and make the cash difference.

tradescreenzl9.jpg


Rush the galley in the capital. I think more workers or settlers after this. Move the new axe from Hamburger towards the capital and continue with the gran. The FP will finish in 2. I'd like to send out the warrior in Balderdash east towards what appears to be another landbridge. Send Billy Bob NW...he's being stalked

billybob1vt0.jpg


and he sees a village....Pop?

billybobfv3.jpg


Continue to move north with our settler/warrior pair. Which dot? Just a fyi pink is important in the words of Sirian. :D

dotmapnj3.jpg


A big picture view

satviewps9.jpg
 
Trade -- which techs are we offering them for IW? Trading cheap techs for IW is going to actually be a bit more in our favor due to the bonus they would get for researching itself (because I'm sure more people have the cheap techs than IW). So I generally vote "yay" on the trade... but I don't want to give them any economic/worker techs unless we have to.

Hut pop: yay
City #1: yay
 
I'm ok with the trade... straight up no additional from us.

pop da hut


plant on pink


and keep leading dem barbs away from us. Hopefully we'll find another civ and dump them off on them :lol:
 
pindicator said:
Trade -- which techs are we offering them for IW? Trading cheap techs for IW is going to actually be a bit more in our favor due to the bonus they would get for researching itself (because I'm sure more people have the cheap techs than IW). So I generally vote "yay" on the trade... but I don't want to give them any economic/worker techs unless we have to.

Hut pop: yay
City #1: yay
Fishing, hunting and masonry. The advantage of getting IW will allow us to beeline for crossbows to thwart their potential mace incursion.

I'll pop the hut if the barbs aren't in the way and I'll plant on "pink dot" (tm our maker :worship:)
 
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