Turnplay Log

That's no land bridge, just an icy wasteland. There is land across there, or at least an island or 2...I really think it's time we got a boat or 2 out.
 
I agree with Sweet - I think down south holds nothing more than enough ice for a Dean Martin mixer.

I also like his settlement ideas. As much as I would like horsies, I think we have time - horseback riding is aways away, and unless we are going to hit the Leade NOW there are some other techs we could use first.

I say settle the Isthmus first. If we settle the spot Sweet marked one (the norhtern site) I think we will need two boats, one for exploring (and horsies maybe...) with the other for supply to that city. If we only want to build one boat after the GL then I say settle the sourthern site and road, baby, road.
 
Turn 76 975 BC:
Not much happened but I do believe that ice flow is a route to another civ. Hamburger settler in 4 and Treacle Cottage warrior in 2. Balderdash has 125 :hammers: in the box and is doing 14 :hammers: per turn so 4 more turns with the chop. The Leader has made a fairly large move in power and still lead in GNP so I'm guessing they have axes.
Power
powergraphyf4.jpg

GNP
gnpst2.jpg


I think this is a land brige...
civ4screenshot0040hn8.jpg


Here's a big picture look of our military
miladvisormu6.jpg
 
I didn't think you can walk on ice.. have I been missing out all this time? :sad:
 
I thought ice was passable but icebergs were impassable. Whomever (me lately) should do this. A boat seems to be required. For Sirian's sake :worship: it would be nice to meet people easier. :mischief:
 
Turn 77 950 BC
Get a offer from The Leader and deny it. We need to send them a message.

theleadervp6.jpg


The forest is chopped and we are 3 turns (41 :hammers: doing 14:hammers: from Glight!
Billy Bob spots a barb with the goody hut inbetween. It was an iceberg. :(
Treacle Cottage will finish a warrior next turn and Hamburger's settler will finish in 3.
We're 6-8 turns away from metal casting.
We are now last in crop yield (The Leader is 4th now) but still cranking on production.
 
Balderdash can still finish the GL in 6 turns if it works the coast instead of the forest, but this'll add 3gpt.. probably worthwhile.
 
We can work the plains for 2 more turns and the coast for 1 and get it in 3. Would we prefer to delay the GLight or get it out? We should really consider whether a second coastal city should be used for our next settler.
 
I say finish TGL in 3 - I'm nervous about wonder building against humans, get it done.

And I think that the next settler should head for the Isthmus - blocks the land bridge AND is a coastal city.
 
Dear Us People… I mean You people… er… Piffle,

We're glad to hear our deal is still on. You will find we have sent
writing to you.
Looking forward to completing the trade.

All the best,
General_W, Servant of the Leader,
Epsilon Team
writingsz1.jpg


925 BC
We accept writing. Our warrior finishes in Treacle Cottage and start a worker due in 10.

Sweet starts a road after his chop. Pind starts a mine on the copper. Billy Bob moves north again towards Conroe's gap. Scooter heads towards the land bridge and our new warrior heads south of Treacle Cottage to scout a bit. Two more turns for Glight and one for the settler. We're 5 on MC but more like 6.
 
900 BC

Scooter sees a barb on the desert so I move him towards a forest.
barbdp1.jpg


Billy Bob moves NW and leaves the hut intact.

hutmu4.jpg

Glighthouse will finish next turn even as I move to a coastal tile. :dance:
This moves us to #1 mfg. products and #2 in GNP.
The settler will finish at Hamburger.
Next builds and to the land bridge?
Worker will finish in 9 at Treacle.
Metal Casting is done in 5 now.
 
Whomp said:
Glighthouse will finish next turn
The settler will finish at Hamburger.
Have we decided what we are going to build next in Balderdash and Hamburger? I'm thinking Granaries would be a good idea to make better use of the :whipped:.
 
Makes sense to me Conroe. If no one else objects I will start grans. I'm really tempted to pop that hut but I don't want to do it without team discussion. Anyone know the probabilities?
 
I'd like to know how long a galley would take to build at Balderdash. If things are going to get dicey with the Dear Leader then finding help is important, the galley would help.

And I think we were going to settle the land bridnge next. The only question was the northern or southern site. I preffer southern for security reasons, but that preference isn't white hot.
 
Dear Piffle,

The Leader wishes me to convey his warmest congratulations on your
wondrous achievement. It truly stands as a beacon of light – not only
to light the seas, but also to illuminate the greatness of your
people.
We wish you the best!

- General W, Servant of the Leader
Epsilon Team!
Rendering of construction...
glighthouseconstructionct7.jpg

Marvel at its beauty...
glighthousecx6.jpg

875 BC
Our magnificient wonder has finished as well as our new settler in Hamburger.
Start granaries in Balderdash and Hamburger. If Balderdash works 9 :hammers: twice and 13 :hammers: once we can rush the gran for 1 pop.

balderdashjh2.jpg


Hamburger can work the copper (mine due in 2) for 8 :hammers: once, cottage twice (6 :hammers: and back to mine for 30 :hammers:

hamburgerfb4.jpg


Pind move towards Treacle so he can start the irrigation on the FP. Stop him early to make a road. You can move workers 1 turn before their movement is finished and start work (IE road) and return to finish since worker moves are stored. This is a good technique to remember for pre builds on chops.
A view of Treacle Cottage..

treaclecottagehm1.jpg


MC will finish in 3.
 
pindicator said:
if we think our military is good enough to hold off barbs, then granaries get my :thumbsup:
To me, it doesn't make sense to build military until our copper is hooked up. Once we have the copper in place, we can always put the Granaries on hold while we get an axe or two trained. Although, I must say that I like Whomp's idea of :whipped: the Granary at Balderdash.

Kickbooti said:
I'd like to know how long a galley would take to build at Balderdash.
This is a very good point. Maybe we should consider a Galley for the whip overflow.

Kickbooti said:
And I think we were going to settle the land bridnge next. The only question was the northern or southern site. I preffer southern for security reasons, but that preference isn't white hot.
My vote would be the northern site. It has more food available. If we do go with the northern site, have Balderdash build a Work Boat before the Galley.

Here is a re-post of a picture from a long time ago:
image003.jpg
 
Conroe said:
To me, it doesn't make sense to build military until our copper is hooked up. Once we have the copper in place, we can always put the Granaries on hold while we get an axe or two trained. Although, I must say that I like Whomp's idea of :whipped: the Granary at Balderdash.

I agree completely.

[/QUOTE]My vote would be the northern site. It has more food available. If we do go with the northern site, have Balderdash build a Work Boat before the Galley.[/QUOTE]

I am not uncomfortalbe with the northern site, but if we build an obelisk and a lighthouse the southern site has the wheat.

I would only say if we go with the northern site we should committ the workers to road there. I am paranoid.
 
How do you do that cool multi-quote thing? Look at that ugly mess I left in my last point.

On the other hand, this double post increases my count. I have that going for me...which is nice.
 
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