Turnplay Log

While looking at the save for some dotmapping, I discovered this little gem that I missed earlier:

mtdg200bcmorebarbsdj1.jpg
 
I think that Conroe's points are valid. Maybe this could be the next city founded? an additional lux would be nice.

As far as the other three choices... I would prefer the blue dot. East coast city.
 
That wounded barb isn't as interesting as the 2 promoted barbs since that probably means either a city or a lot of dead rivals' warriors
 
I like east coast city now for the food. Next city, unless one is just jumping out at us, should be the silver, and I would get that one out quickly as well. I agree with Conroe's logic here: even if we get Monarchy, that's two less units we need to garrison in our cities.
 
Turn 108 - 175BC

Since nobody raised any objections to turning research back on, I will start with that. Research is set back to Code of Laws (6 turns) at 100%. We are draining -10gpt from our 118 treasury of gold.

On to the barbs at Hamburger. Only one barb suicided against our Axeman (3.5 of 5 health) on the IBT.

mtdg175bcbarbszw3.jpg


Our wounded axe is the first to attack. He kills the barb Warrior on the forested hill with 81.5% odds. Next up is our newest Axeman who takes out the wounded barb standing on the plains tile. Only one barb Warrior remains for next turn. Hopefully he will suicide on the IBT.

Meanwhile, our explorers in the west reveal nothing too exciting. And our eastern Galley continues its trek to Epsilon.

And then to our Settler. Tubby, Pindicator, and Killercane all voted for the east coast food city. This would probably be my choice, as well. Sweetacshon was the only decenting vote with ivory or western floodplains. So, off to the east our Settler goes!

At this point, I realized that I could have just made a huge mistake! Remember earlier when I said that our Settler could make it to the east coast in 4 turns? Well, that was because the Settler is a 2-move unit. I just plowed our Settler forward, into the fog, without an escort. :eek: I got lucky, this time. No barbs.

mtdg175bcsettlertw1.jpg


Do we want to rethink this decision? The Settler can be at the isthmus in 3 turns or the food city in 5 turns.

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Balderdash -> Granary is complete and the city starts on a Forge. We also badly need a Library to be built before Bureaucracy. I doubt that it can happen, but at least the Forge can be whipped without a happiness penalty.

Hamburger -> Our newest Axeman has already seen action! I am leaning towards starting another spear for Brilliant. But because of all of the talk about cities on the western floodplains, I go ahead and start a Settler. After that, we've got to get this city back on troop training duty. This city contains our only Barracks.

Treacle Cottage -> No changes. We have 48/200 GS points at +12 per turn. We should have a GS in 13 turns.

Brilliant -> Hire a citizen specialist for an extra hammer. By doing this, we can whip the Lighthouse in 2 turns (rather than 3 turns) at the expense of 3 beakers per turn. Wish I would have thought of this sooner. :blush:
 
Do we want to rethink this decision? The Settler can be at the isthmus in 3 turns or the food city in 5 turns.
I would be fine with the isthmus.
 
If not the ivory, then the Isthmus. It is a canal and will be on our roading que anyway.
 
At the very least, don't send the settler further east by himself. Actually, in the last WOTM, I lost a settler where the escorting warrior was a move or 2 ahead, and a wolf slipped in from the side :D
 
Turn 109 - 150BC

I agreed to the open borders request that Aloha sent over. I'm not sure about the "mapable trade route" issue, as we're now getting 12 commerce from foreign trade routes. We've got 5 foreign trade routes with Aloha and 1 with Epsilon.

mtdg150bcalohask2.jpg


The barb at Hamburger decided against suicide. Our healthy axe goes ahead and whacks him anyway. Our wounded axe is set to heal for the next 3 turns. So much for the barbs.

mtdg150bcbarbspb3.jpg


Our explorers in the west reveal that the isthmus apparently does not lead to Aloha. The Galley and the Warrior decide to part ways. Meanwhile, our Galley in the east sails through Brilliant. The Galley will be visible to Epsilon's fortified Warrior next turn. Our Settler heads north towards the isthmus. His Warrior escort decides to continue eastward into the fog.

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Balderdash -> The whip anger will wear off in 3 turns. Decided to sacrifice some hammers in order to work the corn. City will now grow in 3 turns.

Hamburger -> No Changes. Settler due in 4 turns.

Treacle Cottage -> No changes. We have 60/200 GS points at +12 per turn. We should have a GS in 12 turns.

Brilliant -> No changes. The Lighthouse can be :whipped: next turn.

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Epsilon has apparently completed their Currency research, as gold trading is now enabled with them.

mtdg150bcepsilonst4.jpg
 
Turn 110 - 125BC

Finally, a turn without barbs! :yeah: Our wounded axe still needs 2 more turns to heal. Meanwhile, our healthy axe will head southeast for some fog busting duties.

Our explorers in the west find nothing of note. Our Galley sailing towards Epsilon is now visible to Epsilon's fortified Warrior.

mtdg125bcisthmusmx2.jpg


mtdg125bcisthmus2xk4.jpg


Meanwhile, our Settler approaches the isthmus. His former escort continues eastward into the fog.

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Balderdash -> No changes. The whip anger will wear off in 2 turns, as the city grows to size 6.

Hamburger -> No changes. Settler due in 3 turns.

Treacle Cottage -> No changes. We have 72/200 GS points at +12 per turn. We should have a GS in 11 turns.

Brilliant -> The Lighthouse is :whipped: for one pop. It will be built next turn and the city is now size 2. Set the extra citizen to work food rather than hammers. From now on, everything will be whipped. What's next? I'm leaning towards a Granary that can be whipped at size 4. A Forge can be whipped at size 6 when combined with a forest chop.

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Epsilon's bureaucracy fueled capital has grown to size 9. Meanwhile, we are 4 turns away from completing our research into Code of Laws. I'm guessing maybe 8 turns total until we can switch to bureaucracy ourselves.
 
Turn 111 - 100BC

Declined Aloha's trade offer. We are showing 3 turns remaining on Code of Laws at 100% research. We have 86 gold in the treasury and are spending it at -14gpt. We are spending -3gpt on supplying units outside of our borders.

The turn without barbs is at an end! :p Our healthy Axeman steps atop a hill and spies a barb Axeman hiding amongst the cattle. Meanwhile, our still wounded axe heads westward in advance of Hamburger's soon-to-be Settler.

mtdg100bcbarbaxehn7.jpg


Our explorers in the west find a goody hut. Also, the isthmus apparently leads to one landmass instead of the 2 landmass' that I surmissed about earlier. Pop the goody hut or leave it?

mtdg100bcoutwestmd5.jpg


Our Settler steps atop the hill at the base of the isthmus. The city can be founded next turn, if desired. Before making that decision, take a look at the rice and ivory spot. The ivory is still available!

mtdg100bcisthmusif4.jpg


A close-up shows that the rice is gone. My guess is that Epsilon put their city atop that hill to get access to rice and gems. Time for a team discussion!

mtdg100bcriceivorymh2.jpg


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Balderdash -> No changes. The whip anger will wear off next turn and the city will grow to size 6 next turn, as well. Turned on Emphasize Hammers so that the new citizen gets assigned to a mine.

Hamburger -> No changes. Settler due in 2 turns.

Treacle Cottage -> No changes. We have 84/200 GS points at +12 per turn. We should have a GS in 10 turns.

Brilliant -> The Lighthouse is complete. I started a Granary which can be :whipped: for 2 pop in 5 turns. The city will grow to size 3 next turn. The city is generating 7 excess food per turn.
 
I would say pop the hut it's on a hile for extra defense in case Bizzaro-Bubba shows up
 
Pop the hut.

I guess it might be alright to settle next to the ivory - we would have to keep culture up and some walls - but we would have oliphunts.

Otherwise I am fine with the spot where the isthmus and mainland meet.
 
I'd still grab the ivory and pop the hut. We've had minimal success with huts so we're due....plus poppa needs a new pair shoes! Roll the bones, baby!
 
Turn 112 - 75BC

The barb axe suicided against our Axeman atop the hill on the IBT. Our axe needs 4 turns to heal. But, two more barb Warriors step out of the fog. They will be at the hill in 2 turns.

Meanwhile, our Warrior in the west steps atop the jungle covered hill to pop the goody hut. He is rewarded with 54 gold for his trouble. We now have 126 gold in our treasury.

In the east, our Galley turns around and heads back towards Brilliant. This action is, of course, visible to Epsilon's fortified Warrior outside of Brilliant.

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Balderdash -> The city has grown to size 6 and is at the happiness cap. The citizen working the corn is moved back onto a plains mine. This stagnates the growth of the city. In 3 turns, the citizen can be moved back to the corn fields to allow the city to grow.

Hamburger -> No changes. Settler due next turn. This city needs to be put back onto troop training duty after this! If there are no objections, the Settler will head towards the floodplains to the west of Hamburger.

Treacle Cottage -> No changes. We have 96/200 GS points at +12 per turn. We should have a GS in 9 turns.

Brilliant -> No changes. The city will grow to size 4 in 3 turns. At that point, the Granary can be :whipped: for 2 pop.

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We should be in a position to lightbulb Philosophy in 9 turns. That includes this turn (ie 8 turns now). That does not include, however, any time spent in revolt. Taoism is still available. I'm tempted to hold off revolting to bureaucracy until after we get our Great Scientist. Anyone else have any thoughts on this?
 
Turn 112 - 75BC
Hamburger -> No changes. Settler due next turn. This city needs to be put back onto troop training duty after this! If there are no objections, the Settler will head towards the floodplains to the west of Hamburger.

No objection here.

We should be in a position to lightbulb Philosophy in 9 turns. That includes this turn (ie 8 turns now). That does not include, however, any time spent in revolt. Taoism is still available. I'm tempted to hold off revolting to bureaucracy until after we get our Great Scientist. Anyone else have any thoughts on this?

If we have a chance of getting a religion, then I think that the revolt can wait.
 
I agree, grab the religion first, and the floodplains are fine. A question: Did we start receiving the trade gpt from Epsilon, or do we actually have to see their city?
 
I vote bite the bullet and revolt. It should be 1 turn right? It will depend on how many turns for CS after the GM is used.
 
We got 1 foreign trade route from Epsilon AFTER signing OB with Aloha. :crazyeye: Before our Galley was anywhere near one of their cities ... This happened back at turn 109.

killercane said:
It will depend on how many turns for CS after the GM is used.
My guess is it will be 4 or 5 turns. I say that based upon my experience with getting CS from a Prophet ... I've never tried it with a GM, as I really don't know if they even all give the same number of beakers towards the techs.
 
Turn 113 - 50BC

Accepted Aloha's gift of Code of Laws. But what do we research next? Do we go after Machinery (because we are partnering with Aloha) or do we start on Civil Service (because we are partnering with Epsilon)? A bit of a conundrum ...

I decided to revolt to Caste System. Not that I really think that it is a good idea. :crazyeye: But it does save me from having to decide right now on our tech path. :(

Remember our wounded Axeman that had two barb Warriors bearing down on him? Well those barbs will be able to attack in the IBT. If it was only one barb Warrior, I wouldn't be concerned. But two barbs or a lucky RNG is a bit more of a risk. I decide to promote our wounded Axeman.

mtdg50bcbarbsdd7.jpg


I prefer City Raider promotions on my melee units. If I was playing the AI, that is what I would give this axe, just for some quick healing. However, I'm not sure about MP playing ... I figure better to be safe and give him a Combat I promotion.

Nothing new to report by our explorers in the west. Our Galley in the east continues sailing back towards Brilliant.

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Balderdash -> No changes.

Hamburger -> Settler completes and an Axeman is queued up. With nobody having ivory, yet, the priority for Spearmen doesn't seem as high.

Treacle Cottage -> No changes. We have 108/200 GS points.

Brilliant -> With the loss of slavery, we won't be whipping the Granary anytime soon. I switch the build to a Forge.
 
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