Turnplay Log

Cheers to that Boots. :beer:

I'm out of town this weekend so keep up the good work everyone.
 
What is the payback on a 7 turn market (or probably a grocer since we are at the health limit there) instead of a cavalry in the capital? We can make like 90 gold there right now switching from plains to the grass cottage, so that is 22.5 gpt added in exchange for ~1.4 cavalries. Chariot upgrade costs 305, so the payback is that 18 turns? Roundabout? Does that fit in with our schedule to attack? If we are going to be 0 gold for the next 15 turns we should then look at doing that.

Epsilon's towns outside of the capital are pretty lowly populated. Nuking them and then taking several coastal towns might be easier than anticipated if we ever get there.

I still think we have too few cats and some other cities can contribute 5 or so more until we get 15-20 minimum with 10-15 cavalry.

Hamburger I guess can do 3 turn cavs (in 2 turns with growth) for 5 more 15 turns from producing the next one. 4 chariot upgrades to cavs is 4 more, 2 in production and 6 from Epsilon. That is 17. Brilliant can whip some cats and a galley or two. All in all I think we can be ready in 20 turns for battle. Is that a good timetable?

4 cav upgrades- 1200 gold, 6 galleons- 720 gold?. That leaves us at about 20 turns.

Loco really has bad lands. They got screwed by the mapmaker. Hardly any rivers, no flood plains, not much good land at all, and some tundra to boot.
 
Turn 164 - 1040AD

1040 -- the year of the taxman ...

We have 112 gold in the treasury. So I spend all but 2 gold to upgrade another Galley to a Galleon. We now have 3 Galleons and 2 Galleys.

Need to make sure that we pull in at least 108gpt during this turn ...

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Aloha has managed to lay their hands on the technology of Optics. :sad: This, of course, will allow them to put Caravels in the water. Since a Caravel can freely sail into foreign borders, it is going to become increasingly difficult to keep our battle preparations a secret.

mtdg1040adalohatechvm0.jpg


I can keep our offensive forces on dry land, safe from prying eyes. But, I'm not sure of how to keep 5 Galleons under wraps. Any and all suggestions are welcome ...

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We can now confirm that Innovia has indeed razed the Loco city of B and O. :wow: Taking with them the great Pyramids. Ironically, this could end up working in our favor. Since we have zero claim to Loco land, this is basically one wonder that will not fall into Epsilon's lap.

If we are really lucky, the Innovian forces will march through the Loco lands leaving behind a scorched earth policy!

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More barbs ...

Fortunately our Missionary won't have to fend off the barbarian swords all by himself. ;)

mtdg1040adbarbsworddy1.jpg


I was pretty sure that this barb Warrior would have suicided on the IBT. Oh well, wrong again. He fortified instead.

mtdg1040adbarbclubbx8.jpg


Our Axeman whacks him so that we can have our 1F1H ivory tile back.

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Balderdash -> Cavalry training is put on hold in favor of a 7-turn Grocer. :hmm: Or 6 turns by hiring an engineer for a turn.

Hamburger -> No changes. The city will grow next turn and then it will be MM'ed for maximum hammers.

Treacle Cottage -> No changes.

Brilliant -> Move a citizen from a grassland forest to a plains forest. As a result, the Bank can be whipped in 5 turns instead of 9 turns.

Twaddle -> No changes. The Forge can be whipped in 2 turns, at a cost of 3 pop.

Leonidas -> No changes. A couple of farms and a few workshops and this should be a good little production center.

Chappaquiddick -> Move the citizen back to the ivory tile. The Granary can be whipped in 4 turns, at a cost of 1 pop.

Phooey -> No changes. The Granary can be whipped in 4 turns. The overflow will get dumped into a Theatre.
Zapotec -> No changes. We should have some wine hooked up in about 3 turns. :beer:
 
What is the cost of a bank in relation to a grocer? Maybe we should switch.

Edit: Never mind, I answered my own question. Banks cost 25% more but may be a more worthy investment, though Ive never built one before. Can we recoup our costs by the time we need troops up and running?
 
just in case you only check your subscriptions the smart people are finalizing war plans here. :trouble: :ninja: Me and kickbooti are just along for the ride :run: :sheep:
 
Turn 165 - 1050AD

We got 111 gold in the treasury. Okay, had would have been a better word. Another Galley gets upgraded to a Galleon. We still need another 110 gold to upgrade the last Galley and 305 gold each for four Chariots.

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All of our Galleons have offloaded their troops to the area surrounding Twaddle. They are being stationed 1 tile back so as not to be seen from the sea.

The Galleons themselves are being sailed to the other side of Chappaquidick. All but one, that is. Hopefully we can keep them out of sight over there. The remaining Galleon is being sailed into Balderdash Harbor. There should be no reason for Aloha's Galley to peek inside.

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Aloha continues to run 100% research. They are down to 350 gold in their treasury. Which equates to about another 4 turns before they will be forced to dial down the slider.

It appears that Innovia is using their war bounty to finance some deficit research. Doesn't look like it is 100%, though. They have 130 gold left.

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The Innovian - Loco war seems rather quite. Makes you wonder if they changed their minds and went home. Here is an intel photo showing some of the troop movements.

mtdg1050adintelcu1.jpg


I'm also going to send this photo on to Epsilon.

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Balderdash -> No changes. We will need a spare farmer in about 2 turns in order to shave a turn off of the Grocer build.

Hamburger -> No changes. I had planned on MM'ing the city for maximum hammers this turn. But no matter what I do, our first Cavalry is still due in 2 turns. So instead, I fire the engineer and set the city for growth. In 2 turns the city will need to be MM'ed again.

Treacle Cottage -> Fired the scientists and put them to work in the mines and forests around the city.

Brilliant -> No changes. The Bank can be whipped in 4 turns.

Twaddle -> No changes. The city will grow to size 7 next turn. At which time 3 pop will be :whipped: to complete the Forge. :D

Leonidas -> No changes. The city will grow to size 6 next turn, as some of the whip anger wears off. A couple of farms and a few workshops and this should be a good little production center. We will need to look into whipping a Forge at some point.

Chappaquiddick -> No changes. The Granary can be whipped in 3 turns.

Phooey -> No changes. The Granary can be whipped in 3 turns. The overflow will get dumped into a Theatre.

Zapotec -> No changes. The cities winery will open for business next turn. A party is being planned to celebrate the occasion. Who's bringing the chips?
 
Zapotec -> No changes. The cities winery will open for business next turn. A party is being planned to celebrate the occasion. Who's bringing the chips?
I like the new habenaro doritos. mighty tasty :thumbsup:
 
Turn 166 - 1060AD

Research is still turned off and we are accumulating cash. We have now saved up 114 gold. Meanwhile, Aloha is still burning through their GM cash at 100% research. They are down to 278 gold.

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Loco, which is the only team NOT doing deficit research, has managed to lay their hands on Gunpowder this past turn. :wow: Unfortunately for them, nothing upgrades to a musket and they don't have the ability to draft. They will have to build the muskets by hand.

Since Aloha is comparable to Loco on the power graph, it might be interesting to note the defenses at Reading. Bodes well for our invasion ...

mtdg1060adintelqb8.jpg


I'm also going to send this photo on to Epsilon.

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The Zapotec Winery is open for business! [party] :band:

But, should we trade our newly acquired wine source for some fine Aloha dyes? The trade would benefit Aloha, but be a net zero effect for us. But it might also make them feel better about our intentions.

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Our Galleons will be out of our waters in 2 turns. Meanwhile, our last Galley will be back inside our borders and eligible for upgrading in 2 turns.

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Balderdash -> No changes. We will need a spare farmer next turn in order to shave a turn off of the Grocer build.

Hamburger -> No changes. The city will need to be MM'ed for maximum hammers next turn. A forest chop begins on the cities last forest. In 8 turns the city will be capable of producing 2-turn cav's.

Treacle Cottage -> The city completes a Catapult and begins a Cavalry. Three citizens are taken off of cottage duty and sent to the forests surrounding the city.

In addition, two Workers that had been building farms around Balderdash were quickly yanked away from the capital. They will build a quick workshop just outside TC.

Brilliant -> No changes. The Bank can be whipped in 3 turns.

Twaddle -> The city has just grown to size 7 and is promptly :whipped: back to size 4. The Forge will complete next turn and the city will grow in 2 turns.

Leonidas -> No changes. The city has just grown to size 6. A couple of farms and a few workshops and this should be a good little production center. We will also need to look into whipping a Forge at some point.

Chappaquiddick -> No changes. The Granary can be whipped in 2 turns.

Phooey -> No changes. The Granary can be whipped in 2 turns. The overflow will get dumped into a Theatre.

Zapotec -> No changes. The city is pretty much worthless until it gets some population going.

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In other news, the barbarian city of Khasak falls to Epsilon. This city is just outside of Loco's empire. We can only presume that they have forces marching on Loco.
 
So Loco will fall very soon. Any pics of Aloha from Epsilon?

I wouldn't trade anything to Aloha.
 
Turn 167 - 1070AD

This turn could possibly see Aloha acquiring Military Tradition. I consider the idea of turning research back on to head towards our own UU. It is a tough decision, but I leave research turned off. This is probably something we should discuss as a team.

We have 218 gold while Aloha has 167 gold.

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I also spent a little bit of time trying to figure out who Aloha was getting Gunpowder from. Their only trade bait would be MT. Loco has Gunpowder but they lack Nationalism. But neither Loco nor Innovia have a city near their horse resource.

mtdg1070adlocohorsejn6.jpg


mtdg1070adinnoviahorsenm3.jpg


We've got a Warrior healing in Innovian lands. I'm going to head him over towards the horses and see whats up.

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Since Aloha lacks Astronomy, any attack will have to come through Chappaquiddick. I send our Galleons back to Twaddle to begin loading our troops. I'm basically going to send everything we've got to defend Chappaquiddick. Not sure if this is a wise move or if it just tips our hand ...

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Balderdash -> Evict a cottage dweller and put him to work in the fields. This shaves a turn off of the Grocer build.

Hamburger -> Our first Cavalry is complete. The city is MM'ed for 3 turn Cavalary, but a forest chop will bring the next one in 2 turns. After a couple of mines are built, all of the Cavalry will be at 2 turns.

Treacle Cottage -> No changes. A couple of Workers begin putting in a worshop to speed up Cavalry training.

Brilliant -> No changes. The Bank can be whipped in 2 turns.

Twaddle -> The city begins work on a Galleon.

Leonidas -> No changes. This city would be a good little production center, if only we had some more Workers.

Chappaquiddick -> No changes. The Granary can be whipped next turn.

Phooey -> No changes. The Granary can be whipped next turn. The overflow will get dumped into a Theatre.

Zapotec -> No changes. The city is pretty much worthless until it gets some population growth.

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Congrats to our newest Moderator! Although I must wonder, is a mod really allowed to be on an anarchist team? :hmm:
 
You know TF asked me if I was in any of the MTDG's. If I was smart I would have told him "yes" only after having a looking at Aloha's forum. My bad. :mischief:
 
Well done, Whomp! Now we might get some decent espionage info ;)

I'm without CiV for the moment, but the plans look pretty good to me. The only trouble I see with throwing everything we have at Aloha is not their counter attack, we should be able to build a second wave by then, but an Epsilon backstab, which would finish us. Hopefully Innovia doing their dirty work for them on Loco won't give Eps ideas about the spare units they will now have. The advance of troops under the guise of gifting, but attcking instead would be a perfect backstab. Can we have counter troops near the gifting point?
 
Well I think we have to continue to trust Epsilon, but if Conroe can work a way to have troops there waiting as well then ok by me. But not if it hurts invasion plans, if Epsilon was going to screw us they would have a long time ago.
 
I think we have to continue to trust Epsilon too. They haven't given any reason to think they will do less than live up to their obligations. I would hate to pull our punch at Aloha to by building against Epsilon at this point.

That battle I think is destined for a later date.
 
Turn 168 - 1080AD

Aloha has acquired Gunpowder! Banking last turn and Gunpowder this turn. :hmm: Did Loco give them both of them? If so, why spread the techs a couple of turns apart?

From what I can tell, no money has changed hands this turn. Last turn, it looked like Aloha sent 60 gold over to Loco. Who knows, maybe they bought Banking for 60 gold? :dunno:

It is also clear that Loco is no longer running 100% research. They are still running deficit research, but not at 100%. Their gold reserves dropped from 167 gold last turn to 135 gold this turn. That would put them at about 70% or 80% on the research slider.

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Innovia, despite their note, did not close the border. Our Warrior is still on their land and still heading towards their horses. Who knows, maybe the fact that he is heading towards the horses is why they decided to take this action. Something over that way they don't want us to see?

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More photos of Loco ... Delphi appears to be undefended. They clearly are not suspecting Epsilon is up to anything.

mtdg1080adintelwr4.jpg


I'm also going to send this photo on to Epsilon.

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Meanwhile, Aloha's Galley is rather close indeed ...

mtdg1080adalohaboattu5.jpg


You folks may recall that last turn I recalled our Galleons that I had sent away the turn before. Well .... :blush: .... I'm sending them away again. :crazyeye: I'm normally not this wishy-washy.

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Balderdash -> No changes.

Hamburger -> The city grows to size 11. This is where it needs to be in order to start turning out 2-turn cavs when the mines are built. Unfortunately, it won't be able to happen for very long. The city just passed its health cap.

We may want to begin discussions with Loco to trade them a spare fish for their spare deer.

Treacle Cottage -> The city grows to size 12. Once a workshop is completed, the city will be able to turn out 4-turn cavs. Not bad for a city specialized in commerce.

The new citizen is assigned as a scientist for the time being. This shaves almost 2000 turns off of the Replaceable Parts research. :p

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

Twaddle -> The Galleon begun last turn is :whipped: for 2 pop. The city is back down to size 3 and will grow next turn.

Leonidas -> No changes. This city would be a good little production center, if only we had some more Workers. Oh well. The city will grow to size 7 next turn. Size 8 is the happiness cap because of the whip anger.

Chappaquiddick -> Finally get to :whipped: that Granary.

Phooey -> Two Granaries :whipped: in one turn! :devil: Move the citizen back to the horses. Since it won't be growing back to size 2 anytime soon, might as well go for max hammers.

Zapotec -> No changes. The city is pretty much worthless until it gets some population growth.
 
The new citizen is assigned as a scientist for the time being. This shaves almost 2000 turns off of the Replaceable Parts research.
:lol: excellent!!
 
Turn 169 - 1090AD

Aloha has acquired Military Tradition! Three turns -- three techs! :wow: But this also tells us that their technology partner is Loco (or Epsilon). This should be confirmed next turn when we see who is on the receiving end of any MT trades.

But Innovia is definitely thinking about Military Tradition, as well. From the screenshot below we can see the road heading towards the horses. Plus, they have founded a new city -- Cowcanal -- this past turn.

mtdg1090adinnoviahorseln8.jpg


Innovia's only use for horses is Military Tradition. Their UU is the Camel Archer which does not require horses.

Is it possible these folks are in a 3-way trade? If so, did Innovia reveal our invasion plans to Aloha?

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Epsilon completes Economics and gets the free GM. My guess is Brilliant will give the most cash.

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Balderdash -> No changes. The Grocer will be complete next turn.

Hamburger -> Start another Cavalry. We need to come up with either 1 more food or 1 more health for this city. That and a mine is stopping us from having 2-turn cavs. The mine should be completed in 5 turns.

We may want to begin discussions with Loco to trade them a spare fish for their spare deer. We will one day have our own deer at Phooey. In the meantime, a little bit of starvation will allow us to put out 2-turns cavs for just over 30 turns.

Treacle Cottage -> No changes.

Brilliant -> The Bank gets :whipped: for 4 pop. The city will now grow to size 5 next turn.

Twaddle -> The city starts another Galleon, which will also be :whipped: one day.

Leonidas -> The city begins Catapult construction. What this city really needs, though, is some irrigation and a couple of Workers to install some improvements.

Chappaquiddick -> Begins construction of our first Courthouse. Thought about starting a 38-turn Catapult, but I really didn't see the point.

Phooey -> The whip overflow will be dumped into a Theatre. With a little bit of culture, we could irrigate this city and Leonidas.

Zapotec -> No changes. The city will grow to size 2 next turn.

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Aloha has hit the :whipped: for 1 pop in their capital. Personally, I don't like whipping my capital while in bureaucracy. So what was so all fired important to warrant the whip? The Heroic Epic! Timed to complete just as MT comes available. :dubious: I must confess, I probably would have :whipped: the HE, as well. :yup: Nothing like 2-turn Cossacks coming out of the starting gate!
 
Crap. (10 charachters)
 
Turn 170 - 1100AD

As stated in the war planning thread, Aloha has just founded a new city. Since these borders just "appeared", I presume that Allegra was founded on white dot.

mtdg1100adcrossingbk8.jpg


The city will get a border expansion in 5 turns, at the end of 1150AD. So the earliest they could cross the channel would be 1160AD and land troops in 1170AD.

Aloha has also swapped civics this past turn. They are now running Theocracy (+2xp) and Mercantilism. We have now lost all foreign trade routes.

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Nobody else has acquired Military Tradition this past turn. Frankly this doesn't make any sense. Unless Loco sold them Banking and Gunpowder for a whopping 60 gold! :dubious: Definitely be the deal of the century millennium. Of course, if Aloha picked up MT in a trade they wouldn't be able to pass it along for another turn ...

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Epsilon sends over Economics. We need the extra health, so I proposed a wheat for clam trade with them in return. We will pick up an extra wheat next turn.

MTDG_1100AD_EpsilonTrade.jpg MTDG_1100AD_EpsilonTrade2.jpg

Assuming their cities all have Granaries, it is actually a better deal for them.

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The Galleons have been recalled to Twaddle. We have also upgraded our first Chariot to a Cavalry.

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Balderdash -> The Grocer has completed and work resumes on Cavalry training.

Hamburger -> No changes.

Treacle Cottage -> With a bit of starvation, we can shave a turn off of the current Cavalry build. The scientist is fired and an engineer is hired in his place. Rearrange the citizens for max hammers and the city is losing -5fpt.

Brilliant -> The city begins work on a Catapult. It will grow to size 6 next turn.

Twaddle -> The Galleon is :whipped: for 2 pop. I originally hadn't planned on whipping it this soon, but time is of the essences it seems. The city, which was size 8 a couple turns ago, will grow to size 3 next turn.

Leonidas -> No changes.

Chappaquiddick -> No changes.

Phooey -> No changes.

Zapotec -> No changes.
 
Turn 171 - 1110AD

War preparations continue. We are woefully ill-prepared for combat. But with our production capabilities, as compared to Aloha's, time is definitely not an advantage that we have.

Two boats are loaded with 3 Catapults, 2 Cavalry, and a CRIII Maceman. Two more boats will join them, next turn, loaded with another 2 Cavalry and 4 Catapults. These 4 boats of troops will be solely responsible for the assault on Kia Ora and Aloha's capital. Both cities will be burned to the ground. If enough troops survive the encounter, the city of Hej will also be burned.

The eve of war ...

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Nobody else has acquired Military Tradition this past turn. It looks like Aloha decided to not trade it around.

Aloha and Loco have a couple of resource deals on the books. Besides OB, they are trading health and happiness. After the start of hostilities, we may want to see about selling some techs to Loco in exchange for them ending those deals.

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Balderdash -> No changes. The city will grow to size 13 next turn.

Hamburger -> The city is MM'ed to be able to turn out 2-turn Cavalry. This stagnates the cities growth.

Treacle Cottage -> The city is currently starving in order to turn out a Cavalry next turn.

Brilliant -> The city has just grown to size 6. So, :whipped: the Catapult for 1 pop.

Twaddle -> The city begins a quick 2 turn Catapult, thanks to a hefty amount of :whipped: overflow.

Leonidas -> No changes.

Chappaquiddick -> No changes.

Phooey -> No changes.

Zapotec -> No changes.

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Aloha has founded another city. Presumably it is either the fur or iron city that Epsilon mentioned in their last intel report.
 
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