Turnplay Log

Turn 132...

Ok, we got 250g from Saber. We send half the gold to Babe and send Feud to Saber.

I took all the default builds again and will try and replicate what I did last time. I guess I should have taken notes the first time around.
Entertainment up to 30% and we start researching Astro. I know we're talking about getting it from a GLib swap to the Babes but I'm not convinced that it's worth the trouble. Besides, I mistakenly started researching it the first go around and I need to be true to that effort.

I still think it's time to switch over to Republic. See earlier notes on CAII numbers.

Graceland sends new warrior to WBTC to quell one hacked off citizen.
St. Alph's is content w/ 30% entertainment a last turns spear from Sugar Mountain.
Stone Pony must have 30%, Cop and 1 Ent to keep the other citizen content.
New SM spear goes to PCity which sends MP to Cal girls.
DSOM can give up a MP to Great Walls and GW's can send two MP's inland... not sure where they're going yet.
Both wind up at the Watchtower.
Turns out GW's can give up one more MP (leaves two) so one heads to Pete's end.
Since it appears we're bleeding off workers from DSOTM and not building infrastructure I move the production to 10s but sending some citizen's into the coastal waters and give up some nice tiles for other swaps.

(Are you starting to see why I didn't get right back to this? It wasn't a short turn.)

GWalls is now at 5spt w/ two turn warriors and Pete's end is up to 5fpt. The cost is zero growth out of GWalls w/ +1gpt.
Marm Skies can keep the tax-lady as it's going to grow next turn either way. It could use a harbor for growth. Just a note.
T for Texas can keep the tax-dude for a turn and then work a 1fpt tile for growth.
Can't move the MP out of Scarb Fair. Things get ugly there.
Nutbush goes for the IP tile over the MP tile for a 5turn warrior and 2fpt over 4turn/1ft production/growth combo.
Woodstock is still shrinking for one more turn. Will need to trade 2 tax for 1citizen and an entertainer unless we can get am MP up there.
Ah-ha, pull the MP out of Smoke and get one citizen and one tax in Woodstock. Good/good.
Hotel Cal, Town's VanZ and Yellow Brick all get the MP's futzed with.
CBGB's is stuck w/ an entertainer, 1fpt and 4spt while working on its library.
Sunset Stip's two citizens are 100% pissed off. I changed the build from Cath to a worker that will finish next turn. Since we're on 9s in the bank whipping one of these guys makes no sense.
Dirty Old Town is stuck w/ an entertainer.
Slan can't give up an MP.

Regular gallies move towards blocking sea lanes.

Workers clear jungle, lay down some road. I could have started chopping the forest below T4Texas but I don't know if it's planted or virgin.
OK, I'm at the end of the turn and this is where I need to give all the faces on last look and then hit <CR>

BTW, we're up to 30 warriors and 5 spears. We have only 22 workers running about but that's fine at this point. We should be thinking about putting more of 'em out there for when it comes time to rail the lands.

More good news! The shop called and my car is now fixed. Woohoo!

Found one pre-riot town in Streets have No Name. New citizen is now a tax-guy.

OK, screen caps and stats...
We're Average to Free, Weak to all others. If only the Babes had taken the extra time to rape FREE. It would be very, very , ugly.
Our demographics are certainly bifurcated; (4) 1's, (4) 4's and (5) 5's. Also, Free has overtaken us in score by a single point. Expect that to grow.
 
Took a final glance after the save an found Rockaway is about to riot. sorry about that.
 

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Turn 138

Produced this turn:

Graceland - Spearman
G. Walls of Fire - Warrior
We Built This City - Worker
Paradise City - Worker
Sugar Mountain - Marketplace
California Girls - Worker
The WatchTower - Warrior
Hangar18 - Worker

Finances:

1056 gp (-41gpt) was 1102gpt
Astro in 3
30% Research 20% Lux.

Culture: 6223 (+297)

Current Production in cities:

5 Warriors (1-2t), 24 Workers (1-10t), 1 Courthousee (4t Sugar Mtn), 1 Cath (1t DSOTM) plus 9 Caths, 1 temple, 6 libraries, 1 harbor and 1 galley.

FREE is still weak to us.

We have 37 workers (+2) and 22 tiles remain unworked (Jungle, Snow and Mountains). Started to mine iron on sugar mountain (3t due) with Courthousse in 4t will give us 25 spt, meaning 8 turns for a university or 16 turns for Cope´s for example.

Reports: We discover horses and iron! in FREE island north of us, its possible we will be missing coal, this island seems to be a strategic resource one, there is more for sure. I´m thinking invasion here....:mischief:

Received Chemistry from BABE

Questions:

Should DSOTM go Military production after completion of cathedral?
Should we sell Astro and Chemistry to SABER?
 

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what would it take to invade that island from Free - they must have some plans for a defense? - I say upgrade and take it.

As for techs - I say sure sell them - we need a solid ally if Babe goes walkabout, and that should be enough to cement the relatiuonship. - and we will need the cash for the upgrades....
 
We will have Astro soon, maybe scouting a bit and getting some more money before going to war in order to upgrade some 50 warriors to 50 MDI´s :D and some Muskes to go along....

Is jb1964 around? we could start negotiating Chemistry and preparing the shipment of Astro...
 
Turn 139

Produced this turn:

Graceland - Warrior
Nutbush City - Worker
DSOTM - Cathedral -> Library
E Street - Worker
Streets Have no Name - Worker

We now have 44 warriors.

Finances:

1056 gp (-43gpt) was 1015gpt
Astro in 2
30% Research 20% Lux.

Culture: 6533 (+306)

Current Production in cities:

4 Warriors (1-2t), 27 Workers (1-10t), 1 Courthouse (3t Sugar Mtn), 1 Lib (6t DSOTM) plus 9 Caths, 1 temple, 6 libraries, 1 harbor and 1 galley.

FREE is still weak to us.

We have 40 workers (+3) and 21 tiles remain unworked (Jungle and Mountains). Started to mine iron on sugar mountain (3t due) with Courthousse in 3t will give us 25 spt, meaning 8 turns for a university or 16 turns for Cope´s for example.

Reports: We discover horses, iron and saltpeper! in FREE island north of us, its possible we will be missing coal, this island seems to be a strategic resource one, there is more for sure. I´m thinking invasion here....

Questions:

When do we sell Chemistry to SABER?
What is BABE working on right now?
 

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Turn 140

Produced this turn:

Graceland - Warrior
Great Walls of Fire - Warrior
We Built This City - Warrior
Paradise City - Warrior
Rockaway Beach - Worker

We now have 48 warriors and making 2.5 warriors per turn.

Finances:

972 gp (-45gpt)
Astro in next turn
30% Research 20% Lux.

Culture: 6839 (+306)

Current Production in cities:

4 Warriors (1-2t), 26 Workers (1-10t), 1 Courthouse (2t Sugar Mtn), 1 Lib (5t DSOTM) plus 9 Caths, 1 temple, 6 libraries, 2 harbor , 1 galley and a barracks.

FREE is still weak to us.

We have 41 workers (+1) and 17 tiles remain unworked (Jungle and Mountains). Finished mine iron on sugar mountain with Courthousse in 2t will give us 25 spt (24 current), meaning 8 turns for a university or 16 turns for Cope´s for example.

Reports: We discover horses, iron, saltpeper and gold! in FREE island north of us.

Questions:

Sent proposal to sell Astro and Chemistry to SABER, no reply.
What is BABE working on right now? Metalurgy?
 
Turn 141

Produced this turn:

Graceland - Warrior
Dirty Old Town - Worker

We now have 49 warriors.

Finances:

927 gp (+4gpt)
Astro in the bag, Navigation next in 9 turns.
0% Research 20% Lux.

Culture: 7145 (+306)

Current Production in cities:

6 Warriors (1-2t), 22 Workers (1-10t), 1 Courthouse (1t Sugar Mtn), 1 Lib (4t DSOTM) plus 9 Caths, 1 temple, 6 libraries, 2 harbor , 1 caravel and a barracks.

FREE is still weak to us.

We have 41 workers (+0) and 17 tiles remain unworked (Jungle and Mountains).

Reports:

We are sailing SouthWest to explore Free lands.
SABER sent us 435 gold for Astro, i accepted.

Questions:

SABER offers to swap Chemistry for Banking, do we want this? one more tech is one more tech....
 

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Turn 141

Produced this turn:

Graceland - Warrior
Dirty Old Town - Worker

We now have 49 warriors.

Finances:

927 gp (+4gpt)
Astro in the bag, Navigation next in 9 turns.
0% Research 20% Lux.

Culture: 7145 (+306)

Current Production in cities:

6 Warriors (1-2t), 22 Workers (1-10t), 1 Courthouse (1t Sugar Mtn), 1 Lib (4t DSOTM) plus 9 Caths, 1 temple, 6 libraries, 2 harbor , 1 caravel and a barracks.

FREE is still weak to us.

We have 41 workers (+0) and 17 tiles remain unworked (Jungle and Mountains).

Reports:

We are sailing SouthWest to explore Free lands.
SABER sent us 435 gold for Astro, i accepted.

Questions:

SABER offers to swap Chemistry for Banking, do we want this? one more tech is one more tech....
Why Nav? Shouldnt we discuss tech path?

T for Texas, Guitar Town, Beach Party, Scarborough Fair, Hotel California, Heartbreak Hotel and some others can be whipped for culture, why arent they whipped yet?
 
Why Nav? Shouldnt we discuss tech path?

Whats better than Nav? - Babe are stuck on the lower branch without Edu - they should be going on that so no point in duplicating - Its a Naval game at the moment - Nav seems sensible to me.
 
I thought of Banking but SABER offered it for our Chemistry, was waiting on the team for this trade.

Choose Navigation because of what RFHolloway said, plus we can we can trade horses with BABE with Navigation and cross the ocean to SABER on a more direct route....:D

Whiping was a bit delayed because of unrest and some road building, they will be divert to rush soon, i maybe have prolonged it too much here...but was making speacialits for Astro also :)

On the table: Do we want to trade Banking for Chemistry or sell it? If we dont...SABER will buy it somewhere else anyway.......so Money or Tech trade, btw for how much money (FREE/COUNCIL already have it)?

On the other hand SABER is getting closer to it´s UU...
 
Turn 142

Produced this turn:

Graceland - Warrior
We Built This City - Warrior
Paradise City - Warrior
Great Walls of Fire - Warrior
Nutbush City - Worker
The Watchtower - Worker
CBGB´s - Worker
Sugar Mountain - Courthouse (now has 25 spt) goes Spearman and 1 scientist.

We now have 53 warriors.

Finances:

931 gp (-2gpt)
Navigation next in 9 turns (lost 1 turn, will make up in the end i think).
0% Research 20% Lux.

Culture: 7451 (+306)

Current Production in cities:

8 Warriors (1-2t), 15 Workers (1-10t), 1 Spearman, 1 Lib (3t DSOTM) plus 7 Caths, 1 temple, 9 libraries, 2 harbor , 1 caravel.

FREE is still weak to us.

We have 42 workers (+1) and 15 tiles remain unworked (Mountains,hills).

Reports:

We are sailing SouthWest to explore Free lands.
Resent SABER Astro since we didnt receive payment.

Questions:

SABER offers to swap Chemistry for Banking, do we want this? one more tech is one more tech....RFHolloway agrees...more votes? Or should we sell it?

Whipping:

Whip it! - Library
Abbey Road - Library
T for Texas - Library
Guitar Town - Cathedral
Hotel California - Library
Scarborough Fair - Cathedral
Heartbreak Hotel - Library

Next turn - Beach Party, Stone Pony and maybe 3 more....

Upgrade: Some 15 MDI´s to start maybe next turns.
 
Chem is worth more than banking so they should throw in some gold.
 
Whats better than Nav? - Babe are stuck on the lower branch without Edu - they should be going on that so no point in duplicating - Its a Naval game at the moment - Nav seems sensible to me.
Physics I believe. We are only that and Magnetism away from ocean travel anyways. We do need the luxes but if we dont get physics from TGL swap then we are that much further behind.
 
Sorry for not taking time to give decent input, but I do pop in now and then so you're not playing in the dark. For what it's worth I think we should stick to the initial plan and stay in feud, build a s**tload of ships and sink anyone that tries to make it to our shores. Hopefully we will stay unconquered til our cult reaches victory limit.
Anyway :goodjob: RFGS (and killerc)
 
The problem with sitting in our island is if we dont get coal, we were already unlucky with horses, so the same could happen again for railroads, and without railroads we dead for sure.

All the teams seem to be batteling for the tiny islands resources, so it´s logical that one or 2 of them maybe contain all the resources we will ever need for the future.

The development of navigation to physics can be changed next turn i guess....just in case the gifting GLib goes bad...
 
Turn 142

Produced this turn:

Graceland - Warrior
Sugar Mountain - Spear
Montreaux - Worker
Sunset Strip - Warrior
Whip it! - Library
Abbey Road - Library
T for Texas - Library
Guitar Town - Cathedral
Hotel California - Library
Scarborough Fair - Cathedral
Heartbreak Hotel - Library

We now have 55 warriors.

Finances:

929 gp (-10gpt next turn)
Navigation next in 9 turns (lost 2 turns...., will make up in the end i think, Physics would take 13, with specialist less, but there are to many rioting going on so i will finish Navigation in the next 6/7 turns and then sail somth to Physics, we will probably do gifting by steam and Council free era tech).
0% Research 20% Lux.

Culture: 7778 (+327 per turn)

Current Production in cities:

8 Warriors (1-2t), 15 Workers (1-10t), 1 Spearman, 1 Lib (2t DSOTM) plus 9 Caths, 9 libraries, 2 harbor , 1 caravel.

FREE is still weak to us.

We have 35 workers (-7) and 13 tiles remain unworked (Mountains,hills).

Reports:

We are sailing SouthWest to explore Free lands.
Resent SABER Astro with acceptance to their 435 gp payment.
Sent proposal to SABER about Banking that includes Chemistry plus money.

Whipping:

Rutupiae - Temple
Kokomo - Caravel

Upgrade: Sent workers to connect iron.

Spoiler :
mapee0.jpg
 
we should have a settler and defender available in case we find an uncharted resource island.
 
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