Turnplay Log

Status quo is maintained. We turned back on research. Poly is due in 15 turns (went down by 2 on the interturn). Hammertime (I think) is roading to a city site for settler after next. City2 has a settler due in 5 turns. We probably need to get a granary up after that. If we want to get serious with science, we will need to pull a warrior or 3 from somewhere to serve as mps.
 
Settler is in place by the other cow, and a settler is produced in Graceland. We have a settler due in GWOF in 4 turns.

City3 can build the worker or whip the temple in 2 turns. It needs the cow irrigated, and I am inclined to continue the worker build, and then whip the temple. Same for City4. If I can remember to rename them next turn I will. What should they be named? Motown, Nutbush City, ???

It might pay to pop the huts later as we perhaps can get more expensive techs from them. We can also coordinate it with research a bit (move into place as we finish research on something).

Looks to me like BABE has had a lux hooked up for a while as their score is 12 points above ours.
 
Another city settled and by gosh i forgot to rename. I now have a sticky note to rename these things on my desktop. Silks will be settled next turn. What is next? We have a settler each out in 3 turns in GWOF and in Graceland.
 
Settlers are due in 2 turns.

Worker produced from Cow City. It will irrigate the cow.

We probably need another worker from the capital to help irrigate the flood plains south for the new settler.

GWOF- should we switch the settler to a granary in anticipation of a wonder build here? There are no other bonus food sites to get, since the capital settler will grab the FP.

The scouting warrior up west coast still sees nothing. The two warriors by cow cities can now return home to serve as mps.
 
Settlers in 1 turn. Warriors are moving back to serve as mp. There might be a crossing at the NE and maybe one SW by the wheat, do we want to check these out with curraghs?

Here are lots of pictures for discussion.
 

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Approval- 3.... Doesnt mean much. Someone has a 2nd lux connected.
Population- 4.... Makes sense since Korea and Ottomans are at sizes 5 and 6. This is based on high population in cities not total. Our % of total world pop is still 20.
GNP- 2. Looks pretty good for gold rate. Probably we will overtake this if we remain #1 in food per turn.
Land area and GDP- 3..... Not much to tell here. A few teams (the agris?) have a bit more land area.
Literacy- useless this early.
Disease- we have the most FPs and jungle in our territory! Err... hopefully Rik gave the others desert/tundra rather than jungle which we can use later.
Pollution- irrelevant.
Life expectancy- 3... hard to tell what this means. Maybe someone else has a granary or they just have more pop in the capital (more likely with Ottomans and Korea being larger)
Family size- #1... This is the key stat. We have more excess food than anyone atm.
Annual Income- 2nd @ 1. someone has a second lux connected it seems or knows someone else.
Productivity- #1, means the total amount of uncorrupted gold, unwasted shields, and excess food you are producing in all your cities. This is again pretty good.
 

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Played last night but too tired to post after helping parents move 30+ years of things out of their house to their new one!

Both settlers produced and head south. City 1 will be planted next turn, and we can plant city 3 from the dotmap the turn after. If we build Pyramids in city 3 GWOF can pump out some settlers still. We will need 6-8 more workers to really get this project going. Our productivity went down to #4 after the settlers were produced.

Barbs have been nonexistant. Can we assume that there are none/sedentary? Wasnt that a mapmakers choice?
 
Veer the one settler off to City 3. Another city is founded south, but still leaves room for two more, one to pop the hut south (we should coordinate this with researching a tech!) and another possible by the fish. Where should we settle next?

I put the capital on the worker as we are kind of short. Poly is due in 4 turns. We jumped back to 2nd in productivity after founding the new city, and probably will be #1 after the next one.
 
Dirty Old Town needs 60% lux to build the worker in 2 turns, so it gets a scientist (only town not happy). Poly in 3 turns, no way to really speed that up.

New city is founded at site 3. It begins on a granary as a Pyramids prebuild and uses a floodplain.

Worker from the capital goes to help out there. Do we want another? It is set to a settler.

Our producvity, GNP, and family size are all #1.
 
We have a turnaround in less than 10 hours!

We fall to 3rd in the major categories (2nd in productivity/family size)! Egads. Warrior moves into town north and the worker will be built in 1 turn there. Should we plant the next city on furs? This can be done in 6 turns with roads in place there as well.
 
Some of our land, north and northwest
 

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South and West
 

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We are one turn from Poly, at +18 gold. Switched some tiles between the capital and the newest floodplains city. A worker is produced at the city above Dirty Old Town (I forget its name). We are at 34 bpt including the one scientist (so 31).

We want Alphabet next (5 turns)? Or WC in 4 since we have no prebuilds for curraghs (and only one coastal city which is set to build the Pyramids)? If we do WC we can be in Monarchy in less than 20 turns. We would do Alphabet in 4 turns then (and save a turn, and be in a better government, and cash rush some settlers and, well a lot of things).
 
The demographics are quite a back and forth battle; we are again #1 in the major categories, including productivity.

Poly is in and set to WC in 4 turns at +6 gpt. If we seek the Pyramids, we need to get the thing built asap. If the Alphabet teams went for Republic, they will have anarchy which will help us building it; however, the Ottos are indeed to be feared in this department.

The best I can see atm is to put the capital on exclusive workers for the next 10 turns. There are three workers by Pyramids town, another produced from Dirty Old Town and the town NW of the capital next turn. This will give us 10 workers there to do ~70 worker turns not counting moving. The town might do about 15 spt after add ins. Perhaps we can have the Rids by Turn 82-85.
 
More of the same. We produced a settler for the furs, and the capital is on a worker now. WC in 3 turns, and back to 100% science. I will try to remember a pic next turn.
 
Some screenshots for everyone included. We are 2 turns from WC @ +8 gpt. The workers have laid roads down so furs can be connected immediately and the settler can move there next turn. All cities should be connected within two turns.

We need a worker south to mine the plains and get that city another shield or two.
 
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