Turnplay Log

I have full maps printed out with possible cities. I will try to upload them here.

DSOTM is coming along. Being in Monarchy will lessen its corruption a bit. It has 82 shields at 12/turn. The irrigated plains needs to be mined as well as the grassland.

Other than that, all is pretty boring. Barbs are running around but reaction forces are weeding them out.
 

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Any settlement ideas?

DSOTM is size 10 now making 13 spt. It is now 28% corrupt due to the new city being founded. Monarchy takes this down to 24% again.

The new city is by the fish in the SW. It is a pure science city, cant do much of anything else besides a few ships and science.

A barb horseman is slayed by the mighty Charlie Reid in the west.
 
Settler is sent north to City #2 per Bugsy's request. I think this works well, since the worker can road up to the wheat (#16 I think).

We will have 2 workers produced next turn to add in to DSOTM. These will take it to size 12.

The warrior at Paradise city is going to hold down the mountains from barbarians.

A worker at Nutbush is going to chop the forest so that the next settler is out a bit faster (9 turns).

What do we fall back on if we get beat to the Pyramids? Also, if we do build the Rids, do we want to build the Hanging Gardens as well to deny the Iro and Sumeria a wonder golden age?
 
I have a mind to turn two citizens to scientists at DSOTM. As it is, we cannot do 15 shields there due to losing 1 food, and the despotism corruption. 2 citizens to scientists will cut three turns off Monarchy, and pays back the 2 shields per turn lost with the better corruption. At least in theory. DSOTM has 121 shields, 6 turns from halfway there!

We are #1 in all of the top categories except family size, where we have fallen to 2nd. It might be all these workers, we are behind in land area due to this Pyramids project.

3 workers are produced. They will be roading and since most of the cities we have are working improved tiles, maybe cut the jungle bananas to give us more food to work with. This will be very powerful with Pyramids. We can have 6 easy settler or worker factories then, and maybe a couple more worker factories with some irrigated grass. It would be nice to have 100 workers and the island filled out by turn 130. I think this should be our goal unless we meet some aggressive neighbors.
 
Switched to a scientist at DSOTM, and upped research on Monarchy to save 2 turns. Whacked a barb in the SE. The workers will clear the banana jungle in 4 turns, and then irrigate it.

We will have 4 additional settlers when monarchy comes in.
 
Turn 69 is done. We have more barbs threatening, and Monarchy is due in 3 turns. DSOTM is again building at full capacity. There really is not much to say; it is just expanding and building.

We have 6 warriors doing battle with barbs. 2 barbs were killed this turn. The path South to the wheat-beyond-the-mountain will be clear once a barb camp is destroyed.
 
We disburse a barb camp and kill 2 additional horsemen. The SW area is clear so the new settler heads that way to the wheat. The barbs wont affect us on this route.

We can build JB's curragh in the north via cash rush. This would give it immediate access to the NW landmass. It can later be upgraded to a galley to ferry some settlers over there if there are no other teams around.
 
Monarchy in one turn. There are a couple of scientists working, in Lakefish city, and two other corrupt towns.

The banana is now un-jungled and being irrigated. 2 settlers will be coming out when we achieve a new government. I also add to our palace a nice doorway and top thing.

Charlie Reid and company are healing. Another warrior kills 2 barb horsemen on a mountain. Once the SE is settled we can concentrate on the west.

Next turn I will put out more pictures.

What is the next research? Alphabet or masonry are both 4 turns. We can also slow/stop/restart research when we can rush settlers.

DSOTM will gain an extra food next turn and will be able to work more shields.
 
We are now a Monarchy :king:, or rather, we are in anarchy to become one. DSOTM starves, I had forgotten about its lack of happiness. There is not much we can do there right now.

We can support a bunch of scientists. Research is switched to alphabet. The dance with barbarians continues...

Next turn will be a large reorganizing turn. We can now rush a bunch of settlers to fill in gaps. It will be much nicer to fight barbs on only 1 or 2 fronts, so we will try to fill in the gaps quickly.
 
Anarchy is over and a Monarchy established with Elvis in charge of the empire.

Alphabet can be complete in 3 more turns, or we can rush a settler next turn at no research. I opt to rush the settler at 0 science. We make 50 gpt. How should I proceed with rushing? We require 7 turns of research out of the next 12 to get Masonry for switching the Pyramids over.

On the demographics front we look good, and seem to be the first to switch governments. No one seems to have pulled off a Republic slingshot.

DSOTM has 196 shields now.

We could definitely use some more troops to clear fog.
 

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Abbey Road, California Girls, and Woodstock are now correctly named. We have 3 settlers out, and a 4th rushed this turn. Dirty Old Town has 16 shields into a settler, making 2 spt, and will get a forest chop in 2 turns for the settler. Reminder to self: put Woodstock on Palace to direct shields to DOT.

DSOTM is now back at full capacity (15 shields). I hope this is enough to pull off the Pyramids. Hopefully the others will attempt an anarchy and delay their builds.

We can pop a goody hut in 2 turns. Do we want to? Or do we want to delay it until the 3rd turn when alphabet comes in? Research is on. Alphabet in 3 with 33 gold at -1 gpt.
 
The Watchtower is founded on the way to the Great White North. I give Graceland both FPs so that it does 1 turn growth for this turn only to get it back on a 5-6 growth settler cycle (we were just in anarchy and that messed it up a bit). It can do 1 turn workers in Golden Age and regularly if there is iron in that mountain.

Speaking of, should we build another wonder in GA in DSOTM? I think we have several (many really) cities that can dedicate themselves to being settler/worker factories for a long time to come. Sugar Mountain can be a pretty alright production center (military).

We lost a warrior to a barb horseman. The southern settler(s) should be fine, with the far one settling next turn.
 

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The Stone Pony is founded. 4 settlers are out. Another settler is rushed this turn, leaving us with 5 gold in the kitty. Some small management to keep everywhere growing.

Nothing else is changed. I think that irrigating a bonus grass and the regular grass by Graceland will give us 1 turn workers while allowing DSOTM to use the floodplain. GWOF has the banana so it will grow effectively. The workers will be needed to clear jungle and irrigate.

FP in Dirty Old Town? A worker uncovered another bonus grass there. DSOTM can build it much quicker though. DOT has more longterm potential and will allow DSOTM to build another wonder in our golden age.

DSOTM needs another mp, and we need 5 or 7 more warriors in general. I will try to now work on that before GA.

We also killed a barb horse in the south.
 

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We founded a new city, as yet unnamed. What do we want it to be? First suggestion wins!

The road is complete up to Ring of Fire.

Alphabet has been researched and we can buy those damn boats that JB wants so bad. Research is set to Bronze to see if we pop wheel or masonry next turn.

I changed the settler at GWOF to a warrior to put another mp at DSOTM in 2 so we can lower lux slider.
 

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We pop Masonry! Research is switched to Writing in 5 turns. Pyramids in 9 turns.

2 cities are founded south (they need names). The south is now completely settled. We will settle 2 more on plains in the west next turn.

The S.S. JB (a curragh) is commissioned in Ring of Fire rather than a worker. It will be out next turn.

We are awfully short on workers. Will try to change this soon.
 

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From the city naming thread:
City Names:
Dirty Old Town
Graceland
Great Walls Of Fire
St. Alphonzo's (Pancake Breakfast)
Where The Streets Have No Name
Motor City Five
City On Flame With Rock & Roll
Evermore
Sugar Mountain
Nutbush
Hotel California
Paradise City
Sin City
Rock Lobsterford
Town Called Malice
Love Shack
The Watchtower
Heartbreak Hotel
Scarborough Fair
Dark Side of the Moon
Woodstock
Montreaux
Stairway To Heaven
Castle Donnington
Hangar 18
Abbey Road
Basement On A Hill (late, great Elliott Smith's last rec. Reserved for a hill city obviously)
The Stony Pony
CBGB's
The Cavern

Are all these built, or have you just forgot about the naming thread? You forgot, right :lol:
 
No havent forgot, but I have to search a bit. It is nice if the terrain calls for a certain name (Basement on a Hill), the city names are not in order of preference, and a revised one would be good to eliminate the names already used.

I was hoping the Department of City Naming would give me some orders. Btw, does anyone else want to get some xp playing turns for giggles?
 
killercane said:
Btw, does anyone else want to get some xp playing turns for giggles?

I wouldn't mind trying some game turns if you supply explicit instructions. I would hate to mess up the great turnplay you have been doing with a bonehead mistake.:)
 
Graceland produces settler and mange citizen back for growth in 2 during turn. It appears with one more shield it could be a 4-turn axe/settler combo.

Barb warrior approaches mountain north of Abbey Road. Will threaten town and two workers next turn. Barb horsemen in south next to injured warrior moves south to threaten Stone Pony next turn. Barb galley also appears near Stone Pony.

Everything looks good. Switch build from temple to axe in Glanum and switch two citizens for more growth and science where shields were corrupt. Stone Pony grows and hires a taxman to prevent disorder. Writing in 3 turns at 70% science, +1 gpt with 10 gold, Pyramids in 8. Found our 20th city Motor City Five on dotmap site #22, and move warriors north to bust more fog. Galley continues counter-clockwise.

Renamed Lindum, next to tobacco and lake in the north, to Smoke on the Water. Rename three other cities with strange names Rock Lobsterford, St. Alphonzo's, and Evermore. QSC stats and pictures next turn.
 
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