Turnplay Log

Thanks for the :goodjob: killercane, but I realized my mistake last turn on this one. I thought I would be able to awaken the worker near Abbey Road this turn if the warrior moved to the mountain. I can't do this now, so we lose the worker at the end of turn. The barb horseman in the south will take a pop. point from Stone Pony. Hopefully, these will be the last losses to the barbs.

On this turn, our settler moves north and will found another town in 3 turns. One injured axe fortifies on a forest and 3 others move to bust more fog. Our curragh continues counter-clockwise revealing ocean to the east of one strip of sea. Citizens are rearranged to promote growth where science and shields are not lost. Writing in 2 turns at 50% science and 30% lux, gpt +12 with 11 gold in the treasury, and the Pyramids due in 7 turns.

Stats at 1000BC
1 city, 19 towns
50 citizens including one taxman
1 granary
13 workers (will lose one to barb IBT)
7 warriors
1 curragh
Territory: 155 with 172 unclaimed tiles
Two luxuries and no contacts
301 shields into the Pyramids
8 settlers, 7 workers, 2 warriors, 1 curragh, and the FP also in production
Culture of 137 all from the palace
10 techs after writing + literature from the MA with 2 huts unpopped

Screenshots of our lands, domestic advisor, and demographics follow:
EasternLands1000BC.JPG WestandNorth1000BC.JPG SouthernLands1000BC.JPG DomesticAdvisor1000BC.JPG Demographics1000BC.JPG

After these settlers in production find homes, we will have about 20 sites from the dotmap left to settle. The two warriors in the north should be able to converge on the barb camp in the north and the two warriors in the west can do the same. We probably need to send a fogbuster to the east as well. After the workers finish their current assignments and a few more are poduced they can join into gangs for faster improvements. The FP will help, but cities founded from this point will be highly corrupt.

I've no problem continuing to take game turns, but anybody who wants to do so is welcome.:)
 
Well we need to figure out what to build in Golden Age and if we really want the FP in Dirty Old Town or somewhere else. That barb will cost us 2 pop unless we have a warrior coming over to help defend.
 
Yes, the barb hit will Abbey Road next turn. There was no warrior that could get there in time or be produced. I was hoping the barb would be attracted by the injured warrior I moved to the forest and didn't realize I couldn't wake the worker next turn.

What do we research after writing? We can get lit in 5, just in time for the GA and MM in the GA. Dirty Old Town could be a worker factory for now. I think DSOTM should build a wonder or two, it could get close to the Lighthouse and the HG in the GA. It looks like contact soon is going to be difficult, and the HG could help us lower the lux slider. Maybe a worker burst at the start of the GA to give more improved tiles and then libraries? I'm sure there's even better ideas.
 
I am kind of leaning to DSOTM building the FP since it can do so quickly (8 turns in GA?). Then it can build whatever (Lighthouse or Library?). I dont like the Hanging Gardens really, we can control happiness other ways with Feudalism. If we are really serious about 100K, we need to buy as many settlers as possible in the GA. We can probably spit out like 25 settlers and 30 workers in the golden age at no research. We have something like 6-8 worker/settler factories. We probably need to make sure these are all set up for the GA now.

Once we have coast settled in all 4 directions we can send out suicide curraghs by the bunches and find some people. The capital is a 1 turn worker factory and those can clear out a lot of the jungle in our core. I am kind of worried about losing the Pyramids, maybe speeding to lit would be good to switch our prebuild over should we lose it; if we lose it we can buy a bunch of granaries but that certainly isnt as nice as the Pyramids.
 
Well, I just checked CivAssist and location of the FP really doesn't matter much, so i like the idea of building it first during the GA. I think I rather like the idea of settlers and workers during the GA. How do you see no research in the GA as playing out?
 
Well we make like 100 science/cash in GA if things are as they are now, quite a lot more if we can get DSOTM to use only 20% lux/ about 120 science (will a temple do that?). That will mean we can raise cash for 3 turns w/ a scientist and then turn on research to finish BW and the Wheel in 1 turn each. That is kind of the hybrid approach, but that trick only works for those 2 techs until we know somebody, as we then have to get up to 150 and 180 beakers for the other things (HBR, IW, Philo).

We can also simply just rush settlers and workers as much as the factories can grow. The pure rushing approach is only if we intend to build the Great Library. We can build 2 turn settlers at Graceland (with 40 gold archer rush on the second turn), unless we want to do the 1 turn workers there. Which do we want more 10 settlers or 20 workers? Placement of the workers is also something to consider, if we want to do 10 settlers there, then we can rush workers elsewhere in more corrupt areas where they can immediately begin irrigating.

If we fall behind in research it should be pretty easy to catch up via trading, we just need to find the others. Once all three know something, they will jump at the chance to give us some discount on the tech so they get something out of it. I dont think tech is too big a worry for us.
 
A temple in DSOTM will allow us to drop to 20% lux in a GA, since we only 2 more commerce now for that to work. Assuming a GA (knock on wood), DSOTM can short-rush a worker for 80 gold to complete a temple in one turn. Then it builds FP and starts on TGL during rest of GA, or the other way around? By the end of the GA, the island should be filled already rushing suicide curraghs, if needed. Graceland should do some one-turn workers at first, then seven or eight settlers, I think. I think the hybrid approach to research won't be too costly, even if just to give us better intel for when we make contacts.

For now, we'll set research to lit in five timed to arrive the turn we cross 400 shields at DSOTM. I like the idea of going for the Library in this game, subject to approval from the team.
 
Change Dirty Old Town to a settler. Our curragh reveals more ocean to the east on its way north. Axes in the north move one east and the axes in the west stay in the same area so more barb camps don't spring up near our cities. Science is turned down to 40% for writing next turn, gpt is +28 with 21 gold treasury. Some citizens rearranged for growth as on other turns.

In demographics we increase to 55 in mfg. goods, but drop to second. The barb warrior does take one pop. from Abbey Road IBT. The Watchtower will produce an axe next turn to fog-bust in the east, near the furs and hut. For less than 20 gold we can rush another axe at Evermore in the NW next turn. That fog in the west looks dangerous and barb horsemen could disrupt our workers, so I will do this next turn unless there are objections. Pyramids due in 6 turns.
 
The Watchtower produces an axe and heads NE to the fur on the coast. From this spot there will be no fog in the east. Our north-bound curragh reveals more ocean and spots the barb camp on the hill in the north. Both axes move to converge on this camp and we have more settlers coming this way soon. We should probably disband it by settling.

An axe is rushed at Evermore to go west and spot the barb camp there. Our pop. is up to 55. Science is now 66-bpt and research is set to Lit. in 5-turns at 70% science after we discover writing. Treasury of 26 gold at -1 gpt. On demographics everything is the same, except we somehow move up to fourth in life expectancy. The Pyramids are now due in 5-turns.
 
I think the bonus grass above Graceland needs to be irrigated for the golden age and the 1 turn workers/2 turn settlers, subject to bad calculation on my part.
 
killercane said:
I think the bonus grass above Graceland needs to be irrigated for the golden age and the 1 turn workers/2 turn settlers, subject to bad calculation on my part.

When you mentioned such a factory earlier, I rearranged the tiles Graceland worked to get +10 food and came up with the following arrangement:

Graceland.JPG

Graceland has +10 food and 6 shields before the GA. In the GA it will have +10 food and 10 shields from what I see here, so it should be ready. I don't think it will lose any shields to corruption from adding more cities, but I could be wrong. We still have time to change things if this is wrong.:)
 
Yep the consideration is, what peripheral city do we want to have the food? This may change from turn to turn. For a settler, if we irrigate the bonus grass we will have 11 shields at size 5 (36 gold rush, pick up forest on growth) and use the FP; at size 6 we can give the FP to GWOF and the Banana to Watchtower (which may need some mines to produce workers at a decent rate).

The problem with this is the lack of food at Sugar Mountain (if we use the river grassland that is irrigated at Graceland)which I did not account for before, but this can be solved by irrigating the grass SE of Graceland.

So by irrigating the BG, we gain food at Watchtower every other turn and provide a net benefit to the empire. This is negated a bit by having only jungle for GWOF to use, so we need to get rid of that jungle sometime too. So many worker moves and so few workers we have!

In Conquests the capital is always non corrupt so we dont lose any shields there no matter what.
 
Yeah, my recent PTW experience made me forget corruption in the capital is not possible in Conquests.

A worker just went to Sugar Mountain to irrigate the other grassland there. A mine will complete at The Watchtower in two turns. I was thinking Graceland could make 1-turn workers at the start of the GA since we have such a sore need for them. Is this a good idea? In any case, we should just be able to irrigate the two tiles you suggest in time.
 
Nutbush, Sugar Mountain, and Graceland produce settlers heading north. Evermore produces an axe who moves to forest S. Sugar Mountain and Evermore switch to worker builds.

Axes in the north move two tiles away from barb camp. Axe in the east one turn from busting fog there. The banana at We Built This City is done. Three workers will be ready to start irrigation at Graceland next turn. A road crew of three workers will be ready in two turns in the north. Our curragh is just north of gold hill revealing banana and more ocean to the east. The island in the north is one tile with a banana. At end of turn the barb camp spawns a galley two south of curragh.

In demographics we move to 4th in military service and Graceland passes Freedom Central on the top cities list. We will produce another settler and worker and found a city at dotmap site #20 next turn. Need to rename axes next turn and get some pictures. Lit. is due in 4 at -1 gpt with 25 gold in treasury at 70% science. Pyramids due in four turns.
 
Paradise City produces a settler which heads north. Sin City is founded on dotmap site #20. Our two northern axes move to the hills on either side of the barb camp. Our curragh moves to the north of the one-tile banana island revealing two tiles of ocean beyond the sea. The barb galley will follow it at end of turn. Our axe busts all fog in the east and our western axe moves to the forest next to the hut.

Three roads complete and two workers start irrigating the grassland SE of Graceland. We hire taxmen at Stone Pony, Rock Lobsterford, and Evermore to prevent civil disorder. We have 24 gold and +5 gpt, with Lit. due in three at 70% science. Pyramids are now due in three turns.

In demographics we fall to 4th in land area. Here's some screens including a wide view of Gongland.

Wide View of Gongland.JPG DomesticAdvisor900BC.JPG Demographics900BC.JPG
 
Stone Pony and Abbey Road produce workers. Sugar Mountain completed its settler two turns ago. It is switced to Palace with two shields in the box set to grow in one currently pulling three shields. The worker there completes irrigation of its second grassland tile.

Mines complete at The Watchtower and the banana at We Built This City is fully improved. Four workers move to the silk GWOF is working to clear the jungle there. The grassland SE of Graceland is irrigated and the northern bg will be irrigated next turn. This will leave four workers available to work on Sugar Mountain soon.

Taxmen at Rock Lobsterford and Evermore are switched to scientists and the slider is bumped down to 50%. We have 29 gold in the treasury at +10gpt with Lit due in 2-turns. Demographics remain the same. Pyramids are now due in 2 turns with a 4 shield overrun.

A settler should be in position to disband the barb camp in 3-turns in the north. On the IBT our curragh is destroyed by the barb galley and the barb camp spawns another barb. Before the curragh dies it reveals a northern passage crossable by galleys. Here's a screen shot of the situation in the north.

NorthernPassage.JPG
 
Smoke on the Water produces a worker and we found Town Called Malice on dotmap site #16. The road completes on the tobacco and two settlers move to the bg NW of the wheat. They should each found cities in two turns and disband the barb camp. Since the camp spawned a horseman, the axe on the eastern hill moved to the plains to shield our settlers and workers. On the IBT the horseman moves to the vacant hill.

Citizens are rearranged for max growth and science and lit is due next turn at 50% science with 39 gold in the treasury and +11 gpt. The main news is that the Pyramids are due next turn. I suppose since this is MP we could still be beat next turn. I hope not, but if that happens, should DSOTM be switched to the Library or the ToA? Also, how do we rush the temple at DSOTM if we do get the Pyramids?
 
Disband a warrior, and shortrush a warrior for 36 gold, switch it to temple. It should get 20+ shields in GA. We just need 36 gold for the rush (we could sell the granary in the capital now for more gold, woo hoo).
 
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