Turnplay Log

We discover literature and get two messages you always like to see.

Pyramids.JPG TheGongShowgoesGold.JPG

We are golden!:D

Workers are produced at Ring of Fire, The Watchtower, and Rock Lobsterford. Settlers are produced at Dirty Old Town, Scarborough Fair, Graceland, and California Girls. Another settler and more workers will come next turn.

Charlie Reid slays the barb horseman flawlessly and promotes to veteran. Settlers are in position to found cities on the north coast next turn and disband the barb camp. Our axe in the west steps next to a barb camp defended by a warrior on the marsh. Should we attack next turn?

Graceland is set to one turn growth and should produce a worker when it grabs the forest on growth. An axe is disbanded at DSOTM and another rushed for 32 gold. DSOTM will complete a temple next turn allowing our lux-slider to be reduced to 20%. As I expected, DSOTM is producing 24 shields and wasting seven. When it completes the FP halfway through the GA, it should pull 30 shields and be able to complete the Lighthouse by the end of the GA.

Science is set to BW with a lone scientist at 0%. We have 18 gold in the treasury and are currently making +97 gpt. Hm, I should remember to disband the granary at Graceland next turn. Just ask and I'll provide any more info or screens needed next turn. Here's our demographics at the start of the GA.

GAdemographics.JPG

This turn was very :cool: !
 
Graceland and Woodstock produce workers, GWOF produces a settler, and DSOTM builds a temple. The FP is due at DSOTM in 9-turns (darn, 24 shields rots) and we have our first border expansion outside of the capital.

Love Shack is founded on dotmap site #14, disbanding the barb camp for 25 gold. Charlie Reid moves into the city and the remaining barb warrior moves to the vacant hill on the IBT. We'll try to dispatch him next turn. In the west, our axe from Evermore (how do you rename units anyway?) takes one damage in disbanding the barb camp for another 25 gold.

Montreaux is founded on dotmap site #17 giving us 24 cities and 62 pop. We have six settlers en route to city sites and more coming with only 6 city names left unused. We need more city names soon as City on Flame with Rock n' Roll and Where the Streets Have No Name are both too long to fit in the box. A settler is rushed at Ring of Fire for 108 gold as it will grow and one. Workers are rushed at Abbey Road and Stone Pony for 28 gold each as they will both grow next turn as well.

Next turn we will have 25 cities, six settlers en route and six more to be produced soon. We have 20 workers now, and should have 24 next turn. GWOF is growing slow until the jungle silk is cleared in 2-3 turns, so it is set to warrior in 2-turns to be used as disband at Graceland. Here's a spoiler containing information on all our cities that may be useful:

Spoiler :
Graceland +10F 9shpt 16gpt growth in 1 worker in 1 Size5
GWOF +4F 5shpt 9gpt growth in 5 warrior in 2 Size3
Nutbush City +5F 6shpt 6gpt growth in 3 settler in 3 Size3
Dirty Old Town +5F 4shpt 2gpt growth in 1 settler in 7 Size2
We Built This City +6F 4shpt 10gpt growth in 2 settler in 2 Size3
Paradise City +5F 5shpt 7gpt growth in 4 settler in 4 Size3
DSOTM 0F 24shpt 20gpt zero growth FP in 9 Size11
Scarborough Fair +4F 1shpt 6gpt growth in 4 worker in 7 Size2
Ring of Fire +5F 3shpt 4gpt growth in 1 settler in 1 Size4
Sugar Mountain +4F 3shpt/11 in box 7gpt growth in 2 Palace pre-build Size3
California Girls +3F 5shpt 6gpt growth in 2 settler in 5 Size3
Abbey Road +4F 1shpt 2gpt growth in 1 worker in 1 Size1
Woodstock +3F 1shpt 2gpt growth in 2 worker in 10 Size1
The Watchtower +4F 2shpt 3gpt growth in 2 worker in 4 Size2
Stone Pony +3F 1shpt 1gpt growth in 1 worker in 1 Size1
Smoke on the Water +4F 1shpt 2gpt growth in 3 worker in 8 Size2
St. Alphonzo's +5F 2shpt 4gpt growth in 1 curragh in 1 Size2
Rock Lobsterford +5F 1shpt 1gpt growth in 3 worker in 8 Size1
Evermore +2F 1shpt 1gpt/3bpt growth in 6 worker in 5 Size2
Motor City Five +3F 1shpt 1gpt growth in 5 worker in 1 Size2
Sin City +3F 1shpt 1gpt growth in 3 worker in 6 Size1
Town Called Malice +5F 1shpt 1gpt growth in 2 worker in 8 Size1
Love Shack +3F 1shpt 1gpt growth in 7 worker in 10 Size1
Montreaux +3F 1shpt 1gpt growth in 7 worker in 10 Size1


We are one turn into our research on BW with 1 gold in the treasury and +113gpt at 0% science and 20% lux-slider. I've only got MSpaint, but here's a consolidated dotmap showing 29 vacant city sites. One more city can be squeezed in on the plains near DSOTM for a total of 54 cities, not counting what we may be able to settle in the north or elsewhere. With our current settlers and the one due next turn we need 23 during the GA to fill the map, which I think we will easily be able to get.

NE800BC.JPG West800BC.JPG

Edit: I just noticed one more city site on the dotmap near the barb galley in the west for a total of 24 more settlers needed during GA and 55 total cities.
 
I count 10 unsued names

Basement On A Hill
Castle Donnington
(City )On Flame With Rock & Roll
CBGB's
Hangar 18
Heartbreak Hotel
Hotel California
Stairway To Heaven
The Cavern
(Where )The Streets Have No Name

2 you have mentioned as being too long, but should be OK if you take out the bits in brackets. Will post this summary in the naming thread together with some additional suggestions
 
Cant we add an extra shield at DSOTM with the border expansion?
 
I was looking at that, and I think you are right. We'll need one more mp, workers to irrigate the plains, and one to add in. We might even be able to keep the lux-slider at 20%. I don't think this can be completed before 5-turns, though, so don't know if it will speed FP or not. It should definitely put DSOTM above 30 shields for the Lighthouse attempt. I sort of feel silly I didn't think about DSOTM grabbing this tile before the GA.
 
No worries. I should have said something but forgot about it. I think I have a solution though. If we can get the workers over there to mine the new plains, and some to irrigate a mined plain and then add one in, we can turn up lux for We Love the King Day for a couple turns and get the FP in 8 turns. 24 shields x 4 turns, 25 x 2 turns, and 27 x 2 turns with WLTKD. I dont know how many shields WLTKD will give, it might be more and we could play with that a bit. We need a warrior for Graceland and a warrior for DSOTM.

We have to mine the plains to get 33 shields (we lose 8 @ 24% corruption), and we have to have the food, hence irrigating the plains.
 
In GA, the irrigated plains will yield two shields. The quickest it can be irrigated is four turns, but luckily DSOTM has one food in the granary, so a worker can be added one turn before irrigation completes. If WLTKD works out, the FP can just make 8 turns.
 
Here's a screenshot of DSOTM's cityscreen showing the shield situation as it would be using the plains gained by border expansion:

DSOTMCityscreen.JPG

Two workers from Graceland and GWOF can arrive on the plains in 2-turns and have it irrigated in four. An mp can be rushed at The Watchtower to arrive in 3-turns as well as another worker from Graceland added-in to run on 23 food for one turn. I do believe this will work as you suggest with WLTKD for 2-turns. Awesome solution, killercane.:goodjob:
 
Production this turn followed by build:
Ring of Fire=>settler-settler in 10
Graceland=>worker-worker in 1
Stone Pony=>worker-worker in 10
St. Alphonzo's=>curragh-curragh in 4

I still do not know how to rename units.:blush:

Our 25th city, On Flame With RocknRoll is founded on consolidated dotmap site #1 starting a worker. Our regular warrior in Love Shack kills the barb conscript taking one damage. Vet Charlie Reid moves down the just completed road to help with fog and an expected barb camp in the west. Our damaged warrior in the west repositions to fortify next turn.

Operation FP in 8 begins with GWOF switching to a worker due to arrive at the new plains at DSOTM next turn. The worker from Graceland will also arrive at the plains next turn. The Watchtower is switched to a warrior and rushed for 24 gold. It will arrive in two turns at DSOTM for MP duty as the new worker from Graceland is added-in for one turn of -1 growth, making DSOTM 25shpt. Irrigation will complete the following turn with 97 shields in the box. Estimate is 60% lux-slider for WLTKD. Sadly, CivAssistII reports that DSOTM will still have 13% corruption after the FP is built. Perhaps WLTKD can be used again at some point to make the GLHouse due in 10.

A settler is rushed at California Girls for 80 gold, which will head west to settle just north of Stone Pony in 5-turns. Our new curragh from St. Alphozo's starts SW and reveals ocean just beyond the sea.

BW is due in 2-turns with a slight bump in science on the next turn. Our treasury is 10 gold making +116gpt despite losing 1 pop. overall this turn. Two more cities will be founded next turn and two more produced. We will have 30 cities in three turns. Nineteen of our cities now have full granaries and this will increase to twenty next turn.

Sugar Mountain will grow next turn and pick up three uncorrupted shields. I believe it is possible to get Sugar Mountain to 27 uncorrupted shields with 10 turns left in the GA. Since we need mp's to do this and vet warriors to improve our power graph (right? Bugs and Daghie;) ) in case of contact soon, I have a suggestion. We really have no problems getting enough settlers now, so I propose we change the settler build due in three to a barracks at Paradise City. When it grows in three turns to size 4 it can halt growth using a mined plains, two irrigated plains, and a mined desert (needs worker action on this) it can yeild 10 shpt for one turn vet warriors through 14 turns of the GA. We can also do 4-turn low science research on IW to at least reveal the location iron (stays disconnected?), possibly giving us extra shields at Sugar Mountain or elsewhere. MM should come next, I think, and we need to think about when we want to pop the two remaining huts. If they both have tech, we could end our GA just three techs short of the MA even without contacts.

F7 shows nothing still, so other teams at least were not that close to the Pyramids or a cascade should have happened by now. Either they are not too far into any wonder builds or are now going for the GL. Maybe they're all following the No Wonder Rule and letting us have them all. If they bring they're loaded boats, they'll have to get through ours at a loss of three units to every one boat we lose. Not a terribly bright idea, I think.:)

Edit: Here's the updated demographics screen:

Demographics775BC.JPG
 
Production this turn:
Graceland=>worker-worker in 1
GWOF=>worker-warrior in 2 (mp at Sugar Mtn. or disband at Graceland)
We Built this City=> settler-settler in 8
California Girls=>settler-settler in 10
The Watchtower=>warrior-worker in 5

CBGB's is founded at consolidated dotmap site #4 and starts a worker. Hangar 18 is founded at site #5 and does the same. The granary at Graceland is sold for 15 gold and a settler is rushed at Ring of Fire for 108 gold to nab site #6. A worker is rushed at Smoke on the Water for 24 gold to help with road to the west.

Our injured warriors are fortified to heal and vet Charlie Reid stops in at Woodstock. I've figured out how to rename units and will do so next turn. Our curragh continues SW and reveals another sea across one tile of ocean where the arrow points in the following picture.

SouthernSea750BC.JPG

The project at DSOTM proceeds as planned and will grow to size 12 next turn, making 25-shpt with 72 shields in the box. Sugar Mtn. grows to size 4 grabbing the just completed mined hill making 7-shpt with 21 shields in the box and growth in 3 turns. Checking Civassist shows a completed FP gains a modest +10 gpt at DSOTM or +11 gpt at Sugar Mtn. with a reduction in corruption of 17 at both. In Monarchy, corruption at both sites will still be above 10% even with completion and 6 towns/cities in the empire with corruption<20%. With one turn (I think) of WLTKD we can get DSOTM to 400 shields in 13 more complete turns.

We will have 28 towns/cities next turn, 27 workers after joining one at DSOTM, and 7 settlers en route to sites. The northern and eastern part of the dotmap will have all sites founded except the two that would pop huts. The silk jungle is now clear and roaded and will be irrigated? next turn.

Our science is bumped to 50% for BW next turn and we have 10 gold in the treasury making 37 gpt. IW is slightly more expensive but should probably come next in case there is iron near Sugar Mtn. We could run lone scientist for 2-turns and 50% for 2-turns to get it in four, or lone scientist for 3-turns and 60% for one turn to get the wheel. MM could probably be done with 50% or less for 4-turns later or at least 3-turns of 60% now. I think IW is best but will go with any of them.

Our score gain per-turn is now at +10 matched only by Team Free (Sumeria) with Team BABE gaining +9. A review of demograhics from post #102 and #116 before the Pyramids completed, I think reveals that Team Free executed a Palace jump sometime before turn 85. Since we had built no new granaries, we could only have jumped to #4 in life expectancy if a team lost a granary. Graceland now stays ahead of Freedom Central regardless of size, which can only mean our culture there is now higher. We move to 3rd in literacy (don't know how) and #1 in disease with the jungle cleared on the silk. Screenshots of the new Lighthouse in F7 and updated demograhics follow.

F7-750BC.JPG demographics750BC.JPG

Note: Upon reviewing the reports on MTDG I in the archives, I noticed a lurker comment by RIK informing a TP that attachments uploaded to civfanatics.net are publicly viewable. It was my understanding this forum was secure. Are not attachments here also secure? Pure EVIL wouldn't let their conscience bother them, so if they are not secure we might need to switch attachments/pictures to imageshack. Does anyone know the answer?
 
I vote for some ships on suicide missions! Northwest east and south. Lets find the Others. (I tried to make some kind of Lost reference here but that show is kind of hard to explain).
 
The soon to be re-christened Irish Rover will head due south next turn. Barb galleys were seen prowling the west coast on IBT. Better to roll the dice in the ocean, and see what we can catch.:)
 
A very busy and interesting turn. We discover bronze working, spot coasts in two direction, and also manage success in keeping DSOTM plans on course after discovering a rather large error on my part.:)

Our curragh gets a new skipper and is re-christened Irish Rover under orders from Fleet Command to set sail for open waters. The captain reports problems in keeping Irish Rover afloat, but bravely hopes to reach coastal waters to the SE to repair the damaged vessel soon. He sends the following map of his last known position and promises more if safety is reached. May the luck of the Irish be with you brave captain.

Spoiler :
CoastsSpotted.jpg




The irrigation plans on the new plains at DSOTM were scrapped since, despite repeated review, I failed to notice this is impossible without connection to fresh water.:blush: This could have been a very bad error were it not for careful review of killercane's plan in post #127. The two workers on the plains instead started a road that will complete next turn with one worker free to perform another action. Four workers from the newly roaded silk tile moved two sqaures to irrigate an already mined plain and the worker at DSOTM was added-in as planned with the arrival of a third mp to prevent civil disorder. This gives DSOTM 24F and 24-shpt now for 96 shields in the box next turn. GWOF was switched to a worker due next turn which will allow six worker actions next turn to complete the mine raising DSOTM to 25-shpt. With a planned WLTKD for two-turns at 60&#37; lux-slider, DSOTM is on schedule to reach 200 shields in 5-turns, 300 shields in 9-turns, and 400 shields in 13-turns. I really must apologize for my error here, but it actually turns out for the best I wasn't corrected. I think without also explicit worker instructions, I would have found it necessary to abandon the clearing of the jungle-silk to execute the correct course of action killercane proposed.

Sugar Mountain has 28 shields in the box and the forecast is for it to become our second city in 5-turns with 77 shields in the box making 14-shpt. This site will be much better as more workers and mp's are expected to arrive and help for the remaining 11-turns of our GA. HG, I think, is what we want here but it could also finish FP or another wonder depending on future developments.

In production this turn were the following:
Graceland=>worker-worker in 1
Nutbush City=> settler-setter in <10
Ring of Fire=>settler-curragh in 8
Smoke on the Water=> worker-worker in 10

Rockaway Beach is founded at map site #2 and starts a worker. Workers start a mining another hill at Sugar Mtn. and one moves to start irrigating the plains in 2-turns allowing some faster natural growth upon reaching size 5. Three settlers are in position to found cities on sites #6, #3, and #13 next turn. Sites #9, 14, 16, and 26 are scheduled to found towns over the next three turns. Workers were rushed at A Town Called Malice for 20 gold and Rock Lobsterford for 16 gold. On the next turn we will be at 31 towns/cities, 30 workers, and 5 settlers with eight more due in next eight turns. This leaves us needing only 4 more settlers for all planned sites not popping huts or on planned islands. The following spoiler contains a zoomed-out look at The Gong Show.

Spoiler :
TheGongShowCirca730BC.jpg


Our science was set for IW at 40% with 11 gold and +67gpt to both allow IW in 4-turns and funding for 2-turns of WLTKD to keep DSOTM on course. A curragh is due at St. Alphonzo's in 2-turns and we should manage one every two turns until the two discovered coast tiles are safely reached. The expected 145 gold over the next two turns can be used to rush a settler at Evermore for 80 gold in two turns and a curragh at Ring of Fire next turn. We should be able to reduce the science slider to 30% followed by 10% during the proposed funding of WLTKD allowing another curragh rush in the north. With only three-turns of science over 0% and few, if any, settler rushes needed, we can expect >1000gold over the rest of the GA to increase worker-supply (much needed) and rush regular suicide curraghs. I propose we research the wheel and HBR with the hybrid approach killercane suggested, then with research set to the cheap philosophy pop the huts with settling possibly giving us mathematics and/or CoL. We might also want to research MM before the end of our GA unless we get the GL and, thus, have no need.:D

No changes in F7 to report. In demographics the only change is going to last in literacy. Perhaps libraries have been completed by the other teams, but this has gone up and down over the last turns with no changes by us, so I'm not sure of this. The final spoiler shows our domestic adviser screen. Thanks, daghie, for suggesting photobucket as I prefer this to imageshack.:)

Spoiler :
DomesticAdvisor730BC.jpg


Edit: Name tags arrived this turn for Gene Simmons, Jeff Tweedy, Johnny Cash, Neil Young, and A Boy Named Sue as vet Charlie Reid arrives in the west to help in removing the remaining fog. Workers went nameless as the supply of material was very short, but no riots are expected.:)
 
Our brave skipper of the Irish Rover succeeds in reaching safety. In a twist of irony he can find no land to repair the damage and must once again risk the lives of his crew. He ponders his next move and awaits further instructions from Fleet Command. A coast with no land?:lol:

Spoiler :
WhatIrony.jpg


We have also received a picture of a most odd Statue located in unkown lands at a location only known as The Admiralty owned by a most curious tribe calling themselves the Council.:hmm:

Spoiler :
F7Circa710BC.jpg


On the domestic front all planned projects and schedules remain on course. The mine completes at DSOTM with 96 shields in the box and 25shpt. We confirm that 60%lux-slider will initiate WLTKD next turn. We remain at 40% science and will now be able to reduce science to 0% on the second turn of WLTKD. Sugar Mtn. gains two more shields than forecast as the hill is worked early and will grow to size 5 next turn.

Three cities were founded on the planned sites named Castle Donnington, Basement on a Hill, and Sweet Home Alabama. Growth at Basement on a Hill at city site #6 was slow (eastern promontory) so a curragh was started there instead of the usual worker. Citizens were carefully juggled to eliminate wastes of shields, growth, and science. We now have 31 towns/city and 31 workers, but for the first time during GA, no new city sites will build next turn. All named warriors not on mp duty move west to help in eliminating the fog. Workers continue to move west to build roads on marshes as much work is needed to clear 3 marshes for planned city sites. Workers near DSOTM will resume clearing jungles as food is short in this area. Another settler is due next turn and two new curraghs as we rush one at Ring of Fire for 52 gold.

In production this turn were the following:
Graceland=>worker-worker in 1
GWOF=>worker-warrior in 2
Paradise City=>settler-warrior in <4
Rock Lobsterford=>worker-worker in 5
Town Called Malice=>worker-worker in 10

The settler from Paradise City crosses the river and will travel through the new mountain road to found a new city in the west.

There is a change in the demographics and, I believe, evidence of another palace jump executed by Team Saber. We move to 2nd in land area and Graceland now occupies 3rd in rank with no culture but the palace. We also bounce back to 4th in literacy.:crazyeye: :confused: In score per turn both Team Saber and Team Babe lose one point on the field. Team Saber's drop is understandable with a palace jump. Team Babe might be experiencing slower growth and increased production. Since we are and have been #1 in pop. and approval most of the game, yet Team Free matches our score per turn, it is a safe bet they are #1 in land area. Some more information is sure to be found in these new tea leaves.

Spoiler :
Demographics710BC.jpg


The Irish Rover, I think should move SE one move next to see if more coast is to be found one tile across the sea. If so, it can safely remain there and safely cross on the next turn. If not, due south?
 
Sure move the curragh one and skip a turn. We may be on the verge of meeting someone! How grand, hopefully it is the BABES.
 
In production this turn:

Graceland=>worker-worker in 1
Dirty Old Town=>settler-settler in 6
Ring of Fire=>curragh-curragh in 5
The Watchtower=>worker-worker in 3
St. Alphonzo's=>curragh-curragh in 4

We move the Irish Rover west 2 squares, but note that it sinks on the IBT. The new curragh Edmund Fitzgerald leaves St. Alphonzo's and moves to coast 2 east, planning a voyage to the east near DSOTM, new curragh's from St. Alphonzo's are planning voyages to the west. Our new curragh Boat Train from Ring of Fire moves 2 NE to coast and plans to move to sea to the east next turn.

No new towns are founded this turn, but four settlers are in position to found towns next turn. Our pop. is now 74 with 31 towns/cities and we have 33 workers. We now have 26/31 granaries full. Warriors continue to move west and only two tiles of fog remain with no barb camps spotted. Workers continue to move and road to the west to allow clearing of marsh for planned settlements. Workers near DSOTM move to clear jungle on the river near GWOF. We rush a settler at Evermore for 80 gold.

Sugar Mtn. grows to size 5 with 45 shields in the box making 10-shpt still on schedule to become our second city in 4 turns. IW is due in 2-turns with science lowered to 10% and the lux-slider is increased to 60% to initiate WLTKD at DSOTM for a planned 2-turns. DSOTM now has 121 shields in the box at 25-shpt and is expected to have >=175 in the box in two-turns. This allows for Colossus or FP in 3-turns, 300 shields in 7-turns, 400 shields in 11-turns or 500 shields in 15-turns. We could expect DSOTM to cross the 600 shield threshhold in 20-21-turns depending on #WLTKD turns and an FP elsewhere, if desired. The following screen shows another zoomed-out look at Gongland.

Spoiler :
Gongland690BC.jpg


There is movement to report in score per turn. GONG and Council gain +1 per turn on the field. The Babes and Team Free lose -1 on the field while Saber remains unchanged. No changes in F7, while the military adviser says we are weak with our new contact Team Babe. In demographics the only move is a drop to 5th in Literacy. Our new contact adds info to the victory screen for the first time. We have a slim lead (exact score not noted) in culture on Team Babe with only a temple at DSOTM, Pyramids, and Palace. The following screen contains a first look at the power graph.

Spoiler :
Powergraph690BC.jpg


Any discussions on changes in builds, worker, or fleet/troop movements are always welcome. Any information or screenshot requested can be provided for perusal by the team at any time.:)
 
Back
Top Bottom