Turnplay Log

Upon opening the save, immediately notice the Babes galley is nowhere in sight. Plans are mostly left unchanged except for the start of a barracks at Paradise City, but security will start to increase soon.

In production this turn:

Graceland=>worker-worker in 1
GWOF=>warrior-warrior in 2 (3rd mp for Sugar Mtn.)
Paradise City=>warrior-barracks in <8
Evermore=>settler-worker in 10
SinCity=>worker-worker in 10

Plans for WLTKD go as expected and DSOTM now has 149 shields in the box making 28-shpt. WLTKD will continue for one more turn at 60% lux-slider to put 177 shields in the box next turn allowing the site to reach the 200 shield threshhold in 2 turns, 300 shields in 6-turns, 400 shields in 10-turns and 500 shields as the GA ends. The science slider is left at 10% with iron working due in one turn. Our treasury is 20 gold with +49 gpt after rushing a curragh at Stone Pony for 40 gold. The site at Sugar Mtn. now has 55 shields in the box and remains on track to become our second city in 3-turns.

I'm going to start including a zoomed out screenshot of our lands both for reference to pointed out actions and to allow for suggestions to any changes in builds or unit movements in every report. These will be in a spoiler followed by comments. Here's a screen of the GongShow circa 670BC just before the turn's end:

Spoiler :
GongShow670BC.jpg


Our new warriors move to assume mp duty at Sugar Mtn and dog-tags will be issued to them next turn. Two more regular warriors are planned at GWOF, one for mp duty at Sugar Mtn. and one to use as a disband at Graceland allowing for a one turn temple and growth to size6 as gpt is expected to rise after one more turn of WLTKD. Warrior moves in the west uncover the last two unseen tiles of fog and movements next turn are expected to remove all fog from the island preventing any more barb camps from arising to disrupt plans.

Paradise city will grow to size four next turn and pick up more shields at zero-growth and workers will work to turn this site into a 10-shpt at some point during the GA. Workers arrive at a marsh tile to begin a road and clearing of future settlement site as more workers are expected to arrive. Settler moves have been worked out to allow two hut pops in 5-turns when we expect to have researched another tech, subject to future developments. Jungles are expected to be cleared near GWOF and The Watchtower over the next 5-turns. The build at DSOTM will switch to the Palace next turn as this picture shows WLTKD will work as killercane suggested. The Boat Train went due east but revealed only more ocean as it sinks on the IBT. The Edmund Fitzgerald moves to sea then coast to the NE revealing more ocean and is planned to move east from DSOTM on a voyage of discovery.

E Street, Heartbreak Hotel, Streets Have No Name, and Stairway to Heaven are founded this turn each starting the usual worker. No new settlements are founded this turn, but four more sites are planned to be settled within three turns. We now have 35 towns/cities with 26 full granaries and a population of 82. Our max. research capacity without scientists is 136 beakers per turn at 20% lux-slider. Here's a screenshot from our military advisor showing the forces of the Gong Show, before the tragic loss of the Boat Train at turn's end.

Spoiler :
MilitaryAdvisor670BC.jpg


I've noted that opening foreign advisor does not allow inspection of assets of new contacts, but the peace treaty with the Babes is still active. No changes in F7 to report. Only a slight down-turn in the power graph relative to the Babes was noted. It is noted that Team Babes cuture consists only of the Lighthouse and Palace. The following screenshot shows the victory screen for the first time.

Spoiler :
VictoryScreen670BC.jpg


There is movement to note in score per turn as the Gong Show imrpoves by +3 per turn on the field, the Babes halt their earlier reversal and gain +2 score per turn on the field, Team Free gains +1 per turn on the field, the Council remains unchanged, and Team Saber drops -1 per turn. Score per turn rank is now Gong +15, Free +11, Babes +10, and Saber and Council both +8.

Also, movement is seen in demographics as Gong moves to #1 in land area upon new settlements. The Babes were noted to be first before these settlements, different from the earlier note of Team Free as #1 in land area. It is noted that new contacts do not improve annual income, but that a trade route is needed as Gong annual income is unchanged at 2. We move to #2 in family size as food tiles become scarce and growth decreased to allow for possible hut-popping in 5-turns. We move to #2 in disease as new settlements put more jungle tiles in our territory. Graceland moves to number two in city rank ahead of Hefner's palace. This may be due to anarchy and not a palace jump. In a dramatic move in literacy we move to #3 with no science buildings or wonders and only literature accounting for our 3%. Tea leaves continue to deserve attention, but unclear whether conclusions have been drawn. Here is a look at the updated demographics for Gongers to consider.:hmm:

Spoiler :
Demographics670BC.jpg



I'll conclude this report with one last personal spoiler in hopes of helping the team:
Spoiler :
Expect communications from me to be less frequent and more fully considered as I have noted a bit too much over-confidence in how much my disability (bi-polar disorder) has been over-come. I will be paying more attention to the required sleep necessary for stability, and the resumption of other activities to keep me from wandering too far from the range. All future posts except those that require brief responses of information will include careful inspection of all the team's discussions and edited carefully for clarity and relevence to the matter discussed in the appropriate thread or in response to any questions from my fellow Gongers. I do believe this will help Team Gong do its best.:D
 
I believe we should sent Stone Pony&#180;s curragh to soutwest and St. Alphonzos curragh to southeast along the coastal highways we discovered (that must be your plan prob).

If we dont pop Mapmaking we should trade it asap with Babe to start expanding overseas.

I believe its time Graceland stops producing workers and starts building a library, the benefits of a lib in 5/4 turns are better then 2 workers.

The Curragh near California girls should go northwest from Basement Hill, since the water seems brighter there and maybe theres a coastal strip similar to the ones in the south we already found.

The appearence of a Babe galley sugests this map&#180;s continents are connected by coastal highways.

There are 5 cities near the Capital, California Girls should stay low pop (settler fact is ok) and Paradise city must go size 6 or bigger asap to build a lib.

Note: DSOTM is going for palace, but GreatLib his only 8 turns away.....
 
Hey, thanks for the input Rick.

I'm especially wanting directions on the fleet.

Those builds can be changed, too. So we can rush curragh's from any direction the team wants to try a voyage as gold allows. The deal with the Babes looks great and should free up our slider for >130gold a turn since they're going to do math and they'll be sending us MM soon.

I saw the Boat Train (curragh near Ring of Fire) sink when I ended the turn, unfortunately. We can rush that curragh from Basement on the Hill to check in that direction, soon.

The curragh SW from Stone Pony sounds good. The one from St. Alphonzo's in the same direction, unless we want to see some map to SE in the Babes direction?

The Edmund Fitzgerald near California Girls can go wherever the team suggests. I was thinking a voyage east from DSOTM to see if there is a passage near there. We would probably like to know if someone was approaching the Pyramids and if it was easy, I think.

It does appear this map has safe landing spots connecting continents, but our boats will have to spend one turn in the water. One thing I've noticed when I end turn is we know whether the boat sinks or not. I didn't see the Irish Rover sink and it survived. When it sunk I got the message as the barbs made their moves, so I'll keep reporting what happens to each boat at the end of turn. I'll give the amount of gold we'll have to rush on the next turn, since we have to make choices there.

I think we want a library sometime at Graceland, but we really need those workers at the moment, I think. More discussion is needed on that change I think.

I want to encourage advice like this so I added my comments here. The rest of the team should discuss ideas like these, so I'm not going to respond with my opinion to every suggestion. Keep those suggestions and advice coming. I think the more discussion the team has the clearer it becomes what's the consensus. What I've been trying to do is carry out the team's plan as I understood it, and giving my opinions as well (too much?). As far as I can tell, the only addition I've made is building up the site at Sugar Mtn. a little faster to give us options on these strategic wonders. Even if it never makes a wonder it looks like it can do FP and/or become a great military base(already suggested) soon with some nice culture and science as well. It's a little difficult to be TP in the anarchy model and see what's the team's direction, but I'm enjoying it, and have the time to keep up.:)

Spoiler :
I'm not just new to CFC, I'm new to forums period. It is difficult to get the hang of it, so advice on posting is welcome as well. Maybe some friendly/helpful advice to my e-mail, if it's not appropriate to the forums. But I think I'll eventually figure it out. Intention and appearances are very hard to convey, no matter what you do, it seems. Discussing your struggle openly just seems to make it worse.:dunno: How can I be as open and honest as I am in public through these filters.:hmm: Foggy brain and too quick replies to one word without reading the rest don't help, though.:D
 
I forgot to mention the team as done one hell of a job so far, and you´ve been playing your turns very well princemyshkin.

"The Edmund Fitzgerald near California Girls can go wherever the team suggests. I was thinking a voyage east from DSOTM to see if there is a passage near there. We would probably like to know if someone was approaching the Pyramids and if it was easy, I think."

I believe it should go north (keypad 9) from basement hill since i clearly see a lighter-blue ocean tiles, sugestion another "highway" on that location

See my 4 destination sugestions pls:
Spoiler :
GongShow670BC.jpg
 
That's good stuff, Rick. :goodjob: Anybody got advice and suggestions about prorities on rushes and which paths on Rick's map to pursue first. I'm struggling with deciding these details myself thinking about all the goals Gonger's have. I might not have mentioned some in a while, but I haven't forgotten.
 
Do not forget, this world wraps East to West AND North to South.

We could not only find a civ in that direction but we should bare in mind that they can find us from there as well. If we set up a net of patrol boats we nead to cover our "bottom" as well. ;)
 
Route 1 looks highest priority. the coast looks to connect to other coast - whether thats just an Island or something else is what we need to find out.
 
RFHolloway said:
Route 1 looks highest priority. the coast looks to connect to other coast - whether thats just an Island or something else is what we need to find out.

I haven't named the boat yet, but it will be departing on route one shortly. After looking at all the material from the team, I'm a little unclear whether we want to seek contacts now, or set up patrol boats. I was pretty happy to see that iron myself.:)
 
I haven't named the boat yet, but it will be departing on route one shortly.

I'm going walleye fishing this weekend so how about "Walleye's Bane"? Or we could stick to the song convention. The Love Boat?

Very, very happy to see the iron and the fact that we have two sources should be a big freaking clue as to how these landmasses are set up. If we trade Iron to the Babes it's going to come w/ the understanding that none of that Iron will EVER return to our shores in the form of a weapon.
 
I'm not really cleared up in my head, atm. So my apologies for no report just yet. I tried to go right to sleep, and managed to get some rest. But I also think I need to take my mind off the game for awhile, too. Please post, dicsuss, and think of the possibilty that someone else might need to take the turns for awhile. I will try to get well enough to review the turn and prepare my report, but I can't even keep up with passing the save. I have been encouraged by the responses of the teams and discussions, and also the appearance of members of the team that have not posted in a while discussing ideas and plans. Still hoping to feel better so I can give a more clear report. I just happened to walk by and noticed I had not sent the save even though I posted in the Turn Tracker, is why I'm sending this brief message, now.
 
My apologies for being so late with this report. The turn came around to Team Gong and I felt rested and ready to take the turn.

Upon opening the turn the first message was that the Gong Show had discovered iron working, finally enabling the training of our unique unit the Gallic Swordman and revealing the location of iron sources on the map. We did discover two sources of iron on the explored map, both in our territory unconnected by roads. One of these is located on the hill one tile north of Rockaway Beach. The other is located on the hill one south of Sugar Mountain where workers were already due to complete next turn. I did not build a road on the hill earlier since I felt this dense area of hills and mountains might have iron in them. This way we can still train warriors in one turn when our barracks completes at Paradise City. These can then be upgraded to Gallic Swordsmen for 90 gold there or any other city we have a barracks. Then the messages of what our cities built this turn appeared listed below.

1. Graceland built a worker and was left to produce another worker in one turn.
2. We Built This City built a settler and was left to produce a settler in 5 turns. [Note that these build times can be changed if the turn-player reassigns citizens to different tiles and to different cities where they are better used during the trun. I review these changes at the end of the turn normally until I'm satisfied that as much waste and inefficieny as I can find with effort is eliminated. Also, if a town can grow the next turn with a citizen removed from a tile that is providing no extra shields, commerce, or food to a nearby city, this citizen is turned into a specialist for one turn.]
3. Scarborough Fair built a settler with another settler due in 6 turns. [The build times on these sometimes also reduce when our cities grow as I usually try to get thes to grow in two turns.]
4. Stone Pony built a curragh with another curragh due in 15 turns.[After one turn this curragh could be rushed for 56 gold or four gold less for each additional turn until it would be completed with regular production in 15 turns or gain another shield per turn to speed up the build times.]

I've descibed in the above method since I have never explained my notation in most other reports. It was probably understood easily enough. The notation is:
city=>built unit or building-what I decided to build there next and the number of turns this will complete with a < in front of this number if I expected the city to grow and gain more shields per turn speeding the build. For example, the notation this turn would be the following:
Graceland=>worker-worker in 1
We Built This City=>settler-settler in 5
Scarboroug Fair=>settler-settler in 6
Stone Pony=>curragh in 15

The first action taken during the turn was to send the 150 gold required as agreed in our peace treaty and technology exchange deal with our new contacts The Babes(Iroquois civilization). I didn't see a deal in the window, but I believe the arrangement (I've not seen the final treaty yet) in essence was the following.

The Gong Show will give 150 gold this turn or as much down payment as they can to the Babes.
The Gong Show and The Babes agree to a non-agression (peace) treaty for 80 turns.
The Babes will provide the Gong Show with mathematics, the wheel*, horseback riding, and code of laws in four turns from the sending of the payment.
The Gong Show will pop two huts in four turns, with research set to philosophy since this will prevent that technology popping from the hut. Any technology gained, either currency or construction or both will be traded to the Babes with the difference in costs between the trade being paid by the other team.
They would share research at a discounted exchange rate and seek to make favorable trades with first right of refusal on resources and assurances about trades to other teams and not duplicate any research efforts for the remainder of the peace treaty.

One clause I saw in the CubSox Accord from memory was a clause about termination of the agreement upon written agreement, my vote on that would be no, I would not vote to break an agreement I signed, but this is a team game and the team can come to a consensus or vote on this matter at any time.
(Summary provided only by memory and written notes as details changed, such as the Babes researching mathematics. I've made another suggestion, but that is also up to the Babes as I've already sent payment for the agreement to the 80-turn non-aggression pact.)

My first action was to open the Foreign Advisor screen and send them 150 gold or as much as our civilization could afford. We only had 69 gold in our treasury and I forgot that you could also send gold per turn payments (amount of gold sent to another civilization per turn for twenty turns). I sent the Babes the 69 gold in our treasury, but then noticed we still had this gold in our treasury. Since I wasn't sure if this was the way it worked, I kept the turn open, took a screenshot showing the location of the two new iron deposits (see spoiler below) and posted in the Department of Turnplay thread in the Team Gong private forum of the Multi-Team-Democracy Forum of Civilization III. I informed my team of the situation and asked that a team member confirm my assumption, while I worked out firm estimates of the expected turns of build times at Dark Side of the Moon and Sugar Mountain and other information that would help the team. These are also in the following spoiler.

Spoiler :
IronatSugarMtn.jpg

Here's the info I have so far:
1. No fog remains at the Gong Show.
2. Research is off.
3. Huts are scheduled to pop when we receive math from the Babes.
4. 104 turn estimate on Glib at DSOTM and MoM at Sugar Mountain with 8-9 turns of WLTKD is still solid. This will cost ~600 gold to meet an accelerated production schedule with no payback if we lose out to Saber.
5. FP first, then GLib attempt at DSOTM with no more WLTKD is turn 113, with 3-turns of WLTKD turn 112


EDIT:1. We can do 4-turn research on both construction and currency during GA with no scientists on currency and construction and an easy 4-turns on philo arriving in MA on turn 112 popping no techs from huts. Turn 108 with 1 tech and turn 104 with 2 techs


While waiting I stayed up longer than I needed to remain clear and focused and I was also quite excited and happy that we did have iron at Sugar Mountain as this is expected to become our second city in two turns. I took a few actions from time to time. The curragh at Stone Pony was named Rick's Raft in appreciation for the fine naval map provided in post #143 of this thread by RickFGS. Also, I noticed your fine suggestions for sea unit names, jb, but I had already named the curragh. We're going to need more of these, but I'll try to come up with a name myself when a unit is built. Rick's Raft set sail on proposed route #1, but I altered this slightly by going one coastal tile south and one coastal tile southeast. This way Rick's Raft can spend only one turn out to sea with a chance of sinking instead of two chances of sinking before it would arrive at the safe coastal tile on the route. You probably meant this anyway. The Edmund Fitzgerald went one tile out to sea to reveal more ocean tiles beyond the sea and back to the coastal tile near Dark Side of Moon. RickFGS has also suggested the Edmund Fitzgerald continue traveling north near Basement on a Hill, but we will have the gold to rush another curragh at Basement on a Hill faster than the Edmund Fitzgerald can arrive. Since my suggestion is to send a boat on a voyage east of Dark Side of the Moon to reveal more tiles near our city with the Pyramids, I will work out if we will have the gold to rush (not needed elsewhere to accomplish the teams plans) a curragh there before sending the Edmund Fitzgerald on one of these voyages proposed by team members, if I am the turn-player.**

Other actions this turn were moving more workers onto the marsh tile west of Evermore to complete a road allowing more workers expected to be produced over the following turns to begin clearing the marsh the turn they arrive as this is a planned settlement site. These will then build a road to another marsh tile that needs clearing for a planned settlement site as towns cannot be founded on marsh tiles. Jeff Tweedy, one of our regular warriors, crossed the river near Graceland to be in the area for possible training as one our first Gallic Swordman as the treasury allows for 90 gold. Other warriors who were not needed to keep the fog clear on our island, after doing yeoman work in keeping the barbarians from disrupting the growth, properity, or celebrations during the Golden Age or before. We honor these brave warriors and as the treasury allows they will be trained into the Gong Show's finest as a reward and a surety of our continued safety and prosperity.

I needed also to make a choice this turn about what to allow to be completed at Dark Side of the Moon as it will have two hundred shields next turn. In the interests of the team and its plans, I decided that We Love the King Day (~600 gold) was simply too costly an investment for a Great Library another team may, likey Team Saber, build before we complete the grand storehouse of knowledge. I decided to let the Forbidden Palace complete there next turn and still have a chance to complete the Great Library on turn 113 or turn 112 with an expected 3-turns of WLTKD to provide the necessary production to meet the earlier schedule. The Forbidden Palace will add gpt to our treasury and decrease waste and corruption throughout our kingdom (we are a Monarchy gov't at the moment. This is really the original plan upon entering the Golden Age upon completion of the Pyramids. A temple on one turn, a Forbidden Palace expected to take 9 turns resuced to 8 turns successfully on the fine plan of teammate kc, followed by an attempt to complete the Great Lighthouse agreed by unanimous consent by the team. Our new peace agreement with the team that built this allows us to move on to the next priority on the build list provided by teammate RF, the Great Library. If another team builds this before we do we can then build the Temple of Artemis or possibly other wonders provided by the technology gained in the upcoming Middle Ages (Sistine's Chapel, Sun Tzu's War Academy, or Leonardo's Workshop. With the treasury slider set to 20&#37; to prevent civil disorder in our one city and payment to the Babes of 4 gold per turn to pay for our peace we can expect to have 140 gold next turn.**

The F7 key revealed that no new wonders had been built, or were currently shown to be built. The Military Advisor shows we are still weak compared to the Babes. The victory screen shows we have slightly more power and culture with 27% of the world's population and 13% of the world's area. Our new contact the Babes have 21% of the world's population and 12% of the world's area. There was some movement in per-turn score as the Babes lost one point on the field and the Council and team Gong gained one point. There was no movement I recall in the demographics screen except a drop to #5 in literacy. This probably has a reason, but more than likely nothing useful or conclusive can be drawn from this up and down movement. The settler needed to pop the hut in the west will need to be rushed for 72 gold next turn in order to arrive on time, while the settler built at We Built this City will travel down the road and cross the river to arrive in time to found a city upon the silk near Abbey Road to pop the hut in the east.

It was about this time that your currently beleagered turn-player was feeling a little worn out, heady, possibly even drunken on the celebratrion that continues during our Golden Age in celebration of building the Pyramids at Dark Side of the Moon noticed the reply by teammate jb confirming that the diplomacy screen works the way he thought, but was reminded by teammate kc that he could also send gpt. Laughing at myself for how I quickly replied with the same response already given, I was shaken out of my confusion somewhat and set to the task of completing the turn, while also attempting to reply to comments to teammates at the time. I don't think this is such a good idea for me, but moderators can always take actions if they feel it is inappopriate forum conduct.

The final actions of the turn were the usual tile reassignments, including the hiring of a single tax man(see note 2 above) and an attempt to rename two of our regular warriors. One was named Eddie Spaghetti while the other was named Bob Dylan since I forgot we already had a warrior with this name. This can be changed by myself on the next turn if the team wants me to do so, but I prefer to leave it the way it is. Two other mistakes I made this turn were not noticing a road was not connected to Montreaux at the end of turn and we can expect, I think, our first town to experience civil disorder next turn. This town was not providing much but may cost the team one gold, next turn. I'll remember to check that more carefully in the future. Another mistake was accidentally releasing the mouse click button with the mouse hovering over a planned settlement site on the jungle tile between the banana and silk tile near The Watchtower with the settler from Scarborough Fair selected. I noticed this movement at the end of the turn and have asked for a ruling from the administrators. My suggested solution was to let the worker stay idle on the tile on the next turn and settle the site on the following turn. If another teammate takes the next turn and they agree with my suggestion, they need to remember to not perform any actions with it on turn 97. Upon reviewing the cities I felt something else wasn't quite right, but I really was not in good condition to think about as I needed to get some sleep right away. I posted the save as being passed in the Turn Tracker thread, but for the second time had failed to send the save to the Babes, and I apologize again for that to the team, administrators, and any other members of CFC or casual browsers who might have been disturbed by these actions. My problems shouldn't become yours. Good luck on all your efforts, everbody, I think I'll be checking into Cohan's Public House a little more to take a break, and read the news:)


*We could have researced this while they researched mathematics for less than 90 gold as contact with civilizations that have a technologhy reduce the time it takes for our civilization to research the technology, that is less total science beakers. But this thought occured to me only when

**By the way the rules are that any team member can take the turn when the turn has been passed to Team Gong as notified in the
Turn Tracker thread in the Multi-Team-Democracy-Game forum of CivIII. I think it would be best to notify the team of your intentions to take the next turn so their is no duplication of efforts or confusion in the game. Instructions for how to play get the save and what to do afterwards are in the Sticky:Getting the party started -- how to play a turn thread in this forum. Rules and other helpful information and threads are located in the Multi-Team-Demo-Game forum. Any other teammate that wants to do so can rename any unit they wish by selecting the show advanced unit actions button in the preferences menu when and if they take a turn. This is a game, our game, and our chosen model is anarchy and team members can participate or not in any way or at any time as they so desire.
 
Your welcome, Rick.:0 Can you tell us what happened on the turn? I was going to build a library at Sugar Mountain this turn and start the pre-build for the Great Library or Temple of Artemis at Dark Side of the Moon with a Palace. I'm going to sit in Cohan's Public House and see your report. I hope the boat doesn't sink either that's why I moved it to the tile I did. That way it can make it to the coastal tile with only one chance of sinking instead of two. You've got my vote.:)
 
Turn 97

At opening the save
Spoiler :
tradetechqu7.jpg



1 - Production

135gold (+160gpt)

Graceland - Worker -> New prod: Library
Great Walls of Fire - Warrior
Dark Side of The Moon - Forbidden Palace -> New Prod: Library in 3t
The Watchtower - Worker

Note: Montreaux rioted.

The Forbidden Palace
Spoiler :
forbiddenpalacerr5.jpg

citytb5.jpg


2 - Maps

Full-View
Spoiler :
mapouthz7.jpg


Core
Spoiler :
direitaos2.jpg


3 - Advisors

Advisors F1
Spoiler :
f1nu7.jpg


Advidors F3
Spoiler :
f3cq1.jpg


4 - Actions/Events

- Graceland, Paradise City and Great Walls of Fire set to grow.
- Dont agree with placing a new city between Graceland and WatchTower
- Rick´s Raft sunked, i shall avenge it :D
- Payed 86 gold debt to Babe so they can send the other techs along now

5 - Needs:

- Worldmap
 
There should have been some discussion of plans to build a library in DSOTM and the capital. We will need a shortrush next turn on at least one of them (maybe DSOTM, rush a, well, we dont have anything to shortrush with I dont think, no granary or temple).

If you have something to pose to everyone, its fine to open the save and see what everyone thinks. The libraries arent bad at all (maybe good actually since we are going to do some research maybe soon and Graceland can go to size 6 for workers), but its a deviation from what we had planned.
 
Your right Killerkane, i believe we should rush library on cap, let it finish on DSOTM and then go Great Lib.

With the debt payment to BABE we lost some money and as they will send another stack of techs we will lose some more, so some numbers are gonna have to be runned for the rush at Graceland.

I launch a discussion also as to Graceland should continue to be a Worker City, i believe it should go level 10 at least to build a temple/marketplace.

Sugar Mountain is also an issue, its on palace work, was it intended for Leo&#180;s Workshop/Sun Tzu? or should it go Great Library and DSOTM another way?

I&#180;ll post a pre-turn note for everytime i get the save from now on.
 
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