Turnplay Log

Found T for Texas and...WoOoT, we get Constuction!!!
Send Construction accepted to Babes.
Fantastic! The Babes will be pleased.
I sent them (Whomp and Wotan) a note today telling them that they have not been particularly chatty and I wanted some feedback on Maps, Sabre, Free/Council, etc. Maybe this will loosen their lips.

Otherwise not much to report. Workers keep working and some are assigned to build roads along the coast so we can move our defense easily. The bulk of workers are placed in the core jungle. Should we hook up Iron asap?
I'm thinking that we need to start putting in place a military. The wonders are going to be pouring in on turns ~111, 112 and then we'll be marked. We need to have GS's running about before then and now is the time to start.

Wow, great news! I'll start blabbing at the Babes again when I get a chance.
 
How are we doing on cash and vet warrirors? at 90G per upgrade we should be able to save up enough, so I would go for delaying connecting the iron until we have more veteran warriors than we can upgrade with current cash.
 
As long as we're making units and can keep some workers close to the iron I'm all for that.

It's just that we're not geting the kind of feedback from the Babes that make me feel like we're in the loop. I'm getting that paranoid feeling that somebody's talking behind my back and they're holding a club. :(
 
nutbush -->rax
Dirty old -->worker
Paradise-->warrior
Scarborough-->rax
RoF-->worker
Cali girls-->worker
Abbey->worker
Malice-->worker
Sweet home-->worker
GoF: change to rax to not pop a worker before growth

Graceland is changed to rax and IMIO it should pump military soon. To do that we need to mine some irrigated tiles. This is just my suggestion and anyone interested should have a look at the save and comment
I know that worker prod. is a biggie here but even with the changes we have 27 in production and 63 at work.
Change a few production in the outskirts from workers to cat's not to lose pop
Assign a few taxmen for some g's
The Reid bro's go NW for sentry/blocking

My suggestion is we rax all the 1st ring towns and build workers in the hicks. Next turn we will found the jungle city N of Graceland. Chops in the area should be directed towards a rax there.
The N iron is being hooked up as requested.

Found Yellow Brick Road-->worker

We didn't get Currency this turn

Area: 16 vs 13
Pop: 29 vs 19
(we're catching up on Babes in score too so we're doing great atm)
 
Pete's End is founded on the jungle in our core and gets a taxman. We have a good number of workers (62) that will finish up clearing the jungle soon. All the cities set to grow get workers bought except the NW most town which will buy a worker next turn. This will be 14 more workers to take us to 76.

A city about to riot gets a taxman (Cariboo).

Sin City is getting a forest chop for the temple in 3 turns.

Palace of the Brine is getting 3 shields and is set to build a worker but it is size 1 so it gets a catapult.

3 workers are added to Sugar Mountain to get it to 30 shields per turn @ size 10 with 5 happy and 5 unhappy. It is pretty on par with DSOTM with both showing GL due in 7 turns. Sugar Mountain will have more long term shields.

A market is set up at Graceland in two turns (it will pick up the grassland that the worker is finishing the mine on this turn). It can then produce units galore.

Ring of Fire gets a Courthouse since it is better than a library there. It will need a harbor sometime in addition to Library/Temple. It can whip the library pretty easily.

Monotheism is started but at a snail's pace. What do we want to do here? It gains us nothing unless we shoot on to Astronomy, and then the GLibe is kind of worthless. BABE wants mono but I think it is just they dont want us to get as much bang for the buck as the GL will give.

The Ottoman capital of Baldric is size 7 with no growth?? What could be going on here?
 
DoT- Worker-> Worker
Paradise City- Warrior-> Warrior
Ring of Fire- Court-> Libe
Cali Girls- W-> W
Evermore W-> W
Motor City Five, Sin City, Montreaux, CBGB, Rockaway Beach, Hangar 18, Sweet Home Bama, E Street, No Name Streets, Cariboo, and Sunset Strip-> all produce workers.
Town called Malice-> Settler, put on the galley from LoveShack and will be founded on the island next turn.
Love Shack-> galley->worker
Hotel California-> Cat-> temple

In 5 turns we will have mono and send it over on turn 109 for the BABEs. We have 201 science +10 scientists (231).

I will now make a list of cities and try to prioritize worker tasks to get them closer to where they can be added in and whipped away where needed.

From the NW:
Castel Donnington (size 2)-> will be size 2 still in 5 turns but with 2 workers from here. (Needs 3 workers (N3)).
Love Shack (2)-> will be size 4. (N1)
Montreaux (1) -> will be size 2. (n3)
Sweet Home Bama (1)-> will be size 2 (n3)
Malice-> will be size 5 n0
Sin City -> will be size 4 n1 or 0 with forest chops.
Rockaway Beach-> will be size 3 n2
On Flame-> will be size 5 n0
Smoke on the Water-> will be size 5 n0

West cities
Motor City-> will be size 4 n1
Heartbreak Hotel-> will be size 4 n1
Cariboo-> will be size 2 n3
Streets have no name-> will be size 3 n2
Sunset strip-> will be size 2 n3
Whiskeytown-> will be size 2 n3
Evermore- will be size 3 n2
Woodstock- will be size 5 with temple already n0
DoT- will be size 4, n1
Guitar Town- will be size 2 n3
Palace on Brine- ditto n3

South cities
Yellow Brick Road-> switching it to a grass to grow it to size 2 n3
Van Zandt-> will be size 3 n2
Hotel California-> will be size 4, n1
Stone pony-> size 5 n0
Rock Lobsterford-> size5 w. temple n0
St. Alphonzos- size 5 w/ temple n0

The core will produce normally pretty well and wont need much if any whipping. The NE is only a few cities, but will need about 14 workers to join. All in all most land should be cleared/improved minus jungle/hills/mountains outside of the core and we should have about 25-30 workers left. The big problem is getting the bulk of our workers from the jungle in the core to where they will be needed efficiently (ie working as they go). This will take more contemplation but we should have a plan in place, any suggestion on the problem would be most helpful.
 

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If you need to you can always short cash rush before we revolt. At a cost of up to 80G that could save a worker in an otherwise hard to reach location. Has anyone compared Feudalism with monarch for corruption/income purposes or do we have republic now? It might be worth seeing what the breakeven point is for units before one costs more than the other.
 
Good point. We will have to see how much gold we have at that time since our golden age ends and some of those growth numbers will be turned to scientists. Since we are getting Feudalism by trade I suppose revolting from Big Picture doesnt help, so all of turn 110 will be getting stubborn size 2 cities to 10 shields via rush. We will only have about 200 gold at that time though.
 
We are definitely faster in golden age but that ends on turn 108, so that will have to figured out, but I dont think there will be any problem. We have 120 gold losing 16 per turn IIRC; some of this is unit costs though which will be alleviated when we found 3 cities next turn. If we were a republic we would be paying out the nose for units (we would be -111 per turn with 102 in unit costs!).

With such a population/worker advantage (#1 in pop and we probably have twice the number of workers as anyone else), we could shoot to astro and land a ton of units on someone very effectively if we wanted to forgo 100K. Something like 80 units and the ships to cart them over within 35 turns under Feudalism (probably pay BABE (who will be in golden age) to do the research to cover their unit costs and we just whip a bunch of stuff). Even if they get muskets up we could still bring a heck of a lot of trebs before they get cannons/cavalry.
 
Yes they have to go through an alchemical conversion to buildings or units or a mix of both. I think trying to do both at the same time will get us no where, we have to go with one or the other, which is gonna be culture. I just wanted to point out that with the setup we can still go either way!
 
Graceland- Market-> Worker
Paradise City- Wa-> Wa
Abbey- W-> W
Watchtower- W-> W
Smoke- W-> W
Castle Donnington- W-> W

Marmalade Skies, Kokomo, and Slade Castle are founded. We have 105 gold and are losing -11 gpt. Some scientists are switched to growth where appropriate since we have some more irrigated tiles now. We have 1 more turn left on the golden age.

We need to produce one more settler for the island, and one for the soon to be finished former marshland. Slade Castle will have to be replaced, it is taking up the spots for 2 cities right now (currently covered by marsh). Really not a very exciting turn, but I have included Civassist photos for everyone's perusal, and one of those is what to expect after our golden age (should be a base 150 science/gold per turn, not including specialists, we will get this to grow soon).
 

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Graceland- Worker-> Worker
Paradise City- Wa-> Wa
Dirty Old Town- W-> W
GWOF- Temple-> Libe
We Built this City- Temple-> Libe


Mono in 3 at -12 per turn. This is our last turn of golden age. We are making slow but relentless efforts in terraforming from the NW on south; all the forests there should be cut by Feudie time. The Great Library will pop up in 4 turns. Not much else to report.
 

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DSOTM riots! I thought we wouldnt have to raise the lux slider until this turn; our shields/commerce were still doubled last turn as if in golden age. I suppose it is different in multiplayer. No other city riots so Sugar Mountain is still on track for the GL. Sorry about that. The bad thing is it has only 316 shields, not the 326 anticipated so there is no way to get it in 3 turns, it will have to be 4 from now, on turn 112.

4 workers are produced. 31 are added to our towns to make them super science cities for this turn. Our granary boxes are all full so they will not lose a population, and the excess will be whipped away in 3 turns when we become a Feudal government. What is the status on the treaty btw?
 

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OK, 84 shields in Sugar Mountain in 4 turns. That works out to a nice 21spt.

I have casually asked Whomp about the treaty and only ever gotten a note that he would try to move things along. I'll ask again when I tell him to investigate the Sabre city.

Another turn that we're not notified that the GLib is gone is a good turn.
 
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