Turnplay Log

No gold from the Babes this turn as they start research on refining at full steam. We are forced to turn science down to 0% and hire many tax-men to break even. We sell the unneeded barracks at Castle Donnington for 10 gold and 1gpt and have 11gold losing 11gpt for steel due in 17turns. The price of steel dropped, so this tech is known to at least one other civ. Free is up to 181cpt and we drop to second in literacy again in F11. Our military advisor says we are now weak to Free as they continue to upgrade. We are still average to Saber and strong against the Council.

In production this turn:

Woodstock=>worker-colosseum in 120

A worker boards a galley and moves to join Kokomo which whips a cathedral for 1 pop. Our workers chop forests into Evermore and Heartbreak Hotel for expected university whips there next turn. We gain 6cpt from culture doubling and now are at 594cpt and will be making at least 601cpt next turn as Sugar Mountain will complete a university. We have 17 workers with 19 in production, but population losses may reduce this number. Pete's End becomes our 5th city.
 
The price of steel drops as it is shared with other civs. We have 0 gold at +1gpt for steel due in 6 turns, now. We are now weak versus Saber and Free and still strong versus the rubberless Council.

In production this turn:

Sugar Mountain=>university-colosseum in 4
Kokomo=>cathedral-library in 80

Heartbreak Hotel whips a university for 3 pop. Three workers join Evermore and it whips a university for 3 pop. Our workers chop a forest into Whiskeytown and 3 workers join it to whip a university for 3 pop. We will be making at least 613cpt next turn while Free is next at 174cpt.
 
In production this turn:

Graceland=>stock exchange-factory in 13
Evermore=>university-worker in 10
Heartbreak Hotel=>university-worker in 10
Whiskeytown=>university-worker in 10

St. Alphonzo's whips a university for 3 pop. We will be making at least 617cpt next turn. We have 1 gold and are making 0gpt for steel still due in 6 turns at 0% science. We are again #1 in literacy and still strong versus the Council and weak versus all the other teams. Some size1 towns are switched to colosseums as they cannot grow fast enough to produce a worker. We still have 11 workers and 19 in production.
 
Checking military advisor shows we are now average with the Council and weak versus everyone else as they continue to upgrade units. The power graph in the victory screen looks close for all teams. In F7, Saber and the Council are building MoM and the Council is building Universal Suffrage. They have gained no techs that we have monopolies on in the foreign advisor. We could conceivably get MoM in 2 turns at DSOTM, but wonders showing in F7 usually mean they will be built next turn.

In production this turn:

Abbey Road=>worker-colosseum in 40
Stone Pony=>worker-colosseum in 120
St. Alphonzo's=>university-worker in 10

There are no whips this turn. We have 617cpt while Free is up to 177cpt. Our workers have only one more mountain to rail. Several size1 cities with no growth were switched to colosseums from workers. We have 13 workers with 13 in production. We have 1 gold at 0gpt for steel due in 5 turns.
 
Hey, Ansar. I would really love to supply pics, but unfortunately I can only connect to the forums via proxy since the hacker attack on CFC. Attachments, smileys, etc. don't work.

If anybody wants to open the save and post pics it would be nice. If I'm ever able to connect without proxy again, I'll do so immediately.
 
Hey, Ansar. I would really love to supply pics, but unfortunately I can only connect to the forums via proxy since the hacker attack on CFC. Attachments, smileys, etc. don't work.

If anybody wants to open the save and post pics it would be nice. If I'm ever able to connect without proxy again, I'll do so immediately.
Oh, ok.

My apologies.
 
Nothing built this turn. Relative power remains the same among the teams. F7 shows only the Council building MoM. Workers rail the last mountain. Sugar mountain will complete its colosseum next turn and California Girls whips a university for 3 pop. We will be making at least 623cpt next turn. CivAssistII now reports a 1410AD win date.

We get a disturbing message that we lost our ivory supply from the Babes. I hope this is not the case. If it is we could have a number of riots next turn. The Babes say they will have refining in a couple of turns. We have 1 gold at 0gpt with steel due in 4 turns.
 
We accept 24gold and ivory from the Babes. The short break in ivory causes 31 towns to riot. Nothing can be done as you cannot scroll ahead in the MTDG and the tiles are blacked out anyway. They should have refining soon and will send more gold which should shave a turn off our steel research. We have 25gold at -24gpt for steel due in 3 turns now. Relative power is unchanged.

In production this turn:
DSOTM=>stock exchange-factory in 9
Sugar Mtn=>colosseum-stock exchange in 6
California Girls=>university-worker in 10

Our 13 workers chop a couple of tundra-forest tiles for shields. We now have 14 workers in production. No whips this turn for obvious reasons. Our cpt is up to 623 and for the first time the Council is in second place. It won't be until next turn before we know what their cpt is now. Our total culture is 28689 while the Council's is 9071.
 
The Babes forgot to send gold this turn, so we won't have steel next turn. It's still due in 2 turns at 0% science. We have 1 gold losing 1gpt. They should send us refining next turn. The riots are over since we got ivory last turn. The Council built the MoM in their capital. We could have beat them to this last turn, but I thought a stock exchange would be better. It has allowed us to hire more scientists, especially running a 100% tax-rate.

In production this turn:

Palace of the Brine=>worker-colosseum in 60

Hotel California whips a university for 3 pop. We now have 14 workers, but only 9 still in production as many towns will not grow to build them. We could use more mp's to put more citizens to work. Graceland and DSOTM are working on factories, now.

Our culure doubling has started in earnest now. We gain +90cpt this turn and are now at 713cpt. We will be making at least 717cpt next turn and cross 30,000 in total culture. The Council is now in second makin 211cpt. They must still be building culture as we drop to 2nd in literacy again despite our high number of libraries and universities. The civil disorder last turn cost us some culture points, though. Atm, they will fall well short of making half our culture by the time we reach 100K. CivAssistII still reports a 1410AD win date and relative power between the teams remains unchanged.
 
The Babes send us 120 gold and refining. We have oil in the desert between Palace of the Brine and Hotel California. Every other team has refining and oil, though we can only see the Babes source and one Council source on the coast. Since we won't need scientists for a while next turn and we have some gold, I hire 58 engineers to speed up building construction. This will give us some more marketplaces in our core soon. We now have 6 cities and will soon have more. We have 120 gold at -71gpt for steel due next turn. While the Babes are researching combustion, we will have science turned off.

In production this turn:

Hotel California=>university-colosseum in 120

CBGB's rushes a colosseum for 3 pop. We will be making at least 719cpt next turn. Our total culture in 30,123 while the Council is second with 9493. Our 14 workers only have 2 tiles left to improve and don't have many more forests they can chop. We still have 9 in production and can use them for worker add-ins and whips soon.

The Babes and us have taken a slight down-turn in the power screen relative to Free and Saber. We rise to 4th in annual income, but we can draw no conclusions from this just now. Both teams are most likely gaining power by upgrading units. With just a few more whips and markets, swithcing to Republic for more gold to upgrade our units looks attractive.

Also, I think I have figured out how to post pictures and will post many next turn. Let me know if there is anything in particular you want to see.
 
We get steel this turn and then send it to the Babes so they can research combustion. All the teams now have refining and steel and I'm sure Free will get combustion soon. Since we have research turned off, we are able to hire 72 engineers to put shields into our builds. We have 49 gold losing 48gpt using only 13 taxmen. We'll need to hire at least 26 taxmen next turn and possibly more if the Babes need gold to speed research on combustion.

In production this turn:

Smoke on the Water=>worker-colosseum in 120
Rock Lobsterford=>worker-marketplace in 100
CBGB's=>colosseum-marketplace in 100
Slane Castle=>worker-colosseum in 120
Beach Party=>worker-colosseum in 120

Our workers complete all their tasks, although we may add additional mines at Graceland to increase its production. Two workers board a galley and join Kokomo to whip a library for 3 pop. Two more workers join Marmalade Skies to whip a university for 3 pop. We still have 14 workers, but with only 5 in production.

We will be making at least 730cpt next turn as we gain +4cpt from culture doubling this turn. The Council is still a distant second at 211cpt. We only have 1 library, 9 universities, 37 colosseums, Magellan's Voyage, Universal Suffrage and Wall Street left as possible culture builds for a total of 122cpt.

We now have 6 cities and will have a 7th next turn. Unit upkeep under Republic would be 66gpt and could be lowered to 38gpt with no workers. We would gain about +75gpt net to our treasury and have some more production. Is it worth cutting our culture in half for 2 turns to speed research on flight? If war comes, we would need to cut our culture for two more turns to afford units switching back. We can support 237 units under feudalism. I think if we get flight a few turns before war then we've got a good chance to win this game.

The following pictures show our core, the power graph, the victory screen and demographics.

GongLandCore760AD.jpg


PowerGraph760AD.jpg


VictoryScreen760AD.jpg


Demographics760AD.jpg
 
I am not sold on Republic. It needs to be a huge benefit I think to delay culture. It is only a 100 gpt difference? I think we need to invest in masses and masses of units however, be they warriors or spearmen or whatever, and have a reaction force of arty and cavalry. If we make 50-100 arty, have enough lookout ships to see an invasion coming, and more warriors in threatened cities than they have marines they wont be able to invade or they will get shredded up by the arty and then cavalry/rifles/mdi.
 
I agree - 75 gpt isn't enough to warrant the switch - our cash situation will improve once we stop whipping and can therefore support more taxmen as the whip penalties fade - I think we are feudalism all the way now.
 
All right, I think staying in feudalism won't be a problem. We'll probably end up liking our high unit support. Other teams continue upgrading and we are now weak versus all the teams. The power graph still looks good for us and some cities will soon be making units. The Watchtower becomes our 7th city and once all these have markets, the draft could provide infantry if needed as well. We're close to balancing our budget with no taxmen, though we have quite a few now. Our treasury remains balanced at 0 gold.

In production this turn:

Motor City Five=>worker-colosseum
T for Texas=>worker-colosseum
Yellow Brick Road=>worker-colosseum
Marmalade Skies=>university-colosseum
Kokomo=>library-university

Love Shack whips a university for 3 pop. A worker joins Cariboo and it whips a university for 3 pop. Workers plant/chop 10 shields into Sunset Strip and two join it to whip a university for 3 pop. No culture doubling this turn, but we will be making at least 742cpt next turn. The Council is still far behind, but now at 217cpt. Workers also mine a tile at Graceland raising it to 24 shields a turn. We still have 14 workers with only two more in production.
 
The Babes have asked for some gold so they don't lose a turn researching combustion. The price of combustion dropped, so at least Team Free has the ability to build transports, cruisers and destroyers. Hopefully, they'll pass it along to the Council and Saber reducing the time for the Babes to get it even more. They report they'll have it 5 turns from now. We need to hire many taxmen to come up with 40 gold to send them next turn. We now have 54 taxmen and only 8 engineers. Sugar Mountain will complete a stock exchange next turn and we'll hire more engineers while still making 40 gpt over the next few turns. Our engineers are all being used in cities building markets so that we can afford even more non-taxman specialists soon.

In production this turn:

Love Shack=>university-colosseum
Cariboo=>university-colosseum
Sunset Strip=>university-colosseum

Rutupiae whips a library for 2 pop. Guitar Town whips a colosseum for 3 pop. Abbey Road and Stone Pony whip colosseums for 5 pop. each. We have now completed temples, cathedrals, and libraries in all our cities. We have only 6 universities and 34 colosseums left to build. We also gain 44cpt this turn from culture doubling and will be making at least 795cpt next turn. The Council remains in second at 217cpt. CivAssist is 21cpt behind but now reports a 1405AD win date.

Our boats have finished mapping the coasts of the Council, Free, and Saber and are returning home to act as sentries for any incoming vessels. The Babes had said they were in a cease-fire with the Council, but I noticed one of their frigates had lost three hp's this turn. The Council has also abandoned or had destroyed one of their coastal towns.

Our 14 workers complete 3 more mines at Graceland bringing it to 32 shields per turn and reducing the build time on its factory to 2 turns. We also start to plant a forest at Basement on a Hill for a chop next turn. I discover that CivAssist will tell you if the forest chop has already been used. I was having a hard time keeping up with what tiles were used.

In good news, unhappy citizens are again willing to go to work in many cities promoting growth. Our mp's are rearranged so that we now have no starving cities for the first time in a while. Happiness is still at a premium and I think we should complete markets where we are building colosseums now. This will allow them to grow and most likely build their colosseums faster anyway. At least they'll be able to use the whip for units if war comes.

I'm also thinking our 3 big cities should build coal plants as well as factories. This will make them production powerhouses for the rest of the game. I'm thinking we should build Magellan's Voyage at DSOTM and Universal Suffrage at Sugar Mountain since they will be able to complete them quickly for their culture and to deny them to the other teams. Magellan's Voyage especially since it would give the Council a GA. We may get beat to them anyway.
 
This turn we send 40 gold to the Babes to allow them to complete combustion one turn faster. We struggle to come up with another 40 gold to send them next turn and must fire many engineers and hire tax-men. This increases the build time on our much needed core marketplaces. It is also becoming increasingly difficult to whip and still have any citizens working. The workers we are building in unhappy towns are adding even more unhappiness when we add them into towns for the whip. Our two cities The Watchtower and Nutbush City that built markets before colosseums are doing much better than those that did the reverse. This turn I switch most cities in Gongland to markets as we must be able to grow for specialists, production, and to use the whip when war comes.

In production this turn:

Sugar Mountain=>stock exchange-factory in 7
Abbey Road=>colosseum-marketplace
Woodstock=>worker-marketplace
Stone Pony=>colosseum-marketplace
Guitar Town=>colosseum-marketplace
Rutupiae=>library-marketplace

Our workers complete a chop that goes to the market at Ring of Fire. We'll whip a university at Basement on a Hill in 4 turns upon growth. They then chop shields into Altamont Raceway and 2 join it to whip a university for 3 pop. Castle Donnington and E Street were taking too long to whip universities and were switched to markets and both were whipped for two pop. Markets are also whipped at GWOF, Scarborough Fair, Paradise City, Dirty Old Town, Palace on the Brine and Townes van Zandt.

We will be making 808cpt next turn gaining 7 cpt from culture doubling and the colosseum due to complete in the Watchtower next turn. CivAssitII is still 15cpt behind but now reports a 1400AD win date.

Graceland will complete its factory next turn. It wouldn't shorten the build time on any unit by building a coal plant so can put that off for now and start making 2-turn units. Do we want to build up our forces or use infantry for 22-shield disbands to speed builds in other towns? Also, we could build Universal Suffrage and Magellan's Voyage for +7cpt and their benefits in Sugar Mountain and DSOTM by 1000AD. Do we do this or just start building forces there?
 
We send 40 gold to the Babes and again struggle to come up with another 40gpt to send them next turn. All of our specialists are now taxmen and we slow growth in just a few towns to come up with the payment. With markets complete in several towns our mp's are freed up to put more citizens to work. Altamont Raceway is our only starving town but we'll hire clowns to keep from losing the food in its granary. Graceland has started producing 2-turn cavalry with the completion of its factory, while Dirty Old Town and GWOF will make workers. I think we need more mp's and to build our forces, so we will not use unit disband to speed builds for now.

In production this turn:

Graceland=>factory-cavalry in 2
GWOF=>marketplace-worker in 2
Dirty Old Town=>marketplace-worker in 10
Paradise City=>marketplace-courthouse in 14
Scarborough Fair=>marketplace-colosseum in 40
The Watchtower=>colosseum-courthouse in 12
Castle Donnington=>marketplace-university in 200
E Street=>marketplace-university in 200
Townes van Zandt=>marketplace-colosseum in 30
Palace on the Brine=>marketplace-colosseum in 40
Altamont Raceway=>university-marketplace in 100

There were no whips this turn, but some towns whipped shields. Our 13workers chop 10-shields into a marketplace and start to plant a forest for another chop next turn. We gain +7cpt from culture doubling and are now making 808cpt a turn. CivAssistII is still 8cpt behind, but now reports a 1395AD win date. The Council remains at the same cpt and we are still weak versus all civs. Our approval rating has moved to #1, but we drop to 4th in score behind Team Saber. A colosseum will complete next turn and we will be at 810cpt.
 
SOunds like MM heaven. How many turns until 1390ish AD, and approximately what does the tech pace look like? Ya think we will make it? Are the others modern yet?
 
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