Turns 140 to 149

Unit moves (* = new orders)

Naval
Evaackkian Express (E-NE of Martin Luther King Jr.): SE-3S, sailing towards the mainland.
Teal Torpedo (E of Estoc (SABER)): 3S.
Lydia Sutherland (2NE of Lee Baca (BABE)): stays in place in International waters to watch 4 Babe galleys.
Sword of Teal (N of Perelandra): NW, W and W, shadowing the Gong galley (and sailing through Numenor) now E-NE of Numenor.
Friends of Meleet (in TaTuba): stays put.
Music of Meleet (2SW of Coastal Geeks): 3NW-N, to sail around to TaTuba going clockwise (and somewhat patrolling our southern shores).


Military
Enkidu Warrior02 (in Unshackled).
Enkidu Warrior03 (in Sid City).
Enkidu Warrior04 (in Perelndra).
Enkidu Warrior05 (in Debt-Free).
Enkidu Warrior06 (in Dusty Harbor).
Enkidu Warrior07 (N of Azurra Coast).
Enkidu Warrior08 (in Monte Cristo).
Enkidu Warrior09 (W-SW of Sid City).
Enkidu Warrior10 (in Martin Luther King Jr).
Enkidu Warrior11 (NE of Martin Luther King Jr.).
Enkidu Warrior12 (S-SW of Monte Cristo, 11SE): fortify.
Enkidu Warrior13 (new in Footloose, 11SE): 2NE onto Iron mountain, fortify.

Mace01 (in Fortress of Meleet).
Mace02 (2SW of Freedom Central).
Mace03 (in Citadel of Ur).
Mace04 (2SW of Freedom Central).
Mace05 * (2NE of Liberty Bell): moves into TaTuba.

Horse01 (in Ninhursag).
Horse02 (in Ninhursag).
Horse03 (in Farkle Liberation).
Horse04 (in Liberty Bell).
Horse05 (2SW of Freedom Central).
Horse06 (new in Liberty Bell): moves into Freehand and stops.

Pike01 (in Footloose, 11SE).
Pike02 (2SW of Freedom Central).
Pike03 (SW of TaTuba): stays put.
Pike04 * (2NE of Liberty Bell): moves into TaTuba.


Settlers
-0-

Workers
W001 (NE of Monte Cristo, 11SE): with W017, clear jungle in 7.
W002 (SW of Freedom Central).
W003 (N of Freedom Central).
W004 (SW of Freedom Central).
W005 (on Saltpeter Mountain 11NW): mountain road in 1.
W006 (SW of Freedom Central).
W007 (SW of Freedom Central).
W008 (NE of Kazgungudom): with W010, mine an irrigated grassland in 1.
W009 (N of Freedom Central).
W010 (NE of Kazgungudom): with W008, mine an irrigated grassland in 1.
W011 (N of Freedom Central).
W012 (NE of Freedom Central).
W013 (on the Iron Hill north of Kazgungudom).
W014 (on the Iron Hill north of Kazgungudom).
W015 (joined to Ishme-Shamash).
W016 (on the Iron Hill north of Kazgungudom).
W017 (NE of Monte Cristo, 11SE): with W001, clear jungle in 7.
W018 (joined to Kazgungudom).
W019 (S of Tower of Babel).
W020 (on the Iron Hill north of Kazgungudom).
W021 (on the Iron Hill north of Kazgungudom).
W022 (N-NE of Kazgungudom).
W023 (joined to Kazgungudom).
W024 * (in Liberty Bell): with W027, W041, W043, W057 and W064, NE and fortify.
W025 (N-NE of Kazgungudom).
W026 (N-NE of Kazgungudom).
W027 * (in Liberty Bell): with W024, W041, W043, W057 and W064, NE and fortify.
W028 (on the Iron Hill north of Kazgungudom).
W029 (2 of Liberty Bell).
W030 (N-NE of Kazgungudom).
W031 (S of Tower of Babel).
W032 * (SE of Fortress of Meleet): convert mined desert into irrigation, finish in 3.
W033 (N-NE of Kazgungudom).
W034 (N-NE of Kazgungudom).
W035 (on the Iron Hill north of Kazgungudom).
W036 (on the Iron Hill north of Kazgungudom).
W037 (on the Iron Hill north of Kazgungudom).
W038 (S of Tower of Babel).
W039 (SW of Freedom Central).
W040 (joined to Kremlin).
W041 * (in Liberty Bell): with W024, W027, W043, W057 and W064, NE and fortify.
W042 (S of Tower of Babel).
W043 * (in Liberty Bell): with W024, W027, W041, W057 and W064, NE and fortify.
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (S of Tower of Babel).
W047 (S of Tower of Babel).
W048 * (NW of Sid City, 11NE): road in 3.
W049 (on the Iron Hill north of Kazgungudom).
W050 (joined to Kremlin).
W051 (on the Iron Hill north of Kazgungudom).
W052 (S of Liberty Bell).
W053 (N of Freedom Central).
W054 (SW of Footloose, 11SE): SE and S, onto mountain to road.
W055 (S of Liberty Bell).
W056 (joined to Citadel of Ur).
W057 * (in Liberty Bell): with W024, W027, W041, W043 and W064, NE and fortify.
W058 (joined to Kremlin).
W059 (S of Liberty Bell).
W060 (S of Liberty Bell).
W061 (on the Iron Hill north of Kazgungudom).
W062 (SW of Freedom Central).
W063 * (on Saltpeter Mountain 11NW): SW-S, onto mountain to road.
W064 * (in Liberty Bell): with W024, W027, W041, W043 and W057, NE and fortify.
W065 (S of Liberty Bell).
W066 (N of Freedom Central).

General Notes and Plans

The Council builds Copernicus' Observatory in The Chamber.

I switched some long-term builds on the mainland to vEWs, to send to the islands.

We have Saltpeter connected to Freedom Central. We will change vPike builds to vMusket builds soon.

Theory of Gravity in 2 at +0 gpt; we'll stockpile some gold next turn.

After Theory of Gravity, Navigation, I think (and Magellan's Voyage).

Send Banking to The Council next turn? Need to check with them on that.

I kept Lydia Sutherland in place just (mainly) to keep Babe's galleys locked in place.

Both us and Babe have the same land area: 19%.
 
Zoomed Out, centered on Mt. Kremlin
Spoiler :

148_ZoomOut.jpg



Teal Torpedo
Spoiler :

148_TT.jpg



Lydia Sutherland
Spoiler :

148_LS.jpg

 
Domestic
No Image.

Victory Conditions
Spoiler :

148_Victory.jpg



Top 5 and Demographics
Spoiler :

148_Top5.jpg



~~~~~~~~~~~~~~~~~

Trading: The Council
Spoiler :

148_Council.jpg



Trading: BABE
Spoiler :

148_Babe.jpg



Trading: GONG
Spoiler :

148_Gong.jpg



Trading: SABER
Spoiler :

148_Saber.jpg

 
# Kazgungudom (8): palace in 40 (Magellan in 9).
After Theory of Gravity, Navigation, I think (and Magellan's Voyage).

Wait a moment. It is not possible to build Magellan's inland city. It must be built in a coastal city. Scrap the Navigation and just accumulate gold while the Council researchs Magnetism.
 
Wait a moment. It is not possible to build Magellan's inland city. It must be built in a coastal city. Scrap the Navigation and just accumulate gold while the Council researchs Magnetism.

I think he said we were going to build it in some coastal city.
No, sorry, my goof, guys.

I don't normally build Magellan's Voyage and was fuzzy on the details. I knew that the Colossus had to built in a coastal city, even the Civlopedia says so. It does not say that about Magellan's Voyage. Since the Civlopedia did not state that MV had to built in a coastal city, I thought that it could be built in any city. And while I thought that a bit odd, well, again, I wasn't clear on the details.

After Kuningas' comments I took an old game, learned Navigation and discovered that the truth was bad news. Magellan's Voyage must be built in a coastal city. :mad:

So much for that idea (learn Navigation, build Magellan's in Kaza and increase the movement of our boats for the rest of the game). :cry:

I don't know if we want to spend our SGL on Magellan's or not. But I don't think we have a coastal city that could build that Wonder in the next 20 turns or so. I will check on that next turn (Thessauronicleus and Fortress of Meleet for sure, and others also).

FYI:
Magellan's Voyage cost is 400; Theory of Evolution is 600.
 
City Status (* = completed build)
  1. Freedom Central (10): Medieval infantry in 1
  2. * Thessauronicleus (9): University -> Musketman in 6
  3. Kanzungudom (8): Palace in 39
  4. * Thombriel (10): Pikeman -> Marketplace in 10 ( one clown)
  5. * Fortress of Meleet (9): Caravel -> Marketplace in 10
  6. Kremlin (8): Musketman in 3
  7. Citadel of Ur (7): Marketplace in 7
  8. Tower of Babel (9): Musketman in 4
  9. Ishme-Shamash (8): Marketplace in 15 (one tax collector)
  10. Weltonspolt (6): Aqueduct in 11 (two geeks)
  11. Teal domination (9): University in 1 (rushed)
  12. Ninhursag-Ki (8): Musketman in 8 (one tax collector)
  13. Azurra Coast (6): Marketplace in 29
  14. Lake Port (7): Enkidu Warrior in 1 (one geek)
  15. Marad-Dur (7): University in 5
  16. Sugar-Free Wheaties (7): University in 3
  17. FreeToes (6): Aqueduct in 6
  18. Coastal Geeks (8): Courthouse in 16 (two geeks)
  19. Liberty Bell (9): Courthouse in 11
  20. TuTuba (5): Harbor in 7 (two tax collector)
  21. Cat Ballou (7): Enkidu Warrior in 5 (three tax collector)
  22. Freehand (5): Musketman in 6
  23. Chicago XIII (6): Aqueduct in 7 (two geeks)
  24. * Farkle Liberation (6): Enkidu warrior -> Enkidu Warrior in 10 (two tax collector)
  25. Numenor (2): Harbor in 12 (one tax collector)
  26. Vista-Free (5): Medieval Infantry in 12 (two tax collector)
  27. Jungle-Free (6): Medieval Infantry in 23 (three tax collector)
  28. Ellis Island (3): Harbor in 14 (two tax collector)
  29. Worry-Free (4): Medieval Infantry in 16 (two tax collector)
  30. Unshackled (4): Worker in 2 (two tax collector)
  31. Perelandra (4): Medieval Infantry in 23 (two tax collector)
  32. Dusty Harbor (2): Library in 25 (one tax collector)
  33. Debt-Free (6): Medieval Infantry in 15 (three tax collector)
  34. Sid City (3): Library in 24 (two tax collector)
  35. Tax-Free (5): Medieval Infantry in 16 (two tax collector)
  36. Gratis (6): Medieval Infantry in 18 (three tax collector)
  37. Home of the FREE (4): Medieval Infantry in 20 (one tax collector)
  38. Martin Luther King Jr. (3): Enkidu warrior in 2 (one tax collector)
  39. Gun-Free (5): Medieval Infantry in 13 (one tax collector)
  40. Sweet 16 (3): Medieval Infantry in 21 (one tax collector)
  41. Freetime (4): Medieval Infantry in 17 (one tax collector)
  42. Freeborn (2): Enkidu warrior in 1 (one tax collector)
  43. Monte Cristo (2): Enkidu Warrior in 7 (one tax collector)
  44. Footloose (2): Enkidu warrior in 9 (one tax collector)

Next Turn Builds
  • Medieval Infantry in Freedom central.
  • University in Teal domination.
  • vEW in Lake Port.
  • rEW in Freeborn.

Cities to build on this landmass: Done!
One tile islands to the north to settle: Done!
Cities to build to the Southeast: Done!
Cities to build to the Northwest: Done!
Total cities to build: 0
Settlers in production : 0.
Workers in production: 1 (Unshackled).

City Buildings
  • 01 x Sun Tzu's Art of War
  • 01 x Palace
  • 01 x Forbidden Palace
  • 02 x Granaries
  • 03 x Marketplaces
  • 19 x Libraries
  • 10 x Universities
  • 36 x Barracks
  • 06 x courthouses
  • 10 x Harbours
  • 02 x Aqueducts

Military Status
  • 00 Settlers
  • 57 Workers
  • 06 Horseman
  • 05 Pike
  • 02 Galley
  • 04 Caravel
  • 05 Mace
  • 13 Enkidu Warriors

Military Support
Total Units: 94 (+3)
Allowed Units: 78
Cost per Turn: 32 gpt (+6)

SGL: Ali Ibn Rabban

Compared to BABE (Republic) we are weak.
Compared to The Council (Republic) we are weak.
Compared to GONG (Feudalism) we are weak.
Compared to SABER (Republic) we are weak.


Domestic Issues
Theory of Gravity in 2 turns.
663 gold +297 gpt
10% science
20% luxuries
70% taxes

Resources connected to Freedom Central
  • 01 Saltpeter is connected.
  • 02 Iron are connected.
  • 03 Horses are connected.
  • 05 Gems are connected.
  • 05 Spices are connected.
  • 01 Ivory is connected.
 
Unit moves (* = new orders)

Naval
I'll try to catch these in next turns.
Evaackkian Express
Teal Torpedo
Lydia Sutherland
Sword of Teal
Friends of Meleet
Music of Meleet
Trade Ship

Military
Too many units to count all moves :(

Settlers
-0-

Workers
W001 (NE of Monte Cristo, 11SE): with W017, clear jungle in 6.
W002 (SW of Freedom Central).
W003 (N of Freedom Central).
W004 (SW of Freedom Central).
W005 * (on Saltpeter Mountain 11NW): NE.
W006 (SW of Freedom Central).
W007 (SW of Freedom Central).
W008 * (NE of Kazgungudom): with W010, Forfity.
W009 (N of Freedom Central).
W010 * (NE of Kazgungudom): with W008, Forfity.
W011 (N of Freedom Central).
W012 (NE of Freedom Central).
W013 * (N of Kazgungudom): E With W014, W016, W020, W021, W028, W035, W036, W037 Plant Forest
W014 * (N of Kazgungudom): E With W013, W016, W020, W021, W028, W035, W036, W037 Plant Forest
W015 (joined to Ishme-Shamash).
W016 * (N of Kazgungudom): E With W013, W014, W020, W021, W028, W035, W036, W037 Plant Forest
W017 (NE of Monte Cristo, 11SE): with W001, clear jungle in 6.
W018 (joined to Kazgungudom).
W019 * (S of Tower of Babel): N, N Plant Forest
W020 * (N of Kazgungudom): E With W013, W014, W016, W021, W028, W035, W036, W037 Plant Forest
W021 * (N of Kazgungudom): E With W013, W014, W016, W020, W028, W035, W036, W037 Plant Forest
W022 * (N, NE of Kazgungudom): W, SW Chop Forest (10 shields yielded in Citadel of Ur)
W023 (joined to Kazgungudom).
W024 * (NE of Liberty Bell): S With W027, W041, W043, W057, W064 Plant Forest
W025 * (N, NE of Kazgungudom): W, SW with W026, W030, W033 Irrigate plains
W026 * (N, NE of Kazgungudom): W, SW with W025, W030, W033 Irrigate plains
W027 * (NE of Liberty Bell): S With W024, W041, W043, W057, W064 Plant Forest
W028 * (N of Kazgungudom): E With W013, W014, W016, W020, W021, W035, W036, W037 Plant Forest
W029 * (S of Liberty Bell): NE with W052, W055, W059 Chop Forest
W030 * (N, NE of Kazgungudom): W, SW with W025, W026, W033 Irrigate plains
W031 (S of Tower of Babel).
W032 (SE of Fortress of Meleet): convert mined desert into irrigation, finish in 2.
W033 (N-NE of Kazgungudom).
W034 (N-NE of Kazgungudom).
W035 * (N of Kazgungudom): E With W013, W014, W016, W020, W021, W028, W036, W037 Plant Forest
W036 * (N of Kazgungudom): E With W013, W014, W016, W020, W021, W028, W035, W037 Plant Forest
W037 * (N of Kazgungudom): E With W013, W014, W016, W020, W021, W028, W035, W036 Plant Forest
W038 (S of Tower of Babel).
W039 (SW of Freedom Central).
W040 (joined to Kremlin).
W041 * (NE of Liberty Bell): S With W024, W027, W043, W057, W064 Plant Forest
W042 (S of Tower of Babel).
W043 * (NE of Liberty Bell): S With W024, W027, W041, W057, W064 Plant Forest
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (S of Tower of Babel).
W047 (S of Tower of Babel).
W048 (NW of Sid City, 11NE): road in 2.
W049 * (N of Kazgungudom): E with W051, W061 Chop Forest
W050 (joined to Kremlin).
W051 * (N of Kazgungudom): E with W049, W061 Chop Forest
W052 * (S of Liberty Bell): NE with W029, W055, W059 Chop Forest
W053 (N of Freedom Central).
W054 (S of Monte Cristo): Build road in 8 turns
W055 * (S of Liberty Bell): NE with W029, W052, W059 Chop Forest
W056 (joined to Citadel of Ur).
W057 * (NE of Liberty Bell): S With W024, W027, W041, W043, W064 Plant Forest
W058 (joined to Kremlin).
W059 * (S of Liberty Bell): NE with W029, W052, W055 Chop Forest (10 shields yielded in Citadel of Ur)
W060 * (S of Liberty Bell): NE with W065 Plant Forest
W061 * (N of Kazgungudom): E with W051, W049 Chop Forest
W062 (SW of Freedom Central).
W063 * (S of Martin Luther King Jr.) Build road in 9 turns
W064 * (NE of Liberty Bell): S With W024, W027, W041, W043, W057 Plant Forest
W065 * (S of Liberty Bell): NE with W060 Plant Forest
W066 (N of Freedom Central).

General Notes and Plans

Many of the military builds were switched back to marketplaces and courthouses. We were building units so fast that our economy would have collapsed really soon.

I started to plant and chop forest. This will give us 10 shields in all tiles once. Excluded mountain/hill/town centre tiles.

Last city dot (dot17) not necessary to build that.

Theory of Gravity in 1 at +297 gpt; Switched some geeks into tax Collectors. Decreased Science rate to 10%.
 
Trading: BABE
Spoiler :

teamfreet150babeik5.jpg



Trading: The Council
Spoiler :

teamfreet150counciluo4.jpg



Trading: SABER
Spoiler :

teamfreet150saberyu0.jpg



Trading: GONG
Spoiler :

teamfreet150gongfx8.jpg

 
Domestic screen
Spoiler :

teamfreet150f1hc5.jpg



Victory screen
Spoiler :

teamfreet150f9zm2.jpg



TOP5 and demographics
Spoiler :

teamfreet150f11nu7.jpg

 
Overview
Spoiler :
teamfreet150overviewee5.jpg



GONG's caravel near our saltpeter island
Spoiler :
teamfreet150gongshipur7.jpg



Lydia Sutherland
Spoiler :
teamfreet150lydiauu8.jpg



Teal Torpedo
Spoiler :
teamfreet150tealaj7.jpg

 
CB I would like to play next turn.

I went and played the turn to keep recent turnaround time.
Not a problem.

Is this just for one turn or can I relax for a while?


Food for Thought:
I think it would be fine if everyone had a chance to be Turn Player, if only for a few turns, or even just one. Then we are not depending on just one or two people to keep the game alive and make all the decisions. Plus, then we do have backups in case of emergencies, as we have had in the past.

I'm still not sure why we are building so many MDI. They will be obsolete by the time we invade. A couple are fine, but I would rather build horsemen(can upgrade to cavs) or Muskets.
Most of the Maces are being built in highly corrupt cities that only net 1 shield per turn. Which means any build order is probably a bad build order. We can change them to Muskets, but by the time Sweet 16 builds it's Musket, well, it too will be obsolete. And Nationalism is on the horizon, with Riflemen to replace the Muskets.

Hmm.
Rifles require no resources, so maybe we don't need to worry about trading Saltpeter to The Council. No, wait, we need Saltpeter and Horses for Cavalry. So we do still need to trade Saltpeter to The Council. Rifles and Cavlary vs. Gallic Swordsmen, Maces and Pikes. Sounds like fun to me. :D
 
I can play a turn if you want a break CommandoBob. I've been following the game and the threads here but just haven't posted much recently.

I can play three turns 150-152. After that aluka plays a couple of turns. CB comes back when he has relaxed a bit :)
 
I can play three turns 150-152. After that aluka plays a couple of turns. CB comes back when he has relaxed a bit :)

That sounds great guys. My son's fiancee arrives on January 5 and will spend a week with us. We might get to Turn 152 by then.
 
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