SGOTM 17 - Maple Sporks

Scientists in Pig will help us get towards IW. Fur tile should help with commerce. Maybe pig work lake.

I think you can play until settler is ready to settle banana. Before doing so we can evaluate better.

Meanwhile burn full cash on IW.
 
Good luck!

I just tested with astre's test save in a bit of a sloppy way and indeed city 5 starts to hurt economically. However, I think the real save may be slightly different in the numbers department. Could be that we should wait some turns before settling nr 5 though.
 
played, nothing really happened. Killed the barb archer, Furville founded, breakeven ~25% research. Settler in place for BananaSandwich. No time for worker to chop the site first, unless we wait with settling a few turns, then it's actually a good use... Otherwise I would maybe start with a riverside cottage in BananaSandwich

Mansa was pleased for a few turns, now cautious again

Save uploaded for you guys to have a look, I'll pick it up again tomorrow http://gotm.civfanatics.net/download.php?file=Maple_Sporks_SG017_BC0375_01.CivBeyondSwordSave

log:
Spoiler :
Here is your Session Turn Log from 475 BC to 375 BC:

Turn 96, 475 BC: You have trained a Archer in PigCity. Work has now begun on a Worker.
Turn 96, 475 BC: You have trained a Axeman in Copper city. Work has now begun on a Axeman.

Turn 98, 425 BC: Copper city can hurry Axeman for 1⇴ with 10ℤ overflow and +1⇤ for 12 turns.
Turn 98, 425 BC: Clearing a Forest has created 30 ℤ for PhantCity.
Turn 98, 425 BC: You have trained a Settler in PhantCity. Work has now begun on a Worker.

Turn 99, 400 BC: Furville has been founded.

Turn 100, 375 BC: Quartermaster's Axeman 2 (Copper city) (5.00) vs Barbarian's Archer (2.73)
Turn 100, 375 BC: Combat Odds: 96.2%
Turn 100, 375 BC: (Extra Combat: +20%)
Turn 100, 375 BC: Barbarian's Archer is hit for 25 (51/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 25 (26/100HP)
Turn 100, 375 BC: Quartermaster's Axeman 2 (Copper city) is hit for 15 (85/100HP)
Turn 100, 375 BC: Quartermaster's Axeman 2 (Copper city) is hit for 15 (70/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 25 (1/100HP)
Turn 100, 375 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 100, 375 BC: Quartermaster's Axeman 2 (Copper city) has defeated Barbarian's Archer!
Turn 100, 375 BC: Your Axeman 2 (Copper city) has destroyed a Archer!
 
Unfortunately no time to see the save until tonight.

How many turns are we away from IW? Are we hiring scientists? Fur ready yet? Working lake? How much money we're making at 0% science?
 
same for me can't see the save until tonight.

Sorry of my quick message but i was going to sleep. Thoses days in paris are not great for transport (snow time) and realy needed to sleep for today.

Well, you got the message and think you stoped just right.

fur city is not a problem for developpement as it have a great tile that provide 5 commerce. it is self suficient.
For double babana it does not and will be concidered as an investment until it paid off: with 2 scientists running or with cottages. But i think we need IW now, not in 20 turns.

I propose to wait a bit for banana city (for exemple just the time to chop the tile) then found the city starting with library (chop it if possible).
We could also build library in copper ASAP to plan for the lack of money comming.

With happiness recources comming, we should try to grow to decent size cities: 4-6.
 
We have cash left for nearly 3t of full research, then we have to go down to 20%.
At 0% research we get 6gold/t

We are working lakes, furcamp ready in 2t, we are not running scientists: currently we are building a worker in Pigcity, and would have to get rid of a 3h1f tile for scientist, raising worker from 4 turns to 7 turns, and getting IW from 16 t down to 15 t (not counting further growth and furcamp).

My suggestion is to switch to granary in PigCity to grow in 3 turns, exactly when we have to lower the slider to 20%, and when a scientist nets us substantially more than a lake tile does now at 100%. We can then run 2 scientists in PigCity, while either switching back to the worker, or continuing the granary.

Spoiler :
attachment.php

EDIT: if we really go for max commerce, I could switch the 3h1f tile in Pigs to a 1f2c coast, loosing a little less cash, but at the cost of 3h/turns in Pigs, so almost no production at all

I agree with waiting for BananaSandwich until we have at least chopped the forest.

Plan:
What about I play another 3 turns with the Pig-changes mentioned above, until the fur is camped, the slider is lowered, and Pig has grown. I'll then re-upload for discussion again
 

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Looking at the graphs I think Unusual suspects teched Alpha and traded with Mansa: their score is higher, but their culture isn't, so the score should come from more techs and not from more cities...
 
Looking at the graphs I think Unusual suspects teched Alpha and traded with Mansa: their score is higher, but their culture isn't, so the score should come from more techs and not from more cities...

It could be that their Mansa teched alpha instead of all those useless religious crap ours teched :(

To me it feels silly to delay settling after you build a settler, but I guess our economy could use a boost, and we do need IW soonish. Im ok with you playing three more turns with proposed changes (except the one where you trade 3h for 2c in pigcity)
 
What are we building in Copper right now? I'm thinking astre's library may be a good idea after all. That wood from the settling spot may help it along.

Otherwise ok for you to play those 3 turns.
 
What are we building in Copper right now? I'm thinking astre's library may be a good idea after all. That wood from the settling spot may help it along.

Otherwise ok for you to play those 3 turns.

Derived from log and PPP it should still be the second axe before planned to start worker.
 
yes still building the axe, but it is not needed immediately, so I'll switch to lib in copper.

I think I will add the extra coast commerce in pigcity: IW has priority over everything now, so we can cottage riversides.

I'll play the turns now

EDIT: I'll also move the settler and the spawnbusting peninsula warrior into our culture, to potentially save 1gold on unit supply (depending on rounding), or at least to prevent it going up anymore when our worker steps out of the culture
 
Pig is building a worker, which is also vital to our economy. I'd prefer sticking to the hammer tiles and get the worker out faster. If we want to speed IW its more efficient to hire scientists than working coast.

Edit: oh wait it working granery to grow, but my point on scientists still stands. With 1f/t less itll still grow in 3.
 
Ok, I played. The game is now configured for the 20% slider + 2 scientists in pig

IW should be in 4 turns if we do not settle banana sandwich

Other news: another missionary is incoming, so we should get some culture in Furville soon

I unfogged a little more land in the North (extra pig) and west (continuing mountain range with water on other side, and additional copper:

Spoiler :
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Spoiler :
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Spoiler :
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save uploaded:http://gotm.civfanatics.net/download.php?file=Maple_Sporks_SG017_BC0300_01.CivBeyondSwordSave

gamelog:
Spoiler :
Turn 101, 350 BC: Copper city will grow to size 3 on the next turn.

Turn 102, 325 BC: PhantCity can hurry Worker for 1⇴ with 12ℤ overflow and +1⇤ for 10 turns.
Turn 102, 325 BC: Copper city has grown to size 3.
Turn 102, 325 BC: PigCity will grow to size 4 on the next turn.

Turn 103, 300 BC: PigCity has grown to size 4.
Turn 103, 300 BC: PigCity can hurry Granary for 2⇴ with 7ℤ overflow and +1⇤ for 11 turns.
Turn 103, 300 BC: Clearing a Forest has created 13 ℤ for Copper city.
 

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How about settling a spot near north gems instead of banana sandwich?
  • Closer to capital -> less maintenance
  • If gems in inner ring, or in bonus culture between Phant and gemcity, then immediately build mine, for 6commerce
  • Natural wait for the settler to get there, to allow IW to finish
 
glad my alert worked.
Will look the save tonight to see the gem site stuff and update the test map.

by the way, mansa have copper open, I was begining to hope he would not :/
 
I think it's better if I hand over to nocho at this point. We won't get enough discussion for me to play another few turns before this afternoon.

So I'm done for now, safe is uploaded (game might be paused)
 
While indeed the northern area gives more immediate commerce with the gems, as well as an extra happy, I still feel we need to start our cottages soon, or we wont get much out of them, as this will likely not be a very long game.

I'd like to settle on the grass tile up north when we do settle there. We should be able to get a missionairy up there for easy culture, either by building a monestary or by waiting for Mansa, as he seems pretty active in spreading.
 
I seem to have disappeared for a few weeks :confused:.

Oops :blush: :blush:.

Multple and profuse apologies for disappearing .

I've not really been civvish generally for the past few weeks. Slowly getting back into the game but rustier than a very rusty ship at the bottom of a rusty sea.

You seem to be getting on fine without me :goodjob: so I'll wait on a team decision about joining (can't call it rejoining) the Sporks.
 
If you feel like diving into the thread and reading all our elaborate plans and activities I'd say youre more than welcome (back) to (re)join the sporks, as far as I'm concerned.
 
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