End of Previous Turnset Stats:
Science: Republic, 31 turns
Treasury: 203 gold, +21 gpt, 8.0.2
Trades:
Cities:
- Smurkheim (4) settler in 3, grows in 2, culture expansion in 433
- Smurkzadelphia (5) settler in 1, grows in 2, culture 0
- Smurkzgrad (4) horseman in 4, grows in 2, culture 0
- Oy Deer! (3) worker in 2, grows in 2, culture 0
- Nansmurkzet (3) horseman in 5, grows in 2, culture 0
- House of the Beard (6) Forbidden Palace in 12, grows in 2, culture 0
- Smurkzfood (1) catapult in 20, grows in 2, culture 0
- Olive or Die (2) galley in 20, grows in 2, culture 0
- Ol' Smurkz River (1) barracks in 16, grows in 2, culture 0
- Kalmurkz (1) catapult in 18, no growth, culture 0
Military:
- 01 settlers, 01 in production
- 11 worker, 01 in production
- 02 scouts, 00 in production
- 02 eqWorkers, 00 in production
- 12 warriors, 00 in production
- 05 archers, 00 in production
- 10 swordsman, 00 in production
- 00 horseman, 02 in production
- 00 catapults, 02 in production
- 00 galleys, 01 in production
Allowed units: 40
Current units: 43
Unit support: +3 gpt
Barracks current:
Smurkzadelphia
Smurkzgrad
Nansmurkzet
Barracks being built:
Ol' Smurkz River
[IBT 1000 BC]
MM:
Olive Or Die - work a roaded grassland instead of horse tile, commerce decreases from 4 to 3 per turn.
House of the Beard - has net 7spt already. Putting people to work on horse tile increases FP from 12 to 14 turns. Will MM after horse is mined.
Smurkgrad - work irrigated plain to the northwest instead of the northeast, opens up tile for HotB.
HotB - move citizen from unroaded forest to irrigated and roaded plain. Due to corruption, net shields stay at +7 spt, but HotB grows in 9 turns.
Smurkheim - lose 2 spt when working lake instead of BG. City now grows in 3, not 2 (+4 food), settler in 4, not 3. Undo changes.
Olive Or Die - rework the horse tile, commerce increases from 3 to 4.
Finally, hit the Enter button.
Smurkzadelphia Settler -> Horseman, 6 turns.
Oy Deer! Worker -> Horseman, 8 turns.
001 975 BC
Elite Warrior and Vet Archer on Ring mountains heading Oy Deer! for flip control. According to MapStat, Oy Deer! has a flip probability from 0.027% to 0.436% and needs 3 or 4 units in it to prevent flipping. However, I have just learned I have been misreading the flip factor. That number shown in an actual percent, not a probability. Which means that Oy Deer! is OK. The probability of it flipping is less than 1 in 200 (from the CRpSuite thread, post #453).
Elite Warrior and Vet Archer heading to 'heim, warrior then head to 'adelphia for upgrade, archer heads to Hannibal.
Move BlueDotSettler (NW of Ol' Smurkz River) to Blue Dot, three turns to move, city on turn 4.
Begin roading the first jungle road north of Kalmurkz, as detailed by zyxy earlier.
Mass upgrade of three warriors to swords, 120 gold.
Sword in Nansmurkzet heads to Oy Deer! to allow warrior to upgrade.
Sword from 'adelphia to HotB for warrior upgrade.
Warrior03 (regular) to 'adelphia.
Vet Warrior north of Delhi heads to 'grad to upgrade.
Scout3 heads to Mongolia.
Auto move vet Warrior south of Kalmurkz to 'adelphia for upgrade, 3 turns.
Auto move sword from 'grad to meet BlueDot Settler at Blue Dot, 3 turns.
Other 'grad swords head to Mongolia, end at HotB.
Sword from 'adelphia and Ring10Settler move north to HotB.
Scout2 stays on the hill.
Worker from Oy Deer! heads to unimproved grassland north of Nansmurkzet.
Trading
Embassy costs: Mongols 39; Ottomans 52.
[IBT]
002 950 BC
Smurkzgrad and Oy Deer! have the same flip probability: low of 0.026%, high 0.431%.
Scout3 heads north.
BlueDotSettler heads to BlueDot, be on dot next turn.
One vet sword fortifies in HotB.
Sword arrives in Oy Deer! and fortifies.
Warrior in Oy Deer! to 'grad to upgrade (auto move, 2 turns).
Sword fortifies in 'grad.
In 'adelphia, one sword fortifies, reg warrior waits, other sword heads to Mongolia.
bonusWorker moves to make road to Blue Dot.
Scout2 moves to mountain.
In HotB, one sword fortifies, other swords and Ring10Settler go NW, N and N.
Worker from forest will go north of Canal City to start road.
Trading
Hannibal refuses to speak to us.
[IBT]
Smurkheim Settler -> Settler, 5 turns.
003 925 BC
CanalCitySettler (Smurkheim) heads to Canal City, NE, N and N.
bonusWorker west to desert.
BlueDotSettler SW, now on Blue Dot.
Scout3 heads north, again.
Worker gets to city ruins.
Elite Warrior heads to 'grad.
Reg warrior arrives in 'grad, waits.
Three swords and Ring10Settler go N, NE and NE. Other three stay, waiting for Hannibal to come to his senses.
Sword in HotB will escort CanalCitySettler. Stays.
Worker on unimproved grassland north of Nansmurkzet makes road. Move in three other workers to make mine.
Worker from mining northern grassland near Nansmurkzet heads to HotB to begin chop for next build in HotB.
Trading
Hannibal still a pissed, hairy-faced fool and will not talk to us.
[IBT]
Smurkzgrad Horseman -> Sword, 6 turns.
Nansmurkzet Horseman -> Horseman, 6 turns.
Ottoman Warrior appears next to Scout3 near Tabriz.
004 900 BC
Hannibal still mad.
Three Workers on unimproved grassland north of Nansmurkzet make mine, done in two turns.
Elite warrior gets to 'grad.
CanalCitySettler heads north, picks up sword escort in HotB.
Worker moves to forest north of HotB to chop.
BlueDotSettler founds the desert city of Albusmurkze, worker in 10, grows in 10.
Vet Sword fortifies in Albu'.
bonusWorker begins road to connect to Albu'.
Worker on city ruins moves north into jungle.
Elite Archer waits for Ottoman Warrior to move closer, in case he is lost.
Scout3 moves north again; contact with Ottoman Warrior lost.
Archer on west side of Mid-Ocean moves north again, heading to the northwest chokepoint.
Far south Archer, moved but unmentioned until now, moves north. Will pass by Barb camp as he heads to the northwest chokepoint.
One vet Sword into 'food, fortifies, to allow vet Warrior to upgrade.
Other two vet Swords northwards towards the city ruins.
Vet Warrior auto move to 'adelphia, to upgrade, 3 turns.
Scout2 south to mountain.
Horseman01 (Nansmurkzet) auto move to clearing south of Kalmurkz, 2 turns.
Horseman02 (Smurkzgrad) auto move to the same place, 2 turns.
Three Swords and Ring10Settler move north to where the jungle road builders are.
Upgraded vet warrior in 'adelphia.
Upgraded elite warrior in 'grad.
MM
Two workers around Ol' Smurkz, mining and irrigating, so help the chop. Chop has 4 turns and will go to Ol' Smurkz's barracks, which need 12. Left alone, 2 shields wasted on chop. Move workers, they cross river to help and no chop this turn. Next turn they chop and complete the chop. And all 10 shields go to Ol' Smurkz.
Trading
Hannibal ignores our envoy.
[IBT]
Scout3 adjacent to Ottoman Warrior/Settler pair in the middle of the Mongolian Jungle.
Barb warrior wanders from camp.
005 875 BC
Scout2 north to hill.
Archer in the south heads north, next to wandering barb warrior.
Workers start their added chops next to Ol' Smurkz.
Scout3 north to hill.
Second archer meets other archer and warrior at northwest chokepoint.
Worker in forest north of HotB begins chop.
Vet warrior arrives in 'grad, upgrades.
CanalCitySettler and escort auto move to city ruins, 3 turns.
Worker north of ruins continues the jungle road.
Archer guards worker.
Three swords and Ring10Settler move north of city ruins.
Other jungle road workers (four of them) move north of city ruins.
Horseman02 to city ruins.
Swords south of Kalmurkz move north to city ruins.
Sword in 'adelphia and 'grad move to HotB, heading north.
Archer heads to HotB, heading north.
MM
'heim to grow in 2 and build settler in 3, from grow in 4 and build settler in 2.
Six warriors left, 3 are regular, 2 are fortified (Kalmurkz and northwest chokepoint), 1 on its way to upgrade.
Trading
Hannibal is still being stupid.
[IBT]
Ottoman Warrior/Settler pair move south, adjacent to many things wearing Purple.
Mongol Archer/Settler pair due west by Scout3.
Ol' Smurkz Barracks -> Sword, 30 turns.
006 850 BC
Ottoman Warrior/Settler pair heading to city ruins. We will get their first.
However, the city ruins tile needs to be vacant at the end of this turn so that the Ottomans will move one tile south. In their present location, they prevent us from moving NW to Ring10.
We can move N and then W to Ring10; we are two turns away both directions. If the Ottomans move, they cannot build. If they build now, we lose Ring10.
So we leave the city ruins open and finesse our way around the Ottomans.
Three workers begin to road the next jungle road north of city ruins.
One worker moves north to start next jungle road.
One vet sword moves north, see Carthaginian warrior at Ring10. No peace this turn.
Ring10Settler moves north, followed by the remaining two vet swords.
Scout3 moves north, hill to hill.
Archer near barbs moves northwest, now adjacent to barb camp on hill.
Scout2 moves east and southeast.
Workers that chopped for Ol' Smurkz, two head back across the river, to finish mine and irrigation. One heads south to mine grassland.
Vet Warrior arrives in 'adelphia and upgraded.
Horseman02 and two vet swords in city ruins move north.
Horseman01 joins CanalCitySettler and escort just south of city ruins.
Two vet swords in HotB move northward, vet archer follows.
Vet sword from 'grad to HotB, heading north.
Roading/mining completed north of Nansmurkzet. Two workers auto move to grassland west of Olive Or Die, 3 turns. Two remaining workers auto move to grassland 2 NE of HotB.
We have 34 gold, reduce lux to 10% to get +28 gpt instead of +22 gpt.
Trading
Hannibal will talk, but we need to kill a Carthaginian warrior to settle Ring10, so no talks this turn.
[IBT]
Smurkheim Settler -> Settler, 5 turns.
Smurkzadelphia Horseman -> Horseman, 6 turns.
Ottoman Warrior/Settler moved southwest, along coast and not due south, towards the open city ruins, as I expected.
007 825 BC
bonusWorker south to connect 'grad and Albu'.
Archer attacks barb camps and wins. Does not promote, but gets 25 gold, which we need.
Vet Sword in jungle attacks fortified Reg Carth Warrior in jungle. Sword wins and promotes to Elite.
Ring10Settler and one sword move west to Ring10. Leave one sword to protect worker. Worker begins jungle road.
Horseman01 and one sword move north to assist in protecting worker.
Elite Archer and vet sword protect bulk of workers.
NextSettler (Smurkheim) goes to 'adelphia to get an escort.
Scout2 west and west, past wandering barb.
CanalCitySettler founds Canal City, galley in 30, grows in 20.
Escorting Sword fortifies in Canal City.
Horseman03 (Smurkzadelphia) auto move to Canal City, 2 turns.
Horseman01 north through Canal City and to jungle with workers north of Canal City.
Scout3 sees Mongol worker on Mongol iron. Moves back onto hill.
Assorted swords and an archer move northward.
Trading
Hannibal is Annoyed but he will talk. Will give peace for 40 gold.
Will check back later.
[IBT]
Ottoman Warrior/Settler move northeast.
Second Ottoman Warrior/Settler pair spotted southeast of Karakorum's iron ore.
Carthaginian Archer due east of Ta-tu.
008 800 BC
bonusWorker roads.
Ring10Settler founds SmurkzAtroid, barracks in 20, grows in 20.
Scout3 east to snoop, nothing, back to hill.
Scout2 to mountain.
Barb smashing Archer northwest to northwest chokepoint.
NextSettler and escorting sword to HotB.
Vet Sword, headed north, detours west and southwest to tackle Barb in mountain. Barb also across river, so waits for Barb to move.
Vet Sword to Kalmurkz, fortifies and lets vet warrior go get upgraded in Ol' Smurkz.
Vet warrior arrives in Ol' Smurkz.
Fortify vet sword in SmurkzAtroid.
Workers arrived and began to mine. One had too much vigor and moved an extra tile (finger slipped).
Jungle workers and escort move north.
Trading
Hannibal still wants 40 gold for peace.
[IBT]
Oy Deer! Horseman -> Worker, 2 turns.
Ottoman Pair heads south, must be trying to get dyes. Will block them off.
009 775 BC
Too-far worker makes road.
Vet warrior upgrades.
Vet warrior south of 'food attacks barb on flood plain. We win; no promotion.
Scout2 mountain to mountain.
Archer north.
One jungle worker moves north to last jungle tile. Others make road.
Horseman01 moves north into jungle.
Horseman02 moves north onto hill.
Scout3 moves south onto hill with Horseman02.
Horseman03 move southeast into jungle to block Ottoman Pair from moving south.
Archer moves northwest into jungle from jungle road to block Ottoman Pair from moving south.
Horseman04 (Oy Deer!) begins moving northward.
MM
Olive Or Die - work roaded grassland instead of mined horse. City still grows in 1, galley now completes in 2.
House of the Beard - work mined horse instead of forest, still only get +7 spt. Undo.
Olive Or Die - undo changes.
House of the Beard has three happy, one content and three unhappy people. But it will not grow for twenty turns, so it should be OK for awhile.
Trading
Hannibal will now accept 20 gold for peace with the Vikings.
Maybe 10 gold next turn? We will see.
Embassy cost: Mongols 34 (from 39); Ottomans 46 (from 52).
[IBT]
Smurkzgrad Sword -> Sword, 6 turns.
Nansmurkzet Horseman -> Horseman, 6 turns.
Olive Or Die Galley -> Galley, 15 turns.
Ottoman Pair move north.
Mongol Archer/Settler pair exit eastwards toward Tabriz.
010 750 BC
Barb killing Sword northwest to mountain.
Horseman04 (Oy Deer!) heads north.
Horseman05 (Nansmurkzet) heads north.
Send Galley north towards Tabriz.
Move NextSettler and Escort to Ol' Smurkz River and stop there. Not sure where next city should go and this is close to the middle of our empire.
Leave Archer in jungle to keep the block.
Move Sword from Canal City northeast to block the Ottomans and allow Horseman03 to move.
Horseman03 moves northwest and regains the jungle road.
Northmost worker makes jungle road.
Vet Archer attacks wandering barb, wins, now at 3/4, does not promote.
Scout2 west to hill.
Move various swords north.
Do not attack Carth Archer with Horseman; moved Sword to Horseman; if attacked Archer dies.
Trading
Carthage has learned Currency?
[IBT]
Current Turnset Stats:
Science: Republic, 21 turns
Treasury: 143 gold, +34 gpt, 9.0.1
Trades:
Cities:
- Smurkheim (4) settler in 2, grows in 2, culture expansion in 423
- Smurkzadelphia (4) horseman in 3, grows in 1, culture 0
- Smurkzgrad (5) swordsman in 6, grows in 13, culture 0
- Oy Deer! (5) worker in 1, grows in 4, culture 0
- House of the Beard (7) Forbidden Palace in 2, grows in 39, culture 0
- Nansmurkzet (4) horseman in 6, grows in 3, culture 0
- Smurkzfood (2) catapult in 10, grows in 1, culture 0
- Ol' Smurkz River (2) swordsman in 26, grows in 6, culture 0
- Olive or Die (3) galley in 15, grows in 10, culture 0
- Kalmurkz (1) catapult in 8, no growth, culture 0
- Albusmurkze (1) worker in 4, grows in 4, culture 0
- Canal City (1) galley in 27, grows in 17, culture 0
- SmurkzAtroid (1) barracks in 18, grows in 18, culture 0
Military:
- 01 settlers, 01 in production
- 12 worker, 02 in production
- 02 scouts, 00 in production
- 02 eqWorkers, 00 in production
- 04 warriors, 00 in production
- 05 archers, 00 in production
- 19 swordsman, 02 in production
- 05 horseman, 02 in production
- 00 catapults, 02 in production
- 01 galleys, 02 in production
Allowed units 52
Current units 51
Unit Support 0 gpt
And the save is
here.