SGOTM 9 - Smurkz

Take your time, no worries. :)

The list I posted is indeed in the order that you get by starting on New Heim and cycling using the right arrow.
The order the towns end up in are IMO a sign of bad programming, as I'm sure you'll appreciate as a programmer. :rolleyes:

Imagine a dynamic array that grows when a town is founded. All towns of all civs use the same array. When you scroll using the left and right arrows, you're basically moving left and right in the array. So far so good. The bad thing about it is, whenever a town is razed for any reason, it leaves an empty spot in the array, and the next town that gets founded ends up in that position (unless some other town earlier in the array was razed as well) instead of at the end of the array as you might expect. This is for instance why New Heim occupies the same spot that the old Heim did, it was settled right after Heim was razed!
 
CommandoBob said:
@Niklas and ControlFreak: It is possible to rank cities? On my MM, I start at the capital and just move through the list that way, using the left and right arrows to change cities. This list is mostly in order of city founding. I say mostly because it seems that one city, number 20 or 24 or so, always gets moved way up in the order for no reason.
I was referring to ranking them on the F1 screen. If you click the column headers in the F1 screen it sorts by that column in accending order. Click it again and it sorts it in decending order. E.g. Clicking on the word Populations puts the list in order by how many people are in it. Clicking on the word Science puts them in order by how much science that town generates (scientists included). In general, it uses the "Net" number (after corruption or consumption is removed).

Unfortunately, it does not affect the order of towns in the City View, using the arrow keys. Boy that would be nice.
 
CommandoBob said:
I printed out these posts to guide me in my turns:
  • Post #540 Niklas' detailed MM for Zerntral, Missi, Cabana, City for the Sages, Ismurkz, Arismurkz, Sumrkz-am-zee, Kazan, Leptis Minor and Karakorum.
  • Post #559 ControlFreak shows us the Eastern Way.
  • Post #568 Niklas explains militray moves for the Eastern and Western Way.
  • Post #574 Niklas's MM for all cities, ranked in some order.
  • Post #576 Strategy guide for this set of turns.
  • Post #577 ContolFreaks's upgrades to Niklas's MM (later approved by Niklas).
  • Worker Dissertation by ControlFreak.
@CB, please edit your list in Post #576 to include the two bullets from Post #579 and Reprint it. Put this piece of paper on top and follow it, only using the other pieces of paper as reference.;)
 
OMT (sorry for the triple post, but all three posts have very different purposes and I don't want any of them to be obfuscated by the presence of the others) :rolleyes:

Don't forget about the barb in the south. We could probably move a sword to the mountain ridge to block access to our southern core. That may be enough to have the barbs just fortify in the mountains since there will no longer be a path to anything worth pillaging. A catapult could back him up, but then I don't think we really need any more units in the southern core. India won't come calling until 750AD and the other OCC civs will be in total defence mode. So if you need to steal units from our "barracks" in the south, don't be too afraid.
 
As you may or may not know, the Swedes are a peculiar people. One of our particular peculiarities is that we celebrate Christmas on Christmas Eve (24th), not Christmas Day. Thus I will now enter radio shadow, I'm dropping by to wish you all a Very Merry Chrismas, and see you again on the 26th. :)
 
[IBT]
MM:
Switch research to Engineering from Feudalism, -- turns.
  • New Heim move citizen from cow to lake.
  • San Ansmurkzio move citizen from plain due east of city to iron for two turns.
  • Edrine move citizens to lake and coast.
  • Grad wake worker from Albu's mining and move to help Grad's mining. Wake forest choppers and move both SE; will move SE and begin mining next turn. Rename to GradMiner01 and 02. Grad begins the Great Library, due in 37. Grad had a citizen working the lake and was at zero growth and 21 commerce. Moved citizen to cow (not being worked). Grad grows in 10, commerce at 20, GL done in 34. It worries me that I see this and Niklas and ControlFreak did not. Did I overlook something?
  • Deer change build from lib to worker, lose 2 gold doing so. Worker completes next turn.
  • Ari gets plain from LMinor, move citizen from forest to plains.
  • HOTB court -> market, due in 10.
  • Nan lib -> vSword, due in 1.
  • Kazan put clown to work in the plains for two turns, city grows, have both work forest then.
  • Ismurkz move citizen from BG to grass and spice, still grows in 1.
  • Food play 'pass-the-BG' to food and work it instead of desert; grows in 6 vs. 10.
  • River takes BG from Cape and gives BG to Food; does not affect production.
  • Olive build order: lib to 'duct to harbor.
  • Victoria lib -> galley, due in 1.
  • Leptis Minor settler -> worker, due in 1, loss of 1 shield. Will restart settler next turn.
  • Kalmurkz lib -> worker, loss of 4 shields, due in 1.
  • Albu wanted to rush library for 128 gold, and switch to workers. Since Albu will be a two-turn worker factory, and the library will take five turns to finish, this equals 2.5 workers or about 50 gold for a worker. Would rather finish the library and make workers at normal cost.
  • Missi change irrigator to miner.
  • CftS court -> market, due in 15, one plain to oysters, one sea to oysters, grow in 1.
  • Zentral lib -> market, due in 11.
  • Capulco move citizen sea to hill.
  • Am-Zee lib -> harbor, due in 12.
  • Cape citizen from jungle to coast.
  • Karakorum move clown to irrigated plain, grow in 1.

Science: Engineering -- turns
Treasury: 1572 gold, +207 gpt, 8.0.2

save Smurkz_SG009_AD0050_01_PreflightDone.SAV

hit Enter
Edrine worker -> settler, due in 15.
Oy Deer worker -> worker, due in 4.
Nansmurkzet vSword -> vSword, due in 6.
Victoria Viking galley -> lib, due in 40.
Leptis Minor worker -> settler, due in 15.
Kalmurkz worker -> worker, due in 5.
The people love us! They decide to add some curb appeal to our palace and replace the front lawn of dirt with some stone pavers and green grass. I think it needs some shrubbery. Let me talk to Roger. "Yes, shrubberies are my trade. I am a shrubber. My name is Roger the Shrubber. I arrange, design, and sell shrubberies."


001 70 AD

Forgot to play with the science slider! Argh! Set to 80%, learn Engineering in 4, -40 gpt.

Worker Moves
Workers at Am-Zee finish chops. Rename the Carthage workers to CabanaMiner01 and 02. Move into Am-Zee to use the road next turn.
Rename the Ottoman worker to CabanaMiner03 and the Mongol to CabanaMiner04.
Rename our worker to CabanaLeader.
Move CabanaMiner03 and 04 and Leader NE onto Incense.
Next turn they will begin mining that tile, along with Miner01 and 02, and finish in two turns. Then go NE and repeat.
Worker south of LMinor starts road.
Second worker in that tile moves south to begin to road that tile.
New Worker from LMinor moves due south to assist worker on road; both will finish next turn.
Worker3 and Worker, on hill NE of LMinor, move NE to help other workers mine.
Worker1 and Worker, on BG E of Kazan, move S to help mine gold in the mountain.
Ottoman slave 2 SE of Vladivo, rename to Ott01, move E to mine BG.
Ott01 joins a Mongol slave, renamed to Mongo01. Mongo01 mines; with both mining it will be done in 6 turns.
2 workers 2 S of Edrine in forest, both build road, 3 turns. Plan to help with the BG SE when done.
New worker from Edrine, hit space bar by accident!
Ottoman slave, 2 NW of Istanbul, rename to Ott02. To build a road unassisted in this forest will take 12 turns, to chop 20 turns. Can get better use from this slave by moving to the core and combining with other slaves. Means a few turns of walking, but beats a prolonged chop or road building. Move Ott02 south onto grassland.
New worker from Kalmurkz N to help chop jungle. That chop has 4 WT of 24 WT invested (two workers), this turn will add 3 more WT, leaving 17 WT.
Two workers due east of River move to jungle N of Kalmurkz, to help chop. Will help chop next turn.
GradMiner01 and 02 move SE and begin mining the plain, finish in 3 turns.
Move bonusWorker01 and worker SE of Capulco NW to help mine, 2 WT of 12 WT invested, after this turn 8WT remain.
Move worker 2 SE of Kastle W to connect 2nd Ivory.
Plan to MM these four workers to not waste any WT. Will see how that goes!
New worker from Oy Deer moves NE to road forest.
Wake worker chopping due north of Oy Deer. Chop not needed since we are making workers. Well, part of the chop would be wasted; so we will save it for later. Move worker SE to make road in forest, will finish in 4 turns.

Galley Moves
Rename galley near the M-O island to EasternPathFinder. Follow ControlFreak's path (E, E, E, S, S and SW to end in a sea tile.)
Officially name the Northern Galley as GalleyOfTheNorth. Move S, SW, SW, SW, SW and SW to end in sea tile.
Name the New World Galley WesternPathFinder and move E, E, NE, NE, NE and N to end in a sea tile.
Southern Galley named GalleyOfTheSouth, moves S, S SW and SW to end on the whale tile.

Land Moves
Wake vHorse SW of New Heim and move to confront the Barb and promote.
Wake rSword to tag along.
Wake the two catapults and move them northwards. Not for the Celts, but to get closer to any action.
Fortify rSpear in Zala, just to keep Hannibal honest.
Wake vSword in Istanbul, name WestSword01, and head SE, SE and S.
Wake vSword in Zala, name WestSword02, and head W, N and NE.
Name eSword near SA to EliteWestSword, move S, S and S.
Name wounded vSword near Sabratha to WestSword03 and move N.
Move vHorse NE of Missi to olives near Cabana.
Name vSword and vArcher SW of Capulco to EastSword01 and move NE, E and NE.
New vSword from Nans move 3 N.
Move the 4 'pults south of Ari into the city.
Move eHorse to be north of Cabana.
Move vHorse SW of Karakorum towards Smuez. Can reach Smuez or Trom in one turn.
Galley in Victoria stays put.
Wake catapult outside of Indianaposmurkz and move into city.
Two vHorse near LMinor stay put.


MM
Edrine, convert citizen into scientist, settler now due in 30. Without clown, city grows in 5.


Trading

[IBT]
Barb warrior attacks our rSword and dies flawlessly.
Missismurkzi lib -> market, due in 12.
Smurkz-am-zee harbor -> lib, due in 27.

002 90 AD



Worker Moves
Worker begins road on 2nd Ivory.
Three workers finish clearing jungle 2 SE of Cape Smurkz, start and finish road.
Two more workers join the jungle chop north of Kalmurkz. Has 7 of 24 WT invested; five more invested at end of turn; 12 WT remaining.
Ottoman slaves near Atroid renamed to Ott03 and Ott04. Finished something, road or chop, begin mining here, finish in 6, can then help the Mongol slave mining the hill near Trom.
Worker 2 SE of Missi, moves N to help Ottoman slaves finish a mine on the hill east of Missi. 5 WT remaining, will finish in 3 turns.
Worker from LMinor helps other worker make road south of LMinor.
Worker SE of Ari begins road.
Worker finishes irrigating SE of Ari, move N to help road next turn.
All four CabanaMiners and CabanaLeader begin to mine the incense.
Ottoman slaves near Vladivo are renamed; Ott05 to Ott10. All move to BG south of Edrine and mine.
Worker from Edrine joins Ott05 to Ott10 in mining BG; will finish in 2 turns.
Ott02 moves south, looking for work.
Workers in forest NE of Oy Deer begin road.
Three workers finish mining incense SE of Indianaposmurkz, move 2 NW to assist single worker mining; has 8 WT left; finish in two turns.
Move worker from hill west of Capulco to help worker connect 2nd ivory.
Ottoman and Mongol slaves west of Karakorum finish road, renamed to Ott11 and Mongo02. Both move NW, N and NE and will help Ott01 and Mongo01 mine.

Galley Moves
EasternPathFinder finds sea tiles on move 5, reaches that tile on move 7.
GalleyOfTheNorth moves SE, SE, SE and S, which will allow for ocean moves next turn, heading to Victoria.
WesternPathFinder, no longer needed for an invasion, continues to explore and discover sea tiles around the America. Moves S, SW, SW, SW, W and W.
GalleyOfTheSouth reverses its course and retraces its route, NE, NE, N and N.

Land Moves
Did not wake vSword in Indianaposmurkz last turn, invasion force weaken by that omission.
Moved eSword near SA westward, when should have stood still.
All catapults in cities fortify.
Catapults near Adelphia head north.
vSword near Adelphia heads NW, N and N.
EastSword01 and vArcher move NE and NE, cross river.
eSword NW of Istanbul renamed from Warrior01 to eSwordFromWarrior and moves south onto road.
rSword and vHorse advance to Barb camp south of Delhi on Ring Mountains.
WestSword01 heads SE, S and S, heading toward Victoria.
EliteWestSword N, N and NE.
WestSword02 NE, E and E.
WestSword03 NE onto hill.


MM
Thought I had set SA citizen to work iron, not showing that now, work that tile now (late), will grow this turn, one surplus food. Grr.
Grad grows in 8, Great Library in 29.
Kazan works forest, settler in 4 (need to reset to make city go away that turn.)
Leptis Minor, work the forest to speed up settler. City grows in 9, settler due in 10, so will need to unassign citizen before city grows.
CftS will grow this turn (even).
Trom harbor -> galley and rushes for a cost of 72 gold.
Karakorum settler -> vSword and rush for 88 gold. Will load at Victoria.


Celtic Invasion Force:
vSword SE of HOTB and vHorse in Olive load onto GalleyOfTheSouth at Olive or Die, two turns.
EastSword01 and vArcher, 2 SE of Kalmurkz, load in Trom in 3 turns.
WestSword01 loads at Victoria in 4 turns.
New vSword from Karakorum loads at Victoria in 3 turns.
eHorse and vHorse load at Trom in 1 and this turn.

Total: Four vSwords, 1 vArcher, 1 eHorse, 2 vHorses.

Trading

[IBT]
Karakorum vSword -> settler, due in 15.
Trom galley -> harbor, due in 40.

003 110 AD



Worker Moves
Worker helps connect ivory.
Workers complete mine on hill west of Zentral, move to mountain to help mining.
Work south of Ari helps to road.
Slaves NE of Kazan finish, renamed to Mongo03 and Carth01, move E and NE and mine grassland.
Ott11 and Mongo02 help the mine west of Ismurkz.
From Gold Mountain NE of Zentral, Worker1 moves east and begins to mine on hill. Followed by three more workers, one too many.
Mongol slave on Gold Mountain named Mongo04 and moves north to help Mongo03 and Carth01 mine grassland.
Three workers SE of Cape Smurkz finish road, move east across river to help with jungle chop north of Kalmurkz. This chop has 7WT left.
Two workers south of LMinor move NE, NE and N to assist Carthaginian slaves chop forest.
Ott02 heads S, SE and SE, to help Ottoman slave build road NW of Ismurkz.

Galley Moves
Galley in Trom named GalleyHo, carrying Horses, moves E, E and SE
GalleyOfTheNorth moves south six times and then SW to end in sea tile.
GalleyOfTheSouth moves NE, north five times and then NW. Will enter Olive or Die next turn.
EasternPathFinder moves west seven times, sea tile to sea tile.
WesternPathFinder moves south six times and then SW into sea tile.

Land Moves
Catapults move north.
WestSword03 moves north.
WestSword02 N, N and NE.
EastSword01 and vArcher move to Trom.
eHorse moves into Trom and loads into galley.
EliteWestSword moves E, E and E.
New vSword from Karakorum named vSword01 moves SE, SE and SE.
WestSword01 moves SE, SE and SE.
Seven conscript barb horses face our rSword and vHorse in the Ring Mountains. Fortify both and wait for the attack next turn.
eSwordFromWarrior moves SE, S and S.
vSword into Olive.

MM
In Oy Deer, work sea instead of forest, worker completes in two turns even, city grows in two turns, 2 food overrun.
In River, work grassland instead of flood plain, grows in one turn even.
Albu needs 11 shields to complete lib in 2, collecting 7spt. No aqueduct and cannot grow. Take away one plains citizen and turn into taxman. Zero growth, lib in two with only one shield overrun.
Karakorum, turn Mongol citizen into taxman.
Since we are running at a deficit, need money to cover losses due to scientific research.

Trading


[IBT]
One Barb horse attacks and dies, but not before redlining our rSword.

004 130 AD



Worker Moves
GradMiner01 and 02 move north and mine the plains.
Four workers finish mine on hill NW of Indianaposmurkz move to help the GradMiners and complete the mine this turn.
Three workers move to help finish jungle chop north of Kalmurkz.
Move worker from Gold Mountain (Zentral) east to hill and mine.
Move Worker3 from Gold Mountain east to hill and mine.
Move Worker4 from Gold Mountain east to hill and mine.
Move worker from Gold Mountain east to hill and mine.
CabanaLeader and the CabanaMiners move NE and mine the incense.
Workers in forest NE of SA help slaves chop.
Second ivory connected. One worker moves NE and E to help mine the hill. Other worker moves into the forest to begin the road to Sabratha.
Two workers SE of Ari move SE to road and mine plains.
Ott05, 06, 07 and 08 move S and SE to help Mongo01 and 02 and Ott01 and Ott11 finish the mining. Done.
Ott09 and Ott10 move SE to road grassland.
Ott01 and 11 and Mongo01 and 02 join them and will begin and finish road next turn.
Workers in forest between Vladivo and Ismurkz move W to plains SE of Vladivo. Joined by the worker south of Edrine, these three will begin and finish road next turn.
Ott02 moves south to join and unnamed Ottoman slave making roads. Will finish the road next turn.


Galley Moves
GalleyHo heads to Jump Off point, two turns away. Easiest to move SE, SE, SE and SE.
GalleyOfTheNorth can enter Victoria this turn, but will next turn. Moves SW, SW and SW.
GalleyOfTheSouth W and W into Olive, vHorse and vSword loaded, E to coastal tile.
EasternPathFinder heads to Victoria, three turns away; NW, NW, NW and NW. Shares tile with GalleyHo.
WesternPathFinder moves SE, SE, SE, S, S, S, and S into sea tile east of Seattle.
GalleyRally, the galley in Trom, waits for passengers, due to arrive next turn.

Land Moves
Catapults move north.
Wake vHorse in Olive and load into GalleyOfTheSouth.
vSword in Olive loads into GalleyOfTheSouth.
EastSword01 and vArcher move north, will load up in Trom next turn.
vSword from Karakorum enters Victoria.
WestSword01 moves S, S and S.
eSwordFromWarrior moves S, S and SE.
WestSword03 NE onto city ruins and the roads.
WestSword02 moves E, E and E.
EliteWestSword moves SE, E and E.

MM
In Adelphia, +1 fpt that cannot be used; +9spt and need 23 shields to complete library. Move citizen from plains to sea; growth at zero and one shield overrun on library, commerce grows from 12 to 13.
In Grad, move citizen from lake to plain 2 N of city; 13 spt to 15 spt (net); Great Library in 22 turns.
Vladivo move citizen from unimproved forest to irrigated plain to grow in 1.
Set science to 50%, still learn Engineering in 1, but have +47 gpt.

Trading

[IBT]
Ottoman settler pair around Istanbul.
Barb horse attacks our vHorse and dies; our vHorse is yellowed
We learn Engineering and can only learn Feudalism. Need to trade with Ottomans to get Monotheism.
Oy Deer worker -> worker, 5 turns.
Albusmurkze lib -> worker, 2 turns.
Americans are building the Great Library.
 
Jumping Off Point
130AD_VictoriaToJumpOffTrimmedDotte.jpg


Arrival Point
90AD_VitoriaRevealedTrimmedDotted.jpg




005 150 AD



Worker Moves
Move GradMiner01, 02 and 4 other workers onto forest west of HotB. Next turn, 5 will chop and one will make road. Chop finishes 3 turns from now. HotB needs 46 shield to complete market; at 12spt. With the chop, will complete the market in three turns, not four.
Jungle chop north of Kalmurkz is done. Eight workers in tile. Six build a mine this turn. The other two head north to help with mining near Atroid.
Workers on hill east of Missi, Ott13 and 14 and one of our workers, move north to irrigate the horse (two turns).
On the hill west of Karakorum are eight workers. Six move one tile south and start the mine on the hill (two turns). The other two move to the flood plain tile SW of Zentral; will irrigate next turn.
Two worker west of Am-Zee. One begins road, the other mines.
Worker in forest near Kastle begins the road.
Two workers complete forest road near Oy Deer and head to Grad to join the fun in building the Great Library.
Three workers SE of Vladivo start and finish road.
Six slaves start and finish road on grassland 2 NE of Ismurkz.
Ott02 helps build road.
Ott12, NW of Victoria, irrigates alone.
New worker from Oy Deer! heads to Adelphia to build road in forest.
Ott05, 06, 07 and 08 move NE to build mine.
Ott15, already in that tile, help mine; will complete in five turns. Needs 24 slave WT for mine; will have 5 when turn done.

Galley Moves
GalleyHo goes SE four times to get Jumping Off point.
GalleyOfTheNorth moves north one, EliteWestSword boards, moves E and SE.
GalleyOfTheSouth (vSword, vHorse) moves east four times and then NE to the sea tile due south of Izmit.
EasternPathFinder moves NW four times.
WesternPathFinder moves S 4 times and sees a definite coast.
GalleyRally moves E, E and E.

Land Moves
Catapults move north.
EastSword01 and vArcher load into GalleyRally.
vSword loads into GalleyOfTheNorth (in coastal tile)
EliteWestSword moves E and SE and E to board GalleyOfTheNorth (in coastal tile).
WestSwordO1 moves SE, SE and SE.
WestSword02 moves SE, E and E.
WestSword03 moves N, N and N, now south of LMinor.
eSwordFromWarrior SE, SE and S.
Horseman04 and Horseman01, both Elite, have healed. They are 2 NE of Istanbul. Ottomans Settler and Spear are looking for a new home and our options are limited with only two mobile units in the area. Would rather see the Ottomans build their new city where their old city was. Less headaches for us on the Ring 10 cities. Move both horses south and then see that only one needed to be moved. Move Horseman01 south one tile and leave in place to block Ottomans putting their new city between Istanbul and our other cities. Move Horseman04 north, back into an icy forest tile.


MM
Kazan set to 0fpt; settler completes this turn and Kazan goes away. Would like to sell Granary, but cannot.
Increase science to 60% and we get Feudalism in 4 turns and +22 gpt.

Trading
Ottomans will swap Mono for Monarchy and Republic. Not sure, so no deal.

[IBT]
Kazan settler -> Abandoned.
Kalmurkz worker -> worker, 5 turns.
Ottoman Settler pair not move.



006 170 AD


Worker Moves
Two workers arrive at Grad and join the city, Grad now at 9. Great Library due in 17.
Latest worker from Deer moves from New Heim to Adelphia to make road in forest.
West of HotB, GradMiner01 builds road. GradMiner02 and other 4 workers chop wood.
Workers on hill west of Capulco move W, NW and N to plains north of Kastle to make road. Faster than road through forest, do not know how I missed it earlier.
Workers and slaves NE of SA finish chop. Carth02 and 03 and two normal workers start and finish road.
Three workers SE of Vladivo move west into forest to make road.
Mongo01 and 02 and Ott01, 09, 10 and 11 begin mining grassland 2 NW of Ismurkz.
Two sWorkers (Smurkz Workers) join Ott03 and 04 and finish mining grassland NE of Atroid.
Ott03 and 04 move to hill near Trom to help solo Mongol worker mine.
Six sWorkers that finished mine north of Kalmurkz move north and begin chopping jungle due north of Smuez Canal.
New sWorker from Kalmurkz moves SW and W to mine BG.
CabanaLeader and the CabanaMiners move NW and mine the incense.
Two sWorkers in flood plain SW of Zentral irrigate.
Ott02 moves to city ruins NE of Ismurkz and begins to mine.

Galley Moves
GalleyHo, at the Jumping Off point, moves 7 E.
GalleyOfTheNorth (2 vSwords) moves SE. SE, SE, E, SE, S and S.
GalleyOfTheSouth (vSword and vHorse) moves E, NE, NE, NE, NE, N and NW.
EasternPathFinder moves NW, W and stops in coastal waters east of Victoria.
WesternPathFinder suspects this is a small island. SE four times, to avoid barb galley.
GalleyRally moves N, NE, E, E, SE, S and S and ends in the same tile as GalleyOfTheNorth.

Land Moves
Catapults move north.
WestSword01 moves N, E and E.
SettlerOfKazan head SE toward Victoria to be ready to settle overseas.
eSwordFromWarrior moves S, SE and SE.
WestSword02 moves E, SE and S into Victoria.
WestSword01 moves SE and S into Victoria and then E to load into EasternPathFinder.

MM
In HotB move citizen from plain to desert and give plain to Grad.
In Ismurkz, +4 fpt wasted and need only 1 shield to finish library. Buy two geeks; still a 5 shield overrun.

Trading

[IBT]
Ottoman Settler pair move south.
Barb horse attacks and dies to promote the rSword to vSword.
Smurkzadelphia lib -> market, 13 turns (market makes people happy and then we can grow).
Nansmurkzet vSword -> vSword, 6 turns.
Ismurkz lib -> aqueduct, 10 turns.
Olive or Die lib -> aqueduct, 12 turns.
Albusmurkze worker -> worker, 2 turns.
SmurkZentral market -> lib, 8 turns.
Smurkzcapulco galley -> lib, 27 turns (?)

Our people love us! They build walkways so that the strong manly-man Vikings can show what the well dressed Berserker will be wearing as they do their raping and pillaging this year.

Spain completes the Hanging Gardens in Madrid (no surprise).

007 190 AD



Worker Moves
sWorker moves into forest north of Adelphia to build road.
Three sWorkers north of Kastle start and finish road.
Ott13 and 14 and one sWorker move SE and will road (sWorker and a slave) and irrigate (other slave, helped by the other two later.)
Three workers SE of Vladivo begin forest road.
All six workers that mined the hill near Karakorum last turn move to the desert due east of Cabana to mine.
Two sWorkers and two slaves that chopped wood near SA move N to make forest road to CftS. Chop would be wasted, so road first and then chop.
Two sWorkers from Atroid move to hill on Trom to help slaves with mine.
New sWorker from Albu E and begins to irrigate desert.

Galley Moves
GalleyHo moves NW, N, N, N, NE, NE and E
GalleyOfTheNorth moves 2 SE to Jumping Off point and stops.
GalleyOfTheSouth moves 2 N to the Jumping Off point and stops.
EasternPathFinder loads WestSword02 and moves E, E, E, SE, SE and S.
WesternPathFinder moves S, S, SW and SW. Island looks to be 4 tiles long, running SW to NE.
GalleyRally moves 2 SE to Jumping Off point and stops.
KatrinaDefier moves from Capulco 3 N.

Land Moves
Catapults head to Missi.
New vSword from Nan moves north to the action.
WestSword02 loads into EasternPathFinder.
WestSword03 moves SE, E and E.
SettlerOfKazan moves S, SE and E.
eSwordFromWarrior moves SE, SE and S.
Move vSword and vHorse in Ring Mountains west to be closer to barb camp.
Wake rSword in Stein and move SE, E and N to block the Ottomans out of neutral grassland between Istanbul and Stein.
Move Horseman01 SE and stop.
Move Horseman04 S and S again and stop.

MM
River buy two geeks, which sets city at zero growth, but fewer shields wasted on finishing lib.
Science slider to 50%, Feudalism in 2, +49 gpt.

Trading

[IBT]
Moving units towards barb camp lets barb escape. Not good.
Ottoman Settler and Spear Squat in place.
Ol' Smurkz River lib -> market, 17 turns.

The people love us again! We make our tower higher so that we get the breezes and not the staff stuck inside and down below.

The Americans are building the Great Library.
The Celts are not building any wonders at all.
Examined Celt-dom. Looks like Spain has captured the Celt city of Mohacs and Camulodunum and the Celts have responded by building Augustodurum.
Not bad, but our invasion fleet carries on.

008 210 AD



Worker Moves
One sWorker completes road west of HotB.
Move five workers from that tile SW and mine the plain.
sWorker begins road in forest north of Adelphia.
Three workers north of Kastle, road finished, move S, SE and SE, to irrigate and road.
Six sWorkers E of Cabana start and finish mines.
Ott13 irrigates and Ott14 and sWorker make roads.
Ott05, 06, 07, 08 and 15 move east to city ruins to help Ott02 build mine.
Mongo01 and 02 and Ott01, 09, 10 and 11 move NE and begin mining grassland 2 SE of Edrine.
Move Mongo03 and 04 and Carth01 NW, N, N to grassland west of Edrine to road and mine.
sWorkers and slaves south of CftS begin forest road.
Two sWorkers SE of Zentral begin roading the irrigated flood plain.
Road now connects Ari and Am-Zee, worker helps other worker make mine.
Move CabanaLeader and the CabanaMiners S and SW to make road and mine plains.

Galley Moves
GalleyHo stays put outside Celtic territorial waters.
GalleyOfTheNorth (at Jumping Off point) moves 7 E.
GalleyOfTheSouth (at Jumping Off point) moves 7 E.
EasternPathFinder moves S, SE, SE and SE (at Jumping Off point).
WesternPathFinder SW, SW, W and W and sees another small island or perhaps it is the frozen south lands.
GalleyRally (at Jumping Off point) moves 7 E.
KatrinaDefier NW, W into Sabratha and W into coastal waters.

Land Moves
Catapults arrive in Missi and fortify.
vSword south of Adelphia moves SW, SW and SW to deal with barb horses.
SettlerOfKazan (Settler of Catan ?) moves S, SE and E.
WestSword03 moves S, SE and E, following the settler.
vSword attacks barb camp, looking for promotion and glory and cash. Gets glory and cash and one hit.
Move vHorse to support weaken vSword on hill.


MM
In River, send the geeks back to the fields.

Trading

[IBT]
Ottoman Settler pair moves around.
Barb on horse attacks our vSword and promotes it.
Carthage galley is snooping around Smurkastle.
Learn Feudalism, next Invention 6 turns at current rate, will change the rate.
Oy Deer worker -> worker, 4 turns.
House of the Beard market -> colosseum (placeholder for university, I think), 11 turns.
Albusmurkze worker -> worker, 2 turns.
Vladivosmurkz lib -> aqueduct, 12 turns (?)
 
009 230 AD



Worker Moves
New sWorker from Albu moves east and helps other sWorker irrigate.
Three sWorkers 2 SE of Kastle start and finish road. Next turn will irrigate.
The Cabana Guys make a road NW of Am-Zee.
Six sWorkers east of Cabana finished their road. Worker1, 3 and 4 move SE, the other three move SW. Both move onto desert. Next turn both will complete roads in the desert. In the following turn (next turnset) they can recombine to mine the desert and complete the mine in one turn.
Mongo03, 04 and Carth01 begin road west of Edrine.
Three sWorkers SW of Vladivo move SW into forest to road.
Move Mongo05, on the hill SW of Trom, to help finish the jungle chop north of Smuez.
Also send Ott04 to help; Ott03 wandered off the jungle road and got stuck in the jungle.
Send sWorker to help that jungle chop, hoping to finish and release the workers. It appears that my turn count was off, since I added 2 WT to the mix and nothing completed.
Move remaining sWorker NE and N onto hill north of Trom, to road and mine. Will be alone for a turn or so.
Move sWorker that is east of HotB to help the mining of the plain north of Grad.
New sWorker from Deer moves toward Adelphia to help with the forest road.
Mine completed in the plains north of Grad and releases five sWorkers. Move three of them north to begin forest road. Move two, GradMiner01 and 02, NE, E and E to mine desert east of HotB.

Galley Moves
GalleyHo stays put.
GalleyOfTheNorth, GalleyOfTheSouth and GalleyRally move NW, N, N, N, NE, NE and SE to join GalleyHo outside Celtic waters.
EasternPathFinder moves E 7 times.
WesternPathFinder does not want to explore the antarctic south and moves NW 3 times, instead of NW twice and W once. Runs ashore on a grassland island that has an American city on it. Can see the border, but not the city.
KatrinaDefier moves W, S, SW and S to watch the Carthage galley.

Land Moves
Move SettlerOfKazan and WestSword03 to plains NE of Victoria and stop.
Move eSwordFromWarrior to the same place (moves 1 SE) and stop.
Move vSword south of New Heim SW, SW and S onto Ring Mountains.
Let eSword heal in the Ring Mountains.
The Ottoman settler pair moved north this IBT, but do not move any units to block this turn. If they want to resettle a tundra town, let them. Better there than between our cities.
Wake Scout3 and Scout2 and want to disband them, but where? Move both into Grad.

MM
Science moves up to 70%, Invention in 4, -18gpt.
Could have disbanded the scouts in Grad, but it would not speed up the GLib. After the mining, we are netting +18spt and have 14 turns left. We have collected 148 and need 252. 14 x 18 = 252. Disbanding the scouts, for any amount, would not reduce the number of turns.
SA has shield overrun for library; buys a tax collector for one turn; will return to a farmer next turn; lib in one and SA still grows in two.

Luxury slider moves down to 10%, +23gpt.
Grad is even: 4 happy, 4 unhappy, but it is not growing.
Missi is also even: 5 happy, 5 unhappy. It grows in 2, builds the market in 2. Will buy a clown next turn to keep Missi happy and use the food and shield overrun.

Trading
Ottomans still want an arm and a leg for Monotheism; will punt to team.

[IBT]
Barb on horse attack eSword in the Ring Mountains and dies.
San Ansmurkzio lib -> market, 15 turns, taxman returns to the farm.
City for the Sages market -> harbor (?), 5 turns.

010 250 AD



Worker Moves
Three sWorkers in forest between Grad and Food begin road.
Two sWorkers east of Albu move W and NW to irrigate desert NW of Albu.
GradMiner01 and 02 begin mining the desert west of HotB.
sWorker in New Heim moves to Adelphia, planning to help build the forest road north of Adelphia.
Two sWorkers irrigate plains between Kastle and Capulco.
bonusWorker moves N and NE to plains that Capulco will gain on expansion to begin road next turn.
The Cabana Guys begin mining the plains NW of Am-Zee.
Three sWorkers SE of Cabana start and finish road.
Worker1, 3 and 4 start and finish road in desert near Cabana, in neutral zone.
Lone sWorker north of Trom begins roading the hill.
Ott14 and sWorker help Ott13 irrigate near Missi, on the ocean coast.
Six slaves (Ott02, 05, 06, 07, 08 and 15) finished mining the grassland spice northeast of Ismurkz and move 2 SE to road and mine grassland.
Six slaves (Ott01, 09, 10 and 11 and Mongo01 and 02) finish mining a grassland near Edrine and move towards the unimproved plain 2 SE of Ismurkz to road it.
Three sWorkers 2 SE of Vladivo begin forest road.
Forest road builders south of CftS (2 sWorkers, 2 Carth slaves) move NW to forest to road again.
Two sWorkers SE of Zentral move SW to desert to mine.
Jungle cleared north of Smuez. Six sWorkers mine the grassland. Extra sWorker, Mongo05 and Ott04 move N, E and NE to end in Trom, planning to move north to help improve the hill.
Ott03 finds his way out of the jungle by moving NE onto hill.
Two sWorkers west of Am-Zee move west and begin to mine the desert.
Lone sWorker north of Grad moves SE, E and E to join lone sWorker making forest road north of Adelphia.

Galley Moves
GalleyHo, GalleyOfTheNorth, GalleyOfTheSouth and GalleyRally hold position outside Celtic waters.
EasternPathFinder joins the other galleys outside Celtic waters.
WesternPathFinder moves W, W and N, still does not see American city.
KatrinaDefier shadows the Carth galley, moves SW, SW and S 3 times and then E. Is further south than the Carth galley.

Land Moves
Fortify vSword in Ring Mountains near Deer.
eSword heals in the Ring Mountains.
Ottoman settler did nothing; blocking units near Istanbul do nothing.

MM
River has 4 happy and 4 unhappy; grows in 5, market in 8. Need to watch.
LMinor made the farmer the clown. Zero growth (now), completes settler in 9, or maybe rush for 36 gold, and then abandon the city.
In Missi, buy a clown for a turn to prevent unrest when the city grows and the market has not been built.
CftS, move citizen from oyster to forest SW of city, still grows this turn; +2spt net.

Trading
No change in Ottomans trading.
[IBT]


End of Turnset 13 Stats:

Science: Invention 3 turns
Treasury: 1733 gold, +21 gpt, 2.7.1
Trades:
key ! = build to abandon
* = grows in 9999
? = question
Cities:
  • * Smurkzadelphia (6) market in 10, grows in 9999, culture expansion in 30.
  • Smurkzgrad (9) The Great Library in 13, zero growth, culture 0.
  • ! Sabratha (1) settler in 16, zero growth, culture 0.
  • * Oy Deer! (6) worker in 3, grows in 2, culture 0.
  • Arismurkz (2) library in 4, grows in 4, culture 0.
  • ? House of the Beard (6) colosseum in 10, grows in 10, culture expansion in 176.
  • Nansmurkzet (6) vMace in 5, zero growth, culture 0.
  • * Ismurkz (6) aqueduct in 8, grows in 9999, culture expansion in 30.
  • Smurkzfood (8) library in 3, grows in 2, culture 0
  • Ol' Smurkz River (9) market in 8, grows in 5, culture expansion in 1.
  • * Olive or Die (6) aqueduct in 9, grows in 9999, culture expansion in 121.
  • Victoria Viking (3) library in 31, zero growth, culture 0.
  • ! Leptis Minor (1) settler in 9, zero growth, culture 0.
  • Indianaposmurkz (3) library in 4, grows in 2, culture 0.
  • Kalmurkz (4) worker in 1, grows in 10, culture 0.
  • Albusmurkze (5) worker in 1, grows in 4, culture 0 expansion in 28.
  • Smuez Canal (2) galley in 12, zero growth, culture 0.
  • SmurkzAtroid (3) galley in 13, grows in 9, culture 0.
  • Smurkzacabana (8) library in 1, grows in 4, culture 0.
  • Missismurkzi (10) market in 1, grows in 1, culture expansion in 25.
  • ? City for the Sages (7) harbor in 4, grows in 1, culture expansion in 18.
  • SmurkZentral (10) library in 4, grows in 3, culture expansion in 84.
  • Smurkzcapulco (5) library in 24, grows in 5, culture 0.
  • Smurkz-am-zee (5) library in 14, grows in 2, culture 0.
  • Tromsmurkz (2) harbor in 16, zero growth, culture 0.
  • Cape Smurkz (2) harbor in 20, zero growth, culture 0.
  • Vladivosmurkz (6) aqueduct in 11, grows in 9999, culture expansion in 2.
  • Smurkastle (1) galley in 16, grows in 6, culture 0.
  • Smurkzala (3) library in 31, grows in 2, culture 0.
  • Smurkzland (1) library in 69, grows in 9, culture 0.
  • SteinSmrukz (4) library in 33, grows in 1, culture 0.
  • Istanbul (2) library in 66, grows in 1, culture 0.
  • Carthage (2) library in 30, grows in 1, culture 0.
  • ! Karakorum (3) settler in 8, zero growth, culture 0.
  • New Smurkzheim (6) library in 3, zero growth, culture 0.
  • San Ansmurkzio (4) market in 152 grows in 1, culture expansion in 3.
  • ? Edrine (3) settler in 9, zero growth, culture 0.
  • 37 cities
Military:
  • 00 settlers, 04 in production
  • 39 worker, 03 in production
  • 02 scouts, 00 in production
  • 02 spearman, 00 in production
  • 02 eqWorkers, 00 in production
  • 02 warriors, 00 in production
  • 03 archers, 00 in production
  • 13 swordsman, 00 in production
  • 00 mace, 01 in production
  • 10 horseman, 00 in production
  • 07 catapults, 00 in production
  • 07 galleys, 04 in production
Note: the SettlerOfKazan counts as a captured worker, not a settler, according to the Military Advisor.

Current builds:
  • settlers - 4 (Sabratha, Leptis Minor, Karakorum, Edrine)
  • workers - 3 (Oy Deer!, Kalmurkz, Albusmurkze)
  • galleys - 4 (Smuez Canal, SmurkzAtroid, Smurkzcapulco, Smurkastle)
  • colosseum - 1 (House of the Beard)
  • library - 13 (Arismurkz, Smurkzfood, Victoria Viking, Indianaposmurkz, Smurkzacabana, SmurkZentral, Smurkz-am-zee, Smurkzala, Smurkzland, SteinSmrukz, Istanbul, Carthage, New Smurkzheim)
  • market - 4 (Smurkzadelphia, Ol' Smurkz River, Missismurkzi, San Ansmurkzio)
  • harbor - 3 (City for the Sages, Tromsmurkz, Cape Smurkz)
  • The Great Library - (Smurkzgrad)
  • medieval infantry - 1 (Nansmurkzet)
  • aqueduct - 3 (Ismurkz, Olive or Die, Vladivosmurkz)

Celtic Invasion Forces
  • GalleyHo - eHorse, vHorse
  • GalleyOfTheNorth - eSword, vSword
  • GalleyOfTheSouth - vSword, vHorse
  • GalleyRally - vSword, vArcher
  • EasternPathFinder 2 vSwords
Total: 6 sword (1e, 5v) 3 horse (1e, 2v) 1 archer (1v).

Where We Wait
250AD_CelticInvasionForcesDotted.jpg


And the save is here.
 
General Notes
Four cities are building settlers so that we can abandon the city. They are Sabratha, Leptis Minor, Karakorum and Edrine.

House of the Beard is building a colosseum merely as a placeholder.

City for the Sages is building a harbor for almost the same reason, except that CftS appears to need the harbor to make good use of the sea tiles.

We have only one city making land based military units, Nansmurkzet.

Our lone settler, SettlerOfKazan, is located by Victoria Viking.

We have an elite sword in the Ring Mountains.

Celtic War

Spain has done us some good by conquering two Celtic cities, Mohacs and Camulodunum. This in turn, at some point, caused the Celts to stop their wonder building. I never saw the notice that the Celts were building the Great Library. For Spain and America, yes, but for the Celts, no.

However, by this time (190 AD) our forces were at sea and on their way to Entremont. By 250 AD our forces (5 galleys carrying 6 swords, 3 horses and 1 archer) were all assembled together and ready to invade, but I did not. I felt that the strategic picture had changed enough that we needed to discuss and plan our next steps before we took any hasty action.

Also, I did not want to dribble our forces into Celt-dom; I wanted to attack them hard, fast and strong and withstand the counter-attacks. GalleyHo, with only horses, was the first troop transport to arrive on the Celtic coast. It charted the way for the others in 190 AD. When the main body of troops arrived in 230 AD, and the last ship in 250 AD, I parked them in a sea tile off the west coast of Celt-dom.

Our troops are one turn away from the Celtic coast.

We should invade, but only with a plan.

What has changed is what to do after we invade, which we have not discussed. Our first mission was one of denial; we would not let the Celts build The Great Library. Our current mission appears to be one of conquest, occupation and enhancement.

Smurkzgrad

The Great Library is due in 13 turns.

Both Spain and America are building this also. America started in 190 AD, I cannot find when Spain began building it, but I think it was around then. It was in this set of turns, so the most that Spain could have invested is 10 turns and I think it is closer to five. Grad began building in 50 AD.

Techs

Thick headed mistake the first turn: I left the science slider at 0! After that, I checked the slider each turn to see that we were on track, but we had a turn of not learning anything.

What makes this even worse is that I had edited my Strategy post (#576) as ControlFreak suggested, and I still missed it. :wallbash:

Trading

The Ottomans have been quite stingy with Monotheism. I felt their price was too high, (they wanted Monarchy and Republic) so I did not trade. I did not want to get into a gold swap (which they never asked for) or a 20 turn trade agreement. I kept checking, but they did not change. We can research for some time without Monotheism. By the time we need it the price should have dropped or we can offer by-now worthless techs to the Ottomans.

Worker Turns

According to CivAssist, at 250 AD we are working 188 tiles. Somehow, 8 of them lack roads. Fifteen are partially improved and another eight are unimproved. To put a positive spin on the facts, of the 188 tiles we work, 173 are fully improved.

In 50 AD we worked 160 tiles and 139 were fully improved.

Time of Play

This is an odd issue to mention, but how much time is too much time to play a set of ten turns?

For me, this took over 18 hours, far more than I ever expected.

At 50 AD: 40 hours, 54 minutes.
At 50 AD: 41 hours, 45 minutes (after all three PlayAndPeeks).
At 50 AD: 43 hours, 21 minutes (after Preflight).
At 70 AD: 46 hours, 36 minutes (after two full turns).
At 110 AD: 49 hours, 28 minutes (after two full turns).
At 130 AD: 51 hours, 39 minutes.
At 150 AD: 52 hours, 52 minutes.
At 170 AD: 53 hours, 48 minutes
At 190 AD: 54 hours, 49 minutes
At 210 AD: 55 hours, 41 minutes.
At 230 AD: 57 hours, 56 minutes
At 250 AD: 58 hours, 46 minutes.

Total elapsed time: about 18 hours

Is this normal? I mean, this is the 13th set of turns. The previous twelve turnsets had a total of 2460 minutes (41 hours x 60 minutes) for 120 turns or roughly about 20 minutes of game time per turn. My turns took 1080 minutes or about 100 minutes per turn, roughly five times as long as anyone else. Granted, my first turns were slow because I tried to double check everything as I did it to avoid the mistakes of last time. And Notepad was open to log the turn events as they happen. But even my fastest turn was 50 minutes.

The tradeoff of detail vs. length of game turn is OK. But this seems excessive. Is it?

Some of this is my fault. My first post of notes for Turns 1 to 5 was 20229 characters and over the limit of 20K characters. I think most of this was self inflicted. Turns 1 to 4 were 16, 392 characters. Turn 5 to 8 were 11, 122. And turn 9 and 10 were 10, 537. This totals to 38, 051 characters (includes spaces). No wonder it took so long. :crazyeye:
 
And just before I go to wrap Christmas presents:

Merry Christmas!
 
18 hours, wow. I think you were more detailed than you need to be. I've never seen a turn log that detailed. :) It's important to play carefully, but you're family is going to "cut you off" from the computer if you do 18 hours when it's you're turn :D Just wait until the IA! We'll have TONS of units moving around. I think last game in the IA we were all doing about an hour per turn, sometimes more. We shortened the turnsets to 5 turns partly because of that. If you ever feel like it's taking you too long to get your turns done don't feel bad about stopping partway through and handing it off.

About research: I thought we were going to research to education first. Did I miss something?
 
CommandoBob said:
Thick headed mistake the first turn: I left the science slider at 0! After that, I checked the slider each turn to see that we were on track, but we had a turn of not learning anything.

What makes this even worse is that I had edited my Strategy post (#576) as ControlFreak suggested, and I still missed it.
1 turn is a big improvement on five from last turn set. I'm being honest when I say ...well played!

You got us where we need to be!:goodjob:

And the longer turnset is because you're calculating worker moves. Welcome to my world.
 
CommandoBob said:
  • Grad wake worker from Albu's mining and move to help Grad's mining. Wake forest choppers and move both SE; will move SE and begin mining next turn. Rename to GradMiner01 and 02. Grad begins the Great Library, due in 37. Grad had a citizen working the lake and was at zero growth and 21 commerce. Moved citizen to cow (not being worked). Grad grows in 10, commerce at 20, GL done in 34. It worries me that I see this and Niklas and ControlFreak did not. Did I overlook something?
I think you missed Niklas and CF telling you to use the cow.:crazyeye:
ControlFreak said:
  • Grad, we want it to be bigger and stronger in production. Doing what Niklas said (lakes move to cow and forest) gets us to 11spt which is the best we can get for now.

Seriously, you did great. We've jumped a big hurdle with the unimproved tiles worked, we have the quantity of troops where they should be at the Celts door. We are close to the Great Library in 20turns (total) which is better than SF I think. You played awesome, if not long.:D

EDIT: Oops, one omission. I didn't follow the tech strategy, did you research Feudalism instead of trading Engineering for Mono and starting on Theo?!?! That would be a lot more turns lost than 1.:(
 
ControlFreak said:
I didn't follow the tech strategy, did you research Feudalism instead of trading Engineering for Mono and starting on Theo?!?! That would be a lot more turns lost than 1.:(
I researched Engineering and then Feudalism and now Invention. I could trade Mono for Republic and Monarchy, but felt that giving the Ottomans two government techs was too much. Monarchy or Republic by itself was not acceptable. I did not offer cash in the first turns because we had a negative cash flow.

I do not recall offering Engineering for Mono. I did not offer Feudalism for Mono because they both lead to Chivarly and Knights. Chivalry is optional and I knew we would not need it, but the Ottomans would learn it in order to make knights. But now I see that while they could research it, that would take them 40 turns and leave them way behind in the tech race.

What I remember of the tech discussion was getting a tech every four turns. Now that you bring it up, I do recall a post by Niklas that listed the techs, but I do not remember that as being the research order.

It was not until the last turn, when I had to use colessuem as placeholder for a university (I forget where), that the lack of Mono began to bother me. Mono leads directly to Education, so I know we can get there in eight turns and change that build to university.

By this point I was quite willing to punt and watch and learn how a better deal could be made for Mono. The initial price had been high for this tech, had not decreased any great measure, and I thought that we could research this part of the tech tree to the end of the MA and then get Mono for a better price.

I was too focused on getting Mono for cheap (and expecting the price to drop) and did not trade hard for it. I did not take into account what Mono would let us do: build universities very soon. My bad. :(
 
The price of monotheism wouldn't drop until some other civs knew it it too, or if we did partial research on it.
 
@CB, I keep forgetting that you are in a different place when it comes to civ. I remember when I was constantly trying to prevent the other civs from getting something good, even if it delayed me from my objectives.

We are trying research as fast as possible. That has two parts. The first is 4 turn research. The second, and equally important is getting 0-turn research. If you're scientific you get a 0-turn tech at each age. You also get 0-turns by buying something from the AI.

We wanted the other civs to learn Feudalism while we were learning the top half of the chart. (It could take them close to 40 turns, meaning we'd have to research 10 techs.) We want the tech that they are researching to be a required tech so that we actually save turns by buying it. Buying optional techs doesn't help us much.

Now that you have Feudalism, any time the civs spend researching it are wasted because we already have it. Now that we have Feud, we want them to research Invention. That means giving Engineering away anyway so we should have traded it to the Ottomans to start with.

zyxy, Niklas and I have all stated that you should trade Engineering for Monotheism. Now the opportunity to have the AI research a required tech for us is gone. If we keep Feudalism from them, they'll waste beakers getting that. If we give it to them, the will likely waste beakers on Chivalry which is optional.

At this point, we need to get them Feudalism and hope that Spain (the fastest researcher) actually learns Invention for us. If they do, research Invention before we get to the last required tech on the top, then what you have done is not a big deal. If they do not, then we'll have lost 4 turns (cost of us researching Feudalism by on our own).

I think we should add tech progression to the "Things to Do on My Turn".

(Again, I'm not picking on you, I'm trying to instruct you. It's not easy to give powerful techs away. You need to learn not to shoot yourself in the foot being greedy about tech trades. What good are two government techs going to be for the Ottomans. And what good will Mono be for us :goodjob: ?
 
:eek: Wow! 18 hours! My wife would kill me if I did something like that! I had to make sure she was okay with me playing the majority of yesterday so I could finish CivIV GOTM 1, and that was only about 6 to 8 hours!

I'm not much of a MM'er so even attempting to read that extremely detailed log was driving me wonkers :crazyeye: . Will attempt it again though.
 
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