SGOTM 13 - Smurkz

>>The Save<<

Turn 0 (3000 BC):
Switch SS to settler (8/30), NS to worker (0/10)

Turn 1 (2950 BC):
SS grows to size 3, works cow, BG and fish. 4 spt for settler in 5, 3 fpt for growth in 7.

Turn 2 (2900 BC):


Turn 3 (2850 BC):

Turn 4 (2800 BC):

Turn 5 (2750 BC):
Let SS work coast instead of BG for one turn.

Turn 6 (2710 BC):
SS settler -> warrior, drops to size 1 and works cow.

Settle Sushi Smurkz (access to both clams and fish). Three pop 1 towns now.

Turn 7 (2670 BC):
SS grows to size 2, works cow and fish, Sushi gets the BG.

Turn 8 (2630 BC):

Turn 9 (2590 BC):
SS warrior->warrior. New warrior named to 02, sent down the peninsula.

Turn 10 (2550 BC):
NS worker->worker (placeholder for discussion).

Save and exit.

Roster and Schedule
  • donsig - UP! (Dec 26)
  • Othniel - On Deck! (Dec 29)
  • zyxy - Warming Up (Jan 1)
  • eldar (Jan 4)
  • CommandoBob - Just Played (Jan 7)
  • Niklas (Jan 10)
 
... donsig? Or anyone else for that matter?

I'll be off for a few days now, probably back on the 26th. Merry X-mas to all of you! :xmas: :salute:
 
Sorry, for my slow start guys. I've downloaded the save but haven't looked at it yet. Had to install the modpack and add the line to the .ini file - I'm not very good at this stuff so I'm crossing my fingers. Need to look over the SGOTM rules.

So please bring me up to speed here. Is it okay for me tp open the save to make sure I've got everything working, look around and come back to the forums for discussion without making any moves? Or must I play my set of turns once I open the save?
 
Yes, that's ok: you can open the save without playing. As long as you don't make any irreversible moves, it does not count as reloading.
 
I tend to open the save and take a look around before I do anything else. Which is fine by the rules.

If, on the preflight I make some changes (move a unit, change a build order, make a trade, etc..), I will upload that save to the server and post that link in my notes. And then I download that save and play from it for the rest of the turn.

We can upload multiple saves for one turn. Way back in SGOTM 9 I think we had 4 saves for one turn, but I can't remember why.

The server will add a number to the end of the save, which keeps the saves separate. But it won't do that at 4000 BC; we've tried before and server rejects that save; the server sees it as a another start up and throws a fit.

So to answer the question you asked, you can play all your turns at one time or only one turn at a time. If something comes up that needs to be discussed, then save the game, post the notes you have and let the issue be discussed.
 
I'll be away for christmas on the 25th and 26th. Merry Christmas everyone, and see you again afterwards!
 
OK, guys, here's what I see. We can get alphabet in 7 turns. We should be able to build a curragh in all three of our cities the turn after that:

Nibanme works the bg and using barracks for prebuild (2 bpt for 14 in 7)
Sushi works the clams with a barracks prebuild (3bpt for 21 in 7)

That's 35b towards the 81 that we need, so Sensei must come up with 46b in 7 turns. I build the warrior there in 2 turns netting 5f and 12b. That leaves 34b to go. Barracks brebuild after that. Three turns @+3fpt (cow and fish) grows Sensei. That's 10 shields (with one from growth) and 18b. (I'm not sure if we get extra beakers the turn we grow.) Still need 16b in two turns. Working fish, rocks and anything else with 1c gets us that. We'd only be doing 2spt but 10+6 is enough for a curragh.

I'm not a micro-manager so I'm not sure if I've figured this all correctly or not. Also, not sure if we want three curraghs (and a fifth warrior) during the next ten turns but to me that seems the best for us.

I'd send the warrior back to Sushi for fortify and I'd send the worker to mine the bg south of Sensei.

What do we research after alphabet? Would we do writing or pottery next to get closer to map making?
 
Looks like a good plan to me, and your numbers are correct as far as I can see. In fact, Sushi will grow in 6 turns, so we'll probably get slightly more gold. I think we definitely want three curraghs. I think it is not possible to get Alpha in 6 turns, except by hiring scientists, but that would significantly slow down our curragh builds.

Sensei can work cow + fish + rocks at size 3. I suppose it's not allowed to use the big picture to change builds, otherwise the curragh from Sensei could be produced on the same turn as Alpha. Now we are wasting some shields, so Sensei could do wealth for 2 turns (if I calculated correctly) after the warrior.

You are correct: we do not get extra beakers on the growth turn.

I would probably let the worker improve the southern bg - Sensei can already get to 5 spt at size 3.
 
Agree with zyxy on all accounts, except in fact it is allowed to change builds using big picture, only the MTDG has outlawed that. So yes, we should definitely make sure to have a curragh out on the same turn Alphabet comes in.

I definitely think Writing next, without Map Making we won't get anywhere and we have little use for earthenware at this point.
 
I plan to play my turns this evening (in about six hours) so if there's any more input please speak up before then.
 
We'll need pottery for Map Making. Question is: does it make sense to run at max? Writing costs 457 beakers, so a max run on writing will be faster than a min run if we can make at least 457/50 = 9-10 beakers per turn. We currently do 11, so this might work. On the other hand, we may need gpt to buy techs.

If we want to postpone the decision, then a max run on pottery is not so bad.
 
Preflight: Nibanme works bg (switched to barracks); Sushi works clams (switched to barracks); Sensei works rocks and cow. Worker moves N and mines. Warrior moves to Sushi and fortifies.

2510 BC: Sensei switched from rocks to fish.

2470 BC: Warrior built, barracks queued. Warrior moved to Sushi and fortified. Other warrior in Sushi moved to Nibanme and fortified.

2430 BC:

2390 BC:

2350 BC: Sensei grows to size 3, works rocks, fish and cow.

2310 BC: Sushi grows to size 2, works clams and bg S of Sensei. Worker finishes mine, moves to bg S of Sensei and starts mine. Alphabet and 3 curraghs next turn. Science down to 90%.

2270 BC: Learned alphabet, used big picture to choose writing then went into domestic advisor and changed production in all three cities to curraghs. Moved Nibanme curragh S-W. Moved Sushi curragh SW-SW. Moved Sensei curragh to rocks. (Curraghs queued in all cities as place holders.) Science @ 100% gives writing in 33 turns. Sensei works rocks, cow & bg; Sushi works clams and fish.

2230 BC: Nibanme curragh moves S-NW, Sushi curragh moves SW-S, Sensei curragh moves E-S.

Stopping here since I'm not sure which way to sail.

Save

Yikes! I didn't take a screenshot. :blush: Well, I guess it's ok to open the save for that. Will be back.

EDIT: Our island:

 
From your screenshot I think I see coastal tiles under the fog in the Southwest, which is three tiles away. :cry:

I think the northern curragh should go 2 W and the southern curragh go 2S. This will do some fogbusting, and, if they survive the IBT, they can make landfall next turn.
 
I'm not much of a fog gazer and that fish in the deep water is weird. I had no idea what we should build next so I left curraghs as place holders.

So, is it ok that I didn't play a full ten turns?
 
It's definitely ok, the 10 turns should be seen as a guideline.

Current Roster and Schedule
  • Othniel - UP! (Dec 29)
  • zyxy - On Deck! (Jan 1)
  • eldar - Warming Up (Jan 4)
  • CommandoBob - Just Played (Jan 7)
  • Niklas (Jan 10)
  • donsig (Jan 13)
Othniel, time for the big debut! [party]

There's definitely coast where CB indicates, and I agree that moving 2S and 2W are the best moves we can do. A bit frustrating that there's no safe passage, it means randomness will play a big role in when all teams make contact (too big IMO). But we'll just have to do the best of it.
 
Well done, donsig! :)

I agree with the curragh directions. With a new curragh every three and every five turns randomness isn't a big issue.

Our third curragh could go E-S and then move east, hoping for a lucky break.

Perhaps Sushi should train a worker, with the idea that joining workers will be the quickest way to grow our towns and generate the highest science output. I'm not sure about this, but it can be computed of course.
 
I'd like to make my big debut, but I'm a bit strapped for time right now.

It'd probably be best to swap zyxy with me and perhaps just skip me for this whole round. I'll try and let you all know on my skipping status once zyxy plays.
 
Alright, go zyxy!

Current Roster and Schedule
  • zyxy - UP! (Dec 29)
  • Othniel - On Deck! (Jan 1)
  • eldar - Warming Up (Jan 4)
  • CommandoBob - Just Played (Jan 7)
  • Niklas (Jan 10)
  • donsig (Jan 13)
 
OK, got it.

Preliminary plan:

Long term

Get to space as quick as possible. [Leave Ghandi behind, this time.]

Mid term

Meet the world, trade/buy techs, and get off this island. Possibly knock down a few AI's, but rather use the better ones to speed research.

This turnset

Curraghs explore mostly towards the coastal region we can see in the west, but occasionally also into the blue. Primary goal is to meet other civs, not (yet) to map the world. (We can do that once we get close to Map Making.)

Production: curraghs. We can sustain 3 more without support cost, they'll be built easily during this set: Sensei alone can do 3 curraghs in 8 turns. If we join the worker back in, we can get one more. Also, we could set town(s) to wealth to support more curraghs. I will not lower the science rate to fund more ships.

Worker can improve the bg, and possibly road the plains and hill even though that will be useless for a long time to come. A better option could be to join it to Nibanme to bring the town to size 3. I prpose to do this after the current mine finishes.

In the meantime, we want to research asap. First I note that the maximum town size that we can sustain without lux tax or specialists is size 3; size 4 can be sustained with a scientist.
Alternative 1: We have just enough food to stabilize each town at size 3, each running one scientist. We work the cow, the 2 bg's, the rock, the fish and the oysters. Then we make 14 bpt from tiles and 9 bpt from scientists.
Alternative 2: get Sensei to size 4, working cow, fish/bg, rock and a scientist, Sushi to size 3 working oysters, fish/bg and scientist, and Nibanme to size 3 with bg and 2 coastal workers - or the other way around, of course. Then we make 18 bpt from tiles and 6 bpt from scientists, so this is slightly better (assuming nothing is lost to corruption). We'll need 5 MP's, which we have.
I don't see a better alternative and will go for alternative 2 unless someone has a better idea.
 
Looks good to me. I think we should probably assume that we'll have some corruption in Nibanme though, so I'm not sure 2 is actually better.

Hmm, an alternative if corruption is felt even in Sushi would be to let Sensei (0%) work fish, rocks and coast at size 3; Sushi works cow, bg, coast and scientist at size 4; Nibanme works fish, bg and scientist.

Bah, why wonder, I'll go check the save for corruption values. EDIT: CAII reports 4% in Sushi and 9% in Nibanme. Most likely we will feel some then, but I guess it will be 1 lost in both towns in both of zyxy's scenarios, so 2 would still be better. I'm not sure how the values are rounded, does anyone know?
 
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