SGOTM 13 - Smurkz

What do people reckon our chances are for getting Philo first and MM as a freebie? Just a thought before the chance goes begging....
Don't forget you'd need to research Pottery first before Philosophy or Map Making won't be an option for a free tech.

At this point, Colosus and Oracle are built. We don't know if the AI have Map Making yet, but I would think they are close. The Pyramids still provide a cascade option to the Great Lighthouse. The odds are looking very bad for our G.Lighthouse attempt. Our only hope is if the Pyramids finish really soon and the cascade dies. Even if the cascade dies, the AI can probably research and build the G Lighthouse from scratch before we get Masonry, Pottery and Map Making.

An alternative plan (safer, but with much lower gains) would be to use our sheilds to make workers and boats that would eventually be converted to settlers (join workers after settler is built, galleys via prebuilds or upgraded curaghs) to give us the most opportunity to colonize the nearby island. Then we've at least got a decent base for building a small army on the way towards Astronomy. Putting all our eggs in the the G.Lighthouse plan puts us way behind developmentally if we fail. (I guess I should have asked this question before we invested all these turns in Masonry.)
 
The State of Smurkz 1500 BC
Sensei Smurkz (4) curragh in 1, zero growth; +6spt, one geek.
Nibanme Smurzk (3) curragh in 2, zero growth, +3 spt, one geek.
Sushi Smurkz (3) curragh in 5, zero growth.

2 Curraghs at sea.

Masonry in 9 turns; 100% science, +0 gpt.

Long Range Goals
Space...the Final Frontier...

Mid Range Goals
Meet friends and influence people.

These 10 Turns
1) Explore South and West.
2) If lucky, meet the Light Blue People south of Wine Island.
2a) Discuss any trade deals.
3) Make more curraghs.
4) After Masonry, learn Pottery.
5) Sushi then starts a palace prebuild for the Great Lighthouse.


(I guess I should have asked this question before we invested all these turns in Masonry.)
We have only two turns invested in Masonry.
 
I definitely think we should shoot for the Torch. If we lose the race for it, we'll have lost a lot of investment that could have gone to expansion. But if we win the race for it, we have a golden opportunity in the SGOTM. I'd rather try to soar than stay bound on the ground.
 
[IBT 1500 BC]
Hit Enter.
Sensei rCurragh -> rCurragh in 3.

Northern Curragh sinks (1).


01 1475 BC

In an attempt to minimize the number of turns that Curraghs are at risk of sinking, I will try to use ocean tiles. Our suicide risk does not increase any and we can go further.

CurraghA (new in Sensei) W and stops in coastal waters.
Curragh for Light Blue (south side of Wine Island) SW and W.
This curragh will circle around the south tip of Wine Island and aim for ocean tiles for maximum movement.

With all the cities at zero growth, happiness is not a problem. Very nice.
[IBT]
Nibanme rCurragh (B) -> rCurragh in 5.

02 1450 BC

Curragh for Light Blue: W (2MP, sea), W (3MP, ocean), S (4MP, ocean).
CurraghA: W (2MP, sea), W (3MP, ocean) and W (4MP ocean).
CurraghB (new in Nibanme): S (3MP, coastal) and stops.

We are allowed 12 units; we have 8 at this time.
[IBT]
CurraghA was lost at sea (2).

03 1425 BC

Curragh for Light Blue: S (1MP, ocean, S (2MP, ocean), S (3MP, ocean) and S again (4MP, ocean).
CurraghB: SE (2MP, sea), E (3MP, ocean) and E (4MP, ocean).

Sensei and Sushi swap tiles, both complete new boats this IBT.
[IBT]
Sensei rCurragh (C) -> rCurragh in 4.
Sushi rCurragh (D) -> rCurragh in 5.

Curragh for Light Blue and CurraghB are both lost at sea (4).

04 1400 BC

We are back to 7 units.

CurraghC (new in Sensei): W (3MP, coastal) and stops.
CurraghD (new in Sushi): S (3MP, coastal), S (4+MP, coastal).
[IBT]

05 1375 BC

CurraghC: W (2MP, sea), W (3MP, ocean) and W (4MP ocean).
CurraghD: SW (3MP, coastal) and SW (4+MP, coastal).

Sensei and Sushi reswap tiles.

Masonry in 4.
[IBT]
CurraghC sinks in the same place that CurraghA sank (5).

06 1350 BC

CurraghD: SW (2MP, sea) and SW again (4MP, sea), heading for Wine Island.
[IBT]
Sensei rCurragh (E) -> rCurragh in 3.
Nibanme rCurragh (F) -> rCurragh in 5.

CurraghD survives the IBT.

07 1325 BC

CurraghD: S (2MP, sea) and S again (4+MP, coastal).
CurraghE (new in Sensei): SW (3MP, coastal) and SW (4+MP, coastal).
CurraghF (new in Nibanme): E (3MP, coastal) and stops.

Sensei and Sushi swap the fish and mined BG tiles for a turn.

We are at 8 units again.

Masonry in 2.

Curraghs D and E will both head for Light Blue.
[IBT]
Wonder Alert
1325_IBT_PyramidsTrimmed.jpg


Persians build The Pyramids in Persepolis.

Wonder Alert, Part II
1325_IBT_SoZTrimmed.jpg


Egypt builds the Statue of Zeus in Thebes.

08 1300 BC

CurraghD: S (3MP, coastal) and S (4+MP, coastal).
CurraghE: SE (3MP, coastal) and SE (4+MP, coastal).
CurraghF: SW (3MP, coastal) and W (4+MP, coastal), heading to Light Blue (should have done this last turn).

Leave Sensei and Sushi with swaped tiles.

Masonry in 1.
[IBT]
We learn Masonry, begin to learn Pottery, due in 5.

09 1275 BC

CurraghD: SE (3MP, coastal) and S (4+MP, coastal).
CurraghE: S (3MP, coastal) and S (4+MP, coastal).
CurraghF: SW (3MP, coastal) and SW (4+MP, coastal).

Sushi rCurragh -> Palace in 97.
[IBT]

10 1250 BC

CurraghD: S (2MP, sea) and SW (4+MP, coastal).
CurraghE: SE (2MP, sea) and S (4MP, sea).
CurraghF: SE (2MP, sea) and S (4MP, sea).

[IBT]


And the save is >>HERE<<.
 
Started with 2 Curraghs; ended with 3 Curraghs. Two more will be built soon.

We lost 5 curraghs in these turns, and we gained nothing, except we uncovered more water tiles.

Curraghs E and F are in sea tiles and in danger of sinking on the IBT.

I have sent all our boats towards Light Blue. I think we need to make contact with whoever Light Blue is (Yanks or Sumeria, most likely) and then worry about exploring. If we have a boat that can survive 4 or 5 turns of non-coastal waters, I think that boat should go meet our neighbors first. This is a larger map than normal and we seem to be rather isolated.

(I know that bunching the ships together doesn't increase their survival rate. But at least they can die with their countrymen.)

Pottery is due in 4.

Wild World of Wonders 1250 BC
1250_WondersTrimmed.jpg


Only four built so far and no wonders currently under construction. That helps our Great Lighthouse efforts.
 
Good news that 'mids and Zeus are out of the way!

But bad news that they appear this early. That doesn't bode well for our GLight efforts. The one thing that might help us is that it has to be in a coastal town, and they tend to be lower on shields.
 
Tiwanku will have to be coastal to have built the Colossus. It clearly has plenty of shields and the Inca will now have a research boost.

Edit: Everyone wish a happy 1st birthday to my daughter! (Her party's next week - a joint one with friends whose kids are all also about a year old!)
 
:bday: eldar's daughter!

Despite the competition I think we should try for the Great Lighthouse.
 
All the early cascades have gone with Pyramids and SoZ toppling, so they will be starting from scratch. What we don't know is if someone's started it already.

Okay, so what's the pre-build situation? How quickly can we get 300 shields with what's currently there? Do we research after MM? Or do we stockpile gold for trading?
 
Okay, so what's the pre-build situation? How quickly can we get 300 shields with what's currently there? Do we research after MM? Or do we stockpile gold for trading?
Sushi is 96 turns away from building a palace. We have about 12 shields in that city.
 
:bday: Aliza! And well played CB! :goodjob:

Current Roster and Schedule
  • Niklas - UP! (Jan 7)
  • donsig - On Deck! (Jan 10)
  • zyxy - Warming Up (Jan 13)
  • Othniel (Jan 16)
  • eldar (Jan 19)
  • CommandoBob (Jan 22)
Got it! Will have a look at the game later tonight or tomorrow morning. I see no reason not to continue for the Torch, even if the chances are slim of us getting it.
 
Ok, I've had a look at the save, and it seems to me we need more production, fast. We have 286 shields until Palace/Torch, and estimated 33 turns to MM. That's just below 9 spt, an unattainable number currently. It seems obvious we will need to emphasize spt in Sushi from now on anyway. At 7 spt we'll get the Torch in 41 turns, at 8 spt in 36 turns. I'll have a closer look and see what can be done. Comments appreciated.
 
I had a very quick look.

We can switch Nibanme to worker now. Worker mines plains of course.

Perhaps transfer 1 warrior from Sushi to Nibanme this turn (and go back the next one), let Nibanme work oysters + 2 coast, Sushi 2 bg + scientist. Next turn, Nibanme works oysters + scientist, Sushi 2 bg + plains, for 6 spt, later 7 spt. It will grow in 20, not sure what to do with that yet. We could aim to work the hills as well for another 2 spt, at the cost of 10% (?) lux.

This loses some beakers of course, so MapMaking would be delayed.
 
Sorry I'm not more active, I haven't been well these past days, still aren't. I won't be able to play tonight as was the plan, I hope to do it tomorrow.

zyxy, thanks for the comments, my thoughts were very much in the same direction. I definitely think we should switch to worker in Nibanme, and possibly it could be joined with Sushi after completing the mine, or go on to mine/road the hills and let Sushi grow of its own accord.
 
I fully back from vacation now. Things seem to be going very well. :goodjob: I'll try to start contributing a little more from now on... :p
 
Here's the fastest plan for the Torch that I've been able to come up with sofar:
Spoiler :
SGOTM13_BC1250_Torch.png

I'm not certain that it is completely right, please check! Perhaps it can also be improved, it seems suboptimal here and there.

I'll be away until Friday night.
 
The biggest problem is that on turn 107 we get to 302 shields and complete the Palace a turn before we get Maps!

So we can almost certainly run with coast tiles in Sushi for a few turns to bring that total down. Ideally we want 291 shields in Sushi with 1 turn left on Maps so we get zero overrun and max cash.
 
No, we get Map Making on turn 107 too, he just included one more turn since we will not have them until after turn 107.

I've looked over the plan and I can find no faults in it. I'd rather go with the plan than run coast in the beginning though, since I'm not 100% sure. Better 2 shields overflow than missing by 1.

I'll play shortly according to zyxy's plan. Sorry all for the delay. I might play 20 turns since nothing is bound to happen anyway (unless some curragh miraculously survives and makes contact, in which case I will of course stop immediately).
 
0:
Switch Nibanme to fish+2 coast, Sushi to 2 BG + sci. Move warrior from Sushi to Nibanme.

23 bpt, Pottery in 4. We're lucky that we'll cutting it so close on that one.

IBT: Sensei curragh(G), Nibanme worker. CurraghE was lost just off our own shore.

1:
Worker to plains. Hire geek in Nibanme. 23 bpt, Pottery in 3.

2:
Worker starts mining. 23 bpt, Pottery in 2.

3:
Sushi starts working plains. Move a warrior back from Nibanme. 21 bpt, Pottery in 1.

IBT: Pottery -> Map Making
CurraghG litw west of Sensei.

4:
MM 0/685

IBT: Sensei curragh (H)
CurraghD litw SW of second continent.

5:
MM 21/685

6:
076disaster276.png

Why is she looking so #¤%& happy about that?? :mad:

>>The Save<<

I guess better to fail early than with one turn left, but... :sad:
 
Yes, better to know now. So I guess we just send our curragh after curragh until we can send galley after galley...

Are we missing something? We're not supposed to met everyone for a long time. Is there something productive we can do besides sacrifice curraghs?
 
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