SGOTM 08 - Smurkz

I guess I make it at least six for purple then. (Or as my son would say, "puh-puh".) And it seems we have our build queue and research path determined for the beginning as well, so shall we get started? :bounce:
 
:run: Alright, alright! I'll play a bit later tonight then. :)
 
One more thing though - I intend to move the scout up to the tip to get a glimpse. It will only cost us a single turn in our trek westwards thanks to the interleaving of flat and non-flat land. If anyone is of a different opinion, speak up now or forever hold your peace.
 
Yes, was going to suggest that for the scout. Is the first turn set plan optimized enough to proceed without reviewing a formal plan? Are you doing workboats first? And does anyone know exactly when the first barbs (including animals) can appear on Monarch? Losing emissaries can slow things down and it would be good to know when we need to start being cautious.
 
Here's the plan I intend to follow for the start:
000planto20pd8.png
 
I hate to slow things down, but since the start is so critical, has Fishing first (start on a warrior and then switch to workboat when possible) been checked against AH/worker first? Perhaps that's how I was able to almost keep up with the superior Purple start? :rolleyes:
 
I did try a Fishing-first strategy (sheet only, not tested), but the delay in getting the gold seemed to slow down early research quite a lot. I never fully planned it out though.

It could also be that you were delayed by your Fishing-first strategy, and that AH/worker first would have made you beat my date... :shifty:
 
Niklas - remember I did test out the fishing first method and found that the worker - AH combo blew the fishing/warrior->workboat start away. AH finishes teching right before the worker is done, and once the pasture is up in four, we grow and produce very well.

Oh, and I vote Green :p

We also need to get Metal Casting up at some point for Triremes. With the new patch out for BtS, barb galleys are very commonly spawned after anyone techs sailing. And with our lot of seafood, protecting the work boats would be very vital to this game.
 
I tried some projections with optimizing a Fishing-first start, and it is clear to me that it is less efficient. It grows to size 5 one turn earlier than the worker-first version - but it has nothing useful to work with that 5th citizen since the worker hasn't gotten round to mining that hill yet. BW is delayed due to the later access to the gold. All in all the worker-first start produces more hammers and more research, and the slightly faster growth with fishing first is eaten up by the lack of improved tiles.

If someone wants to play out Green start with a worker first, I'm willing to wait with playing. But I really don't think there's any chance that it could be more beneficial than the start I've already shown. So unless I hear some strongly voiced disapproval, I'll go ahead and play some turns, up to 20 if nothing unexpected happens, starting in 30-60 mins or so.
 
Go for it. Just wanted to be sure, and y'all's testing and comments are very reassuring. Be careful of those barbs, though! Can't wait to see what's out west.
 
First turnset completed - and not on a happy note I'm afraid: >>The Save<<

Turn 1/500 (3960 BC) [16-Sep-2008 20:57:59]
Yosmurkzhappy founded
Yosmurkzhappy begins: Worker (15 turns)
Research begun: Animal Husbandry (13 Turns)
Niklas: Moving the scout to the northern tip shows land across the water
Niklas: Settle Yosmurkzhappy, start a worker and AH
001northerntiple6.jpg


Turn 2/500 (3920 BC) [16-Sep-2008 21:01:47]

Turn 3/500 (3880 BC) [16-Sep-2008 21:02:08]
Yosmurkzhappy's borders expand

Turn 4/500 (3840 BC) [16-Sep-2008 21:02:21]

Turn 5/500 (3800 BC) [16-Sep-2008 21:03:56]
Niklas: Dumbos!
005dumboslg5.jpg


Turn 6/500 (3760 BC) [16-Sep-2008 21:05:11]

Turn 7/500 (3720 BC) [16-Sep-2008 21:06:36]
Buddhism founded in a distant land

Turn 8/500 (3680 BC) [16-Sep-2008 21:06:54]
Contact made: Zulu Empire
008shakaik9.jpg

Gee, great neighbor.

Turn 9/500 (3640 BC) [16-Sep-2008 21:16:45]

Turn 10/500 (3600 BC) [16-Sep-2008 21:18:44]

Turn 11/500 (3560 BC) [16-Sep-2008 21:19:24]
Niklas: turning N after meeting Shaka makes me hit ocean again

Turn 12/500 (3520 BC) [16-Sep-2008 21:21:27]

Turn 13/500 (3480 BC) [16-Sep-2008 21:21:37]
Tech learned: Animal Husbandry
014ahtk1.jpg


Turn 14/500 (3440 BC) [16-Sep-2008 21:21:59]
Research begun: Fishing (6 Turns)
Niklas: Aargh, a bear!

Turn 15/500 (3400 BC) [16-Sep-2008 21:24:51]
Yosmurkzhappy finishes: Worker
While defending in the wild near Yosmurkzhappy, Scout loses to: Barbarian Bear (0.30/3) (Prob Victory: 31.3%)

Turn 16/500 (3360 BC) [16-Sep-2008 21:29:59]
Yosmurkzhappy begins: Warrior (15 turns)
Hinduism founded in a distant land

Turn 17/500 (3320 BC) [16-Sep-2008 21:31:14]

Turn 18/500 (3280 BC) [16-Sep-2008 21:31:32]

Turn 19/500 (3240 BC) [16-Sep-2008 21:31:39]
A Pasture was built near Yosmurkzhappy
Tech learned: Fishing

Turn 20/500 (3200 BC) [16-Sep-2008 21:31:52]
Research begun: Bronze Working (15 Turns)
Yosmurkzhappy begins: Work Boat (10 turns)

Here's a shot of the known land:
Spoiler :
011overviewvn6.jpg
 
Sheez. Not much you could do about the bear when you're tromping through endless jungle. No particularly attractive city sites, although once we get the jungle chopped we could have a nice GP farm. Eventually. Shaka--agressive, expansive, very rarely builds wonders--great. Well, if we can survive and get a tech lead, he's a no-brainer target to take out so we get the whole continent to ourselves. Could be good, but we'll have to play very carefully.
 
Niklas, your map pic is not the more updated version :p

Well, this is going not far of plan...... besides the maniac that we have west :p

The lack of :) resources is :wallbash: ..... it makes Mids even more desirable.

Well, will make a save for testing tomorrow ;)
 
I don't think the happy situation is *that* bad. We are at least getting some use of population above size 6, by using the :whipped: on them. And anyway, it's not like the other teams aren't in the same boat! (Speaking of which, I think just about every first player had an "oh, #$(*^#" moment right around turn 7 or so ... :p )

All that flat jungle now, that's just cruel.
 
@Chris: Yes, there is. The land extends at least one tile south into the fog.

@rolo: I know, it was the last overview shot I took and I was lazy. :p

I should do some administration too, but I'm too tired, wait for it tomorrow. Renata should be up anyway, and BL on deck, by Smurkz tradition. :salute:
 
Yep, I have the save and will play whenever we're ready.
 
Check out the progress page. From the culture graph, Misfits settled in place as indicated by their culture=4*turns (with just a palace to make culture). All the other teams that settled in place will overlap but we can't see them because Misfits has the latest save. I'd have to check the save dates for all of them but it looks like Wonder Bumpkins may be the only other team that didn't settle on Green. Besides us there are 6 teams that have started.
 
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