SGOTM 08 - Smurkz

Fortified was what I meant, excellent. We need to keep the tiles in the whereabouts fog-free, and if he patrols he will periodically leave some tile or other in fog.

We always get (bpt+1)*1.2 beakers added per turn, where bpt is the number in the upper left next to the slider. No freebie for hammers. The bpt listed is what we get, there's no roundoff that will make it any lower than that. The roundoff (assuming it exists) happens before that, at the point where the contributions from all towns are summed. I should check the code later when I have some time. But it sounds like we're well on our way to Maths in time, so just keep up the good work. :thumbsup:
 
Everything's good. Played to the end of 61 and submitted--see the Progress page for the save. Sorry, PrintScreen didn't work for me--didn't find anything in the .ini file or in the Options/HOF screens regarding that. I did get a log file but there was very little in it and I was too nervous about screwing something up to try loading it or whatever needs to be done.

Our western warrior is currently on a forested hill at full strength (and Woodsman I) looking at a barb warrior 2 tiles to the N. Shaka has horses but not yet pastured. F4/Resources says he's not connected to our trade network--why not? He's cautious with us, +1 for turns of peace.

I sent the workboat on a circumnavigation of the island N of the jungle island--it can have clams ready for us on turn 66, or could make a slight detour to the west of the jungle island to unfog a few more tiles and still make it by turn 68. The new island has horses, but also 5 desert, 1 grass, 1 Ghill, 1 Phill, and no seafood resources--not a great city site off the bat.

Status at end of 61: 90% research gets us Math in 8 turns, currently 132/373 beakers with 27 per turn. Gold is 14 and static. (I agree about going for 20+; let's see what Niklas's spreadsheet says about the impact on Math. I'd also feel better with an earlier axeman.)

I think that's it--sorry about no pretty pictures. Next time I'll be much less nervous, right? :eek:
 
Ok, looks good that (without having looked at the save ;)).

If current ETA for Maths is 8 turns, then we have a problem. We need it in 7 turns, so there's absolutely no margin to go for 20 gold, and probably we'll have to eat up some of what we already have. Current research rate would see us at 363/373 on turn 68, i.e. 10 beakers short. I'll do some counting/predictions and see what I come up with.
 
I had a quick look at the spreadsheet, and (assuming I counted everything right) it appears we can get Maths on turn 68 at current research rate, 373 beakers, but only if we have the Clams to work from turn 66. But there's really no room for increasing our treasury until after Maths is in. :hmm:
 
I finally had a chance to look at the save, and things are looking good. Very good debut, Xc! :goodjob:

Roster:
  • r_rolo1 - UP!
  • Niklas - On Deck!
  • Backwards Logic - Warming up
  • Methos
  • Xcalibrator - Just played
  • Renata - vacation mode :cool:
  • unkle - advisor mode
  • ChrisShaffer - advisor mode

Rolo, your turn on stage! :D

Looking at the graphs, I can't help but wonder (and worry) how come we're falling behind. Misfits and CRC must have beelined Alphabet, or possibly done some Oracle slingshot. We've obviously forgone that early boost, favoring early GLib and Mids for a long-term research boost. But I would have thought we would stay more even up to that point. It's not alarming, "only" 20 points difference, but I sure hope we catch up to the main pack soon. :hmm:
 
We should probably have a look at the spreadsheet yes, though I don't expect many changes.

I'm looking at the save, and Ulundi sure looks like a nice addition to our empire. :mischief:
 
Xc :goodjob: !
And you'll be less nervous next time for sure :D

Just wanted to say that I'll be switching from advisor-mode to player-mode tonight :banana::banana: !

(I just found yesterday a closer neighbour that gave me his wep key... meaning no more garden freezing quick session: I can play and talk a lot more.)

So Niklas, you can put me in the list ! I just need to catch up on the very nice analysis&planning job team has been doing. Looks like we are synching very nicely with Renata on this one (and enjoy your vacations !)
 
Wonderful news unkle! :banana:

And just in time to join the first revolution too. I'll slot you in after rolo so you're now On Deck! :salute: I'm sure you'll have ample time to pick up on the discussion before then. :)
 
Welcome back, unkle! And apologies to Renata for things taking so long that she missed her turnset.

Even though other players won't be as nervous as I was, I strongly recommend writing out exactly what the worker moves are for each turn in a format that you can easily understand; there's just no room for errors in Niklas's plan to settle City3 on 68 and finish the Pyramids on 86.

Sorry I forgot to take a good look at Shaka's capital as the warrior wandered by. From the Combat I,II (and extra movement) promos on his Impi, though, we know he's already built his barracks.

Is there something I need to option or edit to enable screenshots? If not, then I guess I just can't do it, which wouldn't be a huge surprise. When I start up Civ it gives the warning, "Civ4 will not run on this hardware setup." It does, but with minimal graphics settings; the graphics chip is built into the motherboard (so I can't upgrade), and it ain't no 256 MB.
 
Keeping 10 should definitely be doable. Here's the next part of my plan:

061planto74982.png


I'm not totally sure that the numbers in the bpt column are correct though, I'll have a look at that in a short while. If it turns out that they are too low, we should be able to go 100% on the last turn or two to get Maths on 68 still while still keeping 10+ gold. On the turn we get Maths we should go for 0% research, probably for two turns, before goint 100% again towards Aesthetics.
 
... and the worker plan to go with that - now with detail! :D

061workerplan123.png
 
Sweet. If you're really trying to keep track of all the columns, the build plan should have 6 GPPs in turn 62 and an extra happy in turn 74. In the worker plan, should probably make a note somewhere about having the galley in the right place for the worker embarkation.
 
Good spots both. :thumbsup:

Hmm, here's an idea for the galley:
68: galley is built and moves to the Fish.
69: worker embarks, and the galley sails SE-S to be just between Marble Isle and the plains hill to the south.
70: worker disembarks onto the plains S of Marble, and galley can keep sailing south.
71: worker moves N and starts Quarry.

Does that seem alright? It would mean the galley doesn't lose any wind on it's way south.
 
Back
Top Bottom