SGOTM 08 - Smurkz

The cottage is a left-over from way back when I thought we'd have enough worker turns to accomplish that. You're right to slot in coasts there instead.

The overflow from Mysticism should definitely be more than 16 since we were a turn early to Aesthetics. Have we even decided what to research at that point? Though we should probably do a turn on 0% research.

Like Renata says, the 44 hammers are 14 base + 30 from chop. With the latest worker plan they're not really correct though, it should be 13 hpt on turn 91 and 44 on turns 94 and 95. Same total in the end though.

Regarding the cow, a mistake of mine, I was too quick there. But that's really no big deal, it's not really important as you say. We want to connect them to be able to gift them away, nothing else. So yes, Worker #3 could go do something else on turn 91 instead, like building a cottage for future use.

I would actually like to ask you to play only 9 turns, up to turn 90. There are a few things happening at that point that would be good to discuss - what to research next, what to do with the new galley, and whether or not to go for an early settler in Hari.

Hmm, a quick look at the sheet says there are some fishy things with growth going on around turn 87. We grow to size 9 a turn earlier than accounted for. Don't have time to look closely right now, but I'm sure just working another coast would suffice, be sure to have a look at that though.

Oh, and Renata, welcome back! Exhausted? Weren't you going on vacation? ;)
 
OK, here's the plan. The spreadsheet has the details, this is the text description and not as complete.

http://gesserit.net/smurkz/planner.xls

Diplomacy
  • Gift pigs to Shaka.
  • Check every turn to see if Shaka or Joao are preparing war.
  • Check every turn to see if we have a trade network with Joao.
  • Check every turn to see if Shaka or Joao has alphabet and can trade technology.

Defenders
  • Send new axe to garrison Harapura.

Exploring
  • I'm a little uncomfortable about the spot of unseen land just NW of Harapura. Should I move the axe 1NE to reveal that square?
  • Warrior goes to 2N of Nobamba to watch for incoming stacks, then moves E-W-E-W to keep an eye out.
  • Send galley east,south,west around coast
  • Warrior stays put until barbarian warrior dies or moves away, then explores south,southwest

Technology
  • Polytheism -> Literature -> Drama
  • One turn at 0% research if it doesn't slow down Literature on turn 90.

Workers
  • Fort/chop/mine per spreadsheet
  • Worker #3 doesn't do anything turn 91 to allow discussion of road vs. cottage after my turnset. - edit, stopping at turn 90, this doesn't apply

Capital
  • Axeman -> (Axeman) -> Galley -> Great Library
  • Academy

Hari
  • Pyramids -> Barracks -> Axeman

Harapura
  • Lighthouse -> Great Lighthouse
 
OK, a new thought. Since we grow to size 9 on turn 89 one turn earlier than expected, we could run 100% research until Literature at turn 89, whip the Galley on turn 89, and get a one-turn-advantage on starting the Great Library.

Note that according to the updated spreadsheet, we need 21 beakers overflow from Mysticism to get Literature on turn 89.

Could someone check the spreadsheet and see if that's possible?
 
You mean whip the galley on turn 88? It's already listed as being done on turn 89.

I haven't looked at it in any detail (I tried, but the jetlag is winning; it's like trying to decipher ancient Etruscan), but in order to finish the GL a turn earlier (95), I think that last chop would also have to come a turn earlier than it does. I'm not sure if that's possible. We'd also get less overflow from the galley, which might make it impossible even with both chops on time. So I'm doubting it'd be helpful for the GL, though if the numbers work out, it would make it possible for the next whip to come a turn earlier than otherwise, which might be useful depending on what we'd want to build next.
 
It's not possible. We must not start the GLib until turn 90, since that's when marble is connected. Normally it wouldn't be such a big deal, but since we're whip-starting it we must have the x2 on the overflow hammers from that whip, which we wouldn't get on turn 89.

Please be very careful with the plan for the capitol, it is crucial that we whip at exactly the time we do, with no more than 19 hammers in the bin for the galley. If anything during your turnset seems to threaten this invariant, please don't play on without an updated plan.

The food numbers seem to be a bit off after Representation, I probably forgot to account for the Baray. It doesn't seem to affect anything for Chris' turnset though so no big deal, we'll account for it afterwards.

I'm fine with the plan you posted, good points on diplomacy and exploration. I have no strong preference on that axe, but I see your point in moving him, so I'm fine with that.

Good luck! :)
 
OK, point taken about the marble. If Literature can be completed on turn 89, I will run one turn at 0% research to collect cash.

I'm heading out to take my daughter to her music class - back in about 5 hours. When would be a good time to play? i.e. when will people be online for chatting during the turnset? Perhaps sometime Sunday?
 
Around this time of day is best for me on weekends.
 
I'll be around in 5 hours (well, 4 now).
 
Yu won't hear much from me for awhle--just had finger surgery--have to keep hand up for 8 days! But I'll follow along.

Good luck, Chris! Will "show enemy moves" help if Shaka isn't really an enemy yet? I was just trying to be extra careful with the lookout warrior.
 
There are two settings - one is show enemy, the other is show friendly. However, I think we should follow your suggestion and leave the unit unfortified. It will remind us to look at Shaka's cities each turn. I also think we can shuttle the warrior from city to city to view Shaka's garrison units.
 
I think that's a very good plan. The more we know, the better.
 
No surprises, a calm turnset, everything went exactly as planned. Built the pyramids and academy, started great lighthouse and great library. The only downside was the galley getting blocked off by ice.

Top 5 cities
Spoiler :
cities.png


The ice
Spoiler :
ice.png


Foreign relations
Spoiler :
foreign.png


Homeland
Spoiler :
home.png


The Save
http://gotm.civfanatics.net/saves/civ4sgotm8/Smurkz_SG008_BC0625_01.CivBeyondSwordSave
 
Game log
Spoiler :

Forgot to turn on autolog, but first two turns were uneventful. Killed the barbarian and got to 4/5 experience with warrior, that's about it.
User comment: Ulundi has axe axe impi settler Gifted pigs to Shaka on turn 82.
Tech learned: Polytheism
Smurkz-harapura grows: 4
User comment: Nobamba axe archer archer
User comment: whip Harapura
Smurkz-harapura finishes: Lighthouse
Smurkz-harapura begins: The Great Lighthouse (40 turns)
User comment: uMgungundlovu archer archer
User comment: Shaka clears jungle, has iron working
User comment: Joao has six cities now
Hari-Smurkz finishes: The Pyramids
Hari-Smurkz begins: Barracks (3 turns)
Hari-Smurkz begins: Worker (3 turns)
While defending in the wild, Warrior defeats (0.80/2): Barbarian Warrior (Prob Victory: 96.4%)
Warrior promoted: Woodsman II
User comment: Shaka is back to 'we have nothing to gain'
Yosmurkzhappy begins: Galley (7 turns)
User comment: Capital switches to galley, axeman partially completed
User comment: we are #1 in score of the three known civs
Yosmurkzhappy grows: 9
Isaac Newton (Great Scientist) born in Yosmurkzhappy
Smurkz-harapura grows: 4
User comment: still 2 archers in uMgung
Yosmurkzhappy finishes: Academy
User comment: found academy
Tech learned: Literature
Hari-Smurkz finishes: Worker
Research begun: Drama (5 Turns)
Hari-Smurkz begins: Barracks (5 turns)
User comment: Ulundi 3 axes 1 archer, don't know where settler went
User comment: Shaka is again willing to declare war on Joao
Yosmurkzhappy grows: 8
Yosmurkzhappy finishes: Galley
Hari-Smurkz's borders expand
Hari-Smurkz finishes: Barracks
Smurkz-harapura grows: 5
Hari-Smurkz begins: Axeman (4 turns)
Yosmurkzhappy begins: The Great Library (27 turns)
A Mine was built near Hari-Smurkz
A Mine was built near Smurkz-harapura


The chat log was too long to post, so I linked it

http://gesserit.net/smurkz/log.txt
 
Good job Chris, and [party] we got the Pyramids!

I'm a bit concerned too, but I also note that we're quite far behind in culture, which means the other teams may have gone for an early wonder, i.e. Oracle. They could also have gone for Pyramids of course, in a production-house capitol founded in place. I expect to see us pick up a bit in score quite soon though - as soon as Alphabet becomes available somewhere.
 
Roster:
  • Niklas - UP!
  • Renata - On Deck!
  • Backwards Logic - Warming up
  • Methos
  • Xcalibrator
  • r_rolo1
  • unkle
  • ChrisShaffer - Just played
I got it, but of course we'll need some discussion.
 
Yay, Pyramids! Nice play, Chris. Looking ahead, looks like we need to put the gold up to 100% asap. BTW, did we agree on Drama next? Need to rethink with Shaka's IW? On the southern galley's return trip, is that land or ice 2E1S of the fish? If land, we could check out that (probably completely useless) land farther east.
 
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