SGOTM 09 - Smurkz

Can't be, or we'd never see axes, spears, etc.
 
Must say that I am late in the playing, and that this is, I think, a very good question.
 
Played up to Agri, save is here, scout hasn't move and tech could be switched.

Only thing worth mentionning is Boud founded turn 6. And some stuff on the map too...

Spoiler :

Turn 0, 4000 BC: The revolution has begun!!!
Turn 0, 4000 BC: Pericles adopts Police State!
Turn 0, 4000 BC: Pericles adopts Environmentalism!
Turn 0, 4000 BC: The anarchy is over! Your government is re-established.

Turn 1, 3940 BC: Smurkzaki has been founded.

Turn 2, 3880 BC: The borders of Smurkzaki have expanded!

Turn 6, 3640 BC: You have discovered Agriculture!
Turn 6, 3640 BC: Buddhism has been founded in a distant land!
 
screens :p
Spoiler :
sgotm09_smurkz_land_area.jpg


and larger one

yes we do have a neighbour :D
 
Justinian :/ Most likely it was him that founded Bud

It looks that I was right about the sea ice to the east :(

I gave a short look to the save:
-the area south of the mountains is very forested..... as well as the most of the map in our surrondings
-The landmass in the east of us does not seem to have a connection with our land. I'm not sure either if Justinian is in our continent.
 
Dark grey .

Or that is a barb city.....

Or Mr Gyathaar decided to play with the colors. That would be confusing :D

EDIT: That is definitely the Bizantium color ( DARK_GREY IIRC the XML )

BTW everyone is aware that this is "No city razing" ,right? :p
 
So far so good! :)

I've got it, Methos is now on deck.

The surrounding lands leave a lot to wish for, that's for sure. I see no places where I would want to put down a second city, gah. I'd like to bring the scout over to have a look south of those mountains, there appears to be some grassland there.

The marble will be nice at some point though, I assume we will want at least some marble-boosted wonders (NE if nothing else). Would it be worth it to put a city on the tundra between the Sheep and the Marble, to share forest preserves with the capital?

Seems to me our main discussions at this point is whether to go for AH->Writing or Wheel->Pottery->Writing next, and where to send the scout. I'm leaning more and more towards AH first.

Would someone have the time to create a testgame mirroring our starting area?
 
Would it be worth it to put a city on the tundra between the Sheep and the Marble, to share forest preserves with the capital?

All a forest preserve does for a non-National Park city is +1 :), so unless there's something I'm missing, I don't think its worth it.
 
All a forest preserve does for a non-National Park city is +1 :), so unless there's something I'm missing, I don't think its worth it.
My point was that we could have the Marble-city work them while they still contribute happiness to the capitol (that will presumably work specialists). It's only 2F 1P 2C per preserve though, so no real power tiles.

Just noticed a small detail:

-In spite of AH costing 99 beakers and that we are making 9 bpt, we have 7 turns to AH :p
Um, you do know how research works don't you? :p

9 bpt raw, add the +1 factor for 10, we have 1.4 prereq mod for knowing both Agri and Hunting meaning we put 14 beakers into it per turn. 14*7 = 98. The remaining is overflow.
 
My point was that we could have the Marble-city work them while they still contribute happiness to the capitol (that will presumably work specialists). It's only 2F 1P 2C per preserve though, so no real power tiles.


Um, you do know how research works don't you? :p

9 bpt raw, add the +1 factor for 10, we have 1.4 prereq mod for knowing both Agri and Hunting meaning we put 14 beakers into it per turn. 14*7 = 98. The remaining is overflow.

I don't know how research works between midnight and 11 am :p
 
Would someone have the time to create a testgame mirroring our starting area?

I'd suggest waiting until after the next turnset if we don't want to have to do this twice; as you mention, there's no real obvious choice for the next city yet.

I vote for AH next unless our tech path post-writing is planned to avoid wheel and pottery entirely. But maybe we should think about that before proceeding.

Do we actually have contact with Justinian, or is it just that we can see his borders?
 
Definitely send the scout east next - we need to find a better spot for the second city and meet Justinian, if that's who it is.

Man, the anticipation factor in the early stages of the SGOTM is not to be underestimated!
 
I'm not so sure a large and relatively useless landmass is much better. The revealed surroundings do not look promising at all due to a lack of... well, everything... At least we'll meet a religious nutjob extraordinaire we can at least trade with. At least it's better than Shaka...

I think we should scout around the uranium completely to check for a viable second city site. Hopefully there's a food resource nearby we can hook-up and thus be able to work a mined uranium tile, which can give us extra commerce (forget the number off the top of my head, but it's something looking into). Right now, the land could not be any less promising for a good second city site, so optimizing what's on the map is going to be important.

Since our preliminary scouting shows some craptastic land, I say we go for a CS slingshot via Oracle. Right now, it looks as though the capital is going to have to be where we get out hammers from, so running bureaucracy with our river side forest preserves and windmilled hills can give us a substantial boost economically. With that in mind, our teching should be AH -> writing -> mysticism -> meditation (to set us up for a philosophy bulb later) -> priesthood.

I've attached an initial save with the surrounding terrain updated to what we have currently explored, plus I've made some educated guesses using some fog gazing. I've also removed all unknown resources, such as copper, horses and iron, so that 'discovering' them in the test save doesn't impact anything. Note this is from turn zero, so you'll have to mimic our opening moves accordingly. Shouldn't be too difficult though. Have fun with it!
 

Attachments

Alright, so I took on Niklas for his challenge of getting a library up before turn 32 and I pulled it off :D

Here's how, starting from Turn 7:
T7:Ag done, start AH.
T11: Worker done, start farm
T14: Farm finished.
T15: Pop 2, Worker farm second corn, switch warrior -> worker. AH done, start writing
T18: Second farm finished
T19: Worker -> hill east of corn
T20: Worker #1 start windmill. Worker #2 1N to hill. Capital finish warrior (1 turn)
T21: Warrior done, capital start warrior. Worker #2 start windmill.
T22: Pop 3, Work 2 Corn, 1 Fresh Water Lake
T23: Windmill done, Work 2 Corn, 1 Windmill
T24: Writing done, start mysticism (if we choose Oracle slingshot). Pop 4, Work 2 Corn, 2 Windmills. Switch Capital -> Library. Worker #1 -> Riverside Forest.
T25: Pop 5, Work 1 Corn, 2 Windmills, 2 Plains Forests. Worker #1 start Forest Preserve Worker #2 -> Riverside Forest 1S of capital.
T26: Worker #2 start Forest Preserve.
T27: Mysticism in (or Mining can be in if we choose to tech that instead). Start meditation (4 turns) or Bronze Working (8 turns) @ 15 beakers / turn
T28: Library done. Capital finishes warrior. Capital Work 1 Corn, 2 Windmills, 2 scientists. GS in 6 turns (turn 34). Making 26 beakers / turn.
T29: Warrior done. We could switch the capital around to working 2 Corn, 1 Windmill and the two scientists at this point to get a worker or settler out faster if we chose to. Our beaker output drops to 22.5 / turn though. Thoughts?
 
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