SGOTM 09 - Smurkz

Spoiler :
Turn 35/330 (1900 BC) [09-Apr-2009 11:49:16]
Methos: Hammy's Bowman is on the hill tile 1N of Smurkzaki.
Tech learned: Alphabet

IBT:
Judaism founded in a distant land
While defending in the wild, Warrior loses to: Barbarian Bear (1.11/3) (Prob Victory: 69.7%)

Turn 36/330 (1840 BC) [09-Apr-2009 11:50:57]
Research begun: Mysticism (1 Turns)
A Windmill was built near Smurkzaki
Methos: Hammy's Bowman moved 1NW, so is currently 1N-1NW of Smurkzaki.
Methos: Settler will be complete next turn.
Methos: The bear is at 1.1 :strength:


Here's the 1840 BC save.

We don't have to worry about Hammy's Bowman popping over to the island, as it isn't possible. Our borders expand to the coast.

Here's Hammy's techs:

sgotm9_t36_hammy_techs.jpg


...and here's Smurkzaki:

Spoiler :
sgotm9_t36_smurkzaki.jpg
 
Nothing we could do about it, but this is going to affect our second city. I doubt we want to send out our settler unescorted, so we'll have to find a spot to build another warrior.
 
The best-laid plans of mice and men... :cry:

Back to the drawing board I guess. No one's fault, except that RNG as always. :(
 
Thanks, Methos, for unflinchingly facing the wild. It is a good day to die.

Do we want to switch immediately to a warrior to let him get a head start on the settler? And if he runs into the bear, the sooner the better, while the latter is weak.
 
Just out of curiosity: Why is the capital working the grassland preserve and not the windmill?
 
The windmill was completed this turn, so we should start working it now. Nothing lost, we have 62 hammers in the bin as it should be. Everything is fine in that regard, well played Xcal. :thumbsup:

Switching to a warrior is one possibility, we'd have to count on it. Choosing another spot to settle is another. Taking the chance that the bear goes away is a third... :shifty:
 
Hammurabi clearly hasn't met anyone else yet, judging by his espionage spending.

Looking at the demographics, we have a huge GNP lead over anyone else, 58 compared to 35 for next highest and 26 average. Only 2 of ours come from being creative, the rest is the Academy. Clearly the AIs don't know how to make the best of the techs they are given, even if 35 isn't a bad number.
 
That's good news. I won't be able to open the game to see what's teh best thing to do about the settler situation, but I find it tempting to build not just one more warrior but two -- Hammy having wheel is tempting and if we could only meet one more AI with the same! Too bad there's no way at all we could trade for mysticism ... But of course that risks Oracle. Bah.

I'll be away most of the weekend; back full time on Monday.
 
Alright, so I was going updating our test save to our most recent situation, and here's what I have found out:

Hammy is teching quite well. Judging by the screen Methos put up based on what he has and what he can research, he has Meditation, Priesthood, Masonry, Monotheism (which likely makes him the Judaism founder), Pottery, and Monarchy. Assuming Hammy opens up and decides to trade with us, we could speed up our teching considerably.

Now, to update our test save to our most recent stats, I first tried updating the turn 36 WB save I made by adding the new techs there as opposed to just WB them in. However, when I reloaded the game all of our 'bin' values were erased - hammers, food, GP, beaker overflow, etc. So I instead adjusted the techs in WB itself, and am wondering if this is going to impact the barb generation any. Any ideas?

Changes in this save:
Filled in fog around capital.
Updated Hammy's techs.
Subtracted Warrior after I sent him away from the capital.
And mimicked our worker moves for the 13 or so turns.
The new save for those interested:
 

Attachments

I got it covered too. Don't worry ;)
 
I'm in favor of taking chances and sending the settler unescorted. Most of the way there, it can do the single step / retreat to see where the bear is. As soon as the city is founded, the bear will wander away.

Risks to win! Playing safe to end in the middle of the pack!
 
If we DO take the risk of an unescorted settler, it would probably be better to settle the western site with the wine, cows, wheat, and U. The coastal site is riskier to get to because of all the forests--we might end a turn next to the bear. There's still risk with the western site but I think it's only on the last turn before settling (?). Of course, that's assuming there aren't any 2-movement animals in the area, but wolves tend to be up north and jaguars stick to jungle, right? A western site would also stake out our territory against Hammy--the coastal site is much easier for us to get to than him.

This does not mean I'm endorsing such a reckless action. ;) But if building another warrior right away would really mess up our schedule...

Looking farther ahead, maybe build an airship? We could scope out land much faster, see enemies coming, dole out death (well, injury) from above, explore the offshore land without a galley/workboat...
 
With the 25% bonus for Police State, we can build a warrior in one turn. Just work a plains forest preserve instead of a corn for one turn. Build the warrior now and it has one turn to move ahead of the settler. If the settler/warrior hug the mountains, they can get to the open terrain on the coast and do the one-step-dance to get to the city site.
 
I do not mind taking risks, but unescorted settler is not a risk given the city sites we are targetting: it's just asking to be out of the game before it even begins...

Of course I'll agree with our collective decision. I am just strongly suggesting to build a warrior now, even if we need to delay every build after that.
 
That was my drunken alter-ego talking last night. The sober Chris says build the warrior.

:lol: Well, in that case, I would really prefer to build a warrior too.
 
Back
Top Bottom