SGOTM 09 - Smurkz

How soon after we build a workboat will a galley be ready to defend it? Bombarding a barbarian galley won't do much good if we have zero military ships...

Quite right--I didn't explain that we'd be hedging our bets. Build one warrior and then start the workboat during your turnset, unless it's obvious that the barb galley isn't going anywhere (which may be predictable from code-digging). We can then decide next turnset if we want to go ahead and finish or switch to something else, like a 2nd warrior.

I agree that building an airship in City2 is probably not a good use of the limited hammers there, especially when it's just getting started and is our only access to the sea.
 
What do yyou mean by "spreadsheet intel"?

Town #2 can build 20 hammers and grow to size 2 by turn 50 (oracle/revolution turn).
I mean, time to get a warrior there vs unhappiness from lack of military protection and protection of the city in itself ( the sensation that the barbs of this game will give us some trouble does not leave the back of my head ) . probably not a big concern under Enviromentalism with all the trees around, but not sure....
 
IMO if we are going to build a workboat in the new city then we should build that first. If barbies stay out for 10 turns, that's 20 hammers invested for 20 food, which means extra growth and regaining a lot of those hammers again. So either build workboat, or build warrior->warrior.

Ok, checking in the code for barbarians, ships don't follow the same rules that ground units do. If there is a resource to pillage within 4 squares, it will move there to pillage it (unless there is someone to attack instead). So I guess warriors then?
 
If the clams aren't feasible, then sure, another warrior. But let's emphasize growth over production for awhile, if there's a choice on which tiles to use. Looking forward to the rest of Chris's turn!
 
Yes, I agree with Xcal, warriors are less important so go for growth.
 
Gentlemen, we have a curveball. It is a very good thing we built that warrior before the settler. It might not be enough.

Behold, the barbarian archers:
Spoiler :
archers.png


TheSave

The log:
Spoiler :

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Turn 36/330 (1840 BC) [12-Apr-2009 07:30:05]
Smurkzaki begins: Warrior (1 turns)
Tech learned: Mysticism
Smurkzaki finishes: Warrior

IBT:
Civics Change: Hammurabi(Babylon) from 'Paganism' to 'Organized Religion'

Turn 37/330 (1780 BC) [12-Apr-2009 07:31:37]
Research begun: Meditation (1 Turns)
Tech learned: Meditation
Smurkzaki finishes: Settler

IBT:

Turn 38/330 (1720 BC) [12-Apr-2009 07:34:38]
Research begun: Priesthood (1 Turns)
A Forest Preserve was built near Smurkzaki
Tech learned: Priesthood

IBT:

Turn 39/330 (1660 BC) [12-Apr-2009 07:35:28]
Research begun: Code of Laws (6 Turns)

IBT:

Turn 40/330 (1600 BC) [12-Apr-2009 07:35:55]
Smurkzaki begins: The Oracle (15 turns)

IBT:

Turn 41/330 (1540 BC) [12-Apr-2009 07:37:02]
User comment: Barbarian galley 1S of clams
Smurkzaki grows: 8

IBT:

Turn 42/330 (1480 BC) [12-Apr-2009 07:37:43]

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Turn 42/330 (1480 BC) [12-Apr-2009 07:40:45]

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Turn 42/330 (1480 BC) [12-Apr-2009 07:57:27]

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Turn 42/330 (1480 BC) [12-Apr-2009 09:16:46]

IBT:

Turn 43/330 (1420 BC) [12-Apr-2009 09:17:16]
Athens founded
Athens begins: Work Boat (20 turns)
A Forest Preserve was built near Athens

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Turn 43/330 (1420 BC) [13-Apr-2009 19:33:21]
Athens begins: Warrior (10 turns)

IBT:

Turn 44/330 (1360 BC) [13-Apr-2009 19:33:59]
User comment: Lion 5W2S Smurkazi
Tech learned: Code of Laws
Confucianism founded in Athens
Confucianism has spread: Athens
Athens's borders expand

IBT:

Turn 45/330 (1300 BC) [13-Apr-2009 19:34:55]
Research begun: Mathematics (5 Turns)


I am not going to have time to play for the rest of the week, so I'm done.

r_rolo1: Up
Renata: On Deck
Backwards Logic
CommandoBob
unkle: (1-7)
Niklas: (7-14)
Methos: (14-23)(35-36)
Xcalibrator: (23-35)
ChrisShaffer: (36-45)
 
Ouch - what many buildings are put in that barbarian city there? Red Cross for the medic promos surely, but the other 4 promotions still require 17 xp! Did he settle some GGs in it or what?? :eek:

The city will be overrun easily. The C3 archer has 70.3% chance to kill our warrior, and even if he should lose then the C2 archer will mop it up. I say we abandon the city, let the warrior guide the missionary and worker back home.
 
Yep, it's toast. Funny, almost. The best laid plans, heh.

Have fun losing our city, rolo. :p
 
We still have the missionary. And we will recapture this city eventually.
 
It has expanded borders, so it should be captured.
 
Niklas, "No city razing" applies to barbs, too? Even if the city is at pop1? Well, that would be something. This'll take awhile to absorb; a test game would be very useful, yes? Switch research to Archery? Switch build to airship? Probably not enough time--better to build some warriors and stick 'em in the forest. Stacked, or will the archers bypass if they're too strong? Yes, test game critical. Ack. Ack ack ack.
 
I hate to be right :(

I think that no city razing applies to all... but i'll test it as soon as possible.

Edit: barracks + West point + Dun + Red cross would explain the promos of the archers
 
Maybe this is good luck. If we hadn't just founded a 2nd city (and on the coast, so the barbs could see it) the barbs might well have landed by our capital. And IF the city is not razed, it's very likely the archers will sit tight and fortify it, giving us time to respond. Maybe we even want to finish the Oracle before building defenders.
 
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