SGOTM 09 - Smurkz

Ok, I'm going to play now. BL, get your boots on!
 
Anyone have any opinion on what we should do with our espionage points? we just met wang, so they're now spread 3 ways.
 
--- The Save ---

Spoiler The Autolog. Lots of comments toward the end, so worth reading. :mischief: :

IBT:

Turn 55/330 (800 BC) [23-Apr-2009 12:17:13]
Research begun: Nationalism (21 Turns)
Smurkzaki begins: Archer (1 turns)
Smurkzaki finishes: Archer

IBT:

Turn 56/330 (760 BC) [24-Apr-2009 13:20:41]
Smurkzaki begins: Airship (4 turns)
Smurkzaki begins: Settler (4 turns)
Smurkzaki begins: Worker (2 turns)

IBT:
Attitude Change: Hammurabi(Babylon) towards Pericles(Greece), from 'Cautious' to 'Annoyed'

Turn 57/330 (720 BC) [24-Apr-2009 15:26:25]
Smurkzaki finishes: Worker

IBT:

Turn 58/330 (680 BC) [24-Apr-2009 15:44:11]
Smurkzaki begins: Worker (2 turns)
Smurkzaki begins: Archer (1 turns)
Smurkzaki begins: Settler (4 turns)
Smurkzaki begins: Scout (1 turns)
Smurkzaki begins: Archer (1 turns)
Smurkzaki finishes: Archer
Andrei Sakharov (Great Scientist) born in Smurkzaki

IBT:

Turn 59/330 (640 BC) [27-Apr-2009 14:02:38]
Smurkzaki begins: Settler (3 turns)
A Mine was built
Smurkzaki begins: Archer (1 turns)
Smurkzaki grows: 11
Smurkzaki finishes: Archer

IBT:
Contact made: Portuguese Empire
Attitude Change: Hammurabi(Babylon) towards Pericles(Greece), from 'Annoyed' to 'Cautious'

Turn 60/330 (600 BC) [28-Apr-2009 11:26:06]
Smurkzaki begins: Settler (3 turns)

IBT:
Attitude Change: Joao II(Portugal) towards Pericles(Greece), from 'Cautious' to 'Pleased'

Turn 61/330 (560 BC) [28-Apr-2009 11:45:20]
Tech learned: Iron Working
Tech learned: Sailing
Tech learned: Pottery
Tech learned: Polytheism
User comment: made trade for poly, IW, sailing, pottery
Smurkzaki finishes: Settler

IBT:

Turn 62/330 (520 BC) [29-Apr-2009 15:20:45]
Smurkzaki begins: Barracks (2 turns)
Smurkzaki begins: Settler (3 turns)
Research begun: Calendar (4 Turns)

IBT:
While defending in Greek territory near Smurkzaki, Archer defeats (1.47/3): Barbarian Archer (Prob Victory: 77.1%)
Civics Change: Hammurabi(Babylon) from 'Tribalism' to 'Caste System'

Turn 63/330 (480 BC) [30-Apr-2009 08:03:06]
User comment: the barb archer attacked us this time, and we won!
Contact made: Korean Empire
User comment: recon west from nippur finds wang kon. i didn't pick up a city, but should on the next run

Civ4ScreenShot0006.jpg


User comment: wang has masonry and will trade it
Tech learned: Masonry
User comment: trade masonry-med and open borders. wang and hammy have met and are cautious to each other
User comment: worker that was roading toward fort diverted toward soon to be new city
User comment: other two are building a preserve for teh cap
Smurkzaki finishes: Barracks

IBT:

Turn 64/330 (440 BC) [30-Apr-2009 08:12:40]
Smurkzaki begins: Maceman (2 turns)
User comment: was considering using the airship to recon for the settler, but it's too far away
A Forest Preserve was built near Smurkzaki
User comment: argh! i thought i was wrong and sent it [the airship], but i was right. wasted turn. sorry :(
User comment: i wish i could move the settler to the site this turn, but i just can't make myself take that move blind
User comment: it'll be two more turns for the archer to get there
User comment: hammy has mono (only one we know who does) andis willing to trade. not now, though, as i can't get it cheap
User comment: oh, at least the airship recon did show us something: borsippa was founded *on* the copper gby Hammy's river
Smurkzaki grows: 12
Smurkzaki finishes: Maceman

IBT:

Turn 65/330 (400 BC) [30-Apr-2009 08:23:31]
Smurkzaki begins: Settler (2 turns)
User comment: pyongyang is revealed

Civ4ScreenShot0007.jpg


Tech learned: Calendar

IBT:
Attitude Change: Joao II(Portugal) towards Pericles(Greece), from 'Pleased' to 'Cautious'

Turn 66/330 (360 BC) [30-Apr-2009 08:35:59]
Research begun: Nationalism (9 Turns)


I played to 320 BC. We have Calendar, have just settled our third second city down by the iron (called Bonanza), and will settle our fourth third next turn by the sheep.

Two workers are building another preserve by Smurkzaki, which is now size 12 and maxed out on happiness. I've tentatively set it to worker -- we should really hook up the marble before starting MoM, and there's just nobody to do it.

The third worker is near Bonanza, under the mace. It's put one turn into a road on the tile it's standing on. (No other "hidden" worker moves anywhere; it had too far to go.) I have no idea what to build there; it's set to airport just for hahas. Three turns until border expansion.

The last airship recon went SW from Pyongyang. Not much to be seen, but plenty of options for the next try. Note that Hammy does seem to know someone else besides Wang and Joao, as he is willing to trade monotheism, and neither of those two has it.

Spoiler image :
Civ4ScreenShot0008.jpg
 
I'm not that great with worker moves. :(

I didn't road there because I felt it was more important to be able to get some of the resources there developed locally, and there was no time to do both. What would we use iron for?

The second barbarian archer committed suicide against the one of ours that's fortified in the forest -- its' almost back to full strength now. Nice, no? :D
 
I'm not that great with worker moves. :(

No worries, that's not a bad choice, though if you weren't going to build roads, why did you build half a road?

Anyway, here's a screenshot of our current empire - we need to mine both iron and uranium... lots to do around Bonanza.

Spoiler :
smurkz.png


By the way, :goodjob: well played turnset - I'm really glad we have three cities now.
 
Because I couldn't have started mining the iron before next turn anyway, based on where the worker was last turn.

And thanks. :)

BTW, I forgot to mention but in Chris's screenshot you can see where the northern archer wound up -- busting fog out west of the city we're about to found.
 
Looks very nice indeed. :goodjob:

I think Bonanza (great name) should build worker first. I'm tempted to do the same with the NE city. As Chris says, we need a ton.
 
Let's not go too crazy with workers. They slow growth and by the time we'd be done building them, the need for them will be less. I think we can keep up with just the one more that the Cap is building. Too bad it's so hard to hook up the marble--we'd like it quickly for MoM. But maybe Cap can build more maces or an airship while we're waiting.

And although I got beaten to it while busy updating the Summary post, excellent job, Renata! We made a lot of progress this turnset!
 
MoM isn't sped up by Marble - we want it for Taj though. And we really can't have too many workers, two per city is really a lower limit.
 
Are you sure? I didn't think it was either, but I moused over the icon when we got Calendar, and saw it there. I could be hallucinating, of course.
 
I looked it up in the Civilopedia, and it does say double speed with marble.
 
My information came from the CFC pedia page, I'm not really surprised to see it wrong though I wish I had known earlier, then I would have pushed for marble to be connected by now. :(
 
My information came from the CFC pedia page, I'm not really surprised to see it wrong though I wish I had known earlier, then I would have pushed for marble to be connected by now. :(

Tsk tsk. You need to look on the bright side! :) It'll be a lot quicker to build MoM than you thought! And really, we've had more urgent things to do than hook up the marble. Maybe Cap should build another worker after this one finishes, though.
 
Indeed. Six or seven turns versus an expected 13 is not to be sneezed at, even if waiting for the marble does delay it a few turns overall.
 
Marble won't actually cut the build time to half, we already have the +50% bonus from Bureau so it will cut it to 60% of what it would be without Marble. But sure, it's nice that it's sped up, but as Renata points out it will be delayed quite a bit overall. I wanted to start it immediately, so what will we do with the time we now suddenly need to wait? And how fast can we get Marble connected? To me that takes priority over any other worker moves at this point.
 
Lots of things to do -- workers, maces, airship, even granary, though growth is quite fast even as it is.

We can have the marble up in 6 or 7 turns if we send both of Smurkzaki's current workers there. They have a turn or two left on that preserve (needed for size 13); one will be free before the other one. Next turn NESheep is founded. That turn or the turn after, we move to the sheep with the free worker and start the road(second worker following one turn behind); after that, to the tundra; after that to the marble. It's not even much of a delay.
 
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