SGOTM 09 - Smurkz

I'm still here, but stretched awfully thin right now. I can probably take the time to play when needed, but I won't have much time for planning and/or posting. Sad times indeed... :sad:
 
Yea, my yard work still isn't done and the weather hasn't cooperated lately. So until it gets done spending a handful of hours on civ in the middle of the day probably isn't the best idea.
 
Your plan sounds good, unkle. Of course, Renata, if you can play sooner that would be great.

OK, here's a 2nd shot at GP predictions, using a GP multiplication factor of 3 (base + Pacifism + Philosophical). This time I assume that 1 of Zaki's unpreserved forests gets fixed on turn 123 and the other on turn 125 (giving 156 GPP/turn for the duration). Phishing is assumed to start running 3 specialists on turn 120; I think it can run more part time (?). For Panama, I made a wild estimate that it will run 5 specs starting on turn 134 and then 10 after turn 166 (for 90 GPP/turn).

I do not include the effects of Golden Ages, additional wonders, nor the benefits of the National Epic in Panama. From the results I got I'd guess that the NE's usefulness is rather marginal--probably 1 extra GP, but my Panama estimates are pretty rough so I'll have to look at that again.

[Edit: D'oh! Add 1 to the turns listed below. Why am I always 1 off?? For planning purposes, Great Sci's yield roughly 1160 beakers when bulbed. For comparison, a Sci settled in Zaki (with 4 beaker-buildings + Oxford) yields 27 bpt + 1 hammer/turn, yielding the equivalent of a bulb in 43 turns, not counting the extra hammer. ]

Turn GP# City
121 8 Zaki Prophet (saved, with Artist)
125 9 Z Scientist (settled)
129 10 Z
134 11 Z
140 12 Z
147 13 Z
154 14 Z
163 15 Z
166 16 Panama
173 17 Z
185 18 Z
187 19 Panama
195 20 Phishing
199 21 Z
214 22 Z
216 23 Panama
232 24 Z
249 25 Panama
253 26 Zaki

We've used 6, leaving 20 through turn 253 (but we'd like the game to be over before then). Add a free Merchant (Economics) and Eng (Fusion) for 22. 3 Golden Ages would use 9, 4 GAs would use 14.

We should plan to bulb a lot of Great Sci's. Here's the bulb list after removing techs we already have (or will soon), with techs that are required to build a spaceship marked with *. There are 2 additional techs (marked with #) required to build the Space Elevator. At the moment there are 22 more techs we need, plus 2 for Space El, plus Astro, which isn't required but gives us observatories and labs).

Printing Press
* Fiber Optics
# Computers
Laser
* Fission
* Fusion
* Electricity
* Genetics
* Satellites
Aesthetics
* Ecology
Advanced Flight
* Steam Power
Refrigeration
* Rocketry
* Combustion
* Plastics
* Composites
Stealth
Military Science
* Radio
Drama
Theology
Music
Democracy
* Corporation
Communism
* Economics
# Robotics
Mass Media
* Rifling
Artillery
Future Tech

P.S. I've linked to this post from the Reference/Summary post on the first page.
 
That'd be awesome, unkle, because with that timing and a little effort I could probably play Tuesday/Wednesday of next week myself. (If it goes later than that it runs into my in-laws' arrival, ack.)
 
Sounds like the plan will be hard to get... Renata, is there any chance you play Monday ? If not I might play Tuesday, not before, though I still need to spend time on the save.

I need to mention that I will not be able to spend much time here next week-end (we have a boardgame convention here that I am helping organizing), then after I will be on a trip until ~ june 17.
 
Unlikely I can play Monday, but I can plan then.
 
Unkle? Renata? Anyone? Anyone?
 
As mentionned, I am available for playing around 11PM if needed. I'd rather get Renata playing, but I am able to spend ~3 hours tonight on the game, meaning I might play some turns (without a real plan, so hoping that some players would be online at that time). I also could be available tomorrow same time frame. After that, count me off duty until June 18.
 
OK, if I can just get the kidlet to fall asleep, I'll try to get a PPP together shortly, and play tomorrow. Sorry!
 
Renata, that would be awsome.
I'll manage to be online later, now I need to get the 2 monsters to eat&sleep (in this particular order, of course).
 
I've edited post 983 a little, marking techs that are required to build the spaceship. Printing Press, which we don't need (although it unlocks Democ and thus the SofLiberty) is really gumming up the bulbing chain. We have other stuff to research for awhile, but eventually we're going to want to get it one way or another so we can bulb other stuff.

In the short term, we're expecting 4 GPs from Zaki in the next 15 or so turns. Artists should be kept for GAs, probably hold onto Merchants for now, but Sci's should be settled immediately. They'll give us 1 extra hammer and 9 (?) base beakers with Representation. Once Oxford is up (4 turns?), and an observatory and lab, (plus our library and university) they'll be worth 9*3 = 27 beakers per turn. Beakers will likely be useful to us until at least turn 190, so that's ~1800 beakers if the first GP is a Sci, and about 100 fewer every 4 turns. (And don't forget the extra hammer.)

Can whoever plays next please note how many beakers we get from bulbing a Great Sci? We need to know when it's better to start using/saving them for bulbing instead of settling. From above, I'm obviously assuming it's better to settle for now, but we should confirm.

We're probably going to get Aesthetics in trade (with Metal Casting) soon, right? That opens Drama and Literature, and then Music (which requires Math plus Literature or Drama). We don't need any of those for the spaceship, but the free Artist from Music is tempting, since we need 2 more Artists to run our planned 3 more Golden Ages. Try to keep an eye on that in case we decide to swoop in and grab Music first.
 
Ok, this is going to be kind of rough, but it's a start.

To do immediately
Whip BLville (LH), overflow to workboat?
Whip Panama (granary), overflow to library?
Whip Greenland (granary), overflow to harbor?

After that, revolt back to Caste/Pac.

Next turn
Reset Zaki specialists. All or mostly scientists. Steal the preserve from Sparta. (And the lake from Phishing?)
Give Phishing its specialists (merchants, I guess).
Give Sparta whatever's left over.

General build queues
Zaki: Oxford -> worker(s) until Astronomy -> obs -> lab
Sparta: switch to harbor (odeon nowhere near needed), then market
Phishing: granary will take a while
Athens: courthouse -> worker(s) (unless BLville WB will take too long) -> frigate (after Astro)
BLville, Panama, Greenland: as above
Ouzo: switch to market for a turn (growth), then finish it or do workers. Could also consider a deterrence unit or two? Our power is getting a bit pathetic.
Bonanza: HG (hopefully) into workers or units. Are we trying to chop this at all? There is one worker up there, and the tile to its SW is forested and outside the BFC. Could cut the ETA by one turn, I suppose.

Techs
Astro (at 0% until Oxford is done, then 100%) -> electricity

To trade for
Everything, but particularly MC and onward, Aesthetics and onward.

Trade map to Joao for his 60 gold? He's very backwards; any point in bringing him up do date on stuff that leads to other stuff we might want to trade for?
Map to Huayna for 110 gold? He's already at WFY-whatever; we won't be getting any techs from him.
Shaka is even more backwards than Joao, but likewise has 70 gold for map.
Hammy has 40 gold. Won't trade his techs just yet. Could gift paper (leads to PP).

Workers
Divert one from in the jungle to irrigate north from lake. One by Bonanza could chop there (in or outside BFC) or head to irrigate, or head to Zaki to do those preserves. Thoughts? All the others are still tied up for 3-5 turns. Well, Greenland has two -- one could be sent back to the mainland.

Oh, and: Airship
De-fog Hammy.
 
I'll play tomorrow if nothing weird comes up.
 
I know Rolo and I discussed that chopping HG was pointless and likely wasn't going to save us a turn, so the worker moves were better utilized towards improving Panama or BLville.

Speaking of BLville, I'd whip the overflow into a granary, not a workboat. We already have the fish hooked up outside of Panama IIRC, and we're going to lose the clams outside of Panama to Joao in the near future. Plus the city has to get started on improving itself so when the time comes to build spaceship parts the necessary infrastructure is already in place.

Does Panama have a lighthouse? If not we'll need a LH there. We will be switching back to caste before the end of the GA, so a library isn't crucial for the scientist slots.

Other than the above I'm fine with what else you've brought up.
 
Good plan, Renata, and I second what BL said. Yeah, sell our map, and ship a Greenland worker over to Zaki-we need all preserves ASAP. Greenland has so much food it can build another worker itself pretty quickly if need be. I'd emphasize irrigating toward Bonanza more than finishing a preserve or whatever its worker(s) are doing. Not sure about taking the lake from Phishing. Would it allow Zaki to eventually run another spec? Are we going to have any health or happy problems in Zaki? Don't forget the unhealth from forge, laboratory, etc. coming soon.

[Edit: If not too many turns have been spent toward a farm on the Panama river, build a watermill instead for the hammers.]
 
One more thought about the BLville builds. After whipping the lighthouse, which is needed to get extra food from the lake for growth, it might be better to start on the Moai instead of building a granary. See what you think about the hammer situation. Moai are going to take awhile but it's crucial to get them up ASAP so BLville can both grow and build the many things it needs to build to become a production powerhouse. With the flooplains farmed and lake+lighthouse, there should be enough food to work all/most of the hills as mines.

Oh, and maybe Panama should build another worker or two since it has so much food and so few hammers. The workers can then chop jungle and speed up production of workshops (and farms, of course).
 
Hi all! I've played a couple of turns just now and we got a great prophet out of Zaki. Kick off another golden age? It's still four turns to Oxford, 6 to HG. Astronomy in 8 at 0%, 3 if we went to 100%.

Will be on MSN shortly if anyone's around.
 
Woo hoo! :D I would hold onto the Prophet, since that type of GP is probably the most difficult for us to get and we will almost certainly need one to run our last (4-GP) Golden Age. We'll have plenty of Sci's and can run unlimited Merchants and Artists under Caste, but Prophets and Eng's will be hard to come by. It's a shame we can't just settle him for the gold and hammers but I really think we need to save him.

Stay the course on 0% research. The main benefit of Astro is opening up observatories and labs for Zaki, but those can't get built until Oxford is finished, so there's no reason to rush. Put it up to 100% once you have Oxford.

Thank you for playing! Carry on.
 
Here's an interim save, 1300 AD. Oxford done, Astro next turn. Will continue later.
 

Attachments

As it turned out I played just one more turn. Need to discuss what to do with the GS we just got. Hanging Gardens is in 1, which means we get it for sure, right?

Save

My notes:

1180 AD: Did the three whips, sold maps to everyone but Stalin (total gold now 955). Gifted paper to Hammy. Revolted back to caste/pac. Considered trying to speed up Oxford a turn by continuing to use some citizens; quickly realized that's a bad idea. All scientists for now, then. GP in two at roughly 45/40/15% sci/artist/prophet.

Changed the Odeon builds. Trying to figure out how many turns have been put into the farm by Panama with the jungle still there is confusing me, so I switched all three active workers over to chopping jungle first (done in 2), and will re-evaluate after that. Also pulled off the worker that's currently preserving the forest NW of Ouzo and will reassign him to irrigation duty; think that's more urgent. The tile he's on may be needed for irrigation redundancy anyway (one turn towards preserve so far).

End turn!

1200 AD: Greenland, Panama and BLVille to harbor, lighthouse and granary, respectively. (Saw XCal's post about Moai, but BLville is doing one hammer per turn for a while so it hardly matters right now.) Phishing gets three merchants, keeps the lake, at least for now. Sparta loses the disputed preserve. It's working some near-useless tiles right now and doesn't need to be growing onto even more of them until we can get some workers up there, so for now I assign a pair of scientists.

Atlantis has sent another galley.

Ouzo switches to worker.

Hammy now has MC showing up as tradeable as well; offer him compass for it and philo for it (he's almost done with the latter). He's now pleased with us. Looks like there were two worker turns into the farm by Panama already, but what the heck, XCal really wants a watermill, so he'll get a watermill. :p

End turn! (Haha, the barbs utterly suicide against one of our maces in the woods. Not even a scratch.)

1220 AD: Courthouse done in Athens, start worker. Also start farm on tile to west. Turns out just rebasing to Babylon was enough to clear up Hammy's black spots, so since my monitor is too cruddy to figure out where in the wide seas we may not yet have looked, I'm just recalling the airship to the capital.

Barbs have a mace (singular) in Atlantis, btw.

We got a prophet! Saved for later GA.

Faro has already captured the clams by Panama, bah!

End turn!

1240 AD: Just workers moving. Watermill is done by Panama.

End turn! Hammy wants us to end trades with Stalin. Looks like it's just OB? No problem with that, then.

1260 AD: Ouzo finishes a worker, will do one more.

Actually I lied about the airship. Rebase to Greenland; I want a look at that other big barb city out to the east.

End turn!

1280 AD: Athens will also do one more worker.

Harappan is a nice healthy barb city, size 8. I just realized Europe is populated with barbarians. Heh. Some nice unclaimed territory over there if we want it, though. Other than by the barbarians unclaimed, that is. Harappan currently garrisoned by just two longbows and an axe. Huge tracts of land across the Sahara and Middle East also so far untouched.

End turn!

1300 AD: Oxford done. Research rate to 100%, astronomy next turn. Capital will build a random unit. After talking with BL,switched to Odeon in Greenland.

End turn! Shaka wants us to switch to police state. Sorry, Shaka.

1320 AD: Astronomy done! Start observatory in Zaki (3 turns), frigate in Athens (5). Panama finishes lighthouse, starts worker.

We get a great scientist in Zaki. Bulb, settle, or GA? The bulb would be 1157 towards PP. I was going to play one more turn to officially get hanging gardens (last turn, so we definitely get it, right?), but between that decision and what BL had to say about needing to discuss military affairs (check out the stack in Faro), this is probably as good a place as any. If we get enough discussion fast, I can play a few more turns tomorrow; otherwise I have to hand it off.

We can trade wine for dye or silk with Shaka, but if we're going to be plowing one of them under, wouldn't want to do that, I guess. On the plus side, our trade routes have increased on value. Also on the plus side, several AIs now have aesthetics, but on the serious minus side, none will trade. Not even Wang anymore, who has gone all "we have our reasons". Sorry about that. Bah, wonders. Will be a few more turns yet before we can see what Wang is researching. He and Stalin are still at war; Wang just retook a city.

Oh btw I don't know if it's been mentioned, but Hammy built the AP just prior to the start of my set.
 
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