SGOTM XII: Team Smurkz, member sercer88
member turnset #2
Turn 00: 690 BC
first move: science to 100% (check for citizen hapiness: still fine) FS scientists back to coast (now has 5 excess food)
Check CAII, and: sorry CF, we are 38 beakers short of getting Theo in 6, not 2...
moving dromons back "home" to FS
move all of the injured units into Tenoch (except for a 2/4 horse, which camps on the horse hill)
switch KZ to worker (it's not at size 6, but I was told to build workers, so...)
move the just-created MI in FS to our wine colony (1 more turn)
I considered foresting or mining some of our tiles in FS, since there is massive food over-run (5,) we could get our city up to 25 spt later. However, since all it will be doing for 15 or more turns is produce MI's, 20 spt is fine, and 25 spt will do nothing for us.
Hmmm, a quick look at what people whom we can trade with will offer us shows me that the Indians are the only ones with positive gpt (they are the only ones who can offer us gpt for a lux) of course, I don't want to hold us to a 20 turn deal, so I do not finish negotiations...
IBT: Indian curragh, and Mayan galleys move around in our borders
KZ worker > worker (I let it grow in 1 turn, worker in 10: will change as soon as it grows)
Turn 01: 670 BC
Rush a library in Tenoch for 2 population
the rush makes Theo in 7, now...(it will improve, though)
2 slaves join an existing jungle chop (4 total)
MI fortifies in the Wine colony
KZ worker begins heading to Tenoch
2 injured MI on a Dromon heading towards FS
French, Indian, and Korean deals will expire...no luxes in the deals, just gpt (which we have plenty of...)
IBT: Tenoch Library > umm, shoot: I forgot what we want to build in Tenoch! Ok, so a check of the thread shows that nobody has said anything after the Lib so I select colosseum (prebuild for University?)
FS MI > MI
Turn 02: 650 BC
okay, so we went from Theo in 7 to Theo in 5, but now our economy is at 0 gpt (from the expired gpt deals)
now we have to get 12 more bpt to get Theo in 4...ain't gonna happen!
KZ is at size 4: growth in 3, worker in 3...I make it grow in 2, worker in 7 (to make it a worker factory at size 5)
-so Tenoch may finish the colosseum before we get Universities, so it's up to the person after me to switch Tenoch to something more useful (I don't know of anything...) before we get Universities
Tenoch will expand in 3 turns
all done...
IBT: well, so much for not researching alt tech governments: India begins the Hanging Gardens
Turn 03: 630 BC
Sweet: we're now average compared to the Indians!
nothing much to do this turn...
our power is at it's highest point up to now!
IBT: we get an AC...oh yeah! THAT's what we need in Tenoch! a Barracks!
FS MI > MI
the egyptians establish an embassy in FS
uhhh, the French begin the Sistine Chapel! (I wonder how many turns it will take?)
Turn 04: 610 BC
...so, of course, the French have Theology:
the French want 325 gold for Theology: I don't think it's worth it!
switch Tenoch to a barracks: 8 turns
Micro manage KZ (size 5) for growth in 2, worker in 1
...pretty much, France's power has increased by about 20% in the last few turns
(probably since I have taken power
)
IBT: Tenoch expands
KZ worker > worker
Turn 05: 590 BC
join a worker to Tenoch: size 4, growth in 6, barracks in 7
wow, SoZ is already at least 1000 years old! (it's generating 2 gold from tourists!)
Right now in FS:
-1 reg AC
-2 vet Horsemen
-4 vet Medieval Infantry
well, 91 beakers remain 'till we discover Theology. There's no way were getting it in 1 turn (we're at 78 bpt)
so, decrease science to 60%: gaining 23gpt (soon to be 11...french deal with 12 gpt is about to expire)
-we are 18th on the score card, but 2nd (by the looks of it) in power
IBT: FS MI > MI
Turn 06: 570 BC
science down to 40%, hire 3 scientists (out of coastal citizens) in FS to get Theo in 1 (gain of 3 gpt as opposed to 0 scientists at 50% science)
-we moved up 1 slot on the score card (17th)
IBT: the Greeks ask for an audience: they want gold for Monarchy...no.
we have mastered the secret of Theology: next...our scientists think a revolutionary idea about educating our citizens would really benefit our position! It will take roughly 400 years to master this technique (21 turns)
KZ produces a worker > worker
the Greeks begin the Hanging Gardens
Turn 07: 550 BC
well, any turn, now, I'm expecting to learn that the French have finished the Sistine Chapel
we now have 801 gold and are losing it at a rate of 12 per turn
In FS:
-1 reg AC
-4 vet Horsemen
-5 vet MI
still not enough... we need a few more MI
4 civs other than France also know Theology! they are: Korea, Babylon, Germany, and Carthage!
IBT: FS MI > MI
well, I talked to Sumeria, and looked at active deals: next to dyes it said (1.) and wouldn't let me click on it, but now, my trade advisor tells me we have lost our supply!!
Thankfully, no cities fall into anarchy
Turn 08: 530 BC
join another worker to Tenoch: it is 2 happy, 1 content, 2 unhappy (42% we cannot forget your cruel oppression) it will grow in 3, so we must hire a specialist once it does grow (or raise lux, which I don't think is best)
move finished workers around
I decide we will want all the MI's we can get for the Indian invasion, so I move the MI guarding our wine colony to FS, while I take a Horseman out of FS, and into the colony.
Oh, sorry guys. Know how I said 4 civs know Theology? well, I said that because it didn't say Theology was an option for us to sell to those civs. But, obviously we can't sell them Theology if they don't even know Monotheism!! That was the case!
The Sumerians don't want to give us Dyes (we've grown "too much")
Nothing new, here...
IBT: SoZ produces another reg AC
Turn 09: 510 BC
4 slaves begin another jungle chop (12 turns)
Hmmm, Ozzy Smurkz has an unhappy citizen, who is partially unhappy because of "cruel oppression." Did we do this, or is this from the city's past Japanese oppression???
well, our power went down
but we're up to 16th in the scorecard, probably up to 14th next turn!
IBT: KZ worker > worker
FS MI > MI
Turn 10: 490 BC
oops, almost went too far!
final notes:
1)In Furzt Smurkz:
-2 reg AC
-3 vet Horsemen
-8 vet MI
-1 dromon
the rest of the dromons are within 2 turns (I was using them for ferrying troops and workers from KZ to Tenoch)
2)Tenochtitlan will grow next turn and will become grouchy in 2 turns, unless the next person does anything about it.
3)there are 4 slaves chopping jungle above Ozzy Smurkz which I just started last turn, so if you want to change that, do it now before a bunch of turns are wasted. On a related note, the worker above Theo the Wacka was about to start a forest chop to hurry the Aqueduct along
The save is
HERE