SGOTM 03 - Smurkz

Just a thought. If the worker doesn't have anything specific to do, it can prove to be very useful to pre-build our road system. That way it only takes settlers 1ish turn to get from Moscow to their next location. You can keep the scout near the worker to create enough fog-busting that it can't get jumped by barbs.

Just a thought, but it worked well for me in my test games when I was alone on an island. And I agree that worker should come before next WB.
 
Sorry guys, no time to play today :sad:. Will play tomorrow once I get home.
 
2800 BC (0): Nothing to do, just press enter.

IBT: Moscow Warrior -> WB

2770 BC (1): Our new Warrior fortifies. Switch Moscow to work Fish + Clams + FP.

IBT: Moscow grows to size 4. We learn The Wheel and continue on Pottery.

2740 BC (2): Switch Moscow from WB to Worker now that we have grown. Work Fish + Clams + both FP for maximum yield.

...Boring period...

2590 BC (7): Whip crankiness runs out. Whip the worker, overflow into the WB.

IBT: Moscow Worker -> WB

2560 BC (8): Worker moves North onto the forest. Moscow now works Fish + Clams + FP for fast regrowth to size 4, ETA 5 turns.

2530 BC (9): Worker starts road.

2500 BC (10): zzzz

2470 BC (11): Worker finishes road. Alex adopts Slavery. We're not on the power map: :rolleyes:
powerfulzo7.jpg


IBT: We learn Pottery, continue research on Iron Working, ETA 30 turns. Moscow grows to size 4.

2440 BC (12): Worker moves SE and starts a cottage on the nearest FP. Moscow now worker Fish + Clam + 2 forests to speed up the WB.

...Boring period...

2260 BC (18): Moscow is now size 5 with one angry citizen. Doesn't really matter, we have tons of food to spare, and extra citizens means a spare capital for whipping.

2230 BC (19): Worker finished our first cottage! :party:
Moscow now works Fish + Cottage + 2 x Forest.

2200 BC (20): Hand off before moving anything. WB is due on the IBT, and the worker is free to build a second cottage should we want to.

Spoiler Image of our Empire :
firsthandoffxn4.jpg


>>The Save<<

Spoiler Auto-log :
Turn 41, 2770 BC: You have discovered The Wheel!

Turn 47, 2590 BC: You have trained a Worker in Mozcow. Work has now begun on a Work Boat.

Turn 50, 2500 BC: Alexander adopts Slavery!

Turn 51, 2470 BC: You have discovered Pottery!
 
Roster:
  • zyxy
  • Marc Aurel
  • Niklas - Just Played
  • unkle - UP!
  • Methos - On Deck!
  • battchy - Warming up
  • Cliftonbazaar
 
thanks Niklas ! Got it.
will play tonight, 23 CET, or tomorrow same time if we need more time for discussion. I'll open the save soon and try to post a plan or at least ideas so that we can discuss them.
Seems like we are doing pretty well :goodjob: !!
 
Just a short question (don't want to mess up here): is it ok to go on the save file posted here or do I need to get the one that's on the progress page ?
 
It's the same file. I didn't post the file itself here, just a link to the one on the progress page. ;)
 
thanks Niklas.

I need to work (RL...) now but will try to open it during lunch time (skipping it) just to get ideas on the situation. I unfortunately had to be away 4 days this week :blush: , so I need some time to keep up with thew great job you guys have been doing !
 
Hey guys, good work so far. 2 quick things from me...

I will be gone all weekend, so if my turn comes up, please skip me.

Second, I think we really, really need to get another city going, before anything else. It's already 2200 BC. I try to have my 2nd settler at least started by 2500 BC when I have lots of food. Thoughts?
 
Good going!

My 2 cents: I would rather work the FP's and seafood than cottages, for the gold and growth. Let the workboat finish in 2, then start a settler and whip it for three pop in a few turns more.
After that, probably some warriors for fogbusting? But I would keep the emphasis on food and gold tiles.

I think red dot is our best location for next city. I don't care too much which of the red dots, both have their pros and cons. Directly North of the stone has 1 more food from clams and ocean access, West of the stone has gems and more land tiles.

Barbs will probably appear during this set.

Good luck, unkle!
 
Ok. Should play tonight, late.
First thoughts, opening discussion.
Objective:
- settle new city to one of the red dots. (next post after I chose one, but I guess we wonder between 1N of stone and 1NE).
Required:
- Settler (obviously)
- Warrior (we may use the Moscow's one, since barb's won't make it to the capital, but unhapiness would kill us...)
- one WB to speed up the clams

First thoughts:
- WB finishes next turn, start warrior
- whip warrior asap, start settler
- warrior moves, scout too (well maybe not if we plan for sailing...) to fogbust
- whip settler asap, start WB
- whip WB

During this period, worker does cottages and maybe road to next city.

Science: well I guess IW will extend most of my turnset.

Exploration: First WB west-south.

Any thoughts ?
 
I think it looks good in general. I'm not sure about the build sequence though. With our huge food surplus I think we could probably be better off doing what zyxy suggested and whip the settler for 3 pop instead.

If you emphasize food you should be able to quickly reach size 6 while building the warrior, then (or just before growth) switch to settler and whip (possibly build one turn on it first) and let the overflow go into the warrior. This should get us the settler that much earlier, without any significant losses to the warrior or to our production.

What do you others think?
 
@Niklas: that was my reasoning for doing settler first. But of course it is a bit of a gamble to send out a settler with just a scout for escort...

@unkle: I thought that for red dot we were choosing between 1W of stone and 1N of stone. 1NE of stone is not so good I think, it gets more water but wastes a lot of grass. For a production town, grass is better than water IMO.

Which clams would you like to use the second WB for? Red Dot will need a culture expansion first... I think I would produce a few warriors for fogbusting, and perhaps another worker for jungle clearing.

Where do we go after IW? Agri perhaps, for the rice? Or Myst, for an obelisk in Red Dot?
 
@zyxy:
- you are right, NE is not good... I meant NW (which I tend to dislike because it has no sea access, but clearly towards prod)
- very good point on the clams, I tend to play cultural civs, I always forget this detail...:blush:

Maybe next WB could explore, then come back after cultural expansion, or maybe we should start another settler right away. Warrior(s?) for fogbusting ?

After IW I'd go writing/alphabet. Writing because Library would allow us to hire some scientists (and get a GS soon). Alphabet to start trading asap.
 
I agree with unkle, I'd like to see Writing after IW. I see no pressing need for any of the other techs, and a quick library will be very useful.

I'd like to see a turn-by-turn analysis of growth and production of Moscow, contrasting the various alternatives. I'm certain that whipping the settler me and zyxy have suggested would be the best thing to do, but it'd be nice to see it black on white.

As for the settler going unescorted, we could send Moscow's warrior with it, Moscow will be small enough to go without at that point, and will finish a second warrior soon after.
 
lurker comment:
~2nd registered lurker~

Holy cow, I swing by to see if this thing's started and there's 6 pages. You guys are something special! ;)

The map looks awesome. I'm a bit jealous.

Too bad Steam Power is so far away, that +50&#37; worker improvement completion rate would be nice with all the jungle. You'll probably have what you need clear by the time Feudalism (serfdom) rolls around, as well.

With this post, I'm now subscribed. :D
 
I am having some hardware issues, which made impossible for me to play ro plan yesterday as I hoped :mad: :blush:
I'll play tonight, I hope, if my computer allows me to. More on that later on.
 
2200 BC (0):
Worker starts cottage on 2nd FP. Change Moscow to work clam.
2170 BC (1):
WB Finished and sent W. Moscow starts a warrior, growth in 5 turns, Warrior in 11.
2140 BC (2):
Unhapiness out -> growth in 3 turns, production in 7turns. WB reached continent.
2110 BC (3):
WB discovers that we have a small island close (probably).
Spoiler :

2110-island-discovery.PNG

2080 BC (4):
Probably a new neighbour seen by WB... Moscow will grow unhappy next turn.
2050 BC (5):
Julius is next. Switch production in Moscow, whip asap for settler, then back to warrior.
2020 BC (6):
Exploration continues towards N. Barbs wandering.
1990 BC (7):
Settler is whipped for 3 pop. Ghandi is also in the game, and discovered Hinduism.
1960 BC (8):
Worker finished cottage (worked asap) and will road to new city (do not see anything else to do right now). Warrior restarted. Settler and existing warrior move North. Plan to move the scout up after.
-> raise an issue about barb towns.... shouldn't we fogbust more aggressively since no city razing is on ?? Barbs town can be pain in the dotmap...
1930 BC (8):
Barbs coming on our island... Do not want to mess this one, so stop here and post save to get your feedback.

http://forums.civfanatics.com/uploads/99729/Smurkz_BC-1930.Civ4SavedGame

So do we count on our scout and warrior to beat those guys ? Seems to me that this is risky... Maybe we can try to get our scout to lure them elsewhere, or take 2nd warrior from Moscow to help.

On a side note, I started a warrior in Moscow, but WB is another option.

Waiting for your feedback on this :p
Btw computer is back to life, so this should be finished tonight :blush: unless we have strongly opposed feelings on what to do.

I also would like to emphasize fogbusting fully our own continent: I would not like barbs to settle funky cities (but at the same time it can save us some settlers, even if I would be worried to not have cooper at that time...).

Discussion started :)
 
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