SGOTM 08 - Smurkz

Is our exploring warrior at Woodsman II yet? If not, and we're close enough to that promo, perhaps we want to wait and give his neighbor barb a chance to attack him (assuming he will) before moving south/west. That extra movement through forests would help speed up his exploration.

And may I humbly request that the spreadsheets again include build starts as well as completions? :rolleyes: I appreciate all efforts to make things idiot-proof for me.
 
Thanks for the answers on deal issues.
Delaying our military is ok with me, but we'll need to hurry on troops after that. And having a new island to setup, protect and fogbust will require production capacity.

Of course it'll mean giving up any demands from Shaka... which will not mean much since we do not have alpha/currency. Can't remember AI requesting ressources.

One note, the nice thing going construction before HBR is we could get cats ready in case war starts and he sends stacks. Boy we need those jumbos...
 
I've managed to twist my right shoulder, so computer time (typing in particular) will be limited over the next few days. :(

I'm not sure about the settler to be honest. We definitely want one for that island sooner rather than later, but just a settler won't do us much good. We would obviously need a galley to send it over, and there will be barbs there so an axe for protection. I'm not saying we shouldn't - I'm just saying I want to see a more detailed plan around it that ensures we have all the elements in place at the right times. Also, I definitely want to see the sheet for Hari with a settler included, to see what kinds of times we are talking about.
 
Since we need to wait for some protection and a worker to go with the settler, things may work out pretty OK if we stick with the current plan, which has Hari building barracks and then two axes around turns 94 and 97. The capitol has a galley at 90 that ferries the marble worker back to the mainland. How about if the galley then goes along the N coast of the stone island to pick up the exploring warrior on the east coast of the southern mainland. That would be around turn 99. The galley then drops the warrior on the stone island and continues on toward Hari, arriving on the coast south of there around 104.

Meanwhile, Hari starts on a settler after the 2nd axe (turn97), spitting out the settler somewhere around 102 (depending on whip), who then goes south to meet the galley along with a worker. The settler and worker then hop aboard and go to the stone island.

Non sequitor: shall we devote all our espionage points toward Shaka for the time being?
 
I would say to focus espionage on him. AI react pretty badly to that: or they try to focus espionage on us ( as I suspect that he's doing now ) and drag themselfs down in tech or they don't react.....

BTW we should keep a good eye on shaka intentions for now on, since that we finally can check his intentions of warring. We're the nearest civ of Shaka and we have been building more wonders than units....... :p
 
Xcalibrator, I think that exploring warrior should continue going southwest, as Niklas suggested. I don't see it being very useful to drag it back to the stone island - better to send one of the new axes that way, and doesn't take as long. I'd suggest keeping the new galley close to the nets for defence against barbarians, until we have triremes. In the meantime, it can serve as a quick shuttle between our mainland and stone island.
 
Oh sure, definitely have the warrior start SW, but I expect him to run out of land and eventually have to turn SE, and if we have a new galley just sitting around ... (but good point about possible sea pillaging). Eh, we'll just have to see what the current galley finds; he may hit a dead end and have to turn back, for example. In any case, I think it's still best to get those new axes out before a settler.

Where exactly do we want our lookout warrior to be posted? I'd say somewhere west of Mllggfffun to give as much warning as possible (and don't fortify him--we don't want a stack to sneak by unnoticed).
 
Why would fortifying let a stack sneak by unnoticed? Don't you have 'view enemy moves' turned on???

Even though it's been modified, it's still a big-and-small map, so I expect the continent could be quite large...
 
We know the continent is large enough to house Joao, so I'm not sure about running out of land. And I would definitely keep sending him south for as long as there's land to be seen there.

That said, I think Xc's argument regarding the settler is sound. I think the best would be for Chris to follow the plan as stated, with worker->barracks->axe, and we can decide more exactly on where to slot in the settler after he has played.

Chris, will you post a more detailed PPP (pre-play plan)?
 
Hiya all! I'm back. :)

Also I'm exhausted, so expect me to contribute in a couple of days.
 
It looks like there is some overflow on beakers from Mysticism, but I can't figure out how to tell how much it is without hitting end-of-turn. The science adviser shows 0/149 for Polytheism, but part of the bar is darker-green showing the overflow. It's not enough to save a turn on Polytheism, which comes in three turns regardless.

If it is 16 beakers or more, it will be enough to save a turn on Literature, which would let us run one turn at 0% science.

literature.png
 
The spreadsheet for Yosmurkz shows us working a cottage beginning on turn 87 -- but I don't see a cottage, nor do there appear to be plans to make a cottage.

I don't see anyplace we can get the worker turns to build the cottage - at this point, I'm slotting in "Coast" everywhere it says "Cot" on the spreadsheet.

Spreadsheet shows second cows connected on turn 92, but there isn't a road on the pasture. For now, I just deleted that reference, since my turnset ends on turn 91. How important is it to connect the cows? Perhaps that worker could start building the missing cottage? At any rate, that's a turn 91 decision, so it can wait.
 
Niklas, I'm seriously confused. In your spreadsheet as posted here:

http://forums.civfanatics.com/showpost.php?p=7318130&postcount=459

I see 44 hammers on turns 91 and 95. Should we be whipping on those turns? The spreadsheet doesn't account for a drop in population on turns 91 and 95. Also, if we whipped, whip unhappiness will be quite high and won't end until turn 105. If we don't whip, then the Great Library doesn't complete until turn 101. Finally, the spreadsheet shows us growing to Pop 10 on turns 95 and 97.

Suggestions welcome.

http://gesserit.net/smurkz/problem.xls
Spoiler :

problem.png
 
I believe the extra hammers are from the two forest chops at YoSmurkz. It should be in the worker plan, if Niklas has posted it that far. (Sorry, I don't have time to check.) Not sure about the cottage issue.
 
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