SGOTM 08 - Smurkz

If I could figure out how to uninstall the useless copy of Office 2007 that came with this computer, possibly I could put my copy of 2003 on it instead? I'm not sure what the licensing permissions are, and I don't know where my installation CD is in any case. But it might be possible.

I feel quite useless at the moment, though. :(
 
I'm saying it's useless because I don't own it. It came with my laptop, but I don't have the product code for it. Apparently I *can* use it for now (previously I thought I couldn't), but I'm assuming it'll stop working after however many uses. In any case it might get me through until the other computer is working again.
 
I'm not too worried about the build plan--the aims are not in doubt and the only wildcard is worry over another civ building the GLib before us, which is pretty unlikely (10%?).

I am concerned about our research path, though. At the moment we're doing Alphabet and we have some beakers in the bank for Drama. Drama is good for trade bait and a prereq for Philosophy, which we can bulb provided we have Alpha, too. Philo enables Pacifism (100% GPP rate) and founds Taoism, giving us 1 happiness (with temple), +10% research (monastery), and enables the benefits of Monotheism, Pacifism, and Theology (a ways off) if we adopt a state religion. [Edit: Just having a state religion gives another +1 happiness in cities where it's spread, right? So +2 happy in cities with temples.]

Alpha lets us trade techs, but how useful is that right now? What don't Shaka and Joao have? Aesthetics, Lit, Writing, maybe something else? What could we get for those--Iron Working?? And would we want to trade Aesth with the 3 wonders it unlocks, particularly when we have bonus resources for all of them? Statue of Zeus is 300 hammers, gives GA points, gives 100% enemy WW, and has ivory bonus. Parthenon (much more useful, I think) is 400, +50% GPP rate, GA points (eh, nothing's perfect), has marble bonus. Shwed Paya is 450, enables all relig civics, GP points, gold bonus. I think we should go for Parth, probably Shwed, maybe SoZ. Oh, SoZ also requires 2 or 3 monuments--another strike against. We can also build Temple of Artemis (from Polytheism) for 350; it has marble bonus, GM points, doubles trade yield for host city--not a high priority. Anyway, the point is, Aesth is a very tradeable tech--we have build bonuses for all its Wonders so could probably beat Shaka, who doesn't have them and doesn't build many Wonders anyway. We don't know what resources Joao has.

I'm leaning toward switching to Construction immediately, then come back to Alpha. Con lets us build colosseums (for happiness, and we have a 50% build bonus), cats, and ballistas---could be VERY handy in case Shaka gets ideas. We're pretty exposed right now and won't have a lot of warning. What's the total tally of Shaka units? Con costs 350 beakers, Alpha 300, Drama is 300. By the way, we can't trade Drama until our partner has Aesth.

I'd really like to get Iron Working before we settle anywhere--we'll see where the iron is, and if it's already in our borders we'll get some welcome hammers. We can also start clearing jungle around Harapura. Doesn't seem that important for of/def-fense, particularly if we have cats and ballistas.

Metal Casting (450 beakers) would be nice for extra happiness (from gold, with forge) and production (forge) but it's expensive to get all the benefits (in beakers and hammers to get the forge). It does unlock the Colossus, though, and lets us build triremes for those pesky barbs.

I favor going for Construction first, then Alpha if nobody else offers tech trades for Iron Working. If we still can't get a trade for IW, research it ourselves, then finish Drama, mostly to get us set up to bulb Philo and for trade (if we're well along to building the Aesth wonders we want). No doubt my strategy is completely backwards. Please help me.
 
I don't think you have it all backwards, but I still don't agree with you. ;)

The more I've considered it, the more I favor going for Alphabet right away. I'm absolutely positive that getting Alphabet will allow us to trade for IW, and hopefully also Meditation, Agriculture and PH. But one more tech on that list could be HBR, which would be a real boon. At any rate, an earlier IW will have all the advantages you list, but researching it ourselves will definitely set us back in long-term research. I see our long-term potential as the most important issue - we're not competing against Shaka primarily but against the other teams. We should set our research path to maximize our own research while keeping us afloat in other areas. Right now I'm not too worried about defense, we could keep Shaka at bay with the simple warning system we have.

I also want it sooner rather than later since bulbing Philosophy is not an uncommon strategy for AIs. I want to be sure that we get that religion. One more issue to consider is that neither Shaka nor Joao have any religion, and that spreading Taoism to Shaka in particular is also a defense of sorts. Shaka goes to +4 Same Religion.

Come to think of it, Shaka is unlikely to build any wonders, so is not really a primary target for us, other than for normal expansion of course, and for late-game domination. Making him our personal strike force is an alternative we haven't really discussed... :mischief:

On wonders: I don't think we should bother to try for SoZ, we simply don't have the hammers to spare, and monuments are completely useless too. Shwedagon Paya is interesting, but again I'm not sure we could afford the hammers. Parthenon is something I think we want, and I suggest we build it in Harapura as soon as the Torch completes. ToA is less useful, and will probably go any second now.

On trading - I think the most obvious tech to trade away is Alphabet itself, assuming it's tradeable. We want to encourage the AIs to a high tech pace to speed up our own, and having Alphabet known at large is certainly no drawback. Maths is another tech that could be tradeable.

I strongly advocate researching Alphabet right away. After that we should research Drama just in time to bulb Philosophy with our GS that will come around turn 110 depending on which path we choose. In the mean time I would go Construction or MC, depending on what we can see of the research of our contacts.
 
Here are the shots I was too tired to put up yesterday. [EDIT: I just noted that the first image shows from 91 while the others start at 90. No big deal, just be aware of it. ]

Plan A: Whip the settler this turn for 2 pop.
091planto110a543.png


Plan B: Whip the settler next turn for 1 pop.
091planto110b945.png


Plan C: Switch to GLib now and whip the settler for 2 pop on turn 99.
091planto110c133.png


Plan D: Switch to GLib now, switch back to settler on turn 98, then whip the settler for 1 pop on turn 99.
091planto110d266.png


A gives GLib on 99, B gives GLib on 100, C and D give GLib on 101. A and C give NE on turn 108 thanks to the higher overflow, B and D give NE on turn 109. C gives a GS on turn 109, D on turn 110, A and B both on turn 111 due to running far fewer scientists.

The sheets don't show research since I've been too lazy/busy to set them up for our current situation, but I'm sure they'll show a distinct advantage in research to D and C in that order. (To those of you looking at the sheets - be aware that the scientists should really be "Sci *" and not just "Sci" since we're in representation. [EDIT: One more thing - in the uploaded sheet, plan A erroneously has a 1 in the column for food-as-production on turn 99. That should be removed, and won't change anything important.] )

All in all I favor C. The difference in productive people is 2 scientist-turns (99 and 100), but with a boost to our GPP thanks to having the NE out earlier. That also leads to more hammers down the road.

The downside of C or D is of course the delayed settler. But it gives us time to scout out the island a bit with our galley, and trade for IW so we can take that into account when settling.

I won't be able to play tonight even if we reach a consensus, will do tomorrow afternoon my time.
 
I would like to comment that giving away wonder-unlocking techs is *good* for us in the long run, as long as they aren't wonders that we particularly specially want for ourselves right away. The more wonders the AI build, the better - we will capture them, and we won't have to spend hammers on them.
 
Glad to be a foil to help you sharpen the research strategy ;). Good point about blunting Shaka's attack instincts by converting him. I'm happy with delaying the settler (plan C or D)--more time to find where the iron is and when we found Taoism the holy city will end up in one of our core cities, without a chance of being in a backwater.

Yes, in the long run we want the AIs to advance quickly and build wonders for us, but don't we want to get a healthy tech lead first? (Here's another chance for someone to display superior strategery.) Shaka still has a 10% chance of attacking us even when pleased. As for letting him live and be our attack dog, I don't know. We don't want him to slow down the other AIs (except perhaps Joao since he's local competition), but it would be a way to weaken him before we attack. He just doesn't deserve such nice land--we need to take him out before too long. I think it'll take trebs, though.

Oh, and my mistake about not know Joao's resources--we can see them in the trade screen, right? He's not a big wonder builder but if he has marble and if we want the Parthenon, we should make that a higher priority, or delay giving him Aesth.

One unrelated question: Does anyone recall the maximum number of XPs one can get for defeating barbs, or animals? I vaguely recall it's 10 and 5, but am not at all sure. It might affect whether we want to have our warrior explorer fight or run away.
 
Glad to be a foil to help you sharpen the research strategy ;).
Heh, you make it sound as if I'm right and you're not. Of course I think so, or else I would have agreed with you. But there are many minds in this team. But in general, yes, every spoken opinion is a very valuable tool for sharpening all our strategies.

Good point about blunting Shaka's attack instincts by converting him. I'm happy with delaying the settler (plan C or D)--more time to find where the iron is and when we found Taoism the holy city will end up in one of our core cities, without a chance of being in a backwater.
:yup: That's a very good point. That means settling on turn 109, which should give us some room for scouting and planning. Hmm, it just occured to me that we can send an Axeman over right away, should we do that?

Yes, in the long run we want the AIs to advance quickly and build wonders for us, but don't we want to get a healthy tech lead first?
What I meant was that faster-researching AIs in the early-to-mid game will speed our own research rate as well, either because we have more to trade for or because we get better bonuses on researching known techs. So I wouldn't say we want a healthy tech lead first - I'd rather have a healthy tech lead later, when the war comes. :evil:

Shaka still has a 10% chance of attacking us even when pleased. As for letting him live and be our attack dog, I don't know. We don't want him to slow down the other AIs (except perhaps Joao since he's local competition), but it would be a way to weaken him before we attack. He just doesn't deserve such nice land--we need to take him out before too long. I think it'll take trebs, though.
I agree with you here. The way the game plays out I doubt we can take Shaka down before trebs. And as Renata remarked earlier, pitting Shaka on Joao means Shaka is certain not to attack us, only one war at a time.

Oh, and my mistake about not know Joao's resources--we can see them in the trade screen, right? He's not a big wonder builder but if he has marble and if we want the Parthenon, we should make that a higher priority, or delay giving him Aesth.
Agreed.

One unrelated question: Does anyone recall the maximum number of XPs one can get for defeating barbs, or animals? I vaguely recall it's 10 and 5, but am not at all sure. It might affect whether we want to have our warrior explorer fight or run away.
I vaguely recall the same numbers, but I'm not all sure either. Rolo?

Though in any case, the warrior has Woodsman II now which speeds him up, and that's the most important thing. I'd rather have him run and cover ground now, there's not much another promotion could gain us.
 
For barbs, the xp breakdown is as follows:

Up to 5 for animals
Up to 10 for "human" barbs
Once at 10 XP, barbs no longer give XP

As for teching, finish off Alphabet and see what we get for it in trades (either by trading alphabet itself or other techs). Once we see what we can backfill, perhaps then decide our path? I think for now our path should be alphabet -> drama -> (enter tech of choice, either construction or metal casting imo) -> turn ~ 109-111 GS bulb philosophy.

As for Shaka as our personal attack dog, I don't trust him farther than I can throw him, and ideally while this may be a viable short-term strategy to pit him against Joao, I think we've all come to the consensus that we will be at war with him at some point and it would be a good idea to have it on our own terms. Also, by pitting him against Joao, we end up losing a trade partner long-term, as a) I doubt Shaka will kill him entirely, and b) Joao would be pissed at us for making Shaka attack him (bribes, canceling deals with him, etc) and by the time we end up taking out Shaka there would be little chance of him liking us again. Just my 2 cents.
 

smurf4Edited.jpg


The End

The door opened into a large room of tables and booths, all empty. Only the lights by the door were lit, and he had just turned them on. The floor was clean and the arrangements on the tables were neat and orderly. The ceiling fans were on low and were the only thing moving. Even the electronics were off and unplugged; no tiny little red lights to highlight their location in the darkness.

The door opener stood a minute framed in the doorway by the light outside. The old door he closed quietly, as was his custom, though the click of the door latch seemed very loud. He walked slowy across the floor, his footsteps on the wooden floor serving only to deepen the silence. As he made his way to the far wall a song sprang from his lips, remembered from his youth, and he sang it softly as he walked.


Those were the days, my friend
We thought they'd never end
We'd sing and dance forever and a day...


His voice trailed off and he stopped singing and stood in the middle of the room.

'No, that's not right. We all knew that someday this day would come. But that isn't the right song, not for now. This is not the time of regrets.'

He shrugged off his back pack and continued to walk and talk to himself.

'Definetly not a time of regrets. The end has come and the memories are good. Need a song that communicates that, not the other...'

He stopped in front of a series of mounted plaques. He took the first one and studied it, angling it to read it in the dim light. Between the braids of the golden laurels were the words 'Durkz Classic'.

Classic8.jpg


He pulled a set of packages out of the backpack and set them onto the nearby bar. Each were numbered; from 8 to 13. He opened the one numbered 8 and took the plaque and set it inside the case, closed it softly and then set the case aside.

Now he had the right song.


So long, farewell, auf Wiedersehen, good night
I hate to go and leave this pretty sight


The next plaque read

Classic9-1.gif



So long, farewell, auf Wiedersehen, good night
Adieu, adieu, to yieu and yieu and yieu

WarDance, zyxy and many, many others.

Slowly, yet all too quickly, the plaques for 10, 11, 12 and 13 were placed into their cases and then all were placed into the backpack.


So long, farewell, auf Wiedersehen, good night


As he shouldered the backpack and got ready to leave, the ****oo clock up in the corner began to signal the new hour.

'Yes,' he said, speaking to the clock when it was done, 'I remember how it starts.' And he sang rather loudly as he walked to the door.


There's a sad sort of clanging from the clock in the hall
And the bells in the steeple too
And up in the nursery an absurd little bird
Is popping out to say "****oo".

****oo, ****oo

Regretfully they tell us
But firmly they compel us
To say goodbye...


He opened the door, locked it, turned out the lights, stepped outside and closed the door behind him, singing softly


So long, farewell, auf Wiedersehen, goodbye
Goodbye, goodbye, goodbye
 


NewSign1.jpg





The Beginning
As he entered the building next door, he could not help but notice how much brighter it was. But somehow not as lively as he thought it would be. The furniture was newer and little cleaner than the place he had just left, but the layout and the purpose was all too familiar. This was a place where serious dicussions were held about matters of state. The State of Smurkz.

And in the far corner of the room were some folks discussing that state. They were deep into their planning, have just survived a rough set of turns. The world had been dark, but now the sun was shining and they were making plans on how to allocate their in-game bonanza.

He stuffed his backpack into a cubbyhole and made his way to the long wooden bar. He went behind the bar and rummaged about, bending down and moving things around. As he found what he needed he placed that on the bar; first a wireless mouse, then a wireless set of headphones, followed by an impressive looking laptop and a large frosted glass mug. The mouse went into a pocket, the headphones he donned, he stuck the laptap under is arm and filled up the mug from the spigot behind the bar that read 'A & W'. Once filled, he drank slowly, as the head subided, enjoying the frothly goodness of the dark brown liquid. Too bad they were out of ice cream; a float would have really hit the spot.

He refilled the mug and made his way to a booth in the corner of the establishment, not very close but not all that far from the folks huddled around the large round table. After he sat down, he turn on the computer, got out the mouse, and began to click rapidly, stop, hum and click again.

At the planning table, things were starting to break up. The tension was over and good times were just over the horizon.

'Fellows,' said Niklas, 'we've got a lot accomplished and a lot left to do. I'm beat, so I'm going to go home and get some sleep.

'Next time we'll do better. I won't be as tired, that's for sure.' And he stood up and gazed around the room, seeing the stranger in the booth.

He stared at the stranger, his mind trying to engage. The others saw where he was looking and they looked back at him to see what he would do.

'Uh, Niklas, you know that guy?'

Niklas scrunched his eyes together. 'You know, I think I should, but right now I just don't. And what's worse, once I do know who it is, I'm gonna kick myself for not remembering.'

'Tell you what,' said Xcalibrator, 'you go home and we'll go meet this guy. There's just one of him and he don't look too tough. We got pool cues and he doesn't. We'll be okay.'

'Okay, but don't overreact. I'll see you later.' And so saying, Niklas slowly made his way to the front door and headed out.

The remaining seven watched him leave and then turned and made their way to the stranger's booth. He did not notice them, locked in focus to the screen in front of him.

Backwards Logic tried to start a conversation.

'Hey.'

r_rolo1 looked at Backwards Logic in amazement. '"Hey" is the best you could do?' He looked at the stranger and spoke.

'Say, hey!'

The others sniggered and r_rolo turned slightly red.

'Brilliant,' snorted uncle. 'Here, let me try.'

He sat down across from the stranger, who was still oblivious to his presence. Until uncle grabbed his mouse hand and got his attention. The stranger looked up, slightly startled, and took off his headphones.

'Excuse me for asking,' began uncle, 'but I don't think we've met. Who are you again?'

The eyes behind the thick lens blinked a couple of times, as if to regain focus on a non-virtual world.

'I'm your newest teammate.'

'Oh, you are, are you. I've been here almost a month and I don't recall seeing you before. Are you sure you have the right team?'

'Is this Team Smurkz?'

'Yeeess' was the elongated reply.

'Then this is the right team.'

'I haven't seen you around here either,' chimed in Methos. 'Did I miss that memo?'

'No,' said the stranger, 'not unless AlanH pmed you about my joining up. I only asked him two days ago.'

'Two days ago. Yeah, that would explain why I didn't get the memo,' sighed Methos.

'If you're our latest teammate, why are sitting over here? Why didn't you join us?' queried Renata.

'Well,' he began slowly, 'that would have been butting in. I gather from the thread that things have been rather rough lately and that Marble has just been connected. Something went wrong in how it got connected, an apparent software malfunction, but you were able to overcome that. I don't know anything about Civ4, much less BtS, so I didn't have anything to contribute. So I came over here and started working on something I could contribute.'

'Wait a minute,' interjected ChrisShaffer, 'I'm confused. You know nothing about this game...'

'True; all I have is the demo.'

'All you have is the demo, which was just for vanilla. Yet you pm AlanH to join this team, when you know nothing of the game, and yet you have something to contribute?'

'Yes,' was the quiet and confident response.

'Please enlighten me as to what your great contribution is. I just don't see how you have anything to offer us.'

'My contribution is simply this: the national anthem of Smurkz.'

'Hmm. The national anthem of Smurkz. And you wrote it, I guess?'

'No, not really, I just borrowed the tune and redid the lyrics. I've got several different ones in mind; here, listen and tell me what you think.'

So saying, he made a mulitude of mouse clicks and then stopped.

'Here goes the first one, right now,' as he clicked the mouse one last time.

Old music began to flow through the sound system, like from a 1940's movie. And then a man's voice began to sing.


Oh give me a team,
where the play's always clean,
And the goal is to have a good time.
Where it's understood
that planning is good,
'Plan twice, play once' is sublime.

Team, team of the Smurkz.
Where the n00bies and grognards both play.
Where always is heard,
an encouraging word,
And the bar is open all day.


'That's one,' said the stranger, 'give me a few seconds to the another one ready.'

'Uh, that wasn't you singing was it?' asked Xcalibrator.

"No, not at all. That was the original singer, but my words. I was able to get his entire vocal collection downloaded into this thing and then I searched through it looking for specfic items and then I reassembled them back together into what you just heard. So that is Bing's voice, just slightly tweaked.'

'I see,' said Xcalibrator, letting a little respect show up in his voice.

'This is one I tried, but I didn't get very far...I was able to get some video with this one.'

The various TVs, both analog and digital flickered and accepted the feed from the stranger's laptop.

The video began with a young woman, thin and pretty, dressed in a frilly, white dress wearing a white hat.

'On the contrary, there's a very good word,' she said. 'Am I right, Bert?'

Bert, dressed in white pants, a straw hat and red and white striped jacket, was eating a carmel apple and sitting next to two well dresssed children, also eating carmel apples. 'Tell'em what is,' he said, with a noticeable British accent.

'Right!' replied the lady. 'It's....


Smurkzicalifragilisticexpialidocious
Even though the sound of it is something quite atrocious
If you say it loud enough
You'll always sound precocious
Smurkzicalifragilisticexpialidocious

Um diddle diddle diddle um diddle ay
Um diddle diddle diddle um diddle ay

Um diddle diddle diddle um diddle ay
Um diddle diddle diddle um diddle ay


And now Bert began to sing


Because I was afraid to civ
When I was just a lad
My father gave me nose a tweak
And told me I was bad
But then one day I learned a word That saved me aching nose
The biggest word I ever heard And this is how it goes:


Now both Bert and lady sang


Smurkzicalifragilisticexpialidocious
Even though the sound of it is something quite atrocious
If you say it loud enough
You'll always sound precocious
Smurkzicalifragilisticexpialidocious

Um diddle diddle diddle um diddle ay
Um diddle diddle diddle um diddle ay

Um diddle diddle diddle um diddle ay
Um diddle diddle diddle um diddle ay


The stranger paused the video here. 'It has its moments, but seems a bit too frivolous for an anthem,' he sighed.

'Yeah, but the kids would love it.'

'True,' spoke the stranger, with a slight shake of his head, 'and yet, somehow, I keep coming back to this one. But, I can't find a video that does it justice, so I've just put the new lyrics on the screen.'

It began as a rather soft solo with a piano accompaniment.


I've paid my dues
In Civ 3 time
I started at Nine
And played every time

And bad mistakes,
I've made a few
I've had the AIs
Kick sand in my face
But I've come through
And I need to go on and on and on and on

We are Smurkzes my friends
And we'll keep on gamin' till the end
We are the Smurkzes
We are the Smurkzes
No time for losers
'Cause we are the Smurkzes of the world

I've taken my bows
And my curtain calls
You've brought me fame and fortune
And everything that goes with it
I thank you all

But it's been no bed of roses no pleasure cruise
and I consider it a challenge before all human race
That I ain't gonna lose
And I need to go on and on and on and on

We are Smurkzes my friends
And we'll keep on gamin' till the end
We are the Smurkzes
We are the Smurkzes
No time for losers
'Cause we are the Smurkzes of the world

We are Smurkzes my friends
And we'll keep on gamin' till the end
We are the Smurkzes
We are the Smurkzes
No time for losers
'Cause we are the Smurkzes

In the silence that followed the music one person spoke up.

'Could we hear that again? I'm ready to sing along.'
 
It's great to have you back CommandoBob! Long time no see. What's it been, a year or two? It was interesting seeing all those names of previous Smurkz. Unless I'm mistaken, Niklas and I are the only ones left (in 4) who were a part of Team Smurkz when the name was born. I still remember Team Durkz. When was that, 2005 or 2006? I need to revive my History of Smurkz thread and update it.

Again, welcome back CB! :clap:
 
@Commando Bob

"Hey"

...

In all seriousness though, welcome to the team, or welcome back rather. Good to have you aboard!
 
Hey CB, glad to see you finally taking the plunge! Lovely story too. :D

I guess I don't really have to tell you, but don't be shy in here. I know you're new to the game, but be sure to ask as many stu..inquisitive questions as you like. :)

For the rest of you, the end CB is referring to is that we decided to dissolve Team Smurkz for the Civ3 SGOTM. Only the two of us signed up for #14, and me only half-hearted at best. But with every end comes a beginning, and for CB this should mean the beginning of Civ4.

So yeah, welcome aboard CommandoBob! :goodjob:
 
Plan for turns 92-100:

Yo!:
Always work Fish x2, Gold, Cows, Marble and the river Mine.
T92: Switch out settler for GLib. Work forested hill and grass forest.
T93: Growth to 9, keep working forested hill but hire two scientists.
T94: Mine completes on forested hill. Keep working it and the scientists.
T97: Growth to 10 (unhappy).
T99: Switch out GLib for settler, whip-complete it with 2 pop. Keep working hill and one scientist.
T100: Settler completes, continue on GLib.

Hari:
Work Pigs, Copper and mined grass hill. Build axemen on turn 94 EDIT: and spear on turn 97. Grows to size 4 on turn 97 - what to work then? Cottage?

Harapura:
Work Clams, Cows, mined grass hill and 2x mine plains hill.
T97: Growth to size 6, work Dumbos.
T99: Whip-complete Great Lighthouse for 3 pop. Work Clams, Cows and Coast for fast regrowth.
T100: Complete Great Lighthouse, start on Parthenon (up for discussion after my turns).

Workers:
092workerplanyl8.png


Units:
Scouting warrior keeps moving in a southwesternly direction, to meet new friends and see new land.
Warrior in Shakaland keeps a tab on Ulundi and uMmmm.
New axe out of Yo boards galley to move to the new land with worker.
Southern galley scouts out southern icy land.
New galley waits for worker and axe to board on turn 93, then scouts out stone island according to this plan:
092galleyplanrz1.png

This brings the galley back next to the Copper on turn 99, and the settler can board on turn 100 when it's completed. We may or may not want to settle until turn 109 anyway though, but it's good to have the alternatives.

EDIT: Additional note, unload axe on T93 to check the center spot of the northern part of the island. Reembark on T94.

Research:
Go 100% on Alphabet, completing on turn 98. Probably go back to Drama at 0% research for one turn to refill treasury, then 100% research for one turn. Then we can discuss if we complete Drama right away or switch to something else after my turns are done. But this depends on what trade opportunities there are when Alphabet is completed.

Diplomacy:
Halt the game when Alphabet comes in, for trade discussion. Check for Hands Full or trading opportunities every turn.
 
Looks OK to me generally, especially considering it's basically the plan that was proposed earlier.

I would like to see Hari build a spear or two - chariots have 100% vs axemen in BtS.

Niklas points out in IM that the axe can unload t93 reload t94 to see what's on the northern end of the island.
 
Good point about a spear. I'll change the second axe in Hari to a spear, to complete on turn 97. Edited above.
 
I'll probably play the turns in 3-4 hours if there are no complaints raised.
 
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