SGOTM 08 - Smurkz

... except of course Xc is a Luddite who doesn't use IM. :mischief:

And I do all my programming in FORTRAN. No, really!

Speaking of the autolog, how exactly do I incorporate it into a post?
 
Or even better, skip the quote tags. But yes, the file Autolog.txt (or whatever you rename it to in the HOF mod options) is a simple text file where the data is formatted for immediate forum use.
 
I'm trying to do an attachment. Let's see if this works. Gotta go brush the kids' teeth. Back in a few. Let me know if there's a problem. I'm not sure I can cut and paste on my laptop, so I'm trying this first.
 

Attachments

Worked well enough. Sure you can cut and paste, use Ctrl-C and Ctrl-V. Here's a repost though, so the others won't need to download the file:
====================

Stop and consult if we meet any new civs and there are trade options.
Make notes to augment the autolog.

Turn 119
Worker1--Nothing in the plan--Either go help another worker or clear some jungle so the impis can't hide.
Worker2 continue chopping forest somewhere NW of the ivory.
Worker3 continue mining on hill NW of sheep (Stone Island).
Worker4 continue clearing jungle E of cows.
Yo: Build galley.
Hari: Continue building dumbo.
Pura: Barracks completed, start catapult. Drop the plains hill mine, work coast#. (Right, Renata?)
Rockport: Working sheep and clams, building Angkor Wat.
Willy moves toward the desert peninsula tile S of Hari.
Rockport galley start moving toward the tile SW of the desert peninsula S of Hari to pick up Willy, arriving there on turn 121.
Research: 0%, start Priesthood.
Check for new techs or resource trades.

Turn 120
Hari: Pop 7, work plains cottage.
Pura: Pop 8, add plains hill mine.
Rockport: Switch from AW to scout.
Research: 100%.

Turn 121
Worker2 move NE to jungle next to Kwa.
Rockport: Whip 1 pop for scout.
Willy embarks onto galley, which moves SE to Stone Island coast.
Check for new techs or resource trades.

Turn 122
Worker2 start road.
Worker3 completes mine on desert hill.
Worker4 completes jungle clearing.
Hari: Dumbo completed, start another.
Rockport: Scout complete, switch back to AW. Send scout toward goody
hut, arriving turn 125.
Galley carries Willy toward Rockport, dumping him on the tile with the scout.
Research: 0%.
Check for new techs or resource trades.

Turn 123
Worker3 move N to hill.
Worker4 start cottage.
Yo: Pop 12, 1 unhappy. Galley completed, start axe. Send galley to explore northern islands, filling in the cut corners.
Pura: Cat completed, start cat.
Rockport: Pop 3, work forest, now 2 base hammers per turn.
Galley continues W to round the cape and later rendezvous with the scout as he heads back toward Rockport after popping the hut.
Research: 100%. Priesthood completed, start Code of Laws.
Check for new techs or resource trades.

Turn 124
Worker2 completes road to Kwa.
Pura: Whip 2 pop for Cat, lose the cottage and coast tiles.

Turn 125
Worker1, whatever he is doing, CANCEL ACTION.
Worker2 move to E of cows, start cottage, CANCEL ACTION.
Worker4 completes cottage E of cows, CANCEL ACTION.
Pura: Cat completed, start cat. Pop 7, work cottage.
Rockport: Pop 4, work 2nd forest, now 3 hammers per turn.
Research: 0%
Check for new techs or resource trades.

Turn 126
Worker1, wherever he is, move somewhere safe.
Worker2 move somewhere safe.
Worker4 move somewhere safe.
Yo: Axe complete, start catapult.
Hari: Dumbo completed, start another.
Pura: Cat completed, start library.
Declare war on Shaka.
Research: 100%
Check for new techs or resource trades.

Turn 127
Rockport: Pop 5, work stone.
Check for new techs or resource trades.
Stop and save.


Move units into position for DOW on turn 126. Which units? Leave 1 weak unit in each city?
After popping the Stone Island goody hut, should we send the scout and galley to the southern island's hut? They'd be gone a long time (10 turns if the galley drops him off ASAP and heads back). Or, should we post the scout in Rockport and ferry the axe N to join the war? Or just have the galley guard the clams and keep both ground units around Rockport?

The spreadsheet says whip unhappiness ends in Yo turn 119. We have 1 unhappy from excess pop on turn 123 and a second on turn 130. No whipping?

====================

... but I'm too tired to have any comments, or even read through it, I'm off for :sleep:...
 
I don't think we can send the Rockport axe to the front. The city will be unprotected and suffer 1 unhappy per 3 population IIRC, and the scout doesn't help with that. Assuming the spreadsheet happiness numbers are correct (6), we can't afford any unhappiness starting fairly soon.

I'm nervous about sending the galley and scout on to the ice island hut after popping the local hut--our clams would be all alone for a long time. I vote for waiting--maybe our new galley will hit a dead end and come back, freeing up the Rockport galley. It'll be quite awhile for that, but it's unlikely Shaka or Joao will be sending a galley with a unit all the way down there anytime soon. And it's just a hut--can't afford to lose our clams.
 
I believe the cutoff is after 4 pop we'll start to suffer unhappiness if the city is unprotected, which still results in us not being able to send the axe to the front. As for the southern ice hut, the AI shouldn't pop it before us, unless they settle on that particular landmass. I've never seen an AI send 'random' units to a landmass to just pop a hut. As of this point, I see no point in risking the clams for it. Let's save it for later - maybe we'll pop astronomy with it :D
 
The sheet is not correct wrt happiness, it doesn't account for the Representation bonus, so we actually have 9 happiness. Since we'll cap at size 6 we don't need an MP there at all, except as a defender in case Shaka comes along. But I'm fine keeping him in Rockport, we should have enough forces anyway.

I still haven't read the PPP, will do when I get back with the dogs.
 
Ok, I read it over and it looks good. I would still like to see the Axe from Rockport go with the galley north though, I see no reason not to implement that part of the plan even if we have a scout coming. A scout couldn't take care of any existing barbies up there, if there are any.

I have no good ideas for Worker#1, I'd probably keep him back around Yo to chop jungles and build cottages.

I favor keeping the galley at home after the little trip northwards, no point sending it all the way down south now just for that hut. We can do that later, presumably once we have Caravels that can go straight there.
 
Worker #1 should only chop the jungle next to Yo if it is also going to build a cottage. Otherwise, the jungle might just regrow.

What is Worker #3 doing after it finishes the desert mine and move 1N? Is it building another mine?

I agree with Niklas - the Rockport Axe should clear out the fog of war before we move the GA into the northern part of the island. Personally, I would send him to the war against Shaka - we could put one turn of 5 hammers into an axe in Rockport, and then whip it out if anyone appears in the area.
 
Revisions:

Turn 119
Worker1--Nothing in the plan--Either go help another worker or clear some jungle so the impis can't hide.
Worker2 continue chopping forest somewhere NW of the ivory.
Worker3 continue mining on hill NW of sheep (Stone Island).
Worker4 continue clearing jungle E of cows.
Yo: Build galley.
Hari: Continue building dumbo.
Pura: Barracks completed, start catapult. Drop the plains hill mine, work coast#. (Right, Renata?)
Rockport: Working sheep and clams, building Angkor Wat.
Willy moves toward the desert peninsula tile S of Hari.
**Move axe onto galley.
Rockport galley start moving toward the tile SW of the desert peninsula S of Hari to pick up Willy, arriving there on turn 121.
Research: 0%, start Priesthood.
Check for new techs or resource trades.

Turn 120
Hari: Pop 7, work plains cottage.
Pura: Pop 8, add plains hill mine.
Rockport: Switch from AW to scout.
Research: 100%.
**Drop off galley axe near the hut. Wait for the scout to arrive to pop it.

=======================
I'll find something useful and safe for Worker 1 to do. I'd say the jungles near Yo aren't urgent because our other workers will have little else to do after we declare war.

I'll post the galley on the clams--the Antarctic hut can wait.

I'll stick with the current Rockport build plan and not send its axe to the mainland.

Jacques and the western galley will thoroughly explore.

I'm home sick today (doesn't seem to be affecting my brain, so I should be OK) and I plan to play around 1 pm EST, 1 pm forum time.
 
Looks good to me - good luck! :thumbsup:
 
Getting started. Remind me how to add comments to the autolog?
 
Alt-E brings up the comment box.
 
It's ALT-E. Good luck!
 
Helloooooo? Anyone there? How do i add comments to the autolog?

More importantly, Kwa's cultural boundaries just expanded so the forest 2S of there is now Shaka's---we lose the 13(?) hammers that were going to go to Pura. I'm moving the worker NE to the jungle to start the road that will connect Kwa and our cows.

Holler if I should stop because of the change to Pura's build plan. I'm going to pause for a few minutes to study it.
 
Holler! Yes, we need to change the plan, we can't whip at the same time as in the plan.
 
Dang! I thought we had a couple of turns leeway on that chop. Now I'm mad at myself I didn't think of it earlier. Re: the spreadsheet, we were basically just looking for a good place to whip for 2 pop without losing too many cottage turns. IIRC there were supposed to be 19 hammers in the bin on the turn I wanted, so you should be able to still whip the same turn, but I'm not sure you'll have enough overflow to finish an additional cat the next turn.
 
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