SGOTM 09 - Smurkz

We're going to pop 4 next turn but the warrior won't finish for 2 turns and we don't have any units in the capital. Won't this lead to 1 unhappy citizen? Otherwise I'm happy to play this plan perhaps tonight.
 
No, at size 4 we have 1 unhappy for having no protection, so we would be at 5 happy and 5 unhappy. When we grow to size 5, the warrior will be there. I've test-played the entire plan so I can personally vouch for every single number in it.

I'm obviously happy with the plan too, though it would be nice with some more comments on it.
 
Sorry, I haven't had time too look at it in detail, but I like the concept. I think Backwards Logic had the right idea with the plains forest preserve, definitely, and I'm happy to move forward through the next turnset with that idea in mind. What is the benefit of doing alphabet immediately, rather then myst --> PH first?
 
Ok, here is an streamlined version of the plan I played above. This one does several things better, in particular I remembered to send a worker down to pasture the cows for city 2, and I considered in advance which turn to go 0% research (before Library, but late enough that we make enough money!).

Too busy yesterday to review, will definitely look at this tonight, on first glance it seems quite solid.

What do you mean by "make enough money"? What do we need money for? There aren't any events, are there? We don't have support problems yet, do we?
 
Two benefits: First, it gives us the chance to trade early if we find someone to trade with. Second, it means we can build research, which is needed for the plan to go through.
 
What do you mean by "make enough money"? What do we need money for? There aren't any events, are there? We don't have support problems yet, do we?
We will have once we settle our second city. That will happen on turn 42, which will mean -2 gpt over the 7-8 turns needed before we revolt. We thus need 16 gold, and it's more efficient to generate them as early as possible, so we can run at 100% always while we have Library and Academy up.
 
Since the Oracle is only finished one turn later, I see no harm in teching alphabet after writing. With the third windmill built, it speeds up the Oracle enough to make up for this delay. Plus, perhaps by teching alphabet first we may be able to trade for wheel and mysticism (by giving up writing if I had to guess), and thus possibly speeding the Oracle up more. I like this plan - we gain much by delaying Oracle a turn. As long as we don't get beat to it...
 
Seems we're in agreement then, so Xcal feel free to play whenever. Maybe play up to turn 31, when we build the second warrior? Here's to hoping we meet someone else before that which means we have to redo the entire plan. :beer:
 
No surprises, except one :(. Not too bad, so don't panic. Things were very boring and I figured I might as well play to where we got Alphabet (turn 36) so we could stop and discuss trading options between turnsets. I sent our second warrior ahead of the imminent settler toward the 2nd city site to bust fog and also check out that one remaining black tile (nothing there but plains) and came across another dang bear. We're in forest and I immediately stopped (end of turn 35) so we can discuss what to do. Settler is 2 turns away, just built an Academy. Alpha comes next turn. Save has been submitted. Sorry, still no screenshot capability.

Xcalibrator Hammy also running Police/Enviro
A Windmill was built near Smurkzaki
Tech learned: Writing
Smurkzaki grows: 4

Turn 24/330 (2560 BC) [08-Apr-2009 21:05:32]
Research begun: Alphabet (16 Turns)
Xcalibrator Opened borders--no trade route [Edit: duh, no Sailing]
Smurkzaki finishes: Warrior

Turn 25/330 (2500 BC) [08-Apr-2009 21:14:42]
Smurkzaki begins: Library (6 turns)
Smurkzaki grows: 5

Turn 26/330 (2440 BC) [08-Apr-2009 21:16:59]

Turn 27/330 (2380 BC) [08-Apr-2009 21:19:15]
A Forest Preserve was built near Smurkzaki
Smurkzaki grows: 6

Turn 28/330 (2320 BC) [08-Apr-2009 21:21:09]
Xcalibrator Setting research to 0
Smurkzaki finishes: Library

Turn 29/330 (2260 BC) [08-Apr-2009 21:23:56]
Smurkzaki begins: Warrior (1 turns)
Xcalibrator Research back to 100
Xcalibrator Run 2 sci's

Turn 30/330 (2200 BC) [08-Apr-2009 21:26:30]
Smurkzaki grows: 7
Smurkzaki finishes: Warrior

Turn 31/330 (2140 BC) [08-Apr-2009 21:27:18]
Smurkzaki begins: Settler (6 turns)
A Forest Preserve was built near Smurkzaki

Turn 32/330 (2080 BC) [08-Apr-2009 21:31:20]

Turn 33/330 (2020 BC) [08-Apr-2009 21:33:16]

Turn 34/330 (1960 BC) [08-Apr-2009 21:35:05]
Rosalind Franklin (Great Scientist) born in Smurkzaki

Turn 35/330 (1900 BC) [08-Apr-2009 21:36:27]
Xcalibrator Foo. Sent warrior ahead to city2 vicinity--bear. We're in woods at least.
Smurkzaki finishes: Academy
 
Sorry for playing beyond my turn-playing authorita. There was a whole lot of nuthin' goin' on and I thought I could move things along a little bit to a more interesting and convenient stopping point for the next player. We'd want to send the warrior ahead at least a little so the faster-moving settler wouldn't be unprotected and surprised, and I figured the benefits of barb-suppressing fog-busting would outweigh the longer time spent outside our borders when the warrior would be exposed to possible animal attack. I may have been mistaken. :blush: I was also hoping that just maybe that black tile had something useful, like horses, which would be good to know. Well, we've got about a 50/50 shot at surviving, and we may well have run into the bear anyway. Sorry. :(
 
Don't be! I don't know about anyone else but I definitely would have moved the warrior out ahead myself. These things happen. But I really, really hate bears. :(

rolo is up, right?
 
It's not your fault, Xc - bears suck.

I think Xc should go ahead and play the one more turn to see if the warrior lives. That will give us a much better starting place to discuss/plan rolo's set.

Agreed, XCal you should end turn, then we can discuss. And no way you should feel bad about this. Of course rolo will remember you this episode during the upcoming 4 SGOTMs :D
 
Yes, Rolo is up next. I'm at work and won't be able to play for another 9 hours, so if he (or anyone else) wants to finish up that turn and play the next that's dandy with me.

[Edit: One off the wall thing to consider. I don't recall exactly where Hammy's bowman is at the moment, but he's somewhere in our borders and probably near the NE shore. Should we close borders if he's in a spot where he'd teleport to that offshore island? He might meet another civ (good for us? bad?) or run into barbs (either dying and depriving Hammy of an explorer, or perhaps slowing the barbs' development which would be good for us).]
 
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