SGOTM8 - Cutlery

<<The Save>>
utensils.JPG

Spoiler turnlog :
t0 - look around & press enter

IT good luck!!! the barb hit the warrior in the forest and no scout death!!
Alex gets the Wheel

t1 - mine done, start roading
pulling scout out of mountains

t2 - switch to lake just as instructed.
return warrior to WSton for MP duty

t3 - bump science to 100%
move worker to plains to irrigate & road

t4 - bump lux due to new growth
worker irrigate
keep new citizen working the forest due to no better place to put him , settler now due in 4 (timed with growth)

t5 - zz

t6 - zz

t7 - move forest citizen to lake. new (5) citizen should go to forest to get 6 shields to finish settler

t8 - WSton settler -> archer
worker starts road
sci back to 100%
move settler down the road to the FP

t9 - road done, move worker to forest for chop
move settler near mountain
moving scout to the north

t10 - not much. No troop movement (left for next playa).


The settler is in the spot that I think is best for the next city (WoodenForkington) but I didn't want to plant him unless the team thought that it was ok. (I screwed up the start on TR05 yesterday and didn't want to mess this one up too). I didn't know if we wanted to keep scouting to the north or not.

WSton is building an archer. The FP citizen can move to the forest to get some shields this turn (growth still happens next turn) and then the archer will be done in two turns. I'd start building settlers then.

The worker I thought should start choping the forest in hopes of a BG. If not, right now we have 5 shields @ 4pop and would have 6 @ 5pop. If it is a bg then we will have 6 @ 4 pop & 7 @ 5 pop. Still will only have 4fpt regardless. So 5 turns for 2 growth.

On the tech front we are down the Wheel to Alex and that's it so far. Writing due in 22 with citizen working the forest
 
Here's my dotmap attempt:

SGDOT08.jpg


First town, IMO, should either be warrior/archer-focused or worker focused, and the 3rd conversely.
The green and purple dots look good for workers; purple better for eventual settlers and green looks a bit food-doomed, if I may.
Blue and Yellow look good for warrior/archer pumping, with their BG, although yellow would have to share one with the capital, which is evil if we find 3, very good if we find 2 in the capital's radius, since it'll already be improved.

Yellow is placed there to be as close as possible to the gems. If we decide to colonize the gems, I'd suggest colonising the farthest one, as the closest one will eventually be within library culture range. Red is there for the fishies.
Orange is there with the purpose of having as many FP's as possible to compensate for as many mountains as it can possibly work on. It might want to be moved 1 NE when we get there.
 
No SGOTM would be complete without at least one screw-up :( This one's down to me.

The Bug

Those who played SGOTM7 may recall that the C3C Differential Naval Movement implementation was faulty. Ships still had the strange C3C default of ignoring movement cost on Sea tiles, so they treated sea as ocean, and were able to surf around the offshore waters at speed. Well, guess who forgot to get this fixed before SGOTM8 :blush:

The Impact

"Why would Hydrophobic Americans with no boats care?", I hear someone ask. Well the AI will probably have a point of view about your plans for world conquest, and their fast-moving ships could be a source of later-game problems for you.

The Cure

I therefore propose to edit the C3C team saves to correct this potential problem and restore the Sea movement cost to 2 instead of 1. To do this I need you to pause your play after you upload your next file, and PM to let me know it is available for editing. I'll endeavour to fix it, and let you know, within 24 hours so that you can continue your game. If your current save on the server has not been downloaded and played then let me know and I can, of course, fix it immediately.

I apologise for this oversight and any resulting inconvenience.
 
@Alan: that's nothing.

The more I think about it, I guess it would be beneficial to move the green circle 1SW to grab more shields before culture expansion. Otherwise it looks like a big food hogger with no production capacity ever.

Edit: just noticed the Olive desert "BG"... 4 turns workers @size 5? Good enough? If not move it.
 
Dotmap looks pretty good, Beorn. I share your concerns about not having enough shields at the green dot, but I'm not sure where else to put it. It should still be able to pump out workers well enough, with the olives (and generate a ton of commerce). And I am leaning toward moving the orange dot 1 NE.

I think the settler should probably go one west to the purple dot. Then blue next? Or should we try to settle toward the north first, to get there before the AI does, and backfill later?

By all means, keep scouting to the north. I'd like to know what else (and who else?) is up there.
 
Scouting the north will be best done by spearmen, since the wheel is out. Wheel means trouble for EXP civs on raging setup.

I don't know if you had a look at the save, but the mountain area is pretty thick and north from it is a barren jungle mess. I doubt we'll have any use, anytime soon, in settling there. Perhaps only for the dyes, but I doubt there'll be a coastal dyes spot left - if there is one atm at all, can't remember - when we get there.

As far as I'm concerned, it also pretty much rules out the usefulness of horsemen as single type force before we can conquer and road properly. Swords will move as fast (or as slowly) as they will until we get through that mess. Good thing we are industrious for that matter.

Bottom line is I'd keep working our 8 nice low-corrupt well-fed towns for a while before having aspirations of grandeur to the north.
 
I vote for settling closer to home. More un-corrupt money and production sooner.

BTW, I'm not seeing any of the added resources. Anyone care to clue me into what files are needed and where they should be located.
 
I'm going to let Alan know that he can change the file. Don't download it until you have confirmation the the save has been fixed.

BTW, I'm not seeing any of the added resources. Anyone care to clue me into what files are needed and where they should be located.
SGOTM Resources on 3rd post

I'm concerned that if we settle on the purple dot instead of settling where the settler is now that later the lack of shields might kill us. Plus the fact that purple is NOT on the river and that we'll have to build an aqueduct.
 
Roster:
eldar
Tubby Rower <- Just played
soul_warrior <- Up but wait on Alan to post that the save has been fixed
B <- On Deck
Minute Man <- tired of Philo runs ;)
jb1964
 
Noted the suggestions:

SG08DOT2.jpg


Corrections are Purple down to river, white up a notch to fill the space and work all given tiles. Don't want to miss a single one now do we?
Orange has not been moved, but we have plenty of time to discuss that.
 
Looks good. As far as orange goes. I think any of those three just before the Alps would be good.

So soul_warrior, download that save now that Alan's fixed it, plant that settler, & have fun. Beorn is waiting ever so patiently.
 
Oh I'm patient as the lawn waiting for sunrise in the morning, and my heart is light as the butterfly's wing in spring, but lawn can only wait so long and my fist shall grow heavy as the mountain hiding that bloody sunrise and turn you to smithereens would you not play within 48, SW. And that's about as poetic as I can get when single ;)
 
Beorn-eL-Feared said:
Oh I'm patient as the lawn waiting for sunrise in the morning, and my heart is light as the butterfly's wing in spring, but lawn can only wait so long and my fist shall grow heavy as the mountain hiding that bloody sunrise and turn you to smithereens would you not play within 48, SW. And that's about as poetic as I can get when single ;)
That's great!!!between you SW, & jb, we have some real wordsmiths on this team ;)
 
I was just looking at the submissions page and it looks like Team Obermot has barreled ahead of everone else. I wonder where our score would have been if I would have planted that settler before I saved instead of waiting on SW to do it. Obermot's rise in score might have meant that they got a settler out a little earlier instead of building the granary first or it mean that they pushed their first settler out further since territory has a loit to do with the score.

Just pondering.....Also noticed Xteam has kicked into high gear on the Spam Laurel competition.
 
the Punky Funky Dude goes wild
it is with great joy and trebling tambourines that the lads rushed out of the tiny hut and decided to throw down a rave in the fields outside of town.
in thier drug induced illusions the dreamt of a new town, a haven for clubbers and punters from all around the world.
remembering this when they came to, they dicided to build it right there on the spot.
PartyHardy Ville is built and set, in true party mode to reproduce (worker)
the worker roads the woods, loooking for mushrooms.

IBT-
1- reeling form thier party the lads went back to bed.
IBT-
2-Lux up to 10%. those E's are expensive and the lads want more. im afraid they are forming a habit here.
IBT-
3- WoodenSpoonington archer > archer.
IBT- both greece and china know how to melt rocks. Aciiiiiiiiiiiid!!!!!!!!! (iron working is online for both)
4- Poor Jonas went into the woods on a vision quest. he meets a guru wearing a white lioncloth, that convices him to stay at his jungle hut.
the roadie wants to party and goes there to find a new job.
IBT-
5- roadie is short of booze money so starts working the chaingangs.
IBT-
6- WoodenSpoonington archer > archer.
move Jhon Boy up the hills to find that Guru.
IBT-
7- up lux again. there is a serious police crackdown on illicit trafficking of narcotics which ups the prices.
roadie finds he likes the sun and decides to water the sides of the road and plant some flowers.
IBT-
8- WoodenSpoonington archer > archer.
IBT-
9- PartyHArdy Ville has its first birth. a beutiful baby boy called James Brown (worker) > settler. (can be changed if we want).
IBT-
10- lost a turn here. all those coppers distracted me :D.

writing in 2, lowered slider to not lose any G's.
3 of Robin's lads are hiking north in freeform.

again - BOTH GREECE AND CHINA have IRON.

happy, beorn?
 

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I'd change WSton to a settler. Once it grows to 7 the effect of the granary is lost correct? And I don't think that we're producing shields fast enough to get the settler out before it grows to 7 unless we bypass the current archer build.

I'd let the workers around PHville, start mining the plains & irrigating the FP. They should cancel each other out on food and then we can get some more shields for the town.

I suspect that the writing could get us some techs. dunno though. I'm getting this game confused with the Tr05 where we are playing silent so I have to keep reminding myself that we can open negotiations.
 
Tubby Rower said:
That's great!!!between you SW, & jb, we have some real wordsmiths on this team ;)
[/lurk] I'm expecting great literature from this team when we get the spoilers up. You sound like you'll give Peanut and Denyd a run for their money. Keep practicing, folks :thumbsup:
 
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