SGOTM8 - Cutlery

Tubby Rower said:
huh?? :confused:

jb, do you realize that your turn is up....it's unclear as are most of your messages. :crazyeye:
hey, JB isnt the only one not completely understood!
here that!
im unique too!!!
im a dragon.... a fire breathing dragon...
ehh.... oopsy?
SPAM FEST is here. and there. and everywhere...
 
:lol: I can't stop laughing for real.....dragon....... :lol:
 
Mrs Lincoln is enjoying the SPAM parade, jb !
 
Uh, thanks, jb and sw. That's really helpful. I know you guys have your hearts set on winning the Spam Laurel, but this is getting a little out of hand. When it gets to the point where it's hard to find the actual civ discussion for all the spam, then I think it's time to rein it in a bit.

Re: gems - I'd make getting them hooked up at least a medium priority. I spent most of my turns running 30% or so lux (mostly to keep WSPton from rioting), which was definitely cutting into our research. Getting the gems (and hopefully the dyes eventually) hooked up will help quite a bit. But we do need some more workers before we can afford to burn one on a colony.

But we probably should send somebody down to the mountains to clear out the barbs (and bust the fog so they don't come back) as soon as we have troops to spare.
 
Oh and another thing.....if a barb can get to a city and a worker, cover the worker. We don't have much cash right now anyway and if they take the shields away, that'll allow the city to grow still.
 
Tubby Rower said:
Oh and another thing.....if a barb can get to a city and a worker, cover the worker. We don't have much cash right now anyway and if they take the shields away, that'll allow the city to grow still.
Good point. Though barbs do reduce a town's population sometimes....
 
So, we need:
1. Workers!
2. Settlers.
3. Escorts for the above.
4. MPs for WSpTon.
5. Gems.

Right?
 
right you are, eldar the wise.

see, minute man? i can be serious sometimes, even though its very hard, and the twitching dont help none... :D

edit - ohh, and our greatest rival is 40 posts behind us, breathing our dust :dance:
 
soul_warrior said:
see, minute man? i can be serious sometimes, even though its very hard, and the twitching dont help none... :D
:goodjob: But don't be too serious now, that's no fun either....

@eldar: List looks good. The way I would put it, though, is that expanding should be our first priority, building workers should be second, and getting the gems probably third.
 
In my post after MM's turn log I noted that I would download and likely play this evening. I also made comments on the makeup of our landmass, settling the jungle and cultural conversions so I can see where it might be overlooked.

Regarding barbs, what is the attack/defense bonus for fighting them? I think the odds of vet warrior vs barb are better than the 10 in 15 (66%) possible positive outcomes. Terrain and fortifications being equal.

@Eldar, I think you have summarized the priorities quite well.

I don't think I'll be getting to gems this turnset. The cost of the gems is the time to road the first mountain (9 turns) and the worker sacrificed (10s). The payoff is the gold saved with a lower lux slider. I would say the first turn we have a worker that cannot improve a tile that could be worked (taking into account the two turn build and projected growth) send him to the mountain.

I didn't think I had been too abusive of late, until the Mrs. Lincoln comment, but the point of losing track of the value added input is well taken.
 
At Emperor, I think we have a 50% bonus vs. barbs. That means the odds of a vet warrior winning the fight are 90% or so (not counting terrain and fortification).

I don't think I'll be getting to gems this turnset.
No, but if you can spare a warrior or two to go start clearing out the barbs down there, that might be helpful.
 
So jb about when do you expect to play? I'll try to slip away and check on the progress tonight. If I can't I'll just comment on it instead of doing work tomorrow :D
 
BTW since it's all mountains I'd say archers would be a much safer bet to clear those barbs, and warriors staying put there a cheaper investment only afterwards.
 
Turn 0 – 1500 BC
MM’ed WST for settler in one and growth.
IdAcad doesn’t benefit from working the olives, the second shield goes straight in the dumper.
I hope the powers that be do not mind constant saves w/ no reloading.

IBT: BH heads N to the mountains and the barb attacks archer in IdAcad from over the river. (1-0)
WST: settler to warrior, growth in two w/ 5fpt and warrior in 2 w/ 4spt.

Turn 1 – 1475 BC
Alpha comes off the mountain. If the BH wants to head N then I bid him fond fairwell.
WForkC mm’ed to work forest and get warrior in 4.
Should have sent the archer out last turn to get rid on barb in the west. Settler will have to wait a turn to move out to white dot. I take this as a sign to send the settler to the orange dot, will arrive in 4.
Ent to 20%, Science to 60% w/ CoL in 4.

IBT: Barb chases our settler into PartyHV. Will let him attack over river next turn.

Turn 2 – 1450 BC
Fort archer on orange dot ‘ville.
Archer continues to chase barb in the event he decides to fort.
Worker mining BG outside WkifeB for growth in 6.
Alpha 2 ventures deeper into Greek territory. Ten bucks says he gets the boot this turn.
Science to 50% w/ CoL in 3.

IBT: B**tard barb pillages!
WST: Warrior to settler (5), w/ growth settler in 4
PartyHV: Warrior to racks (for now)
Chinese are building the Colossus.

Turn 3 – 1425 BC
Archer (2/3) kills barb (2-0).
Alpha 2 ventures even further into Greece.
Warriors W and S to bust fog.
Yep, we need workers.

IBT: Great, for all the detail I let WST riot.
Alpha 2 booted from Greece. Will have to zig-zig him back and forth through Greek and Chinese territory to get him back in the short term.

Turn 4 – 1400 BC
Warrior in place to cover white dot.
Settler reaches orange.
Warrior into gem mountains to get to work on barbs.
IdAcad grows to size 2 but there are no shield squares other than the olives so spt stays at 1.

IBT: CoL in and Phil in 10 at 70%.
WforkC pops a warrior, mm’ed back to grass for growth. Build set to granary.

Turn 5 – 1375 AD
Chicago Cutlery founded and build set to worker.
We need to be careful about how tiles are mm’ed as a single change of gold can throw the entertainment needs out of whack. I had never ran into that, knowingly, before.
Philo in 9.

WHY do we have a mined plains tile? Hold on a second, that tile’s producing a second shield?!? I must investigate.

IBT: Nothing

Turn 6 – 1350 AD
Changing WknifeB to granary and sending worker to chop.
We have a BH in the diamond mountains.

Hmmm, forgot to look at trades.
CoL to Mao for Wheel, Iron and 60g. Could have gotten Myst instead of gold but I’ll get that from Alex and maybe HBR or all his gold.
Mao does not have HBR and neither does Alex.
CoL to Alex for Myst and 29g.
Philo in 8.

IBT: BH kills regular warrior.
IdAcad warrior to worker.

Turn 7 – 1325 BC
Philo in 7.
Reg warrior (2/3) avenges warrior loss.
WSt grows to size 7, brilliant, and excess citizen is made into a scientist.

Hmmm, if one were to convert just about everyone possible to a scientist we can get Philo in just 4 more turns cutting of 3 turns. What does the team think about this?

BTW, Alex just got Poly so he's no danger of bagging Philo.

OK, the feedback I got was negative to leaning negative. And I’m in agreement that the 4 turns we shave could be a high price for zero return. Besides, I like staying in Despotism late into the game.

IBT: Nothing

Turn 8 – 1300 BC
Philo in 6
WST settler to settler. Some MM’ing.

IBT: Chinese archer arrives on our northern mountains.

Turn 9 – 1275 BC
Philo in 5
Move warrior onto mountain to dissuade Chinese archer.
Shuffle MP’s (that spacing of 3 thing is nice) to send an archer to southern mountains.

IBT: Greek spear fighting something in capitol. Prolly a BH.

Turn 10 – 1250 BC
Philo in 4. Cross your fingers.
Both Alex and Mao have Poly and MM’ing.
Found Pearlton.
WST shows growth in 1, to size 6, and settler in 3 but growth will bring build down to a 4 turn settler.

<< << The Save >> >>

BeF said:
BTW since it's all mountains I'd say archers would be a much safer bet to clear those barbs, and warriors staying put there a cheaper investment only afterwards.
Good idea. I should have read it before I sent a warrior to his death. :(
 
If we pull philo out, the reward will be greater than 3 turns' worth of production, but then we're not sure we will, even with those 3 turns.

Any way we can possibly have a hint of what's up in the AI techs? The fact they have MM AND Polytheism out suggests that Philo is already burned, but that's just me.
 
Further dorking around and spending some food we can get it in 3 turns.

[EDIT: I went ahead and researched as normal. Updated turnlod below.]
 
Well, MM has been out for more than ten turns now, at least. Plenty of time for somebody else to have gone for Phil. I say it's not worth it.

Really, the only way it helps us is if the first AI would reach Phil in those three turns we save. What are the odds of that?
 
BTW, All builds are up for discussion as most were treated as placeholders because they would not finish in the remaining turns.

I'm really interested in how in the heck Team Wacken has a score that's taking off so fast. We shall see.

It looks like our slope has improved a bit. A very little bit.

Cut1.jpg
 
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