SGOTM8 - Durkz

yes the desert is the best option.


about the barbs, we should asign one or two cities to churn out archers to hunt them and if our landmass is small just a few warriors will do.
 
Sorry guys, I'm taking my own words far too seriously of not playing too fast. :crazyeye: An old friend who now lives in Ireland was home for a short visit and came by this afternoon, so the rest of my day has been spent socializing. I'll continue playing tomorrow morning. Unless anyone loudly complains before then that means settling the desert, researching Alphabet and popping the goody hut. :)
 
no problem Nk take the all time you wish to play it out, we agreed on playing slowly this time.

Republic by all means.
 
My preference: pop the hut, settle the desert tile, go straight for republic.

I think the Hanging Gardens will be very good for us to have, but I really don't want to research monarchy. I hope the AI will. They usually do in my games.
 
I've now played a few turns, here's a quick report: The hut indeed gave a worker, which IMO was the best possible outcome. We can now have the settler factory up and running as soon as Durkzington grows to the appropriate size. :)
It was indeed more water S of the hut, we're on a fairly thin piece of land, not surprising on such a small map. Pictures to come later.

@Methos: No slingshot in PTW I'm afraid, but we'll go for Republic anyway. :)
 
Gah, the best laid plans. I've played 11 turns so far, on the IBT before the 12th the following situation arises:

Durkz-situation.jpg


This is clearly one of those situation where I feel I need to ask for Help! :sad:

WD was right, the barbies would be a problem... but this early?? I can't really think of any good solution, we're at risk of losing something whatever we do. I should move the worker of course, but what to do with the barbie? If we let him sack Durkzington, how large are the chances that he'll get off with only gold? Losing a pop or our production would be devastating.

Edit: I checked how Wacken handled this in SGOTM7, they got sacked three times, gold lost every time. My gut feeling says move the worker NE and chop the other forest, and gamble that the barbie finds the town more attractive, and that he gets away with only gold. I would hate to lose the 19 shields collected on the granary by switching to a warrior, who might not even be enough to keep the barbie out! :undecide:
 
Edited the post above...
 
no barbs apear after 11 turns, this is probably riged by the staff.
i was conwinced that when barbs attack a city it loses it's production AND gold, but it looks like i was wrong. So i think that thae best option is to move that worker off his way and let him take some gold
 
Bugger. I hate barbarians. "I say take off in the dropship and nuke the entire site from orbit. It's the only way to be sure." This is a tough spot indeed, Niklas.

Out of curiosity, if you get a worker from a hut, does that worker function just like a regular worker or do they have reduced productivity like a slave worker does? If the worker we got from that hut is like a slave worker I would say to try and get the barb to follow him away from the city and sacrifice him to keep our shields and pop in the city. If not, well I just don't know. I guess we'll have to let the bugger sack the town and see what happens.

I have to ask about the growth in 20 turns... did we just grow to size 2 and the goveror put the new citizen on the forest?
 
That worker is indeed a regular eqWorker, just like the one you start with. I couldn't use him to lure the barbie away in any case, since the barbie will step to where he was and see the town regardless of where I move.

I did some test runs with engineered scenarios. Not ones did I lose the production in the bin, but pop was lost several times. I'm going ahead regardless, there's nothing to gain by waiting really...

And you're right about the growth, we just got to size 2. But I actually plan to work the forest for four turns simply to stall growth to size 3 until just after the granary is finished, so that we can have a full granary after growth. We'll gain food on not gaining food. :)
 
Sounds good, Niklas. Play on! Looks like beginning turns will have some similar dance steps as our last game.
 
I can only say one thing: :cry: :cry:

>>The Save<<

4000 BC (1):
Move Scoutzie 2S, spot two BG tiles. Great! And a goody hut too.
Niklas (Worker) SE, Settler S.

3950 BC (2):
Niklas irrigates plains.
Durkzington settled, starts granary.

Visit F6 and start researching CB, to make sure we can get Alphabet from the
hut.

Visit the hut, and we get a worker!! There's also another hut off to the W.
This calls for a remake of the start plan.

Move Wurkzer (Worker from hut) N.
Also revisit F6 and change research to Alphabet.

3900 BC (3):
Move Wurkzer NW to BG tile.
Scoutzie goes W,NW.

Move citizen from lake to plains.

3850 BC (4):
Niklas starts road, Wurkzer starts mine.
Scoutzie moves N, SW and pops a second hut, gets 25gp.
Another hut is spotted across the straight, I doubt we'll get the chance to pop
it. Placing a unit on this mountain could prove useful if the land on the
opposite side is owned by someone.

3800 BC (5):
Scoutzie 2N.

3750 BC (6):
Niklas finished roading the plains, moves NE to the lambs.
Scoutzie 2N, seems to be plenty of narrow straights around.

3700 BC (7):
Niklas starts irrigation, Wurkzer starts road.
Scoutzie NE,N, spots another hut and land that continues. Might be we're not
alone on our island after all.

3650 BC (8):
Scoutzie E, NE.

3600 BC (9):
Niklas starts road, Wurkzer E to the forest.
Scoutzie N. Lots of mountains up here.

3550 BC (10):
Wurkzer starts chopping.
Scoutzie W and pops the hut, gets maps of the region. Useless.

3500 BC (11):
Niklas moves SW,W to the flood plains.
Scoutzie moves N, spots yet another hut.

IBT: Barbie warrior arrives S of Wurkzer.

3450 BC (12):
Stop Wurkzer's chopping, and retreat into Durkzington.
Niklas moves E to go for another chop.
Scoutzie moves NE.

Turn up lux to 20% to keep people happy.

IBT: Barbie moves SE! :eek:

3400 BC (13):
Niklas E to the forest, Wurkzer NW to the flood plains.
Scoutzie E to pop a hut, gets a warrior.
Warrior moves S towards home.

IBT: Barbie fortifies.

3350 BC (14):
Niklas starts chopping, Wurkzer irrigates.
Scoutzie N, Running-for-home S.

IBT: Barbie moves N, now S-SE of Durkzington.

3300 BC (15):
Scoutzie N, Running-for-home S.

IBT: Barbie fortifies.

3250 BC (16):
Scoutzie moves 2N, and lo and behold, we're not alone on our island. At the
same time he meets a greek hoplite and a chinese warrior. Both are ahead in
tech, not surprising. I wish I'd met them a turn earlier as they must have
just met. None of them have Pottery however.
Trade Pottery and 23gp to Mao for Alphabet and WC. Then trade Pottery for CB
and 3gp to Alex. We don't have much use for CB at this point, but we might well
come upon some other AI to trade with, and 3gp is no big deal.

Running-for-home moves S.

Set research to Writing, reported ETA 40 turns but I think we will beat that so
no point of doing a min run.

IBT: AI units move S towards our home. Barbie moves N next to Durkzington, so
this is it then.

3200 BC (17):
Running-for-home moves S, Scoutzie moves W,N.

After a possible tip on the strategy forum, switch build to Pyramids.

Hold my breath!

IBT: :cry:
Durkz-pyramids.jpg


3150 BC (18):
Save game after switching back to granary.

Alright folks, what do we do now? We gambled and we lost it, and right now I'm so beaten down in my shoes I can't even begin to think on how to save the day. Hopefully some of you will have some nice insights to bring to the table. I'm not ready to give up quite yet though, we're not dead yet, I'm just not so full of ideas right now...

This seems like a suitable disastrous place to hand over to the next guy. :crazyeye:
 
whe can abandon our farmers gambit now, seeing that we are not alone on our continent. it would be stupid and disasterus to risk a farmers gambit now.
If we didnt settled fast it doest matter now, we'll just take land from our neighbors.

That barb is not a disaster it's just a setback.
we should build a warrior just in case one more barb apears) now then one settler (we need a second productive city ) and then we should go for granary again .
 
i just remeberd that barbs pillaged a GL build to a team ( i forgot which one) in sgotm7, that's a bigger disaster then this.
 
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