SGOTM8 - Durkz

as for the citiy spots here are some of my sugestions
zib2ep.jpg
 
Posting my 'got it', though waiting on discussion.

I'm assuming we continue with the granary build? Don't see any reason not too.

I'm thinking maybe build on the worker factory spot first. This way we can cut off their expansion into our area. This will also allow us to get another settler/worker factory going.

If we can get rid of the barb camp I see no reason why we can't use Durkzington as a settler factory.
 
I've taken a look at the save and I advocate finishing the granary with forest chops and then building one warrior and then a settler. One forest chop will complete next turn and the other worker can be moved to chop a second forest to the south. Keep the conscript warrior moving south and use him as an MP. Use a second warrior to defend the workers and then our first settler from barbs.

In my opinion any barb camps nearby should be taken out simply by building cities near them instead of wasting warriors trying to attack them. I really don't mind if barbs sack our new towns once or twice... I just don't want them sacking the capital or destroying workers and settlers.
 
To be consistent with the other teams, the next turnset should be played until 2590BC. That would be 20 turns for the first set +10 for the second. I'm sure you're feeling bad about our start, Niklas, and that's why you didn't play the full 20... don't stress over it. We won't be the only ones who will have barb issues!
 
WarDance said:
To be consistent with the other teams, the next turnset should be played until 2590BC. That would be 20 turns for the first set +10 for the second.
2550 BC is 30 turns from the start, and is the usual waypoint in succession games. The system doesn't care, of course.
 
Thanks, Alanh. Don't know what kind of math I was doing...
 
I agree with Dance. We shouldn't give up on the granary idea yet. Maybe Niklas can use that nifty spreadsheet to work out a new plan?

Anyway, the game will be more fun with neighbors to beat on. Since it is the pesky greeks, we will still need a lot of cities fast to build up our military.
 
Alright, back from a full night's sleep and a bit more positive again. :)

I'll see if I can whip up some spread sheets, one that focuses on a granary and another that emphasizes some early military. I consider a granary to be the most beneficial way to go, but I'd hate to see a dejavu with another barbie coming to take that down also...
 
Alright, here's my analyses of the different scenarios, with spread sheets attached.
  1. If we choose to persist with the granary we can with a second forest chop have it up on turn 25 if all goes well, only 7 turns later than planned. After that a warrior on turn 27 to let it grow, and then a settler every 4 turns as planned from the beginning, the first out on turn 31, the third on turn 39.
  2. If we go the military way, we can have an archer out in two turns, no use building a warrior since we'll get the shields from the forest chop. After that we can restart the granary, or go for a settler first. If we go for the granary it will be built on turn 29, then a settler every four turns, i.e. a delay of two turns compared to the former.
  3. If we choose a settler after the archer it will be built on turn 25, which is 6 turns before what we would get in the farmer's approach. After that we could have a granary on turn 39 and then settlers, the third (second after granary) on turn 47 which is 8 turns slower than in the farmer's approach.
Now that I've had some time to calm down, I feel we should go with the first approach. I would hate it to let some stupid barbie stop us from getting that settler factory. If another barbie shows up, then at least we'll have a warrior to guard us this time. My vote is thus number 1. Just like Durkz, I like to gamble a bit. :cool:

Some notes to Methos when you start playing:
Note that whichever of the above strategies we choose, it is crucial that you make sure that you work the forest on that first turn of growth as indicated by the spread sheet. If you do, the governor will choose the mined BG tile on growth for maximum shields. If you forget and instead work the mined BG tile, the governor will choose the flood plains instead which is more worth than the forest, and we won't make the granary on time. After that first time you will have at least +4 food each time you grow so the governor will then always choose a forest (unless there's another free mined BG of course). In other (shorter ;))words, follow the spread sheet!

Also take extra care to watch that lux slider. One turn rioting and we're back to the drawing board. Science and gpt are worth nothing at this point, just keep those citizens happy! (you should stay above negative gpt though...)

Btw, have y'all tried CivAssist II? It's a super tool, and it alleviates a lot of those boring details like watching happiness, and checking whether the AIs have a new tech. If not, go get it! :whipped:
 
Btw, I noticed an error in the first sheet, the shields from the first forest chop are added one turn too late. It changes nothing, I just say it so you don't get confused when trying to follow it.
 
My vote is with number 1... going with the granary is very important and I really would like to see another warrior.
 
1. looks the best :goodjob:
 
I agree, lets go with #1. I guess we shouldn't be surprised that they threw in some trouble (early barbs?) for teams trying to go strictly farmer's gambit after last month's results. At least we got that early extra worker.
 
I agree on using #1 also.

Also, exactly which direction did the barb come from so I can send the scout that direction looking for his camp?

Is everyone at an agreement than for the next turnset? If so I'll start playing. I'll give it a few more hours though just to make sure.
 
everyone agreed on 1. (zyxy is away). so you can freely play out your turns
 
Counting some more, we've in effect lost 5 turns on the settler factory, and we'll have one less MP warrior than in the original plan. I dare say that we'll actually still be better off than any other teams that don't go for the early settler factory at all. And judging from the "high" scores seen on the submissions page, I think most others have gone for early growth instead of early production. We'll catch up soon enough. :)

The barbie came to the forest 2S of Durkzington, coming from the BG tile directly E of that location. But the scout is far up N, perhaps it's better to keep scouting until you locate the other civs' capitols?

Speaking of the north, it took me a while to meet those other civs so I think their towns are some ways off. I don't think we need to worry about them infringing on our territory any time soon, anything south of the mountain range should be safe.
 
Ehm, just to be on the safe side, perhaps you should pay a visit to the governor and make sure he emphasizes production. I forgot to do that, I think that's how it's set to do anyway but it never hurts to check...
 
Niklas said:
Ehm, just to be on the safe side, perhaps you should pay a visit to the governor and make sure he emphasizes production. I forgot to do that, I think that's how it's set to do anyway but it never hurts to check...

Sorry, didn't see this until after I finished.

Pre-Turn: Switch citizen from mined bg to forest as according to the spreadsheet. Wurkzer SE, S. RfH following his name-sake. Scout W, NW.
3100 BC: Scout N. RfH S. Niklas finishes chop, begins road. Set slider at 0/7/3
3050 BC: Scout E. RfH SE than fortifies. Set slider to 0/9/1
3000 BC: Scout N. Niklas finishes road, moves W, W, NW.
2950 BC: Scout NE, N. Niklas begins irrigating.
2900 BC: Scout N (spots Greek borders).
2850 BC: Wurkzer finishes chop, moves E. Niklas finishes watering, begins road. Scout N. Set slider to 0/8/2
2800 BC: Scout E. Wurkzer begins mine.
IT: Durkzington Granary>Warrior.
2750 BC: Niklas finishes road, moves SW. Scout E, E (spots Chinese border).
2710 BC: Niklas begins watering. Scout N, E. Set slider to 1/7/2
IT: Durkzington Warrior>Settler.
2670 BC: Wurkzer finishes mine, begins road. Warrior 2 fortifies. Scout N, N. Set slider to 2/6/2
IT: Two Greek warriors head towards China. Hmm, curious if they’re at war?
2630 BC: Scout N, W. Niklas finishes road, begins watering. Hmm, must have pressed the wrong button on Niklas back in 2710.
IT: Greece raze a Chinese city.
2590 BC: Wurkzer finishes road, moves W. Scout SW, S. Set slider to 3/4/3

Notes:
-I left Niklas and the scout with movement for the next player.
-I’d suggest we start roading towards are next city.
-Settler will be finished with growth.

I hope I played up to your all's expectations.

SGOTM8.JPG
 
you did great :goodjob:
 
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