Try-05: Ludicrous Speed!

MD's dotmap looks pretty good, at least with regards to the wheat/copper and stone/cow/copper sites. I'd lean towards settling the stone/cow/copper site first, as it will have less food issues and be more productive/useful to us more quickly (I think).

If anyone hadn't noted this yet, we got the awesome draw of being next to two protective leaders, so any kind of war before construction or maybe engineering is really out of the question IMO. Land grabbing would be the order of the day, then, agreed?

I'm on board for Med -> Priest -> Writing -> CoL via Oracle.

On cities, I think we should settle the stone/cow/copper (I said that already, right? :p) and then the 2 spots down south to block off any AI attempts to move in close to us down there.

Roster
======
Trynthlas
Asaf
Mighty Dwarf
cripp7
 
If anyone hadn't noted this yet, we got the awesome draw of being next to two protective leaders, so any kind of war before construction or maybe engineering is really out of the question IMO.

Even better reason to send a couple of chariots to steal workers and pillage, without attacking the cities themself. :D Makes them a lot easier to pick off later!
 
For any of you who live in England check out Syfy channel (Sky 129) Sunday 4pm!!
I'm not there, but are they showing Spaceballs? :D


PS - If cripp has not posted by tomorrow @ 12pm my time I will play and post in the afternoon.
 
Consider this my 'got it', I will play and post after the wife and I get back from her check-up. About halfway through her pregnancy and today we are supposed to find out boy or girl :D :D :D
 
Played a few more turns than I probably should have, so apologies for that :blush: I wanted to finish planting a city down on our southern border with Wang Kon so played through that point. 25 turns done in total, T55-80.

I gave our scouts woodsman promotions, but left the two warriors who had available promotions still sitting on them. At this point, I have scouted literally everything that we can without opening borders with either Toku or Wang (and I specifically avoided opening borders with Wang since we are intending to block him from settling to the north).

Also, since the Zulu city names are horribly confusing and offensive to my Spaceball sensitivities, I renamed all cities to Spaceball X, 'X' being the number of the city in order of founding :D

Spaceball One built: Settler -> Worker -> Oracle -> Settler (whipped on T73) -> Library in progress
Spaceball Two built: Ikhanda -> Monument (whipped on T65) -> Settler (whipped on T72) -> Library in progress

Built Spaceball Three on the copper/stone/cow site T61. It built Monument -> Granary (one turn left).
Built Spaceball Four on the Dye/banana/rice site T77. Started Monument.
Built Spaceball Five on the site to the East of #4 T79. Started Monument.

Took a bit of risk sending the settlers without an escort, but #4 has a warrior in it (who was waiting on the settler); and #5 has a warrior one tile away. #3 is currently without any forces, but I figured it wasn't going to hurt and we needed the other warrior to the south. Soon as we finish (whip?) the libraries, we should beef up our defenses.

I did a bit of micro on Spaceball One to get the first settler out in 2 turns plus tech Meditation in 2 turns (instead of 3).
Spoiler Micromanagement! :
round%202%20micro%201.jpg


round%202%20micro%202.jpg


Spotted Wang pushing settlers to the north, which is what spurred my urgent whipping and settling of the two southern city sites...
Spoiler Bad Korean :
round%202%20wang%20settler.jpg


More micro in Spaceball Two (Ulundi) to get Writing in 5 instead of 6 turns, then maximize whip overflow into the settler.
Spoiler More Micro :
round%202%20micro%203.jpg


round%202%20micro%204.jpg


Finished the Oracle T70 with a few chops to assist. Hit CoL and founded Islam in Spaceball Two, promptly sent the missionary to Spaceball One for more happiness (I changed religions, of course).

After Writing, I teched: Archery -> Fishing -> Masonry -> Iron Working (in progress).

Unfortunately due to our new cities, our tech rate has dropped a rather large amount for the moment (50% for -1 gpt).

And finally, here's our empire:
Spoiler Map T80 :
T80%20map.jpg



Spoiler BUFFY Log :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 55/500 (1800 BC) [27-Jul-2010 20:38:06]
100% Research: 18 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 131 in the bank

After End Turn:
Spaceball Two finishes: Ikhanda

Other Player Actions:
Attitude Change: Wang Kon (Korea) towards Tokugawa (Japan), from 'Cautious' to 'Annoyed'

Turn 56/500 (1760 BC) [27-Jul-2010 20:38:07]
Spaceball Two begins: Monument (15 turns)
Scout 1 (Spaceball One) promoted: Woodsman I
Scout 1 (Spaceball One) promoted: Woodsman II
Scout 2 (Spaceball One) promoted: Woodsman I
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 130 in the bank

After End Turn:
Tech research finished: Meditation
Spaceball One finishes: Settler

Other Player Actions:
Attitude Change: Wang Kon (Korea) towards Tokugawa (Japan), from 'Annoyed' to 'Cautious'

Turn 57/500 (1720 BC) [27-Jul-2010 20:42:04]
Research begun: Priesthood (4 Turns)
Spaceball One begins: Worker (4 turns)
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 129 in the bank

Turn 58/500 (1680 BC) [27-Jul-2010 20:43:10]
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 128 in the bank

After End Turn:

Other Player Actions:
While defending in the wild, Scout 1 (Spaceball One) (1.00/1) defeats Barbarian Wolf (Prob Victory: 99.4%)

Turn 59/500 (1640 BC) [27-Jul-2010 20:44:07]
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 127 in the bank

After End Turn:
Spaceball Two grows to size 3

Turn 60/500 (1600 BC) [27-Jul-2010 20:44:56]
A Cottage was built near Spaceball Two
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: -1 per turn, 126 in the bank

After End Turn:
Tech research finished: Priesthood
Spaceball One finishes: Worker

Turn 61/500 (1560 BC) [27-Jul-2010 20:45:34]
Research begun: Writing (6 Turns)
Spaceball One begins: The Oracle (19 turns)
Spaceball Three founded
Spaceball Three begins: Monument (8 turns)
100% Research: 22 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 125 in the bank

After End Turn:
A Hamlet was built near Spaceball Two

Turn 62/500 (1520 BC) [27-Jul-2010 20:47:08]
100% Research: 23 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 121 in the bank

After End Turn:
Spaceball Two grows to size 4

Turn 63/500 (1480 BC) [27-Jul-2010 20:47:42]
100% Research: 23 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 117 in the bank

After End Turn:
Spaceball One grows to size 5

Turn 64/500 (1440 BC) [27-Jul-2010 20:48:53]
Spaceball Two begins: Settler (12 turns)
100% Research: 23 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 113 in the bank

After End Turn:
Whip anger has decreased in Spaceball Two
A Hamlet was built near Spaceball Two

Turn 65/500 (1400 BC) [27-Jul-2010 20:50:16]
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 109 in the bank

After End Turn:
The whip was applied in Spaceball Two
Tech research finished: Writing
Spaceball Two grows to size 4
Spaceball Two finishes: Monument

Turn 66/500 (1360 BC) [27-Jul-2010 20:51:13]
Research begun: Fishing (2 Turns)
Research begun: Archery (3 Turns)
A Mine was built near Spaceball One
Spaceball One begins: Library (6 turns)
100% Research: 24 per turn
0% Espionage: 4 per turn
0% Gold: -4 per turn, 105 in the bank

Turn 67/500 (1320 BC) [27-Jul-2010 20:53:13]
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Tokugawa (Japan) towards Wang Kon (Korea), from 'Annoyed' to 'Cautious'

Turn 68/500 (1280 BC) [27-Jul-2010 20:54:23]
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:
Tech research finished: Archery
Spaceball Three finishes: Monument

Turn 69/500 (1240 BC) [27-Jul-2010 20:55:10]
Research begun: Fishing (3 Turns)
Spaceball Three begins: Granary (8 turns)
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:
Spaceball One grows to size 6

Turn 70/500 (1200 BC) [27-Jul-2010 20:55:58]
Spaceball One begins: Archer (2 turns)
A Cottage was built near Spaceball One
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:
Spaceball One finishes: The Oracle
A Hamlet was built near Spaceball Two

Turn 71/500 (1160 BC) [27-Jul-2010 20:57:13]
Tech acquired (trade, lightbulb, hut, espionage): Code of Laws
Islam founded in Spaceball Two
Islam has spread: Spaceball Two
80% Research: 0 per turn
0% Espionage: 0 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:

Other Player Actions:
State Religion Change: Dark Helmet (Zululand) from 'no State Religion' to 'Islam'

Turn 72/500 (1120 BC) [27-Jul-2010 20:58:39]
Diplomacy: Wang Kon (Korea) offers to trade Open Borders to Dark Helmet (Zululand) for Open Borders
Diplomacy: Dark Helmet (Zululand) rejects trade of Open Borders to Wang Kon (Korea) for Open Borders
Islam has spread: Spaceball One
Spaceball One begins: Archer (2 turns)
Spaceball One begins: Settler (6 turns)
Spaceball Two begins: Library (18 turns)
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: 0 per turn, 101 in the bank

After End Turn:
The whip was applied in Spaceball Two
Tech research finished: Fishing
Spaceball Two's borders expand
Spaceball Two finishes: Settler

Turn 73/500 (1080 BC) [27-Jul-2010 21:00:21]
Research begun: Masonry (4 Turns)
Spaceball One begins: Library (6 turns)
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: -1 per turn, 101 in the bank

After End Turn:
The whip was applied in Spaceball One
Spaceball One finishes: Settler

Turn 74/500 (1040 BC) [27-Jul-2010 21:01:35]
A Cottage was built near Spaceball One
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: -2 per turn, 100 in the bank

Turn 75/500 (1000 BC) [27-Jul-2010 21:03:04]
80% Research: 19 per turn
0% Espionage: 4 per turn
20% Gold: -2 per turn, 98 in the bank

After End Turn:
Whip anger has decreased in Spaceball Two
Spaceball One grows to size 4
Spaceball Two grows to size 3

Other Player Actions:
Attitude Change: Wang Kon (Korea) towards Dark Helmet (Zululand), from 'Cautious' to 'Annoyed'

Turn 76/500 (975 BC) [27-Jul-2010 21:04:03]
80% Research: 22 per turn
0% Espionage: 4 per turn
20% Gold: -1 per turn, 96 in the bank

After End Turn:
Tech research finished: Masonry

Turn 77/500 (950 BC) [27-Jul-2010 21:04:50]
Research begun: Iron Working (11 Turns)
Spaceball Four founded
Spaceball Four begins: Monument (15 turns)
80% Research: 23 per turn
0% Espionage: 4 per turn
20% Gold: -4 per turn, 95 in the bank

Turn 78/500 (925 BC) [27-Jul-2010 21:07:54]
80% Research: 24 per turn
0% Espionage: 4 per turn
20% Gold: -3 per turn, 91 in the bank

After End Turn:
Spaceball One grows to size 5
Spaceball Two grows to size 4
Spaceball Three grows to size 2

Turn 79/500 (900 BC) [27-Jul-2010 21:08:31]
A Cottage was built near Spaceball Two
Spaceball Five founded
Spaceball Five begins: Monument (15 turns)
Spaceball Two begins: Archer (5 turns)
80% Research: 27 per turn
0% Espionage: 4 per turn
20% Gold: -11 per turn, 88 in the bank

After End Turn:
Spaceball Three's borders expand


Save is attached!

Roster
======
Trynthlas
Asaf
Mighty Dwarf
cripp7
 

Attachments

A lot has happened I see...
Unfortunately, I'm a little sick myself, so I suggest you skip me until further notice. I will try to look at the progress and comment.
 
I guess its round to me again then

Good job on blocking in Wang, although we may have to be wary of a DOW from him.

Big question is do we want to chase Pyramids?? We could probably get it done in 10 or so turns once stone hooked so in 18 ish turns. Whilst this is always good not sure it is going to make as big a difference in our game. We have a lot of calendar resources so post calendar happiness should not be a problem. We have not much opportunity for large amount of specialists also but any help is good.
On the plus side as we are low on cash supplies the +3 specialist beakers could be useful. Also Police State could be useful in any future war!!

Personally I'm slightly in favour of going for it but if opinion is other way I'm easy.

Other than that I think we need to pop borders in south so finish monuments there. In SP1 I would go Lib, Temple then Pyramids. Temple would give priest to speed up shrine GP and give 1H and 1G which is always helpful. Other than that we need some more military for garrison and fogbusting, we need to be wary of barbs from northern wastelands. We also need more workers, 3 for 5 cities is not enough. Techwise I would go Sailing or Maths after IW (on towards Calendar).
 
Agree with most of your thoughts, Dwaarf. I think the Pyramids would be good but more important is workers + military units so I would prioritize those unless you really think we can fit the wonder in there.
 
Agree with most of your thoughts, Dwaarf. I think the Pyramids would be good but more important is workers + military units so I would prioritize those unless you really think we can fit the wonder in there.

Thinking on even if we miss out halfway through with the stone bonus we are going to get 2 gold for every hammer which will be about 40 gold per turn invested which will help. I'll fit it in after temple which should be just after stone is hooked.
 
Played another twenty,

Early plan went fine,

SP1 Lib=>Temple=>Mids

SP4+5 whipped monuments, then completed granaries.

SP3 hooked up stone.

Then the barbs came from the north....3 archers converged on SP1 and one sneaked up on SP3. Luckily had enough warning to whip a couple of axes and an archer to cover the cities. However they got to SP1's wheat and the stone. We also got a slave revolt in capital so lost more pop there. :mad:

All in all this delayed mids somewhat, we have about 60% completed it, the archers around SP1 are gone, wheat is re farmed. A couple of axes are on way to SP3 to take out archer there with a couple of workeres to re hook the stone.

I hired a priest in SP1 when possible but with loss of pop and wheat have had to leave this. We should let SP1 grow and try to finish mids, when possible re hire priest to ensure first GP is a priest for shrine. If we get mids then we can go rep and grow.

I finished IW and Sailing, and nearly completed maths, after that I suggest Calendar to hook up all the plantation resources. After that I think we need to head to Optics as the civs we have met so far will offer little help in trade.

View attachment Dark Helmet BC-0375.CivBeyondSwordSave
 
From the lack of cripp and Asaf, I'm guessing they're both still under the weather. Got it and will play + post in the next 24 hours. Probably a shorter set unless things are just lined up perfectly for me.
 
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