SGOTM 15 - Plastic Ducks

AlanH

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Welcome to your BtS SGOTM 15 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the
Maintenance Thread
for this game, where teams and staff may post non-spoiler information of general interest.

You can find the Game Details in the first post of the Maintenance Thread. If any changes occur in the game settings or rules, I shall post them in that thread, and edit that post.

Please wait until your team leader/administrator/scribe has reserved a couple of top posts in this thread for game admin information. Then post here to let your team know you have arrived.

Good luck, and have fun. Remember, it's just a GAME! :mischief:
 
Plastic Ducks' SGOTM 15 Summary

Posts 1-99
Spoiler :
Posts #1-67
Speculation and opening discussion.

Post #68
Warrior move.

Posts 69-82
Settling discussion.

Post 83
Settler move.

Posts 84-97
Agree to settle Marble. Potential loss of Seafood offset by Engineering bulb line.

Post 98
First 11 turns of scouting.

Posts 99-104
Some discussion on warrior movement.


Posts 100-199
Spoiler :
Post 105
Up to turn 18, meet Hammuragawa and find the future HE site.

Posts 106-112
Discussion on location of city #2.

Post 113
Recapitulation of turnset and continued to completion of first settler.

Posts 114-154
Various discussion on general path and specifics for next set.

Post 155
Mid-turn report at turn 37.

Posts 156-165
Discussion of third city location: long term vs short term. Trying to figure out what sneaky move OSS did (the enigma which would only be solved later).

Post 166
Recapitulation of turnset up to turn 42.

Posts 166-220
Extensive discussions on next set and various possibilities for later in the game.


Posts 200-299
Spoiler :
Post 221
Turn 44 question.

Post 222
Post 221 answer.

Post 223
Turn 45 question.

Posts 224-225
Post 223 answer (same).

Post 226
Recapitulation and turnset report, up until turn completion of Bronze Working.

Posts 227-259
Discussion for 4th city, Oracle planning.

Post 260
A great victory over a Barbarian Archer! :goodjob:

Posts 261-273
Some micro discussions.

Post 274
Turnset report and very nice overview of turn 55.

Posts 275-302
Discussion for completion of Oracle. Arguments for and against building AP.


Posts 300-399
Spoiler :
Post 303
Turnset report. We discover Tokugawa has been in war-mode since at least turn 51 (turn 48 in reality) :eek: BUFFY did not show up the red fist of war!

Posts 304-312
Discussions on how to deal with the new found threat and 5th city location.

Post 313
Turnset report, Oracle>Aesthetics.

Posts 314-343
Bebekija uncovers the mystery of OSS founding Hinduism 1 turn early! (It can be argued that the benefit comes at a price however).
We come to the conclusion of Literature next over Mathematics. The limiting factor towards Engineering appears to be research power.


Post 344
Turnset report, Toku DoWs and we clear his first stack free of charge!

Posts 345-361
Next tech choice: Alphabet to get spies going.

Post 362
Turnset report, more Toku units want to die. We do lose 1 Axe but gain a Great General.

Posts 363-385
Discussions on next techs and how to best use the Great General.

Post 386
Turnset report, until completion of Engineering. The GG-Woodsman III Axe is used to steal workers from Tokugawa. Using the combined deductions from religion and stationary, we steal IW and Mathematics at minimal costs. The Heroic Epic is completed. Overall, a very intense set from Duckweed!

Posts 387-398
A small interlude, courtesy of soundjata.

Post 399
Turnset report, capture of first Japanese city.


Posts 400-499
Spoiler :
Posts 400-425
General discussion and set preparation.

Post 426
Small turnset report. Kyoto defensive force.

Posts 427-439
Again, general discussion.

Post 440
We find the first island location to be settled.

Posts 441-443
Decide on island city.

Post 444
Turnset report, we managed to lure out Tokugawa's forces towards Osaka.

Posts 445-465
Micro discussions.

Post 466
One more turn ... syndrome?

Posts 467-487
General discussions.

Post 488
soundjata kills a bunch of units in the open.

Posts 489-494
Posts 490-492 for some humorous yet serious discussion :)

Post 495
Turn report, making friends with the enemy.

Posts 496-499
Discussion on Kyoto capture.


Posts 500-599
Spoiler :

Post 500
Turn report, capture of Kyoto.

Posts 501-521
General discussion about the game, friends intended.

Post 522
Turn report, an inconvenient spear.

Posts 523-538
Another interlude by soundjata!

Post 539
Turn report. The RNG kills our spy in Tokyo, menacing to delay our movement north.

Posts 540-551
Alternate history now due to loss of spy.

Post 552
Set report. We meet Genghigawa which tells us he is reachable by land!

Posts 553-567
We deduce that Genghis knows more AIs. I make silly comments.

Post 568
Turn report. We get a scare that Shakagawa might not be easily accessible!

Posts 569-572
Micro suggestions.

Post 573
Turn report. Tokugawa eliminated.

Posts 574-581
We find the English. Duckweed is proven right to keep Satsuma as a mountain range is spotted all along the map in the fog. I manage to make my first contribution to the game: move a Crossbow by accident :lol: (the mistake uploaded)

Post 582
Turn report. A path to Shaka is found.

Posts 583-585
Some micro discussion.

Post 586
Turn report. Hatsegawa becomes our friend (temporarily) while we lose out on the second island city.

Posts 587-595
We manage to get Hatty to DoW Genghigawa which will allow us to OB with him (her?).

Post 596
Turn report. The Apolistic Palace is built and we meet the remaining cast, voting for the AI team. War everywhere!

Posts 597-601
We correctly deduce that the AP is on our continent and that Astronomy is not required for our victory choice.


Posts 600-699
Spoiler :

Post 602
Turn report. The AI team is brought to Pleased with careful wine pots.

Posts 603-619
Some analysis on AI-to-AI relations to figure out who knew who. We start to make the final broad plans to win an AP election.

Post 620
Turnset report. We popped Gems in Delhi only to find that AI will switch back to their majority religion. It is now 300AD and we are ready to war the Mongols.

Posts 621-630
A pass through the mountains is found, making a shorter trip to England.

Post 631
Turnset report. We get Currency (really late!) and start killing Genghigawa.

Posts 632-645
Mostly turnset discussion. We agree to build the English canal city.

Post 646
Turnset report. More war on Mongolia.

Posts 647-675
We choose the 'safe/slower road' and decide to terminate Genghigawa rather than head straight for Elizagawa. The culture bug is briefly mentioned if you are not familiar with it. (post 672-674)

Post 676
Turnset report. Chicken Pizza is mentioned...

Posts 677-690
General discussion on diplomacy and further warring.

Post 691
Turnset report. We finally get the Hindu Shrine (not going to try to spell that, sorry!).http://forums.civfanatics.com/showpost.php?p=11433139&postcount=691

Posts 692-715
soundjata proposes turn 182 as the victory date for the first time.


Posts 700-799
Spoiler :

Post 716
Turnset report. After showing the light to Hatty again, we close in on Genghigawa's throat.

Posts 717-719
General comments. Trying to figure out hidden modifiers.

Post 720
Turn report.

Posts 721-732
Discussions on the set.

Post 733
Turn report.

Posts 734-747
General discussion.

Post 748
Turnset report. We're done with Mongolia which will be cleaned up by Hatty. Hinduism is being spread to the world slowly but steadily... missionaries are gifted to accelerate production.

Posts 749-773
Long-term plan (post 751). Some logistics to get things in place.

Post 774
Turn report.

Posts 775-784
Working out some details.

Post 785
Turn report.

Post 786-789
View of English "SoD".

Post 790
Turn report.

Posts 791-797
Minor discussion.

Post 798
Turn report. Log in post 799.


Posts 800-899
Spoiler :

Posts 800-806
We kill the roaming English SoD.

Post 807
Turn report.

Posts 808-813
Minor discussion.

Post 814
Turnset report.

Posts 815-821
Some comments that were posted too late.

Post 822
Turn report. We continue to use spy missions to get things going our way.

Posts 823-832
Discussing some war logistics. Using Hatty to do our nasty job for us.

Post 833
War progress against the English.

Posts 834-839
Minor discussion.

Post 840
Capture of Hastings. The screen is turned because I wasn't able to click the city bar otherwise!

Posts 841-849
Again minor discussion, mostly on the last legs by now...

Post 850
Turnset report.

Posts 851-859
The final interlude of soundjata!

Post 860
Turnset report. London is captured.

Posts 861-867
Deciding the war path in Persia.

Post 868
Turn report. I'm still arguing for the :banana:

Posts 869-875
The last stretch.

Post 876
The final turnset.

You can read the rest but there isn't much more game-related.


Others.
 
All right, I'll shoot first !


First of all, welcome to our new members, dima42, LordParkin and soundjata ! :wavey:

~~~~

Now, random thoughts about the game :

I/ We are going to save a lot of time discussing the choice of first tech....:mischief:

II/ AP victory is in.
The special condition on Hindu is here to prevent AP cheese, but still, in a normal game, a "genuine" AP victory would mean:
Found Hindu --> Bulb Theology (Oracle + PHI = early GPro) --> Focus on production for AP, Missionaries, (settlers for gift cities ?) --> Grow your cities + suck up to your neighbours --> Win.

This would make for a very dull SGOTM. So one has to wonder what the mapmaker has imagined to prevent this.

So I took a look at the settings of the game :
- 8 AIs :
that's 2 more than the regular setting, but without any knowledge of the map, it doesn't tell us much. SGOTM 14 had 8 AIs as well but it was far from being crowded (quite the opposite actually)
- No city razing + City flip after conquest :
definitely something to keep in mind IF we go to war, but war may not be mandatory here (again, depends on the map, do we have room to expand or not?)
- Aggressive AIs :
I don't have much experience with this, but iIrc it makes all AIs more inclined to go to war with anyone, not the player specifically. So while we would have to be extra careful with our diplo, it could make it easier to put them up against each other, which is good for a diplomatic victory
- No tech brokering :
this means that any tech acquired through a trade can *not* be traded back to other AIs. Very important if we want to climb the tech tree cause we would have to focus on researching "monopoly techs". In the context of an AP win, this is less important but it will make it a bit harder to get good diplo modifiers with our neighbours. Nothing dramatic though.
- No Vassal States :
very important if one's going for a "Diplomation" victory, but I guess we'll agree that an early AP victory is quite different, so this setting won't make any difference.
- No Goody Huts, No Events, Unrestricted Leaders :
Irrelevant.

Conclusion : I can't see anything here that would drastically modify the strategy for an early AP win.
However I'm convinced that the mapmaker wouldn't want that, so my guess is we're isolated.


III/ Settling :
NB : all the following is obviously based on what little we can see from the SS.
- There is a river running next to the stone, so it might be worth taking a look up there.
- I don't like wasting this FP by settling on it.
- I don't like losing those two PH with ressources either. While in general, having stone or marble in your BFC is not such a big deal, here once improved these tiles will be great : 5H from the stone and 4H3C from the marble (which might very well be our biggest source of commerce early on)
- There's been a discussion in the Phoenix's thread about whether to settle on the corn or not. While it seems obvious that this was a joke discussion, there's been a lot of foolishness these days on these forums (especially in S&T), so I just wanted to make sure that we're not seriously considering that. We will need the corn to feed these two hammer tiles anyway.
- So in the end, I'm considering moving 1E, if the warrior can see something good enough in the east to compensate for the loss of two GHs.

~~~~

That's all, for now....;)
 
Hey guys,

I noticed that you guys are 6 while most teams are 7 or 9. Would you mind if I join you?

I am a 31 year old software developer, emperor-level player and I seem to do better under constraints like the hof-type maps than random/random/anything-type maps. I don't know if I feel comfortable actually playing a set, but if anything I could provide some code-diving recon and/or be the watson to your sherlock.

Kind regards,
Huibert-Jan
 
I'd be glad to have you on board, but the signing-up process is now over, so you'd have to see with AlanH.
It may be too late now for you to be able to play a set, but maybe you can register as an "official lurker" or something, kind of like Compromise during SGOTM 13.
But keep in mind that in this case, you'd have to follow the rules just like any other member.
 
I've added HuibertJan as a player on your team.
 
Hi all, Soundjata reporting in from Malaysia where I am taking a 2 weeks holiday with my wife and my daughter :o
Will be available for discussion/play around the time that is now (evening east -Asia time)
I'm a Frenchman btw. Hello Bebe ^_^

Settling on the stone could be a good alternative to SIP for a couple of reasons:
1. Improved production early in the game
2. Quicker access to stone once masonry is in. (11 worker turns quicker if I am counting right). Do we want an early stone wonder?

Drawbacks I can see:
- We loose 1 turn (Get Hindu asap! <gasp>)
- We loose 5 riverside tiles, 3 hills and the marble in the BFC. We loose Fresh water on the capitol.
- We don't know what we gain and the warrior can't give much information on that except if warrior goes NE.

A remark relative to the "revealed tiles": We probably have an AI starting less than 10 tiles away to the north east.

Cheers!
 
Stone is next to a river so we wouldn't lose the fresh water bonus.


The extra production + gained worker turns for the stone is interesting indeed, but like you said, losing one turn may lose us the game, so I'm going to be very reluctant to settle on T1 (or later).
If one of the religious nuts is in the game, Hinduism can go as early as T7 on emperor.
I have not tested it, but I don't think we can research it in 6 turns with only a 1C river tile to work.

NB : see neilmeister's warning in the maintenance thread, looks like fog-gazing is pointless before we get the actual save.
 
Making guesses on what was done to make this interesting is not useful atm, it could simply be the AP is pre-built in a barb city or even an AI city, meaning we'd have ->0 chance of winning via AP but would need to make sure AI are not in a good position.

The "logical" move is settle 1E to grab the fp, however I'd send the warrior west to see what we'd miss here, there's obviously some caveat for moving east.

Re: Hinduism
Even if there are no religious nuts, we are forced to go with Poly first. Ag>Poly leaves enough time for Emperor AI to go Myst>Poly before us.

I really really really doubt Neil would make it so it's a coin toss whether you lose Hinduism or not. Having half the teams lose after a week of a 4-months long game is pointless, so I'll go on a whim and say no AI starts with Myst.

Therefore one of the only useful things right now is to figure out whether growing to 2/3 on Polytheism is better than worker first.

Wonders: given the religious techs we will have, Oracle is a given (also with Marble).
Pyramids also likely with stone.

We are forest-starved, but early Math bulb can still be good here. (into Currency..?)

~~~

Welcome to the team soundjata and HuibertJan!
 
When you explore the previous 2 SGOTM I think Duckweed got it right when he said that Plastic Ducks won by overall superior strategy. Keypoints were rushing for Moscow with the great lighthouse prebuilt on a watery map in #13 and starting the war very early in #14.

By that reasoning we should explore what overall strategy we will execute and/or what is required to determine and implement said strategy.



From my experience reading the HOF-forum Neilmeister is only rivalled by Sun Tzu Wu when going for an AP win. This doesn't mean that an AP win is impossible, just that if anyone knows how to derail it, it's Neilmeister.
 
Just ran a short test for Worker first vs. growing.

Techs went Poly->Agri->BW->TW (this last one because no prerequisite => easier to compare beakers)

1. Worker first :
- Poly @T12
- Agri @T21
- Worker@T15 : mine GLH (for lack of better things to do) -> farm Corn -> farm FP -> prechops.
Overall 2 worker turns lost (1 from moving on the GLH, 1 because Agri comes 1 turn too late and nothing else to do in between)
- Builds : Worker -> Warrior x3 (synchro with growing to P3) -> Settler started @P3 comes out @T39


2. Grow first
-Poly @T12
-Agri @T20
- Worker @T20 : farm Corn -> farm FP -> mine GLH -> prechops.
No worker turns lost, but since the worker comes out later, this option is actually 3 worker turns late.
- Builds : Warrior -> Worker @T8 to synchronize with Agri -> finish Warrior -> Warrior x2 -> Settler started @P3 +1turn (waited to finish the 3rd warrior) comes out @T39

Compared to option 1 : +6F/+1H/+12C

The commerce increase is dued to growing sooner, hence working more riverside tiles.
The F/H advantage has to be considered lightly, because depending on the surroundings, the 3 more worker turns of option 1 could mean an earlier 4th improvement, so Option 1 would catch up quickly.
 
In case someone else is as noob as I am concerning AP: http://www.civfanatics.com/civ4/strategy/apostolicpalace.php

I don't understand why above some posts assume the game master allowed diplomatic victory but would try to prevent an AP win at the same time :confused: Seems a little bit over-sadistic to me.

With many civs on the map and the necessity to convert every one of them to Hindu sure it'll be challenging (open border with Toku etc...) But I would guess this game could actually be an AP race.
 
You don't need them to convert to Hindu, you only need to spread the religion to *one* of their cities (auto-spreading counts).

The problem with AP is that you don't need to actually run the religion yourself to win, you just need to own the AP. This can be easily exploited to win very early, and that's what is usually called "AP cheese".
Here the condition on Hindu will prevent this, but still AP victories are usually much earlier and easier than other conditions, hence "forcing" every competing team into a single VC.

So that's why we're assuming that neilmeister had something else in mind when allowing it.

But of course that's just what it is, an assumption.;)
 
Hum...not a lot of activity here...:scan:

Are Lord Parkin and Duckweed even aware that the threads are open?:confused:

Anyway, I went back to my tests, following the same approach than before, but this time growing to P3 first.
I wasn't expecting anything from it, and it is definitely no good. Small advantage in commerce, but production and improvements are centuries behind.
Unless we find that generating 12bpt instead of 11 bpt for a few turns is crucial, working unimproved tiles is too big of a penalty.
 
We are forest-starved, but early Math bulb can still be good here. (into Currency..?)

I just catched that.

Just to be sure, you mean bulbing Maths in order to chop the Oracle into Currency?
With Gandhi and if we're aiming for the Mids (seems obvious indeed ), doesn't CoL make more sense once again? And then maybe using the forests for the Mids rather than the Oracle?
 
Sorry for the late checking in. I have been out of town for a while, should have time this weekend.

First, welcome to our new team members, I hope you are comfortable with our playing style and enjoy the discussions and the game.:)

Back to the game, some thoughts about the grand strategy and opening, but not that clear as last game.

Victory type


From the title implies, the map maker seems to want a game for AP competition, which has never been done in SGOTM history. I am not very familiar with AP, not like domination/conquest, which I know most of the tricks with eyes closed.;) I only did it once in BOTM35 (475AD), but the date was quite good from my view. The AP victory is easy to achieve, but NOT so easy to beat the date of military victory, especially with some restrains that the map maker will put in. We should have a better idea when we see the official save. We can always adjust the strategy when we proceed and see more information.

Critical techs

Let's assume that we will aim for AP. Theology for AP, which can be bulbed with a GPriest. However. this requires the Mediation, which also opens the Philosophy bulb. I'm not very sure about the bulb path for now. I guess there are at least some AIs need caravels to access, hence Optics is the final tech we want. Moreover, from the game description, Viking is probably already set to be in war with us and we are probably surrounded by warmongers, so certain military tech is probably needed.

Wonders

How to build Oracle in the fastest and safe way is always the hot issue in the opening. I don't see other wonders in demand for AP victory, except the AP, of course, which is rather tricky. The best time to complete it is 10 turns before you are ready for victory, but it largely depends on how to prevent AIs from building it. One necessary way is of course to learn Theology 1st, another way is war with someone with Theology, which is hard to control.

Opening

One thing that needs to be discussed now is the warrior move. Another thing is the capital site and the 1st few builds from capital. In order for Gandhi to beat emperor AIs to Hindu for sure, AIs have to start without Mys or like Izzy who will go for Buddhism (not very sure). Hence it does not matter to delay the founding the capital for a few turns. The PH stone and marble are sites of dream, which cannot be ignored. Since we have to go Hindu before Agri, so growing on 3F tile is not that appealing. I am thinking about 2 options of worker->settler and settler->worker. Settling on another 3H site as early as possible is a great gain in early stage. We can then compare the yield from 2 cities until ~T40.

@Bebekija

Could you upload the test save so that others can also run some tests for comparison on the same game?
 
Hi guys,

Sorry, had no idea this thread had been started. Anyway, to business.

Given the requirement to get Hinduism first on Emperor level, I highly suspect none of the AI civs will start with Mysticism. That's the way I'd design such a scenario, anyway. Thus, I expect it will be no big deal to move our Settler and settle on the second turn. If it turns out that this is not the case, then it's a bit of a silly (and cruel!) design to taunt the player with exceptional goodies for settling on turn two and then have them lose. ;)

So that said, I definitely think we should move to either settle on the Stone or on the Marble. A 3-hammer capital tile is absolutely worth the turn it takes to move, and then some. The only question is which resource to settle on. Both of them would have fresh water - I can't see the river beside the Stone but there must be one because it's a 3h/1c yield. Both Stone and Marble sites would also claim the wet Corn and flood plain tile, which is neat. (Well, I guess that's not super-exciting, but I've been used to playing much crappier starts recently.)

I think our decision shouldn't change regardless of what our starting Warrior might reveal to the east (or west). I have to assume that the mapmaker planned on people potentially settling the capital at the Stone or Marble locations, so there shouldn't be any significant difference in the fogged territory we can't see. What I mean is that even if - for instance - there's a food resource 2E (or 2W) which would be lost by moving to the Stone or Marble, there's probably something else that we'd get e.g. 4N (or 4S) instead. Perhaps I'm projecting too much of my own expectations here, but that's the way I'd go about designing such a start anyway.

So in my opinion, it's settle on Stone vs settle on Marble. Both would be good - it probably depends on our early game priorities. I confess I'm a bit of a fan of Stonehenge, in which case settling on the Stone might be good... but then again, teching Masonry after the required Polytheism and Agriculture will take some time. Settling on the Marble would also be fine for an early Oracle... although we could probably claim the Marble with a second city before we needed to build it (if we settled on the Stone).

I guess both options are good. I'd probably lean towards settling on the Stone in my own games (especially since we have a Mysticism/Mining start... best possible combo for early Masonry and fastest Stonehenge), but I suspect others may prefer the idea of the Marble. Regardless, are we all convinced that settling on the flatland is the inferior choice vs the Stone or Marble sites? :)
 
Hum...not a lot of activity here...:scan:

Are Lord Parkin and Duckweed even aware that the threads are open?:confused:

Anyway, I went back to my tests, following the same approach than before, but this time growing to P3 first.
I wasn't expecting anything from it, and it is definitely no good. Small advantage in commerce, but production and improvements are centuries behind.
Unless we find that generating 12bpt instead of 11 bpt for a few turns is crucial, working unimproved tiles is too big of a penalty.

Like I said, I'm not going to get that involved this time around. Life goes on...

Growth first is good for nothing unfortunately, we'd need a super growth-tile I'm afraid. (sorry)

I just catched that.

Just to be sure, you mean bulbing Maths in order to chop the Oracle into Currency?
With Gandhi and if we're aiming for the Mids (seems obvious indeed ), doesn't CoL make more sense once again? And then maybe using the forests for the Mids rather than the Oracle?

Seeing as the early Math bulb got us so far ahead in terms of expansion last game, it'd only make sense to consider it again in this one. We will probably not require much teching (that bulbing can't afford us) and food/hammers will decide how fast we can spam missionaries.

The forest-starved comment was, in fact, referring to the building of the library itself. We chopped 3 forests last time, we'd be left barren here with that same approach. Currency is a suggestion if it turns out that AP is pre-built. CoL is another good suggestion if we plan short-term (mainly GPP, representation would be very late here, no forests!)

~~~

Warrior move: like I said, I'd go 1W, as the idea of keeping stone+marble+fp in the BFC warrants settler 1E. But then again, we can re-evaluate after the map is released.

Settling: I slightly prefer Marble over stone with the information we currently see.
From my experience with zealots, it can happen (but very rare) that they will not go for their usual religion, so it's not a bad assumption to say that no one starts with Mysticism.

Builds: settler first can work if we decide on stone+marble settling. Needs testing of course like Duckweed said.
 
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