Far from me to say we did all we could, rather I just said it's hard to look in the past and say who would have done what and what should have been done.
As for myself, this was my first xOTM experience so I really don't have a clue about the past
Nonetheless, I always try to ameliorate what I do, and it doesn't change here. That's why I'm reading other threads now and will try reading previous SGOTMs afterwards. Most of your posts have been really good to read for instance.
For this SG though, I'm not gonna call shots on what were the best moves. The only thing certain is grabbing key techs/wonders earlier is better!
If any other team could have participated and played better, it would be regrettable to not be able to see their performance. Personally, I think this game has much more specific constrains and conditions than the previous ones. Even the most experienced team may have failed in some decisions and not performed in the optimum way, given the uncertainty.
For sure our team has something to improve, at least I could list: 1) we ignored the power of GM, which makes 50%~80% more beakers than a GS; 2) GA too late; 3) Beakers on Nationalism and hammers on Taj may have been a waste. etc.
Despite the blunders we might had made, our team shows extraordinary performance in this game in terms of beakers, hammers and strategic decisions.
We were a young team. Iirc, all the members except Duck hadn't seriously played a SG before this one. We have good reason to be proud of this accomplishment, though we have something to improve for sure.
Responding to both of you...
You guys did great, especially for the first time in an SG. Period. Please don't think I'm trying to take anything away from your performance.
In SG4, winning by losing a space race to Gandhi, I was extremely frustrated by all sorts of possibilities that we didn't think of until it was too late. So one of my goals became to prevent such frustrations by thinking way out of the box early on and discussing all sorts of possibilities. Another meta-strategy was to continually re-think our strategy throughout the game. Klarius was especially good to learn from because he seemed to always start anew with each new turn, although he never said that.
In SG10, I think we came about as close to "perfect" as I can. By perfect, I mean that I'm willing to bet that anyone could study the map and play as many times as they want, with no re-loads of course, and their result would never be more than 3-4t better than what we got. That's pretty good, it that's true. I think the same is true for CFR in SG2 and maybe some other SGs as well. There is power in playing in a good team.
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Sometimes, we CIVers just don't think of all the possibilities. Sometimes, we don't even know of all the possibilities. A new scenario, like this one, can teach us stuff no one ever thought of or tried out before. That may be part of what happened here. Here's my latest thinking:
1. We were given 2 DoWs. That's a big difference between being given none at all. None at all is hard. 2 DoWs is a bit luxurious if you think about it.
2. I think I was and all of us were silly, yes, silly, to even worry about saving the DoWs. DanF and Thralia have taken all the mystery out of AI DoWs. It's really not hard at all to get them to DoW you, if needed and if it's aligns with your tech path. Think about it. I actually calculated very early in our game exactly what it would take to get Izzy to DoW us or prevent it. Izzy loves to dogpile. DoWing Zara almost guarantees that Izzy will DoW us. Okay, that means we've got negmods with Zara, but not with Izzy and 1 DoW for free.
Getting Mehmed, Sal, and/or Toku to DoW us, if wanted, would also be brainlessly easy, because we just need to plant a city that will have eight land tiles in common with the targeted AI. But this would be true for almost any AI and we knew very early who our enemies were. (Except for Sal in OSS's case.
) Furthermore, we knew from our earliest sea exploration that there were good sites to settle near all those AIs.
But we still have 1 DoW in our back pocket, if needed. No, fearing to DoW Zara from the get-go was just a primitive understanding of that game condition.
3. MW learned in SG10 that small civs running Pacifism with a bunch of units will rapidly and idiotically DoW. That was another tool to easily get Zara, Sal, or Izzy to DoW us, if we needed it.
4. If you still aren't sure about using the DoWs, then the VCs end all doubt. Our home landmass was enough to easily show that the mapmaker had conscientiously designed it to enable both Diplo and CUltural VCs. But warmongering and Astro are not on the cultural VC, so clearly neither are needed to attain the victory. OSS also knew this from early on, if you read our thread.
BUt all this is not to bemoan what we didn't do but should have. No. This is just to understand what tools we have for the next SG, so that we can strive for perfection again. At least those of us who ENJOY striving for perfection. I'm afraid that's a rare breed.