General Team Info

General_W

Councilor & Merlot Noble
Joined
Aug 8, 2005
Messages
8,198
Location
Washington State (GMT -8)

Welcome to Team SANCTA!



This thread is here to help you get quickly oriented to our team.

Here's what you need to do:
  1. Swing by the Team Lounge and introduce yourself!
  2. Find out what's been happening so far by reading our Turn Update thread (updates from our turnplayer - please don't post in this thread!)
  3. Read about how our team works in post #2 of this thread (below)
  4. Read all the technical details of accessing the PitBoss server and our team e-mail in post #3 and #4 below.
  5. Dive in and have fun!



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TaoSAN
~ Way of the Super Awesome Ninja ~

TaoSAN I – the Art of Authority
1) This constitution shall govern the running and operations of Team SANCTA. Any MTDG game rules that are established, or any rulings from the game administrators will override anything written here.

2) Our team shall be known as "Team SANCTA" – or, in long form – "The Super Awesome Ninjas – Cult of the Triple Alliance."


TaoSAN II – The Art of Governance
1) Citizens
A citizen is any person who has joined Team SANCTA and has not withdrawn from the game. If someone from an eliminated team wishes to join our team, they will be accepted as a new citizen unless the majority of all (non-refugee) citizens vote to reject a specific refugee. Once a citizen, you have all the rights and privileges that citizenship grants.

Specifically, Citizens have the right to vote in all polls and elections, read anything in our forums, post their thoughts and opinions, and have the right to run for any office they’d like.

2) Leadership & Decision Making
Team SANCTA will be led by a "Shogun" who alone has the power to implement the will of the people in the game. The Shogun will be elected by a majority of currently active citizens (ie, citizens that voted in the election). The Shogun will be aided in understanding and implementing the will of the people by the Council of Three Daimyo. The Daimyo will have no direct authority – but will rather serve as information gathers, organizers, and will hold the responsibility of reporting the "will of the team" to the Shogun. In the event the team is divided on a course of action, the Daimyo responsible for that area shall have the final say.

3) The Shogun
- The Shogun shall be the head of the government and will play the save – however, the Shogun is obligated to follow the will of Team SANCTA to the best of his ability. In the event that no clear orders exist, or if there is confusion, or general lack of clear team will - the Shogun will have the final call and make the final decision.
- In the event of a planned absence, the Shogun may appoint any citizen he'd like to fill in for him while he is away.
- If the Shogun is unexpectedly absent, and there is less than 6 hours remaining on our team turn timer, then any of the Council of Three Daimyo are empowered to play the save as temporary Shogun. If less than 2 hours remain on the team turn-timer without word from the Shogun or any of the Daimyo, any citizen should take the mantel of temporary Shogun and play the save.
-The Shogun is obligated to post turn updates based on each save he plays to report to the team on what happened. These updates should be thorough to the best of the Shogun's ability. Screenshots are highly encouraged.

4) The Council of Three Daimyo
- The Council of Three Daimyo shall be made up of a Daimyo of Domestics, Daimyo of State, and the Daimyo of War. Their specific areas of responsibility are outlined below:
  • Daimyo of Domestics: Shall be responsible for managing and maintaining the Team SANCTA Domestics Thread. This thread will be for the solicitation of the "will of the team" on all matters regarding city builds and citizen assignments, economy slider settings, civic settings, religion, new settlements, workers, and wonders.
    The Daimyo of Domestics shall be responsible to post regular orders for the Shogun to follow in the "Turn Orders" thread.
  • Daimyo of State: Shall be responsible for managing and maintaining the Team SANCTA Embassy & Nexus threads. These threads will be for the solicitation of the "will of the team" on all matters dealing with foreign relations, trades, alliances, correspondence, and declarations of war and peace.
    The Daimyo of State shall be responsible to post regular orders for the Shogun to follow in the "Turn Orders" thread.
  • Daimyo of War: Shall be responsible for managing and maintaining the Team SANCTA Military Command & Exploration threads. These threads will be for the solicitation of the "will of the team" on all matters dealing with unit movement (other than workers or settlers). The Daimyo of War shall also be responsible for gathering team opinion on any potential active espionage actions (passive actions – ie: sliders – are controlled by domestics)
    The Daimyo of War shall be responsible to post regular orders for the Shogun to follow in the "Turn Orders" thread.

5) Elections
- Elections for the office of Shogun & The Council of Three may be called by any citizen at any time. (But no election for any single office shall be held within 1 month of a previous election for that same position). Any citizen of Team SANCTA may be nominated, or nominate themselves, for the position, provided they own BtS and can access the PitBoss server. The official election poll shall be a public poll open for 5 days. Winner of the majority vote shall immediately become the new the new Shogun (or Daimyo) upon the close of the poll.
- The sitting Shogun or any Daimyo may call for snap elections for their own position at any time, regardless of when the last election for their post was held. These snap election polls only need to be open for 1 to 3 days at the discretion of the official calling for the election, but they will not count against the "1 month waiting period" for normal citizen called elections.


TaoSAN III – The Art of Organization
- All primary information and discussion of all Team SANCTA matters will be organized in the following 8 threads:
  • Played Turns: Only the currently elected Shogun should post in this thread. It will serve as a log of all played turns, and the Shogun is obligated to provide sufficient and timely updates on each turn played. Questions about anything in this thread should be posted in the "General Turn Discussion" thread.
  • General Turn Discussion: This thread is for asking questions about anything in the Turn Update thread posted by the Shogun – or for items too general, too broad, or too immediate to fit neatly into one of the other threads.
  • Die Schlapphüte: This thread will be for collecting screenshots of the demographics screen and for discussion of those findings. Once espionage has come into force, this thread may also be used for discussion and analysis of general espionage findings.
  • Embassy Threads: The Daimyo of State shall create a new Embassy thread for each opponent team that we encounter. The Embassy thread will then serve as the hub for discussion and decision making about all activities related to that opponent.
  • Nexus: The Daimyo of State shall create and maintain a Nexus thread for the collection of the most up-to-date general information about every opponent for ease of reference – particularly for citizens of Team SANCTA who cannot access the PitBoss server.
  • Exploration: The Daimyo of War shall create and maintain an Exploration thread once we have more than 1 or 2 units assigned to exploring. This thread will be for the solicitation of the will of the team on the activities of these units – as well as how/if to name them.
  • Military Command: The Daimyo of War shall create and maintain an this thread once we have more than 1 or 2 non-exploring units with an attack value. This thread will collect team opinion on defensive positioning, attack plans, general unit orders, and naming for any units desired. Decisions about active acts of espionage will also be decided in this thread.
  • Domestics: The Daimyo of Domestics shall create and maintain this thread for all key decision making on running our cities, economy, technology, etc. This thread will also house discussion and decision making on naming cities, workers, settlers, and any terrain features.
  • Turn Orders: This thread will be for posting by the Three Daimyo and the Shogun ONLY. It is a place for the explicit expression of the will of the team (as determined by the Daimyo) to make it easier for the Shogun to play the save.


TaoSAN IV. The Art of Change
This Way of the Super Awesome Ninja may be amended in 2 ways
A) Factual/typographical errors: Any citizen may point these out and have them corrected.
B) Substantive changes: If something significant needs to be changed, a unanimous vote by the Shogun and The Council of Three Daimyo, or a 2/3 vote by the citizens, and the constitution will be changed.​





 
Guide to accessing Team SANCTA on our Pitboss Server

I am sure you know that you first need to put the disc into the drive first to play the game. ;)

Remember that you need to be playing with version 3.17 of BTS.

Otherwise you cannot play or look at the file. To get the latest version just click on advanced and then click on check for updates, or go to the download section of this site.



Step #1
Go to the multiplayer area on the first page and click on it.


Step #2
Once you have clicked on it you will get the mutliplayer screen and there will be five options for you to choose from, choose DirectIP.



Step #3
A) Change your name to read: "Your CFC Name – [SANCTA]"
B) Then enter in this IP address: daveshack.dyndns.org:2057
C) Then click on the "connect" button



Step #4
A) Choose the leader "Cult of the Triple Alliance" (looks suspiciously like William Van Oranje of the Dutch)
B) Then click OK down near the bottom
C) Then the password box will open. Enter the password "warsawwasraw" and click ok.​






Once you have done that you will get a progress screen that shows the downloading of the game and then you will get to a set up a screen and then you will be in the game. :thumbsup:


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VERY IMPORTANT: Do NOT EVER move any units or change any unit builds!!
This is an activity ONLY for our team's elected turnplayer.
You could VERY BADLY mess things up for our team if you do anything other than look around.
DO NOT EVER click the end turn button! You may cost our team it's move! :ack:

-----------------------

Once you have looked around, you go to the exit button [not the end turn button!] and click on exit to main menu.

Don't ever "exit to desktop" when you're done.
Always use "exit to the main menu."

This could crash the server for everyone if you do it incorrectly.

 
How to Access our Team e-mail Account:



Go to Google Mail

And use these credentials:
Code:
user name: teamSANCTA@gmail.com
password: warsawwasraw [I](warsaw was raw)[/I]


 
City Naming Theme:


Our team has voted to name all our new cities after a general "Tea" theme.​

If you'd like to suggest a tea name, please visit the Domestic's thread.

Note: there is a 15 character limit on all city names.


Current list of ideas:

Inner Sanctum – Capital City. Founded 4000 BC
Copper Kettle - City #2 - Founded 2680 BC (t33)
Jade Dew City #3 - 2120 BC (t47)
Cloud & Fog - City #4 - founded 1200 BC (t71)
Emerald Tips
Dragonwell Lung
Imperial Silver
Peach Blossom
Heavenly Blue
Blue Peak
White Peony
Silver Needle
Drum Mountain
White Cloud
Jasmine Pearls – for a coastal city with clams
Litchee Pearls
Orchid Oolong
Ti Kuan Yin
Imperial Gold
Orange Blossom
MonkCelebration
Chatham Lookout
Little Buddha
Bird's Tongue
Green Snow Bud – for a city with mountains and lots of grassland
Black River
Camel's Breath
Imperial Pu-erh
Three Immortals – for Holy city
Hairy Crab
Snow Pear Oolong - for a tundra city
Source Mountain – for a mountain by a river
Golden Monkey
Sunburst
Chamomile Citrus
Thousand Days
Red Jasmine
Jade Pagoda – for any place with a lot variation in elevation.
Bleu Peacock
Monkey Picked
Jade Butterfly
Dragon Tears – for a mountain river city
Longing Heart
Monkey Paw
Emerald Mist
Wild Amber – for copper city
Black Pearl – for oil city
Rain Flower
Fur Peak – for mountains and fur
Iron Guan Yin – for iron city (goddess of mercifulness)
Water Fairy – for a peninsula city
Ice Tea - for an arctic city
 
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A Short game introduction and history, for feralminded and Dreylin. :) Hope you find it helpful, and I'm sorry it took a while to write; labs for the past two days and a formal meal have taken up a fair chunk of my time.


Sulla showed us the picture of our start and it was good; we could see a coastal fish, and a plains hill forest in the the first 8 tiles, with an irrigated plains wheat in the outer 12 tiles, with the settler standing on a plains hill, and to top it all off we started with agri and fishing. So a quick, 6 turn workboat followed by a worker got us the fastest start of any team. researching mining then BW allowed the worker to chop 2 forests, one into another worker and settler at size 2, and the new worker contributed another forest chop, so that we got our first settler out by turn 30, to settle the Copper Kettle site, with an irrigated wheat, copper, and most importantly 7 forests. While CK built our third warrior, the glorious Stuy who is now exploring to our west, the capital, Inner Sanctum produced 2 more workers, chop assisted, and a third settler, which built what may be our future capital site, Jade Dew, situated in the southern jungle with cows, 2 sugars, and 3 ivories. At size 2 Ck built a fifth worker. The tech path we followed after BW was completed may seem unwise, and it almost turned out to be a massive mistake; Wheel>Hunting>Pottery>AH, allowed us to speed the settling of Copper Kettle by getting 2 roads in place, and gave us the maximum ammount of multipliers to our research speed. As of yet we haven;t been able to realise the pasture on the cow due to our race to the Oracle. We got a little lucky, and by the time this time we got our first warrior, Barentz, to 5XP as a woodsman 2 scout, that so far has uncovered all of the FoW to our south and east of where CK is settled.

The Oracle came to the forefront of our discussions around the time we started AH, around t34. We knew that we had expanded faster than all of the other teams, the first team with a second and at least equal timing to a third city. We knew that we had gems and ivory, and that our first two cities, IS and CK were great production cities, capable of 26 hammers per turn at sizes 8 and 7 respectively with forges, and that we were not in need of any other techs in an urgent manner. So, we decided to go straight for Priesthood after AH, via meditation, and we managed to get the estimated turn of arrival down from turn 63 to turn 59, via various optimisations, but when Team Cavaleiros founded Buddhism immedatily after our turn 46, while we were still 6 turns from finishing meditation ourselves, we changed our aims from growth and getting the Oracle in CK with a few chops to all out getting the Oracle to screw them over as much as possible and get Metal Casting for ourselves. We chopped out a sixth worker instead of a granary in IS, which was still at size 3, shortly after building the settler for JD, made IS work the coast while growing, and got a cottage down in JD to work, so we shot straight from bottom of the GNP and top of the MFG to the opposite rankings, and sent all of the workers over to CK in preparation for a massive deforestation campaign. Micromanaging it so that CK built a granary manually until it was almost complete and timing it so that we could chop 2 forests into it the turn that we tech priesthood (as techs are finished at the end of a turn) for maximum overflow, we then chopped the remaining 5 forests the next turn to complete the Oracle in 1 turn with a perfect stealth build; the only way a team could have realised we were going for the Oracle was that on turn 54 we completed a tech 2 turns after completing another tech, which must have been Priesthood. Unfortunately for the Cavs, it therefore required a team to finish the oracle in 1 turn themselves without having any turns to prepare for it. So, on Turn 55, we painted a target on our backs; the first team to a wonder, the first team to three cities, the first team to the classical era, and the team with the highest soldier points with 4 warriors :lol: We met Kaz shortly after this, around turn 60, and we have been playing diplomatic pingpong with them, as they want Metal Casting off us, and we don't wish to sell it to them until we are a lock on the Collosus.

So far as we have only met Kazakstan, which is why the diplomacy threads aren't that active...although the two domestics threads, micromanagement specific and macrostrategy are fairly active. The micro thread was also the general planning thread until about a week ago, so that we could more easily focus on both the long term and short term aims of the team. The Demographics thread contains all of the infomation that we have managed to discern about the other teams from the demographics screens and score increases, which is a fair amount, enough to understand their various strategies, but not much more than that.

So, please feel free to contribute posts where ever you are willing, and also don't be afraid to ask questions about past current or future strategy, as not everything may be understandable and everything can be improved. One note however; The Played Turns thread is only for the person who played the turn to post an update about what happened for that specific turn, ie worker moves, scoputing pictures, city screens etc.
 
Very nice recap Krill....I was here the whole time, and still totally enjoyed the precision of the explanation.

@ feralminded and Dreylin....welcome aboard, please contribute as many fresh ideas as possible, they will surely help us in the long run!!!
 
Sulla showed us the picture of our start and it was good; we could see a coastal fish, and a plains hill forest in the the first 8 tiles, with an irrigated plains wheat in the outer 12 tiles, with the settler standing on a plains hill, and to top it all off we started with agri and fishing.

You left out the part where you guys complained about having jungle tiles in the capital's starting radius. ;)

I agree, a very nice summary post there from Krill. Now that you've painted a target on your backs though, where do you go from here? Hmmm. It should be fun watching to see what happens.
 
Now we get so far in front no one by themselves has a chance against us, forcing them to pair up to take us down. When they do that, we try to balance things out between the pairs by pointing out that the pair that takes us out (which by t130 two teams shouldn't be able to do if all goes well) gets an awful lot of extra land and cities, meaning the second pair will not have a hope in hell, so we pair up with the weaker pair to take out the stronger pair. Give the weaker pair some pretty good tech deals, offer them a more than fair chunk of the stronger pairs lands when we kill them in a 3v2 etc. Hopefully Kaz and Cav join together, because then Saturn and MS are much more likely to agree to a 3v2 IMO, if we explain to them that Kaz and Cav are doing much better than Saturn and MS in expansion, pop growth and hence all of demographics.

If we get 3v1'd then things could get a little hairy, but depending on when we got attacked and what infrastructure, cities we already had down, and how prepared we were, a 3v1 is occasionally defendable against. If they unite in a 4v1 then we don't have a hope in hell, but no team would agree to a 4v1, it would be horrendous trying to figure out who gets what afterwards.

We really need to make contact with as many civs as possible over the next 20 turns; that will allow us to shape our economy, research targets and city placements to best take advantage of our situation. IF we haven't found anyone in that time...then it's a good job we have a 672 beaker tech stashed away to break into the trading scene with.

And about the Jungle...that's an incentive to research IW early; you already did that by giving us gems that were easily reachable but also in a position that they were best left until later. The jungle in the cap is just annoying and isn't going to affect a competant teams research, which is why I wonder about the reasons you placed it there. I can think of a lot of different reasons but they only make sense depending on other factors that aren't yet apparent on the map.
 
I dont' know that we ARE all that far ahead.

We have a 1 tech lead (granted, that's a big tech), but Oracle is a 1 shot wonder, other than the GP points. We aren't in the lead in GNP, despite being financial, creative and being the only team with a wonder. Cavalieros, in particular, is likely to outexpand us, even if they start from behind. Two civs have a religion, which we do not.

I think we have a slight advantage, but it's not a big one.
 
See here for the first 55 turns of the game: http://forums.civfanatics.com/showpost.php?p=7756975&postcount=11 (it's post 11 in this thread).

So, between turns 55 and 60 we were jsut trying to get our economy back on track, and then we met Kaz on t60. We offered them a deal for writing and alphabet, whereby they would get myst/med/ph and IW, but they turned us down, claiming they had already got a deal with another team for them (which was Cav, as we had earlier predicted). We got a forge in IS, so we could get out a GE (due on t100) for the pyramids, whilst getting out 2 axes and a settler for city 4 in CK; the axes proved perfectly timed to deal with the horde of barbs that threw themselves at us, leading to all of our axes haveing at least 1 promo, even though we have yet to build a barracks.

We met MS on t69, and Memphus declared war on them (accidentally, or so he claims ;)) which we quickly glossed over, but since that time MS have refused point blank to communicate with us out of the game for whatever reason, except once when we called them out on deliberately ignoring us. We've basically ignored them, and written them off as a lost cause.

Cav were met on t70, and by this point were up alphabet, and monarchy. After approaching them for a possible tech trade, and trying to work with them, we decided that we were not going to play nice with them after they constantly rebuffed us. We allowed them to declare war to pass through our borders...but after they got to just inside the western edge of IS' borders, we demanded peace in game, and they accepted. What they didn;t know is that we had just planted FC, keeping theem between the cities for 10 turns because of the peace treaty. They weren't happy...but what goes around, comes around.

We settled cities 4 (Fog and Cloud) and 5 (Oolong Orchid) on t71 and t76 respectively, after our main rivals in Kaz and Cav, but before the other teams. Now was the long, hard slog to keep up with Cav in growth, even though we have slower traits than them. kaz started to fall behind at this point, as they had gotten a lib in their capital, and were pushing out a quick GS for an academy, which landed on t75. Around this time, Saturn were beaten to CoL by Kaz due to turn order (Kaz are team one, Saturn team two)...we knew Saturn weren't having a great game through rough reading of the demographics, but that was just harsh. Ourselves, we finished Sailing (t71) and writing (t75) then stoped researching, putting the sole beaker per turn into masonry, which we knew we would need for the Pyramids, at the least. The saved gold would, worst case, have gone into CoL, if we could not have found Saturn in time, so we could use Rep and caste to tech quickly.



Around t79, Cav started to act a little strangely, as if they were considering an alliance with us...and then they decided against it, seemingly happy to keep working with MS and Kaz. They were pushing ahead at this point, up alphabet, maths, CoL, monarchy, masonry, polytheism, monotheism...we were looking quite sick, and praying we could find Saturn to trade with. Then Cav finished the GW...meh, not like we had designs on that wonder.

Turn 79 was also the turn CK got to size 7 and the forge finished, we were making 49 hammers/turn out of IS and CK, and were abotu to start expanding properly. That's why the next 11 turns were quite boring, apart from an MM perspective, as we had to drive a road through the hills to the gold site in teh east, and through the jungle to DT, and have enough units to protect both. Surficed to say we survived ;) We got an axe out of Ck, and along with the original garrison axe, they were sent to Angle to start killing the warriors and destroy the city, for resettling in what was mistakenly thought to be a better position, 1N of the current city.

Turn 90 we found Saturn (or rather, vice versa). We sent them a rpeformed letter asking them for an alliance, and after a long, and succesful chat, we had an alliance in place (only took 3 hours to hammer out the details, but another 3 days to get the confiming email). We sent them MC straight up, and got CoL and alphabet, promising to research currency which is due next turn. The rest of teh history with Saturn can be read in the diplomacy thread, because it tells the story quite well IMO.

T94, Kaz turned up within range of Angle with a chariot, and after refusing the leave we declared war to stop them getting a city in a dangerous position, which when culture bombed would destroy our chances of expanding safely. So far the current tally is a level 4 axe for 2 chariots...although it won't stay that way for long...

If there are any questions...asking them here is probably the best place.
 
That has been covered enough in the past, what, week? :lol:

They don't won't us to have Angle. We don't want them to have Angle. QED WAR!

We have a stronger military, and the majority is already in place.
 
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