SGOTM 16 - The Shawshank Redemption

AlanH

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Welcome to your BtS SGOTM 16 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:
 
Here's a screenshot of the initial starting area:
Spoiler :
sgotm16large.jpg


I put together a couple of saved games that reflect the map settings that we know about:
Game Settings

Human Civ: France, Louis XIV. Start with Agriculture and The Wheel
Traits:
  • Creative: +2 culture per city. Double production speed of Library, Theater, and Colossaeum.
  • Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Unique Unit: Musketeer, replaces Musketman (available with Gunpowder, which requires one of either Education or Guilds as an optional prerequisite tech).

Regular Musketman = 9 hitpoints, 80 Hammers to build (compared to 70 for a Maceman, 60 for a War Elephant, 50 for a Catepult, and 80 for a Trebuchet), and no counter-promotion (aka Pinch) until an AI also learns Gunpowder. Musketmen cannot get City Raider Promotions but they can get Combat, Drill, and City Defence Promotions, amongst others. They are also the first unit in the game that can get either of (or both of) Woodsman III and Guerilla III, meaning that you can build a stack of them without having to have mixed types of units like you normally need (i.e. a stack of Macemen needs protection from Crossbowmen and War Elephants, while a stack of Horse Archers or Knights needs protection from Spearmen, Pikemen, and War Elephants, and yet a stack of Musketmen only really needs some Catapults for siege support and customized promotions can take care of the rest).

Musketeer = A Regular Musketman plus 2 movement points instead of 1.

Unique Building: Salon, replaces Observatory (available with Astronomy, which has both Optics and Calendar as mandatory prerequisite techs).

Regular Observatory = +25% Science, 150 Hammers (compared to 90 Hammers for Library that we only pay half-price for and compared to 200 Hammers for a University), Can turn 1 citizen into a Scientist.

Salon = A Regular Observatory plus 1 free Great Artist.

Level: Emperor.
Map: Hemispheres, standard.
Speed: Normal.
Options: No Goody Huts, No Events.
Victory Conditions: All enabled
Opponents:
6


With an Industrious Leader, the temptation will be to build many early Wonders. Any such Wonders will compete with Hammers that we use for spawn-busting military units, Settlers, and Workers. So, we'll want to focus choosing only a couple of Wonders, if any, to allows us to still stake out a good portion of the map. We're going to have to do a lot of our own spawn-busting of Barb units, since the AIs tend to be well spaced-out on this map type.

Test Saved Game A
Test Saved Game B


Wonders
We discussed The Great Wall but felt that Emperor-level Barbs could be handled easily enough with spawn busters.
Stonehenge was tossed away as an idea. We are already Creative (makings its free Monuments have much lower usefulness) and building it ourselves tends to speed up the AIs' races toward other Wonders, particularly toward The Oracle.
The Oracle is seriously being considered.
The Great Lighthouse is also being seriously considered.
The Pyramids might also be seriously considered if we can find a Stone site early enough and are short on Happiness Resources.


The Great Lighthouse
The Great Lighthouse could be combined well with the typical offshore islands seen on a Hemispheres map, giving us 2 Commerce Trade Routes. With Creative (cheap) Libraries, a Trade Mission from a Great Merchant could keep our focus heavily on Science.

If we don't settle our capital on the Coast, we'll need to build our second City on the Coast with a decent amount of production and hopefully some Forests, too, in order to actually get this Wonder. If we'd rather settle our first two Cities inland, we might as well give up on chasing after this Wonder.


What to Oracle
We'll need to know more about the map before deciding, but tentative ideas are Currency (for Trade Routes, selling techs, and selling Resources), Metal Casting (for Industrious-enhanced Forges and possible boosts to Gold, Silver, or Gem Happiness),


Early Academy
Building a Creative Library and getting an early Great Scientist is almost as good as many Wonders and is a guarantee if we try for it.

In fact, Writing before Bronze Working may be the way to go if we can get enough Food and Production squares in our first couple of Cities.


Capital Location
While a potential Levee may be nice for any city, we can always build Levees in other Cities. More importantly, we are going to want a site with good Food, Hammers, and Commerce, with the emphasis on Food and Hammers, since we'll naturally get Commerce by settling either on the Coast from Coastal squares or on the River for Riverside squares.

In-place appears to have 2 Hills squares and likely has 1 hidden Strategic Resource (Horse? Iron?) in the eastern Plains squares. We also might get another Food Resource in the fog... or we might not.

But, will moving away from one of the Hills and away from a possible Strategic Resource (leaving those squares for a Coastal City) potentially net us more Food and/or Hammers or will we actually end up being worse off by moving? That's the question that we need to answer with our best guesses plus estimates of what will be available to us by moving our Settler and whether we can live with the consequences of reality falling short of our expectations.
 
Last edited:
Testing Needed
1. When does The Oracle get built in an Emperor-level game?
2. When does The Great Lighthouse get built in an Emperor-level game?
Stonehenge: 49, 54, 42, 58, 53 Average: 51
Great Wall: 63, 59, 58, 64, 60 Average: 61
Oracle: 83, 82, 80, 67, 80 Average: 78
G. Lighthouse 79, 107, 92, 88, 94 Average: 92
Temple of Artemis 103, 108, 96, 96, 98 Average: 100
Pyramids 96, 110, 92, 99, 120 Average: 103

There seems to be no connection between different wonder dates, religions, stone/marble resources etc, so I don't think it's possible to predict the dates in the game.

Oracle by turn 75 and The Great Lighthouse by 85 seem to be reasonably safe dates.

3. If we research Mining -> Bronze Working -> one of Pottery/Animal Husbandry -> Writing -> Fishing -> Sailing -> Masonry/Mysticism -> Mysticism/Masonry -> Polytheism -> Priesthood, roughly when can we complete a Library in the capital, The Great Lighthouse, and The Oracle, assuming that you're allowed to aggressively Chop Forests as much as you wish.
4. In most games, when founding a new City, it makes sense to build a Granary before a Forge. Here, though, with Forges being considerably cheaper, it may sometimes make sense to build the Forges first. When will that case be true? High Food = Granary first, not-so-high Food = Forge first?


Initial Warrior and Settler Movement Possibilities
Spoiler :
Option A: We prefer settling in-place but might be willing to move 1S with the Settler
Warrior moves 1SW GH

Option B: We are considering settling on the Coast but will settle in-place otherwise
Warrior moves 1NE PFor

Option C: We are planning on moving the Settler 1W
Warrior moves NW GFor + NW GRiv For

Option D: We are planning on moving the Settler 1NW
Warrior moves NW GFor + NE P (optionally N G Corn if we think that we might settle on Turn 2)



Foreign Intelligence
WFYABTA Counter for the number of techs that an AI knows we received from an AI as well as the total amount that they will allow us to get before complaining
Brennus 13/8 (7?) techs
Ramesses II 13/22 (21?) techs
Hammurabi 8/15 techs
Qin 8/8 techs
Sitting Bull 6/8 techs
Saladin 5/15 techs

Received these techs in trade that the AI knew about:
Brennus & Ramesses: Animal Husbandry, Monotheism, Hunting, Archery, Code of Laws
Brennus, Ramesses, Hammurabi, & Qin: Monarchy (T139); Construction (T139)
Brennus, Ramesses, Hammurabi, Qin, & Sitting Bull: Calendar (T141)
Brennus, Ramesses, Hammurabi, Qin, Sitting Bull, & Saladin: Horseback Riding (T149), Theology (T149), Engineering (T166), Drama (T169), Feudalism (T169)


Shared Your Technological Discoveries With Us Counter
More info on this subject can be found in this message listing the code for sharing tech discoveries.
Note that an AI can randomly forget one of these numbers.
Brennus 4/10 techs
Ramesses 14/10 techs (we reached 10 as of Horseback Riding)
Hammurabi 2/10 techs
Qin 8/10 techs
Sitting Bull 3/20 techs
Saladin 6/10 techs

Traded these techs to various AIs:
Brennus: Writing, Alphabet, Compass (T139), Literature (T141)
Ramesses: Monotheism, Alphabet, Currency, Metal Casting, Compass (T141), Literature (T141), Construction (T144), Optics (T149), Monarchy (T149), Horseback Riding (T150), Civil Service (T166), Music (T166), Paper (T169), Feudalism (T170)
Hammurabi: Code of Laws (T139), Optics (T161)
Qin: Code of Laws (T139), Aesthetics (T142), Civil Service (T156), Optics (T161), Theology (T166), Engineering (T169), Paper (T169), Drama (T170)
Sitting Bull: Code of Laws (T142), Monotheism (T145), Literature (T166)
Saladin: Code of Laws (T141), Currency (T146), Compass (T149), Aesthetics (T152), Civil Service (T156), Optics (T161)


Opened Borders Counters
Hammurabi: OB on T141, +1 on T166, +2 on T191
Qin: OB on T141, +1 on T166, +2 on T191
Saladin: OB on T141, +1 on T166, +2 on T191
Sitting Bull: OB on T163, +1 on T188, +2 on T213


Shared Civic Bonus Counters
Hammurabi: +1 on T156, +2 on T166, +3 on T176, +4 on T186, +5 on T196 (max is 5)
Qin: +1 on T161, +2 on T171, +3 on T181, +4 on T191, +5 on T201, +6 on T211 (max is 6)


Our Requests Met or Denied by AIs
Ramesses: Gave us 60 Gold on T156
Hammurabi: Gave us 40 Gold on T163
Qin: Gave us 30 Gold on T163
Sitting Bull: Gave us 30 Gold on T163


AIs' Requests Met or Denied by Us
Saladin: Refused to give him Gold on T147


Resource Trading Counters
Hammurabi: Started giving 3 resources on T163 -> +1 on T180, +2 on T197
Qin: Started giving 3 resources on T163 -> +1 on T180, +2 on T197
Sitting Bull: Started giving 3 resources on T163 -> +1 on T180, +2 on T197
Saladin: Started giving 2 resources on T163 -> +1 on T188, +2 on T213


Worst Case values needed to get an AI to have a Friendly Attitude toward us
Brennus: +12
Ramesses: +11
Hamurabi: +11 (+11 worked, but we didn't check +10 and we didn't calculate the Score values at +11)
Qin: +10
Saladin: +11
Sitting Bull: +11
 
Long-term Strategy *** UPDATED ***
It looks like we are going for Optics -> Education.

We're a bit late on our Great Scientist for Optics, but it sounds like we're going to try and get it anyway, at a 100% chance of generating a Great Scientist, out of our capital. On the positive side, with an Academy there, the extra Flasks from running 2 Scientist Specialists will be highly-multiplied.


We're also going to try and generate an extra 2 to 3 Great Scientists from Clam City, Pig City, and possibly also Deer + Horse City.


We want Ramesses to be Friendly, as he has Code of Laws and may get other techs for trade, but he tends to hang onto techs for a long time until many other players know a tech. Since we only know 2 AIs, that means we need Ramesses to be Friendly in order to get many techs out of him.


So far, given that we haven't had any luck with Religions spreading to us, it looks like the best way to get Ramesses to Friendly will be to go to war with Brennus.

The initial war with Brennus will be aimed at hopefully capturing a Worker, pillaging his Strategic Resources, and fighting his units safely in the field. We're going to ignore his Cities until we have found the time and Hammers to build up sufficient forces to be able to conclusively capture his Cities.


At some point, we're going to need at least 1 Great Engineer, if not 2 of them, for Creative Constructions and/or Mining Inc, so it would be nice to build or capture a Great-Engineer-generating Wonder and then run an Engineer Specialist from a Forge in that City.


Since we'll be going for Education, it makes sense to use Liberalism on something. One option would be on Military Tradition and go to war with Cuirassiers, but if we can go to war against Brennus with earlier units, then we can better focus our Liberalism gain on a tech like Scientific Method, Biology, Physics, etc.


Older Comments
Spoiler :
Is it better to beeline Optics, so that we can potentially trade a few techs with overseas AIs or is it better to beeline Education to get our Super Science City, the City that will drive the vast majority of our research, set up relatively early on in the game?

Assume that we have 1 nearby neighbour. That AI will only trade a select few techs with us if we don't get that AI up to an attitude of Friendly.

Assume that we have 2 nearby neighbours. Depending upon which neighbours they are, the AIs might not trade us a tech that only one of them knows, unless we get at least one of them up to Friendly.

There is the possibility of an early rush, but let's assume a worst-case scenario where we don't have Copper and don't have Horse, meaning that we have to sacrifice getting any Strategic Resource (i.e. Iron) until after we steal Iron Working. Alternatively, we self-tech or trade for Iron Working just to be able to go to war early on, at the cost of having to steal Astronomy or Physics later on in the game. Alternatively, we go off of either of our primary potential tech paths to learn Construction for Catapults and go to war using primarily Catapults.


But, can we both get an AI to Friendly status AND go to war for stealing a Worker and some Cities, but without incurring the Maintenance Costs associated with ownership of said Cities? Perhaps! If you capture an AI's City and stop the war (either via a Cease Fire or a Peace Treaty), you can as a one-time-only benefit, Liberate said captured City back to the AI for a +1.5 relations bonus. -3 from declaring war is cancelled out by Liberating two such Cities (2 * +1.5 = +3; but you can't rinse and repeat--the game keeps track and only lets you get credit for Liberating a City once).

We could optionally pillage the AI's lands, whip and Chop units out of the captured Cities (say, units that will be useful, like extra Settlers and Workers), give the Cities back, and let the AI rebuild the improvements and City Sizes for us, without us incurring the high Maintenance Costs of owning Cities that are distant from our capital at too early of a point in our game.


One interesting question becomes... if we are comfortable to assume (or else discover by learning Animal Husbandry and Bronze Working) that we do not have access to Strategic Resources, is it worth getting Archery early to choke said AI from accessing Strategic Resources of their own, while also grabbing an early Worker as part of the bargain? And, if we do research Archery, can we safely hold off on doing so until we have all of the techs for each of Libraries, The Great Lighthouse, and The Oracle?



Later-game Wonders
The Sistine Chapel would be nice to build or capture. Without it, we'll need a seafood-filled map to take a serious shot at a Cultural Victory. Ideally, we would have built one Religion's set of Temples and Monasteries in our three Legendary-to-be Cities by 500 AD, to benefit from the over-powered Cultural doubling value of these buildings when paired with The Sistine Chapel.
The Hanging Gardens and The Hagia Sophia will be very useful for their Great Engineer Great Person Points, not to mention their normal benefits, since we'll want 2 Great Engineers mid-game for Mining Co and Creative Constructions.
 
The Ten Objectives
We have been tasked with accomplishing ten objectives. While a team can still submit a victory with less than all ten being completed, it seems that the public discussions by players on other teams seem to indicate that every team will aim to complete all ten objectives. So, completing all ten of them will have to be our goal, as well.

Assuming that you accept my assertion that we must complete all ten objectives, the question that comes to mind is: which objective is going to take the most game turns to complete and how do we go about minimizing the time that it takes to complete it? By extension, the other one or two objectives which may take almost as long will also need to be taken into consideration, so that we don't speed up the time of the presumably longest-to-complete objective, only to find that another objective will take much longer than that reduced amount of time.

Also, if you have any specific feedback or suggestions that have to do with a particular objective, here's a good place to capture those thoughts.

Here are the ten objectives, which I will number for the ease of discussion:
The Decathlon objectives are as follows:

1. Humbaba --an advanced era barbarian unit -- must be dead (Thanks Leif). He is a real monster just like in BOTM 41, but now lives in a fairly secluded place. Achieved on T264
2. You own at least 2 Legendary culture cities.
3. You are EITHER the United Nations Secretary General OR the Apostolic Palace Resident. UPDATE: We are allowed to hold both of those positions at game's end; we just need a minimum of one of them when the game ends in order to meet this objective.
4. You have learned Future Tech 1.
5. At least one AI opponent has been eliminated (conquered) by your team. Turn 219, 1545 AD, Egypt bit the dust
6. You own at least three Holy Shrines 1 in Bibracte and 2 in Memphis
7. You own at least three Corporate Headquarters
8. You have stolen EITHER Iron Working, OR Astronomy, OR Physics using espionage.
9. You fulfill the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination. (For example, your spaceship arrives on Alpha Centauri the same turn you get Domination, that’s two. If you achieve domination on the same turn as conquest victory, then you need one more victory condition to fulfil this condition. Understood? ).
10. Blazing: You must submit a save covering at least your first 100 turns – or victory or defeat - not later than 2 months after game start. **

* Never trust a mapmaker.

**Note, requests to extend any deadline must be filed in the maintenance thread no later than 1 week before the deadline. If such a motion is received and seconded, a non-public survey of team captains will be made, requiring a 2/3 majority to alter the deadline. Alteration of any deadline will automatically shift any subsequent deadlines by the same amount of time.


The Hardest-to-Achieve Objectives, which will Drive our Strategy
The critical path in this game (i.e. the thing that will dictate the end game) is learning Future Tech 1 (#4). We should try to accomplish the other 9 tasks by this date. As we get really close to the end of the game, it will also be great if we can time the learning of Future Tech 1 with the achievement of our two Victory Conditions.

It will be a challenge to own three corporate HQs and three Holy Shrines. Worst case, we need three priests and three other GPs to accomplish this. If we're lucky, we'll be able to capture some of them. I think this will be the toughest thing to accomplish since we'll want to use our GPs for other purposes like lightbulbing techs, Golden Ages, culture bombing, etc.

I would of course rather capture already built Holy Shrines, but if they get built in bad places, or worse, if Religions are founded on other continents and the Shrines not built, this situation could make life more complicated, as we would not only need to generate the Great Prophets but we would have to first capture the Holy Cities.

One possible option would be to capture some overseas Cities, including one that contains a Great-Prophet-generating Wonder and another that contains a Holy City, Liberate those Cities as a new AI, then wait for that new AI to generate their first Great Person as a Great Prophet. That'll still take 50 turns of waiting, though, so it's not a plan that will work in the short term, and an AI might choose to run another Specialist and thus generate the wrong kind of Great Person. Next, we'd need to declare war on a neighbouring AI and get that AI to capture the Holy City from our Vassal Colony, then recapture the City itself. That's a lot of work, so hopefully, the AIs that found the Religions will also Shrine them for us.

As for the Corporations, we should probably not wait for an AI to found any, so we should plan to generate all 3 Great People of the right types ourselves.


Other Comments on the Ten Objectives
For objective 8, the Espionage objective, we are targeting the theft of Iron Working. A rough calculation puts us needing around 300 Espionage Points to pull off this theft.

Potential problems with stealing Iron Working: nearby Jungle squares (such as on a Grassland Gem square or a Grassland Rice square) that we'd otherwise want cleared quickly, no other nearby Strategic Resources, or being 100% isolated from the AIs (which is incredibly unlikely).


Objective 1, killing Humbaba, means that we can't just sit on our rock of a continent and will have to find him. Probably the toughest situation to deal with would be a Barb unit on an island surrounded by Peaks that can only be killed by something like Paratroopers or possibly, if it's a one-square island, with Cruise Missiles or Nukes.

Obviously, using Nukes will be a problem if we don't win the first United Nations election and Nukes get banned. We will also have to trade for Fission (meaning that we'll need at least one AI that is advanced enough to research this tech) or else we'll need to self-tech it. We'll also need to learn Rocketry early enough to be able to construct some Nukes.


Objective 3, being one of the AP Resident or the UN Secretary General, means that we're either going to have to wait for an AI to learn Mass Media and built The United Nations OR we'll be forced to do so ourselves, which means that we cannot own the Apostolic Palace.

This fact means that some overseas AIs are likely going to benefit from the Apostolic Palace, unless we beeline Theology ourselves and gift Theology to a neighbour... or, build the Apostolic Palace ourselves and gift that City to an AI before we learn Mass Media.


Objective 5, eliminating one AI, could be done by building peacefully and quickly to Oxford University and then attacking with Knights post-Education to expand. Knights can ignore First Strikes and thus are pretty strong against AI Longbowmen, and in particular, have 2 movements to surprise an AI with fork attacks (threatening multiple targets at once). The point of the Education beeline is to focus on teching there quickly without much emphasis on building Military Units, so that we can get our main Science City enabled with Oxford University as soon as possible. Certainly, building Oxford University is going to be one of the main gating factors into getting to Future Tech 1 quickly.


Our Two Victory Conditions
Space and Time Victory Conditions were rejected as taking too long.


A Cultural Victory might be feasible with Sid's Sushi (founded in our Wallstreet capital), Creative Constructions (founded in one of our Legendary-to-be Cities and existing only in three potential Cultural Cities), and Mining Co (used initially in all of our Cities but later replaced by Creative Constructions in our Legendary-to-be Cities).

A Cultural Victory will also require us owning a lot of Religions; we may have to conquest some overseas Cities and optionally whip them down and Liberate them or else keep them and most of said AI's lands. Therein lies the rub: the more Religions that we found, the more Holy Cities that cannot be shrined by an AI. But, the less Religions that we found, the less Religions that are likely to appear on our continent (I'm picturing the Religion-lovers like Hatty, Isabella, and Gandhi being on other continents, with the non-Religion-lovers like Shaka and Genghis being on our continent), which makes it that much harder to achieve the 2 Legendary Cities' objective, let alone a Cultural Victory, without some early overseas conquesting.

Note that if we capture 2 or more overseas Cities, after we have whipped out a ton of Missionaries, we could feasibly create a Colony out of said Cities. Those Cities will get City Defenders that match the best tech and Strategic Resources available (often Warriors early in the game, otherwise Musketmen, Riflemen, and the like). The biggest downsides are that said new AI will have all of our current techs, so they can start trading our techs away, and they will also be a wildcard--they might adopt any random State Religion and other AIs like or hate us as an average of us and our Vassals--so, AIs that are Friendly toward us but only Cautious toward our Vassal (be it a Vassal created via a Colony, a Vassal from Capitulation, or a a Peace Vassal) will be Pleased toward our team... meaning that we won't get the benefits of an AI that is Friendly toward us, such as ignoring We Fear You Are Becoming Too Advanced limits and being willing to trade monopoly techs with us.

In terms of arguments against a Cultural Victory, the Cultural Slider competes directly with the Science Slider (or the Espionage Slider, for that matter), so we're unlikely to use the Cultural Slider at all. We'll also likely need 4 Great People to use on Corporations and a Holy Shrine (assuming that we can capture two Holy Shrines), which are 4 Great People that won't be Great Artists for Cultural Bombing. Not being Spirtiual makes things tougher, since we either have to suck up some turns of Anarchy to get into Civics that are favourable for Cultural Victories or we'll have to use Great People on Golden Ages instead of on other items, like Corps, Shrines, an Academy, rushing Wonders with Great Engineers, Trade Missions with Great Merchants, etc.

All of that said, a decent amount of Culture can feasibly come from a couple of Wonders, several Religious Buildings (assuming that we can obtain several Religions within our empire), and Corporations. At a minimum, though, we'll need several Religions in order to get multiple Culture-multiplying Cathedrals in each Legendary-to-be City, which is true whether we only get 2 Legendary Cities or 3 of them.


Religious + Diplomatic Victories will be hard to time to occur within 1 turn of each other, and would be up to the whims of the AI votes and random events like an AI-AI war causing one AI to lose their only City with the Apostolic Palace Religion in it, etc. So, while it is theoretically feasible to accomplish both at once, the team does not feel comfortable trying for both. Nothing stops us from trying for either one, though.


At least for a Diplomatic Victory, and likely for a Religious Victory, too, Vassals will vote for you--but, is that always the case or is that just something that usually happens because a Vassal tends to get extra positive Attitude modifiers with you, such as a Shared Defensive Pact bonus (+2) and a Mutual Military Struggle (the bonus depends upon who the AI is)?


A military victory might also be doable, but the Hammers spent on military units tend to conflict with spending Hammers on Wealth and Research build items that are more common with a race to end-game techs.
 
Turnset Roster
1. Dhoomstriker:
2. Jastrow:
3. mscellaneous: Just finished playing
4. Ghpstage: Real life is keeping him too busy to participate
5. cas:
6. ingentingg:
7. Mitchum:


Please let me know if you don't like where you are positioned in the turnset order and we can make changes to it.


Team Absenses
cas: Not available to play a turnset for an unspecified period of time
Jastrow: Not available to play a turnset until January 10th
ingenting: Not available to play a turnset until January 2nd
Dhoomstriker: December looks iffy, but a turnset might be possible at a not-too-busy time
mscellaneous: Busy until mid-week in the first week of December
Dhoomstriker: Unable to take a turnset after Jastrow as Dhoomstriker is not going to have Civ access on a computer with a good mouse for a while
Jastrow: Unable to play on Tues, Nov 13 and is unable to play from Thurs, Nov 15 to Sat, Nov 17
Mitchum: Limited availability in the second half of September
mscellaneous: Limited availability until Thurs, Sept 20
ingentingg: No Civ 4 access until Tues, Sept 18
Keilah: Dropped out of the game due to having looked at other teams' threads. We're sorry that you can no longer participate in the discussions; your input will be missed!


Game Timetable
Friday, Sept 21: The saved game is released and fog-gazing of the real game can begin. Be sure to use the Pausing Procedure when fog-gazing.
Wednesday, Nov 21: We must have completed 100 turns in the game (Turn 0 is the first turn and Turn 99 is the 100th turn, so we need to have arrived at the start of Turn 100 or later).
Thursday, Jan 31 Monday, Jan 21: We must have completed and submitted our game


Pausing the Game
Spoiler :
Whoever is looking at the saved games when not playing a turnset can do so with the game paused. You should play around in a non-real game first just to see how pausing works, but the basics are:
1. The Pause key on your keyboard (usually found next to the Scroll Lock key) can be pressed once to Pause a game of Civ IV and can be pressed again to unpause the game.
2. Moves made (say, clicking somewhere with your mouse with the Warrior selected, such that the Warrior would move in that direction for the next few turns) while the game is paused ARE REMEMBERED and will all execute one after another after unpausing the game
3. If you Pause the game and save it, when the game is loaded, it will start off being Paused
4. If you Pause the game and exit the game (say, to the main Civ IV menu or right out of Civ IV), the game will not be paused when you load your saved game

Since we are not allowed to "reload" or "undo" any moves that we make, it can be dangerous to be looking at a saved game when you are just looking at the map (say, for fog-gazing) or are doing other random things, like taking screenshots or looking at DEMOGRAPHICS data. The solution is to use the Pause key.

The Pausing Procedure
1. a) If you just loaded the saved game and have not made any changes to the game (such as moving a Warrior or making a deal with an AI), then skip to step 2. Otherwise, if you have made such a change, go to step 1. b).

1. b) If you have already made some changes to the saved game, such as if you moved one of our units, whether by accident or because you are the Active Player, then save the game. We have to live with any changes that were made to the saved game, so any moves made while the game was unpaused MUST count as our real game. If you happen to make a mistake and move a unit when the game is unpaused, save your game and let the team know; you'll also have to submit that version of the saved game to the uploads server and we will have to play forward from that saved game

2. Press the Pause key on your keyboard. You should see a message about the game being paused if you are on the "main view" of the Civ IV map. That message should appear in the same location as the "End Turn" message. If you don't see that message, exit out of the saved game and load a test game to experiment with using the Pause key. If you still can't get it to work for you, ask the rest of the team for help.

3. As long as you do not press the Pause key, you can now safely look around the map. Please try not to intentionally move units, but if you accidentally do, that movement won't actually "occur" while the game is still paused. If at any time you make such an accidental mouse click and you are 100% certain that the game is still paused, then quit that saved game (Exit to the Main Menu in the Civ IV menu or else quit the game). Then, start again from step 1. a).

4. Since you didn't intentionally make any changes, but in case you accidentally made a change, ensure that the game still says that it is paused and then quit that saved game. That way, any actions that were "queued up" to occur after the game was unpaused will never occur.


All of that said, there may be ways to accidentally make things happen even when the game is Paused. For example, if you End the Turn, I'm pretty sure that the Pause key will not save you (this point should be tested). So, the Pause key is not necessarily a way of protecting you from all possible misclicks, but it should protect you from the vast majority of them.

If, for whatever reason, you do make a mistake while looking at our saved game; no harm done. Just be sure to tell the team about it. We can live with any mistake and play on, but we can't replay the game, so we need to know about any accidental moves made. We're all good people here; no one's going to bite your head off if you make a mistake; only if you try to hide that fact will there be trouble, because the game admins will find out and will punish us for trying to hide such a mistake.
 
Emperor-Level Soldier Values and Traits for Every Leader
Spoiler :
Dhoomstriker said:
Boudica = 14000 = Aggressive = Charismatic
Shaka = 14000 = Aggressive = Expansive
Ragnar = 14000 = Aggressive = Financial
Alexander = 14000 = Aggressive = Philosophical
Montezuma = 14000 = Aggressive = Spiritual
Washington = 14000 = Charismatic = Expansive
Cyrus = 14000 = Charismatic = Imperialistic
Lincoln = 14000 = Charismatic = Philosophical
Brennus = 14000 = Charismatic = Spiritual
Willem_Van_Oranje = 14000 = Creative = Financial
Pericles = 14000 = Creative = Philosophical
Isabella = 14000 = Expansive = Spiritual
Huayna_Capac = 14000 = Financial = Industrious
Darius_I = 14000 = Financial = Organized
Charlemagne = 14000 = Imperialistic = Protective
Roosevelt = 14000 = Industrious = Organized
Sitting_Bull = 14000 = Philosophical = Protective

Stalin = 16000 = Aggressive = Industrious
Hannibal = 16000 = Charismatic = Financial
Churchill = 16000 = Charismatic = Protective
Suryavarman_II = 16000 = Creative = Expansive
Catherine = 16000 = Creative = Imperialistic
Zara_Yaqob = 16000 = Creative = Organized
Pacal_II = 16000 = Expansive = Financial
Joao_II = 16000 = Expansive = Imperialistic
Bismarck = 16000 = Expansive = Industrious
Peter = 16000 = Expansive = Philosophical
Mao_Zedong = 16000 = Expansive = Protective
Victoria = 16000 = Financial = Imperialistic
Elizabeth = 16000 = Financial = Philosophical
Wang_Kon = 16000 = Financial = Protective
Augustus_Caesar = 16000 = Imperialistic = Industrious
Julius_Caesar = 16000 = Imperialistic = Organized
Qin_Shi_Huang = 16000 = Industrious = Protective
Frederick = 16000 = Organized = Philosophical
Asoka = 16000 = Organized = Spiritual
Gandhi = 16000 = Philosophical = Spiritual

Kublai_Khan = 18000 = Aggressive = Creative
Genghis_Khan = 18000 = Aggressive = Imperialistic
Tokugawa = 18000 = Aggressive = Protective
De_Gaulle = 18000 = Charismatic = Industrious
Napoleon = 18000 = Charismatic = Organized
Louis_XIV = 18000 = Creative = Industrious
Gilgamesh = 18000 = Creative = Protective
Hatshepsut = 18000 = Creative = Spiritual
Mehmed_II = 18000 = Expansive = Organized
Suleiman = 18000 = Imperialistic = Philosophical
Justinian_I = 18000 = Imperialistic = Spiritual
Ramesses_II = 18000 = Industrious = Spiritual
Saladin = 18000 = Protective = Spiritual

Hammurabi = 20000 = Aggressive = Organized

Mansa_Musa = 22000 = Financial = Spiritual

Our Opponents
From this list, we know right away that Mansa Musa and Hammurabi are not in our game (okay, kcd_swede toyed with us and Hammurabi is in our game). We also know that at least one AI with an initial Soldiers value of 18000 is in the game, as well as another AI with an initial Soliders value of 14000 is in the game, since those values match the Rival Best and Rival Worst values, respectively.

Since the Average value is 16333, we know that the sum of the remaining 4 AIs' values must be 66000. If anyone can explain the math of how I figured that out, it would be great.

Here are a couple of possibilities for the remaining 4 AIs:
Spoiler :
18000
16000
16000
16000
-----
66000

18000
18000
16000
14000
14000
-----
66000


Assuming that I did the math correctly, those possibilities are the only ones that I can think of, meaning that we either have:
18000 = 2 AIs
16000 = 3 AIs
14000 = 1 AI
OR
18000 = 3 AIs
16000 = 1 AI
14000 = 2 AIs

While that data doesn't tell us very much yet, it does let us know that (if I did the math correctly), we can't have 3 Leaders from the 14000 list in our game, so we can't have all three of Alex, Monte, and Shaka in our game (but there might be as many as two of them in our game!).
 
Summary of the Game to Date
Turn 0, 4000 BC
After a lengthy debate, we moved our Warrior 1NE PFor not to help us decide where to settle City 1, but to help us decide where to settle City 2.

Turn 1, 3960 BC
The decision was made to research Mining -> Bronze Working while building a Worker.

Turn 16, 3360 BC
The Worker was completed.

Later on
We met Brennus and are targeting stealing Iron Working from him
We built The Oracle and took Metal Casting
We met Ramesses II, who has built Stonehenge and The Great Wall for us
We finessed Alphabet by skipping Hunting -> Archery and Animal Husbandry
We built The Great Lighthouse
We expanded to one Island City and will soon expand to a second one, daring the Barbs to attempt to destroy it at less than 4% odds of destroying our new City
 
Interesting Game Mechanics
Fortification: There is a bug that prevents you from receiving a 5% fortification bonus on the first turn of fortifying on a square. Note that "fortifying" occurs whenever a unit that has the ability to fortify ends their turn without moving, regardless of whether you chose the "fortify" option or not. That's clearly a bug as the in-game text claims that you'll get the 5% fortification bonus right from giving up your first turn of movement points

Healing order: Healing occurs after Barb units attack you (and likely also have AI units attack you), which means that it probably occurs at the beginning of your turn before you can move your units
 
Useful Links

SGOTM Links
Spoiler :
Welcome to the Succession Game of the Month (SGOTM) series of games and, in particular, welcome to The Shawshank Redemption team! Here, I will provide some links that you may find of use. Feel free to suggest other links and I will update the list with your suggestions.

The Succession Game of the Month main forum
Useful to visit now but may be slightly dangerous to visit after the team threads are opened, since other teams' threads can be accidentally clicked upon from this page, and should any of us visit another team's SGOTM 16 thread, our team will be disqualified from the competition

C-IV SGOTM Reference Thread
Gives a good overview of the SGOTM and provides a bunch of useful links, which I will mirror here for our convenience


SGOTM Progress page
Provides detailed info for finished games. This page will also provide a subset of that info when our game is ongoing, such as a historical graph of each team's Score, Power, Culture up to the turn that they have played in the game. Be careful with this page, as each team's name will link back to their private thread. It's a convenient list for the game administrator but a bit of a trap for us, since we aren't allowed to visit other teams' SGOTM 16 threads until after the game is over. Similarly, there are links to saved games here, but again, we are strictly prohibited from even downloading any team's saved game except for our own team's save game. You would get our latest saved game from this page.​

Submitting your Saved Game from your Turnset
After you have played a turnset, you will use this page to upload your saved game​


SGOTM 16 Sign-up Thread
This thread contains info about the setup of the game.

SGOTM 16 Pre-game Discussion thread
This thread is used for asking questions about how this game's setup is meant to work. I highly recommend that before posting any questions there, you instead discuss what you want to ask with our team privately first. Some players from other teams have already revealed strategic info in that thread, which is to their detriment, since they are simply arming other teams with their contributions. If there is a question about how the game format works, we would do well to discuss it privately amongst ourselves first and then, if we still can't come up with an answer, post a carefully-worded message in that thread which does not reveal the strategic plans that are related to said question. Thanks.



Civ 4 Links
Tech Trading: We Fear You Are Becoming Too Advanced Strategy
Tech Trading: We Fear You Are Becoming Too Advanced Game Mechanics and Leader Listing
AI Attitude Explained
Controlling AI to AI relations
The Inner-Workings of the Demographics Screen Explained
All about Barbarians: including when they attack, Barb-Galley spawning, and more
Knowing how many AIs have researched Masonry or other techs
Espionage--some ideas of how to use it
Espionage Guide
Game Mechanics
Refusing To Talk


AI Info--mostly a textual-based explanation of some XML values
Brennus
Ramesses II
Hammurabi
Qin Shi Huang
Sitting Bull
Saladin


Other Links
How to upload a screenshot and make its full size visible on Civfanatics
 
In. Page hyperlinked to browser menu (so cant miss-click :-) )

Lets get the order set-up and plan how we start...

-If no-one ojects, please put me in second. (not that I have a strong preferrence, just that I would like to see the list fill up.) I suggest our best demo reader (is that Dhoom?) go first, since he will best know exactly which screenshots are needed.

-Once the save is out, we should fog gaze as best as we can, and from then QUICKLY decide what to do with our warrior in settler. While what we do until we settle our first city is important, it is not a decision based on a lot of available information to process, so length discussions here dont particularly improve the decision as in the end, it is mostly a gut call.

We probably should agree now on a deadline for moving the warrior, and then a decision on the settler, to make sure we kick of the game reasonable quickly. The first deadline (objective 10) will be un us sooner than we would like, I am sure.
 
I spent a bit of time thinking about this game today and I think that one of the hardest challenges for our team will be to finish 100 turns in the first 30 days. That means that we'll have to play 25 turns per week. The only time OSS ever averaged that many turns was when we were nearing the end of the game and had to scramble to finish. If we fail to meet this objective, our chances for a laurel will be over before the game has really started since I'm sure that at least three teams will meet all 10.

So, what can we do to hit the goal? I have a few suggestions:

1. Dhoom, I know you want to fog gaze and put together a test game that matches perfectly with the actual save. How much will this affect your plan? Can we start discussing what to research first? I know that it could change if we spot cows or pigs but barring anything new discovered, I think we can agree on our first tech or two. Also, what do you have to see in the fog that would change how you'd want to move the warrior/settler? Can we start discussing what we'd do assuming we fog gaze and find that we have 2 or 3 FP in the west? Can we also start talking about whether SIP is an option or if we plan to move the settler on T0 unless our warrior uncovers something first. What I'm trying to get at is that we should be able to get an semi-agreed plan for T0 based on certain assumptions. If those assumptions prove false due to fog gazing with the real save or moving the warrior/settler, then we adjust. But at least we have something. If we wait for the save to come out, fog gaze, make a test game, and then start agreeing on what to do, we'll still be on T1 after the first week.

2. One option is to have the first four players play 25 turns each. Any time there is a handover, it takes a day or two to handoff and we could lose any momentum that we have.

3. The up player has to be very active. Ideally, they are able to check the thread and respond to questions/comments at least 3 times per day. They don't have to do all of the testing but they should be actively involved in it. Staying on top of the discussion and leading it toward a consensus (or a vote) can help push the game along.

4. Others?

I think this first 100 turns is very important and it sucks to have to rush it. But if we want a shot at a medal, we'll have to play quickly and work effectively and efficiently as a team.

Does anyone else have any thoughts on how to achieve this goal? Are the first four players able to put in the time necessary to play 25 turns in a week (or 5 players playing 20... or...).

EDIT: Off to China tomorrow AM. I'll be in and out of internet coverage for the next 12 days. I'll do my best to participate in the discussion, test, etc. But I can't promise anything...
 
Checking in, thread subscribed and bookmarked

Edit: Mitchum: we have TWO months for the first 100 turns

Edit 2:
T0:
+ Warrior moves NE, I prefer to scout the coast asap to check if a 2nd city with GLH is worth it. After 5 or so turns the warrior can head West.
+ I can agree to SIP on T0. If we decide to move the settler then my vote is NW (if warrior moves NE).

Research:
We should get a settler out asap. So mining, BW is my first choice. Unless we have good production, then I'd go mining, AH, writing
 
Yes, the deadline or 100 turns is two months. Still I agree with the general point that we need to get going quickly. We should not be taking longer on the first 5 turns than on turn say 40-45. Yes, decisions we make at the very beginning are of course key, but they also are the least informed ones, so we simply need to decide on something and then go for it. (Keeping a very sharp eye open to stopping and reassessing as soon as something happens to provide new information.)
 
Our starting techs are The Wheel and Agriculture. That means that one of Mining, Pottery, or Animal Husbandry should be the first tech, with the exception of us deciding to settle on the coast (which it sounds most of the team does not want to do), in which case we'd research Fishing first.

If we were playing on a Pangaea-like map, with a lot of AI neighbours, it could feasibly make sense to go Pottery (early Granary + start Cottaging some Flood Plains, if there really are some there) -> Mining -> Writing -> Alphabet and backfill techs like Bronze Working via tech trading. However, we're very unlikely to have more than 2 neighbours, so we can't rely on being able to do any tech trading early on.

Something like the above tech path but with Masonry slotted in after Mining and going for The Great Wall and then using Alphabet for Spies and the Espionage slider would be one possibility (The Great Wall gets use Great Spy Points, which are key for an Espionage game, because obtaining a Great Spy is incredibly powerful for Espionage).

It would certainly be one way to play this map.


That said, a more traditional approach would be along the lines of what mscellaneous said, with us probably getting Bronze Working relatively early for whipping and chopping.


If we are going to consider The Great Lighthouse, we'll need Fishing + Sailing + Masonry and if we're also going to consider The Oracle and not opening up Philosophy for a Great Scientist Lightbulb, we'll need Mysticism + Polytheism (i.e. not teching Meditation) + Priesthood. That's already a lot of techs, meaning that Pottery and Animal Husbandry would probably have to wait, unless our capital has a visible Animal Husbandry Resource.


So, already, you can start to see that a lot of little decisions like which order to research the techs can play a huge role--getting or missing a Wonder often comes down to careful management of your tech path, in addition to managing your empire's production (Hammers).
 
I dont' fancy GW, since it cost hammers which we can spend on other stuff, is a detour on our tech path unless we want The Great Lighthouse, and we don't know how easy it will be to steal techs. Our neighbours might be backwards, or far away.

I don't want to gamble on Great Lighthouse before we have scouted our surroundings. If we see 2 or more islands I think we should go for it.

With all the forests in the bfc i think mining - bronze working is a good start.
Then probably AH/pottery - writing. At this point we have probably met some neighbours and scouted or surroudings. At this point we must reasearch towards Oracle (I think we want it, and we can always pick MC, if we are short on beakers).

I think the map maker have put either bronze or horses reasonably close. They have always done so in the past (Never trust the map maker).

We should be able to agree on where to move the warrior, and where to move the settler/settle in place, unless the warrior see something special, before we get the save.

My impression when looking on OSS from the outside have always been that they have done to much testing before having enough information, particularly in the beginning. Later in the game they have donean amazing job testing and tweaking everything, but before we know the surroundings, it's hard to accurately test anything. Gold, bronze etc, changes everything in an instance.
 
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