SGOTM 14 - Kakumeika

In the worst case at 10-90 % Research, I believe its even possible to lose one beaker of Research and one unit of Wealth. It doesn't happen very often, but when these things should divide evenly, sometimes one loses one of each. Can anyone else verify this?

Yes. Like I said, one can avoid losses from rounding errors from the slider. I'm not sure what you mean by losses when "these things should divide evenly," but I've never cared to delve into the loss cases when the solution is so clear.
 
Ok, I will be on the rest of the night. I am awaiting the pottery vs. sailing decision :).

I think the status is:
  • Kaitzilla pottery unless someone has good arguments for sailing
  • shulec abstain
  • bc pottery
  • frogdude pottery
  • mabraham pottery
  • Walter_Wolf likes the idea of pottery, but uncommitted
  • STW unknown
  • Tachy AWOL
 
I think the status is:
  • Kaitzilla pottery unless someone has good arguments for sailing
  • shulec abstain
  • bc pottery
  • frogdude pottery
  • mabraham pottery
  • Walter_Wolf likes the idea of pottery, but uncommitted
  • STW unknown
  • Tachy AWOL

Sounds to me like a clear win to pottery at this stage since no one is advocating sailing.
 
Hmm, no arguments for sailing, so I'm pottery.

That is 4 Pottery's, 1 maybe pottery, 1 decline, and 1 ???


Looks like pottery wins :D

I will now play 3 more turns until T51 with the PPP and finish my turnset.
Cross your fingers that we will be getting the Great Wall!
 
[*]STW unknown

mabraham's case for Pottery first is compelling. As long as a building a Granary doesn't prevent us from doing other important tasks, I fine with pursuing Pottery first and then Sailing.

As we all know, a Granary can really make using the whip very efficient. Probably every city except our capital could utilize it early for faster growth and later whipping. We should also build in in our capital if we plan to whip rather than organically build things. However, I can envision our capital being an organic builder of Settlers and Workers, making good use of the its extra Food without the need to resort to whipping.

Sun Tzu Wu
 
I will now play 3 more turns until T51 with the PPP and finish my turnset.
Cross your fingers that we will be getting the Great Wall!

I'm also fine with you going to the beginning of t52, so you can see The Great Wall being built. Does stopping at t51 with forests chopped have any value at obfuscating (confusing other teams about) what we are doing versus stopping at the beginning of t52 (after The Great Wall is built and announced) ?

Sun Tzu Wu
 
I'm also fine with you going to the beginning of t52, so you can see The Great Wall being built. Does stopping at t51 with forests chopped have any value at obfuscating (confusing other teams about) what we are doing versus stopping at the beginning of t52 (after The Great Wall is built and announced) ?

Sun Tzu Wu


Ah, didn't consider the meta game aspect of going to T52.

I have indeed stopped at the beginning of T52 with all settlers, workers, and warriors fortified and ready to do things for the next player. I felt bad after chopping the forests and realizing the next player could do nothing at all on T51 except press next turn, so I followed your guys' advice and did it myself.

The results were good, I got to see the Great Wall movie :D
Burke is now at full health and we've met the witches of the south. Here they are:

Spoiler :



T50 granted our capital another border pop, along with this message on Greatest Civ!

Spoiler :



T50 also saw the East Witches becoming aware of the North Witches. T52 really spiced up the relations table too.


Spoiler :
T50



T52



T52



I will upload our game to the SGOTM server, and then post all the relevant T52 screenshots for your viewing pleasure soon.
 
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As we all know, a Granary can really make using the whip very efficient. Probably every city except our capital could utilize it early for faster growth and later whipping. We should also build in in our capital if we plan to whip rather than organically build things. However, I can envision our capital being an organic builder of Settlers and Workers, making good use of the its extra Food without the need to resort to whipping.

Yes, we will have to study this trade-off for this turn set.
 
Ah, didn't consider the meta game aspect of going to T52.

I have indeed stopped at the beginning of T52 with all settlers, workers, and warriors fortified and ready to do things for the next player. I felt bad after chopping the forests and realizing the next player could do nothing at all on T51 except press next turn, so I followed your guys' advice and did it myself.

The results were good, I got to see the Great Wall movie :D
Burke is now at full health and we've met the witches of the south. Here they are:

Spoiler :



T50 granted our capital another border pop, along with this message on Greatest Civ!

Spoiler :



T50 also saw the East Witches becoming aware of the North Witches. T52 really spiced up the relations table too.


Spoiler :
T50



T52



T52



I will upload our game to the SGOTM server, and then post all the relevant T52 screenshots for your viewing pleasure soon.

Great job Kaitzilla.

I hope your photobucket album is not readily available to someone who doesn't have the URLs. It looks that way to me.

We have found more non-industrial opponents, so that is good news for our pottery-first wonder-heavy approach.

There's reason to hope that Mansa/Shaka will out-tech the other pairs, but they are not as attractive a target for espionage, because they are further from our capital. Of course we could play some games with moving our capital or gifting a city, but we could do that more reliably with the other AIs.

Should Burke bee-line west to meet the last opponents, rather than worry about trade routes?
 
I note that the last team discovered Hinduism (and maybe have Stonehenge - haven't checked the wonders display yet). Asoka is not the natural Indian colour. Does that mean we have Gandhi? What is the name of Asoka's capital? Has it ever crept into the top cities list?
 
Turn Log Info:

Spoiler :
Here is your Session Turn Log from 2400 BC to 1920 BC:


Turn 42, 2320 BC: The revolution has begun!!!
Turn 42, 2320 BC: Dorothy adopts Slavery!
Turn 42, 2320 BC: The anarchy is over! Your government is re-established.

Turn 43, 2280 BC: New York has been founded.

Turn 45, 2200 BC: Barbarian's Bear (3.00) vs Dorothy's Burke (Washington) (Warrior) (3.60)
Turn 45, 2200 BC: Combat Odds: 27.2%
Turn 45, 2200 BC: (Animal Combat: +10%)
Turn 45, 2200 BC: (Plot Defense: +50%)
Turn 45, 2200 BC: (Feature Defense: +20%)
Turn 45, 2200 BC: Barbarian's Bear is hit for 21 (79/100HP)
Turn 45, 2200 BC: Barbarian's Bear is hit for 21 (58/100HP)
Turn 45, 2200 BC: Dorothy's Burke (Washington) (Warrior) is hit for 18 (82/100HP)
Turn 45, 2200 BC: Barbarian's Bear is hit for 21 (37/100HP)
Turn 45, 2200 BC: Dorothy's Burke (Washington) (Warrior) is hit for 18 (64/100HP)
Turn 45, 2200 BC: Dorothy's Burke (Washington) (Warrior) is hit for 18 (46/100HP)
Turn 45, 2200 BC: Barbarian's Bear is hit for 21 (16/100HP)
Turn 45, 2200 BC: Barbarian's Bear is hit for 21 (0/100HP)
Turn 45, 2200 BC: Dorothy's Burke (Washington) (Warrior) has defeated Barbarian's Bear!

Turn 47, 2120 BC: You have discovered Masonry!
Turn 47, 2120 BC: Stonehenge has been built in a far away land!
Turn 47, 2120 BC: Good Witch of the North adopts Slavery!

Turn 50, 2000 BC: New York has grown to size 2.
Turn 50, 2000 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Wicked Witch of the North/Good Witch of the North.
Turn 50, 2000 BC: The borders of Washington are about to expand.
Turn 50, 2000 BC: The borders of Washington have expanded!

Turn 51, 1960 BC: Clearing a Forest has created 20:hammers: for New York.
Turn 51, 1960 BC: Clearing a Forest has created 20:hammers: for New York.
Turn 51, 1960 BC: Clearing a Forest has created 20:hammers: for New York.
Turn 51, 1960 BC: Dorothy has completed The Great Wall!

Turn 52, 1920 BC: Washington can hurry Worker for 1pop with 16:hammers: overflow and +1:mad: for 18 turns.
Turn 52, 1920 BC: Good Witch of the South/Wicked Witch of the South is the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 52, 1920 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South.

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility



Empire at T52:


Spoiler :










Info Screenshots at T52:


Spoiler :











The raw espionage points from hovering over the score box were:
90/104 Eastern Witches @T51
33/0 Northern Witches @T51
0/0 Southern Witches @t52


I just knew Mali or Babylon was in this game :) Post 168
Now we know where Stonehenge went.

Someone mentioned seeing a Viking unit walking around earlier, so that means the Hindu founding Civ must have their capital on an island of some sort.
**I can't find any mention of Viking unit in thread. However, T50 Greatest Civ Screenshot says Ragnar #2 largest Civ, so I'll keep my theory based on that.**
Post 335 using Screenshot from Post 321 and Post 324

The last unknown rival has to be an AI pair right?
 
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I hope your photobucket album is not readily available to someone who doesn't have the URLs. It looks that way to me.


Gah, it is public :sad:

I changed it to private, it wants a password to view the album now. Let me know if my photos are still visible in this thread please.
 
I note that the last team discovered Hinduism (and maybe have Stonehenge - haven't checked the wonders display yet). Asoka is not the natural Indian colour. Does that mean we have Gandhi? What is the name of Asoka's capital? Has it ever crept into the top cities list?

Aha. Bombay founded in 4000BC is in one of Kaitzilla's screenshots. So Asoka's capital is Bombay and that plus his colour is a strong indication that Gandhi is in the game, and his capital will be Delhi. Can we deduce from the early soldiers count a small number of possibilities for the ninth leader?

The fact that our land area is still first is a strong clue that the AI capitals are pretty coastal, as we thought earlier.
 
Someone mentioned seeing a Viking unit walking around earlier, so that means the Hindu founding Civ must have their capital on an island of some sort.
Post 335 using Screenshot from Post 321 and Post 324

The last unknown rival has to be an AI pair right?

Yes, the last rival is an AI pair. The island inference, the victory criterion and Gandhi's identity suggest that he might be the Wizard on an island teamed with the Wicked Witch of the West? If so, that's an additional barrier to any kind of fast win - unless the Wizard can't expand and we get a galleon force over there somehow fast.

Alternatively, Gandhi and someone are the Wicked Witches of the West (and the Hindu-founding one of them is on an island if Kaitzilla's deduction is right), and the Wizard is a unit.
 
Should Burke bee-line east to meet the last opponents, rather than worry about trade routes?

Heading solidly West to try and find the last team sounds good. If we find the last team, we will know for sure whether the wizard is a civ or other (probably unit, but keep other possibilities in mind).
 
I would recommend that Burke wait for or use an archer escort from another team to go west.

:goodjob: kaitzilla :)

Sun Tzu Wu... waiting
mabraham... waiting
Tachywaxon... MIA
Walter_Wolf... waiting
Kaitzilla... waiting
frogdude... UP NOW
bcool... on deck
shulec... in the hole
 
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