SGOTM 19 - A'pos'tro'p'hes

AlanH

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Welcome to your BtS SGOTM 19 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 with the game. :)
 
Team Roster

Neil - (t0-t18)(t60-t80)
Pollina - (t18-t29)(t80-t93)
shulec - (t93-t103)
ChrisShaffer - skipped
Trystero - (t29-t50)(t103-t113)
Benginal - (t50-59) UP
Kaitzilla - skipped - On Deck
 
SGOTM 19 - The Trumpster

Thanks for this scenario again go to kcd_swede.


You will play as The Trumpster, otherwise known as Cyrus of the Dutch.

Goodies which ensure a fast pace:
-Bank Error in Your Favor, you start with 200 gold!
-An extra worker and a scout are added to your normal units.
-Some tiles around the start are unfogged to prevent a random direction choice from having too much impact on the competition.
-You and all AI (and barbs) start with all of the Ancient Era technologies EXCEPT those which grant a religion (i.e. Meditation, Polytheism, and Monotheism), so all religions can be founded and none are distributed randomly. Priesthood will NOT be included for the human players.

Your start looks like this:




Your goal: You will found or capture the Corporate HQ of at least one corporation, and monopolize (owned and accessed, or traded for) every instance of its resources on the map before winning the game in any way you choose. Too simple? Ok, there is just ONE other thing you must do before winning the game...
Spoiler :
but that will not be revealed until you submit your save where the technology of Democracy has been learned. (PM Alanh and kcd_swede when you have learned Democracy, and this condition will be revealed).


Game Options:
Ancient Era Start
Normal Speed
Aggressive AI
Unrestricted Leaders
Choose Religion
New Random Seed
No Vassal States
No Goody Huts
No Events
All Victory Conditions Enabled

Map size Standard
6 Opponents
Normal Barbs
Map script: Lakes, low seas, flat (no world wrap).
Difficulty: Immortal

Restrictions: 1) Culture VC cannot use espionage to spread culture to legendary city; 2) You may not have more than +1 diplo modifier for "you have liberated our city" with any civilization remaining alive; and 3) You may not offer nor accept peace or cease fire in any war declared by you until an enemy city is captured or one of your cities is lost by capture, or the war is ended by UN/AP resolution.

Mitigators: Resources that "pop" from a mine in the final 20 turns will not count against you; and teams which fail to secure all the resources will remain eligible for laurels after a 10 turn penalty is applied plus 5 turns for each instance of a resource not accessed.

Note, the usual GOTM restrictions still apply (no replaying, no liberating cities to a civ you are at war with, have fun, etc).

Timetable

The Pre-game Discussion Thread for this game is now open for business.
Links to saves and progress information are available on the SGOTM Progress Page

The team starting saves will be available here on February 7.

The completion deadline will be May 7.. Plan your game, and please avoid a last minute struggle to meet the deadline.
Please be warned, except in the event of cosmic catastrophes. THERE WILL BE NO DEADLINE EXTENSIONS.


Notes
  • Versions
    This game will be played in Civilization IV Beyond the Sword, version 3.19, using the standard BUFFY-3.19.003 HoF mod.
    If a later BtS patch is released during this game you will NOT be able to use it to play. You will need to complete this game in BtS version 3.19 before updating your copy of BtS, or create and update a separate copy.

    Mac players can only join in if they are able to run the Windows software on their system.
  • Rules and Procedures
    Please visit the Civ4 SGOTM reference thread to check out the rules and procedures to ensure that you are adequately prepared for this game.

    All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
 
Team Rules*

Required

  • Read the various rule threads posted by AlanH.
  • Before playing every single turnset, verify that your ini file has the autosave interval set to 1.
  • Before playing every single turnset, verify that the BUFFY log is enabled.
  • After uploading your save file, post BOTH the CivFanatics log (displayed on the upload confirmation web page) and the BUFFY log.
  • No reloads! We get one shot, no replays, period!
  • No reading other team threads. The easiest way to do this is to use the thread tools to subscribe to this thread. You could also bookmark the thread.
  • When looking at the save, do not perform any irreversible action. Do not move units, whip, or trade.
  • The flying camera exploit is banned.
  • If the game crashes, stop and PM AlanH with the details of what happened. Wait for instructions from AlanH before proceeding.
  • Do not open auto saves except to recover from a crash.
  • Stop and ask the team for advice if a new opportunity presents itself.
  • Stop and ask the team if anything goes wrong.
  • Have fun!

Strongly Recommended

  • Make manual saves often, preferably every turn, in case we need to review diplomacy screens or other metrics.
  • Pause the game before uploading or examining it.
  • Put TEST flags on the map on test games, and name test games so it's obvious they aren't the real game.
  • Let us know if you are unable to make a deadline, get too busy in real life, or are going offline for vacation.
  • Do not automate workers.
  • Do not use city governors.
  • Do not leave units on goto orders.
  • Have fun!

Etiquette
  • Active participation -- Your contribution to every set is important, even if it's an 'I agree.' Although everyone might have real life issues sometimes, it's courteous to notify the team of your absence.
  • Pre-Play Plan -- The spirit of succession games is to play the game following the consensus of the team decision. Therefore the player who is UP should post a clear plan for discussion. Guidelines have been posted for the contents of your plan in the next post. It might be that the team decides to head in a direction you were opposed to, it does not mean you are wrong but rather that the team believes the odds of winning are more likely with the decided approach.
  • Timing -- We will stick to a schedule in order to complete this game within the 3 month ironcast deadline. It is still important to reach consensus and ensure quality of play.
    -An "Initial PPP" should be posted within 24 hours of the previous submission. After 24 hours, ANY player is open to posting an Initial PPP for team debate. Getting the debate going is sometimes the biggest delay as everyone may be waiting for a specific person to post the Initial PPP.
    -Game must be played within 48 hours of team consensus, otherwise ANY available player can post a "SUB" and immediately play the set
    -A "WILL PLAY" must be announced by the next rostered player, after the team consensus to 24 hours after a save is submitted. Otherwise YOU WILL BE SKIPPED.
    -Some sets will take much longer than others. If the UP player cannot play within 48 hrs of consensus due to RL issues, please inform the team early.
  • Please, please, please include a report when you submit the save, complete with the CivFanatics log AND the BUFFY log. You may submit your report later but it would be preferable to have it before the discussion on the next set starts.
  • Finish all your discussed turns and upload the game saved at the END of the discussed part.
  • Don’t be afraid to post things that may appear stupid or evident. Each player has strengths and weaknesses. There are numerous examples in the earlier SGOTM threads when the most simple rule has been unknown to players (such as the difference between peace treaty and cease fire). Don’t be afraid that other members will think you are stupid.
  • Don’t play intoxicated (from alcohol, drugs or smoke). Don’t play when you are too tired. Don't play when your kids or spouse are talking to you.
  • Respect your team mates, and demand their respect. Take care of your writing style. Accept that people whose first language is not English will use English in a different way than you are used to. Disagree by all means, but don't make it personal, and don't take it personally.
  • Use smilies and emoticons in your posts. Jokes, humor, sarcasm, and offensive language can be misinterpreted, except when I am making them, when I will expect everyone to laugh!!
  • Remember that a lot of players read what we post. Don't be rude or disrespectful to any player not on our team.
  • SG's are team games. Be a good team member. Post your ideas, argue your case, and encourage and praise your team mates. Don't be afraid to post in our game thread. That is what it's for.
  • Have fun!

Turn Sets

There are 7 major parts to every set.

  1. Initial Pre-Play Plan: see below.
  2. Voting: everyone voices his or her opinion on the issues raised in 1.
  3. Plan: see below.
  4. Critique of the Plan: once the Plan is posted, players should try/read the plan and look for anything they'd like to change. This is where you must support your arguments!
  5. Final Plan: tries to glue everything together.
  6. Play the Set: see below.
  7. Post the Report: see below

What is the Initial Pre-Play Plan?

The Pre-Play Plan is to initiate the discussion on the diverging possibilities at the start of a set. This includes, but not limited to, EP focus, general city micro, general worker micro, general techs. Basically, make an idea of what you want to do with your 10/15 turns.

Below are general ideas as to what you can cover with the pre-play plan. Not everything needs to be discussed, only the obvious decision points. If others feel that other missing issues should be raised, then the debate after the Initial PPP is the time to do it!

1. Technologies
  • What techs are you aiming for? (One, a beeline ex. Literature, part-research for trading)
  • What trades will you attempt with who and when? (When to sell for gold ex. first opportunity or wait for more, specify the leader(s), waiting for a wonder to finish so the AI get failure gold)
  • Are we planning a Great Person bulb?

2. Dealing with AIs
  • Resource trade negotiations
  • Espionage assignment
  • Open borders (cancel or allow)
  • AI demands (resources, cancel trades, who do we send packing or not, technologies, war, religions, civics)

3. City placement and builds - mostly in the beginning
  • Where are you planning on sending a settler?
  • Are you sending a worker along?
  • Is the land fogbusted/do we have an escort?
  • Initial city builds (Monument/Granary etc...)
  • Tile improvements around this city (food, hammers, commerce)

4. General micro
  • Special tile assignments (starve city for specialists, switch to growth, etc.)
  • Tile swapping with other cities
  • Whips
  • Build order (infrastructure/military/settlers/workers/wealth/science)
  • Dealing with happy/health caps
  • Worker improvements and moves

5. Civics and religion
  • Are you planning on civic switches/do we need to acquire the techs? (Caste for border pops, slavery for whip...)
  • Are we expecting a religion change?

6.War - if applicable
  • Refuse/accept AI war demands
  • Bribing civs to declare war or for stopping war
  • War plan (who, how many units and how to acquire them, which cities to strike, scouting prior to DoW...)

7. Bigger picture
  • Gifts (city, gold, techs...)
  • What AI do we try to please
  • Goals for the future
  • Diplo manipulation
  • Extras

What your Plan should cover:

The plan must contain 2 detailed parts:

  1. What you will check for every turn (EP, trades available, GPT available, etc.) [this is easy].
  2. Turn-by-turn worker moves, city micromanagement, unit movement and or general guidelines as to what we can't control via test game [this is the hard part].

The team will almost certainly decide to slack on #2 once the game becomes well in hand, but for the first 100 turns this is expected.

How your set should go:

  • Play according to the plan
  • If something unexpected (or an opportunity) comes up, STOP AND CHECK WITH THE TEAM.
  • If you have to adapt, do so!
  • You can add markers in game during and at the end of your set. It's a lot easier on team members to figure where units are going.

What your set report should cover:
  • WHEOOHRN alerts and possible/likely targets
  • Great Generals and Great Engineers in distant lands
  • Religions founded
  • Wonders built
  • When to renegotiate trades
  • What you were planning for the future
  • How the plan worked out/didn't
  • Anything unexpected
  • Remember to post BOTH the CivFanatics log (found on the upload confirmation screen) and the BUFFY log.

*Copied from Chris' rules collection for SGOTM 17, which was itself liberally copied from various team threads in previous SGOTM games.

References and useful links:

Test Games, Dot Maps, and Spreadsheets
 
Welcome aboard everyone!

Don't know where to start, so I will just regurgitate some first thoughts I have been having.....

Settling
Hard to say without seeing the edges of the map.
Settling on the PHF between the Corn, Pigs & Copper is calling to me, but it has no production. Fog-gazing when we get the real save might show a hill or 2 in the fog to the south.
Assuming no more hills in the fog, 2S of the settler looks the winner. Pigs, Corn, Marble, Silk, FP, Copper & 2 PHF. This also leaves a Rice & 2 Sugar city for city 2 (GP Farm).

Strategy
Exploration seems key to this which is something we always say, and Great Person generation.
I am not too fussed about the 'worker stealing' restrictions, an early limited war could still be highly beneficial to claim workers AND a city.
Controlling ALL resources very much implies a strong military game. No doubt the Democracy secret requirement will be the opposite.

Corps
Sid's Sushi seem obvious.... so I expect a few sea resources in very tricky to get to spots.
Aluminium Inc will be easiest (just Coal) but we need Rocketry! That is a long way into the tech tree.
Creative Constructions could be real chance, but needs an Engineer, the trickiest GP to make.


Anyone feel like putting up a test map??

edit: and don't open the Unusual Suspects thread like I almost did!!!!!
 
Checking in.

I could prepare a preliminary test map tonight (gmt+1).
 
Since you volunteered.... that would be awesome. :)

I just realised I should have announced the next WOTM today, which means I should go make it asap.
 
Some initial questions/thoughts:

Agree with Neil that a strong military approach is required. An early war will likely be good. I'm fine with using such to gain 1-2 workers and a city or more. With all Ancient technologies, what units will be available for us and our enemies to fight this war? Is there a beeline tech we can gain to give a a quick advantage in early war?

One thing all the top teams consistently do is figure out their great people plan very early and update it regularly. How many and which type of great people will we need for bulbing to Democracy and founding our selected corporation? What is the best bulbing path to Democracy?

What is our preferred set of civics to begin the game? We start with 200 gold, which is enough to pay maintenance for some time. I expect we want a turn 0 revolution while our settler is moving.

The corn/pigs/copper space is a plains hill, but has no fresh water (but we are Expansive for +2 health) and limited production. Clearly settling on the western coast is not ideal. We are Dutch - will we get to levees? If so, the Dike is very powerful and we should endeavor to have rivers in our capital. Scouting will be essential. I suggest worker 1S 1SE to plains hill and scout 2E or 1E 1SE to explore the river. The warrior will not be useful in scouting for our first city location, so should probably go north.

We are Cyrus of the Dutch - so NOT Financial - instead we are Creative and Expansive. Creative will be nice early for fast border pops in all our cities, including an early third ring in our capital. That makes the corn/pigs/copper more attractive, since it will border pop the marble quickly. For this reason, I don't like 2S. It only gains 1 hill over the corn/pigs/copper site. The silk isn't that great and we will get the marble quickly anyway. i prefer to save 2 silk + 2 sugar for a super science city 2S of rice, though Neil's suggestion of a GP farm with rice + 2 sugar is also good.

Initial research will be very slow, since we will be researching high value techs with only one city. That said, how do people feel about Math -> Calendar beeline to get the silk and sugar online ASAP?

We can expect to find other shuffled leaders/civilizations with Unrestricted Leaders on. (Note that our East Indiaman unit will be fairly useless on a Lakes map.)

Should our worker chop or improve resources first? Chopping is very attractive for early builds - Creative library, quick settler, strong defenders, etc.

It's an ancient start, so we have some breathing room before the barbarians start spawning human units. (What turn will barbarian human units spawn with these settings?) However, those human units will be very strong. We need to plan an initial barbarian defence now and will need our first build to be a defensive unit. Fortunately, with an extra scout and worker, this should be possible. Testing might determine if we could fit a half-price Creative library into the build queue before the first defensive unit, but I wonder if this is actually a risk we should take.

How quickly should be be planning to build our second settler? With these settings, we can likely expand much faster than our economy can handle.
 
instead we are Creative and Expansive
This is BTS where Cyrus is Imperialistic and Charismatic. I would much rather have the Vanilla traits. :sad:

On the plus side, settler first could be more attractive with Imp.

What turn will barbarian human units spawn with these settings?
My tests had the first human barbs spawning between T25 and T30, iirc. Barbs start with Bronze Working, so we should be prepared for axes and spears.
 
Checking in. Thanks for the invite Neil. It's great to see some old Suspects and Discworld dwarves.

Edit: I'm also having the problem with instant email notification described in this thread, so this is apparently still an issue.
 
Here’s the test map, as promised.

  • Game settings should be accurate
  • We are Cyrus of the Netherlands
  • Worker and scout added
  • 200 gold added
  • Terrain should be fairly accurate. Assuming the mapmaker has not interfered with forest placement, the coordinates should be right, too. (Deciduous forests are generated on plots with y>10)
  • Starting techs added (including barb techs)
  • 6 random AI opponents (Feel free to change those by editing the world builder file in a text editor. But don’t forget to add barb techs afterwards.)
  • Added "test game" flags
 

Attachments

  • SGOTM19 test BC-4000.CivBeyondSwordSave
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Settling
Hard to say without seeing the edges of the map.
Settling on the PHF between the Corn, Pigs & Copper is calling to me, but it has no production. Fog-gazing when we get the real save might show a hill or 2 in the fog to the south.
Assuming no more hills in the fog, 2S of the settler looks the winner. Pigs, Corn, Marble, Silk, FP, Copper & 2 PHF. This also leaves a Rice & 2 Sugar city for city 2 (GP Farm).

I prefer 2S over the PHF since being on the PH would lose us 3 tiles to the edge of the map.

I was also considering SIP for a fast start, but will have to try this in the test game.
 
Checking in! :thumbsup: :clap: :rockon: :beer:

Location in the World
I think we're at the eastern edge of the map. Judging by the trees I'd say we're probably in the southern half. If this map is like any of the other lakes maps I've been playing recently I'd wager our location looks something like this:



See here for a tad more information on lakes. It's a smaller map than normal in terms of total tiles, but I think should have a similar number of land tiles? I haven't verified this though.

Settling
2S1E (Plains hill): This site gets the pigs, but hurts for production. It will have the copper (4H) and what I think is a g hill 1S of the pigs (3H). There's also the 2H city tile and a lot of plains forests to work though. We lose the forest by settling on it and we lose many other forests. We never get a full fat cross because I think we're at the edge of the map. And we can't work the lake whose extra coins might be really useful early on for the Benginal Oracle Gambit TM (patent pending). So pigs > production+commerce?

SIP: I think this is my preference right now. I haven't done any testing or anything, but that's my gut feeling. The pigs makes for an almost guaranteed strong second city that we can potentially get very fast.

There are technically other options but I view these as the two best ones. Am I wrong?

First Tech and First Build
This is going to take scads of testing. I've never played anything but "normal" starts. I.e., I don't know how having access to all the worker techs changes stuff? Do we chop first, or improve the corn, or farm the sugar? Do we start with a worker? I'd rather not build a warrior since we'll have access to axes very shortly.

More generally, what are our constraints? It's almost surely workers. We've got all the research we need for the first few dozen turns, we've got the ability to chop and we've got at least eight forests depending on where we settle, we've got 200 gold in reserve to allow us to expand. We need workers. What do we lose by starting worker first? A settler? Stonehenge?

Another potential constraint is exploration. We need to uncover this map quickly. This will probably be less trivial than on unaltered maps.

The Oracle
I think the idea was that we're not supposed to be able to build this, but I'm almost sure this isn't the case. I don't see an AI going oracle first over the other early wonders, but this will take a lot of testing and might depend on the AIs? Do any AIs have propensities for building certain wonders? With prechops and marble the oracle can happen as soon as we finish Priesthood (PH) which can happen fairly quickly if we work the lake and a farmed sugar.

I think starting medi -> PH working the lake to make sure we get Meditation could potentially be very cool (poly -> PH is another option since poly is more useful than medi, but means a slower PH). It's the kind of thing I'd never consider because I need worker techs, but here we don't. I'm so confused! :hammer2:. The Great Prophet could then build us a shrine? I don't even know anymore man.

I kind of just want to build every wonder, :p. How constrained are we going to be on money for a massive REX which I view as being at the opposite end of the spectrum. What's our source of commerce going to be? The capital can work 1 or 4 riverside cottages depending on PHill or SIP.

Test Map
I've been meaning to make one. I've been playing some unaltered lakes maps recently. But it's going to be unsafe to rely on Pollina's. Preferably we make a million with different AIs and random seeds, but we're all busy. I think if we have a handful to start that will give us a good idea of (1) if we can get the Oracle, (2) how aggressive AIs are going to behave if we found a religion, and (3) Barb behavior, among other things.

I really have no idea how best to leverage starting with so many techs and so much money. We definitely, definitely need more workers. Of that much I'm sure. How do we get them? Build them, chop them, steal them?
 
Agree with Neil that a strong military approach is required. An early war will likely be good. I'm fine with using such to gain 1-2 workers and a city or more. With all Ancient technologies, what units will be available for us and our enemies to fight this war? Is there a beeline tech we can gain to give a a quick advantage in early war?

Concur that war will be required. Chopping a ton of axes is presumably possible since our chopping is more efficient than the AIs, but I'm not sure if this is the most cost effective. Catapults seems like a good idea. Ultimately this will depend on how much land we have, I think. Trebs are amazing and previous SGOTMs have proved time and again that trebs and maces well microed can take over a map.

What is our preferred set of civics to begin the game? We start with 200 gold, which is enough to pay maintenance for some time. I expect we want a turn 0 revolution while our settler is moving.

This depends on if we settle in place or not and if we go for oracle. If we move the settler, a move to Slavery is obvious. Otherwise it's less clear if we should wait to revolt.

Initial research will be very slow, since we will be researching high value techs with only one city. That said, how do people feel about Math -> Calendar beeline to get the silk and sugar online ASAP?

Calendar should be a tech we get very, very early. With marble, we should probably get MoM as well. Golden Ages are key.

Should our worker chop or improve resources first? Chopping is very attractive for early builds - Creative library, quick settler, strong defenders, etc.

I don't know!!!!! I think we can wait on the library. We don't have enough raw commerce or enough population for it to be worth it just yet. We'll get it soon, for sure. But I think the library can wait for another settler or two, a few workers, and a few axes.

How quickly should be be planning to build our second settler? With these settings, we can likely expand much faster than our economy can handle.

I think very quickly. We need workers. A second city can help build a few, or help build units to go take a few.

Here’s the test map, as promised.

  • Game settings should be accurate
  • We are Cyrus of the Netherlands
  • Worker and scout added
  • 200 gold added
  • Terrain should be fairly accurate. Assuming the mapmaker has not interfered with forest placement, the coordinates should be right, too. (Deciduous forests are generated on plots with y>10)
  • Starting techs added (including barb techs)
  • 6 random AI opponents (Feel free to change those by editing the world builder file in a text editor. But don’t forget to add barb techs afterwards.)
  • Added "test game" flags

Excellent! How did you figure out the coordinates? I'm at work so can't open the save. Does it line up with where I think we are?

Settling 2S

This is potentially a good place. Alternatively, we can settle 1W of the pig with our second city. Or maybe 2W of the pig if we need the marble right away.

I'm still pretty pro settling in place. Getting pigs/marble doesn't seem worth it to me. Losing the turn is costly. And given that we start with a worker, I'd like him to start improving something (the corn) right away.


Whether or not we go for this dictates a huge amount of our early game strategy. I think deciding if we are or not is a good first team decision in terms of dictating how we spend our testing time.
 
Completely forgot we were dutch, just saw cyrus. Charismatic is an excellent trait for us.
Having Kaitzilla join us is fantastic as he is a huge warmonger! so exactly what we need.

Are the real saves available? Fog gazing should give us a much better understanding of where to settle. A single turn is no delay at all if it gets us going faster, the corn is dry so it wont take very long to catch up with the pigs with an extra fpt. Test save is most useful in deciding where to settle. Edit: sip gives us a crazy number of forests though

As for Oracle, dunno. Same for trying to get a religion, will need to get a feel with the test game as for what is possible or likely.
 
Settling
I quite like SIP. It has decent base production, fresh water (Dike can be built), and lots of forests. We will need at least some commerce, if go we for an early war. I see 5 riverside tiles that could be cottaged eventually (floodplains, sugar, 3 grassland), if we settle here. With settler @ pop2 we could settle the pigs t17, then later grab the rice spot as our 3rd city.

2S is not much worse. It has more food, but less commerce potential. Less forests, no fresh water, but can work better tiles @ pop4. :undecide:
Some testing is in order. :D

First tech and builds
With all those forests, I very much prefer Maths as first tech for the extra hammers from chops. It also unlocks Construction, Currency and Calendar. All techs we want sooner rather than later.

I’m no fan of going for the Oracle. I’ve played a number of test games with various sets of AI over the past week. The first tech choices almost always looked like this:

Spoiler :


Typical tech choices after Meditation/Polytheism were Iron Working, Code of Laws and Monotheism, sometimes Monarchy. I don’t like going for techs that we could get for free.

Building priorities for me are settler and axe. With barbs on, getting the 4 XP for a woodsman 2 promoted axe shouldn’t be too hard. Let’s go farm some workers from a neighbor, then take him out with cats+axes.

Bulbs and Great People
There are a few bulbing options on the way to Democracy. Philo, Education and Printing Press can be bulbed with scientists. Constitution can be partly bulbed by a Great Merchant, but I am not convinced that’s a good option. Liberalism->Democracy looks like a good plan.

Wonders
Wonders I would prioritize are GLib, Maussoleum, Taj Mahal and Statue of Liberty. Great Library could help generate some Great Scientists.

I wouldn’t mind to capture some of the other wonders.

Corps
One would be foolish to assume that the mapmaker has not manipulated placements of resources. Hint: Exploration will be at a premium, and thus you are gifted a scout. Note, you may (fairly safely) assume that the mapmaker has not drastically altered the amounts and types of resources for the Lakes map script, though.

I wanted to see what the max corp yields on a standard Lakes map (standard world size, 6 AI, temperate climate, low sea level, flat) are. So I created a few maps and counted the number of Corp resources in a text editor. Here are the results:

Spoiler :


Sushi, Cereal Mills and Cilized Jewelers seem like reasonable options (depending on the hidden objective). I doubt any Corp is worth spreading, even if this turns out to be a teching game in the end. State Property should beat a Corp Economy on a standard Lakes map.

Exploration and early Democracy are essential, of course.
 
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