h1.GOTM practice

hendu

Chieftain
Joined
Nov 3, 2005
Messages
68
I would like to set up a SG with the same setup as the upcoming GOTM, I thought it would be fun to do since the GOTM won't start till the first patch is released.

Game settings: (copied straight from the GOTM - 1 thread)
Civilization: Rome (Leader: Caesar; Traits: Expansionist & organised)
Rivals: 6 (Random)
Difficulty: Noble ("even" level - the AI gets no bonuses, but neither do you!)
Map: Continents
Mapsize: Standard
Climate: Temperate
Waterlevel: Medium
Era: Ancient
Speed: Normal

Victory Conditions: all enabled
Other options: all disabled

Roster (Closed):

1. hendu (Just Played)
2. RoddyVR (Up)
3. Maddog Trebonius (On Deck)
4. CivGeek
5. psychoboy (Skipped)
6. Hyfrydle
7. Jay (Skipped)

3-6 people depending on interest. I'll edit this post tonight with a screen shot of the starting location.

20 turns each for first round, 10 turns thereafter.

If interested please reply here.

Start location attached, please discuss.
 

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I'm interested.

[edit]check that, didn't pay attention to the type of game[/edit] ;)
 
never played a succession game, but i think i'll join. should be interesting.
just so the other players know:
i'm a builder in civ. i try to build everything even remotely usefull in every city, i dont like many cities, and i dont go to war untill i'm fairly certain i can roll over a civ (or atleast roll over 2 of their cities and then get a tech from them as payment for peace)
 
I've never played at SG before; what's the expected time commitment/turn rate for a game like this? 1 hour each night? 10 minutes every hour? Near constant attention? :confused:
 
Civgeek said:
I've never played at SG before; what's the expected time commitment/turn rate for a game like this? 1 hour each night? 10 minutes every hour? Near constant attention? :confused:

SG playing time is largely dependent on the stage of the game. Typically, there is more pressure to Micro-Manage in an SG because of the fact that the game is shared...although CIVIV is supposed to have less MM.

Typically, it'll be 1-2 hours for the first few times you're up, but when you get close to the end, and you're using modern weapons, etc., it may take 4-5 hours to complete your turn (although some games drop the number of turns when they get to the lategame).

In short: expect 1-2 hours every 4th or 5th day for the first few weeks, and then 3-5 hours for the final few weeks.

PS This is not a join, see my sig.
 
ChrTh said:
Typically, it'll be 1-2 hours for the first few times you're up, but when you get close to the end, and you're using modern weapons, etc., it may take 4-5 hours to complete your turn (although some games drop the number of turns when they get to the lategame).

In short: expect 1-2 hours every 4th or 5th day for the first few weeks, and then 3-5 hours for the final few weeks.

Sounds mangeable, but what if you are away for a week or so (vacation, work, real life etc) can you skip a slot? Or is that bad etiquette?
 
Civgeek said:
Sounds mangeable, but what if you are away for a week or so (vacation, work, real life etc) can you skip a slot? Or is that bad etiquette?

You can skip, just let us know a little in advance also be prepared to do a write up every turn, so everyone knows what happened during your turn. Screen shots aren't required, but are always a nice addition. You learn A LOT during an SG game because everytime you make a miskake, 5 people tell you about it. Hopefully we will all learn a lot and have some fun at the same time.
 
hendu said:
You can skip, just let us know a little in advance also be prepared to do a write up every turn, so everyone knows what happened during your turn. Screen shots aren't required, but are always a nice addition. You learn A LOT during an SG game because everytime you make a miskake, 5 people tell you about it. Hopefully we will all learn a lot and have some fun at the same time.

Sounds good to me; I'm in if there's still a spot, but I'll be on the road for work from Dec 5th - 9th.
 
hendu said:
You learn A LOT during an SG game because everytime you make a miskake, 5 people tell you about it. Hopefully we will all learn a lot and have some fun at the same time.

Five? If the game's popular (and since you're emulating the GOTM I suspect it will be), expect at least 10 people to weigh in ... :mischief:
 
RE: starting location.

wow, that's evil.
seeing the cows there is just horrible. moving SE to get the cows into city radius will lose a turn (move onto a forest or move 2 tiles), it will also take a LOT of "on the river" tiles away from the city.
and i would BET that there is atleast one food resourse in the 8 unseen tiles that would be included in the the city radius if the settler plops right down where he is.
the starting spot is realy nice for money/science. 14 river tiles and a gold resourse is a LOT of money potential. but if there isnt a food bonus resourse (other then the floodplains) then early game growth will be kind of stunted. tough choise for first turn.

just noticed ocean coast (or lake) showing on the right side. i hate starting close to the shore, but not on it. empire can only expand one way (if its the ocean shore, which it proly is with a "continents" map), but none of the benefits of a coastal capitol.
 
Hi,

I am also tired for waiting the IVOTM to start. So I'd like to join but I have to warn you... I've never played a SG game and I am quite a noob at CIV :)

psy
 
Hi there

I'm totally new to SG's but would like to be included after checking out related threads it seems like a cool way to learn the game.

Do you need more info or is this request enough?

Thanks.
 
RoddyVR said:
RE: starting location.

wow, that's evil.
seeing the cows there is just horrible. moving SE to get the cows into city radius will lose a turn (move onto a forest or move 2 tiles), it will also take a LOT of "on the river" tiles away from the city.
and i would BET that there is atleast one food resourse in the 8 unseen tiles that would be included in the the city radius if the settler plops right down where he is.
the starting spot is realy nice for money/science. 14 river tiles and a gold resourse is a LOT of money potential. but if there isnt a food bonus resourse (other then the floodplains) then early game growth will be kind of stunted. tough choise for first turn.

just noticed ocean coast (or lake) showing on the right side. i hate starting close to the shore, but not on it. empire can only expand one way (if its the ocean shore, which it proly is with a "continents" map), but none of the benefits of a coastal capitol.

On the other hand, moving SE and losing a turn doesn't seem too steep a price for guaranteeing a floodplain and cows plus a plains/hill/gold tile plus several other hills within Rome's radius.

What's the plains/hill/gold yield when mined? 0F/5P/7C?
 
plain hills gold is 3p/6c i think. maybe 7c since its on river.

i agree that the 1se tile makes for a nice city. but not great. we lose 5 "on the river tiles" by making that move.
the tile 2 N of the current settler location is PROBABLY another floodplain. i dont remember now how deserts look across the river (which side shows where), but it looks like another desert on the river, which are almost always floodplain so i doubt we gain a floodplain by moving SE.
it seems to me like Civ4 takes a prety active position of making the spots around the initial locations heavy with resourses. so i cant believe that the 8 unrevealed tiles that would be in teh city radius dont have atleast one food resourse. and the we have the gold where we sit. plus, by building the city on the forest, we'd lose the production bonus cutting it down would give.

also, romans starts with fishing, which is wasted on this rome, no matter where we build it (unless we spend like 6 turns moving to find a good spot on the coast, which isnt worth it)
EDIT: in my last post i say "just noticed the ocean to the east...." but now i cant see it.. was i seeing things before, or has the picture changed. :confused:
 
Ill join in, ive had a lot of Civ III experience over the years :D and got civ IV a while ago (Nov...4th i think it was) and can complete a Noble.

Although ive never SGed before only been a lurker until now
 
Roster closed, seems like we got a bunch of SG newbs (including myself), which I think is great. I'm planning on doing my turns tonight after the honey do lists. If you haven't already please chime in with:
Capitol location
Tech order
Unit production

I'll go with majority rule for the most part, but how you play your turns is up to you.

Personally:
Normally I don't like building on a floodplain, I'd rather work it, but I don't want to move SE because we give up the far side of the river which I would bet is more floodplain since there is jungle to the south, I'm thinking floodplain/desert to the north. Roddy, good catch on the ocean tile, I didn't see that (definately send warrior westerly). I vote for founding on the spot and making this a commerce city. I think grabbing the cow is not worth the turn and loss of trade squares, plus I like the gamble of maybe getting something good on the northern tiles.

Tech order goes along with unit production. My thought is with Rome on a river, go Agr, BW, IW, then grab wheel and AH so we can grab resources or myst so we can build obelisk. Build a worker first, by the time he gets done, we can farm and mine a few squares, until BW finishes then chop some trees for production boost.

My thoughts:
Rome is expansive so health is not an early problem (+2 health each city). Those grassland tiles with forests don't give commerce bonus unless we chop the forests down, and I think this is an all out commerce city so I don't mind losing those forests especially to help build some early units/improvements.

Once iron working is done, found second city based on iron location, build Praetorians, and expand through taking a few of our neighbor's cities.

The big draw back with my plan is no religion or culture. However, I think it is best to play to the strengths of the leader. When we found a new city we wil basically have no way for it to produce culture, therefore it will be stuck as a 9 tile city until we research myst/writing for obelisk/library.
 
RoddyVR said:
plain hills gold is 3p/6c i think. maybe 7c since its on river.

.....

EDIT: in my last post i say "just noticed the ocean to the east...." but now i cant see it.. was i seeing things before, or has the picture changed. :confused:

I calculated

Plains 1F 1P
Hills -1F +1P
Mine +2P
Gold (mined) +1P +6C
River +1C

But perhaps I've got it wroong about the mined gold. I do think I see the coast NE however (east side of plains/hills)?
 
hendu said:
I vote for founding on the spot and making this a commerce city. I think grabbing the cow is not worth the turn and loss of trade squares, plus I like the gamble of maybe getting something good on the northern tiles.

Personally I would have made the SE move, but on the spot works as well.

hendu said:
My thought is with Rome on a river, go Agr, BW, IW, then grab wheel and AH so we can grab resources or myst so we can build obelisk.

Agreed.

hendu said:
Build a worker first, by the time he gets done, we can farm and mine a few squares, until BW finishes then chop some trees for production boost.

Not so sure here; another warrior and growth to Pop 2 before a worker is also an option. Depends a bit on how long it takes to get Agr. Don't want the worker just sitting there.

hendu said:
My thoughts:
Rome is expansive so health is not an early problem (+2 health each city). Those grassland tiles with forests don't give commerce bonus unless we chop the forests down, and I think this is an all out commerce city so I don't mind losing those forests especially to help build some early units/improvements.

Once iron working is done, found second city based on iron location, build Praetorians, and expand through taking a few of our neighbor's cities.

The big draw back with my plan is no religion or culture. However, I think it is best to play to the strengths of the leader. When we found a new city we wil basically have no way for it to produce culture, therefore it will be stuck as a 9 tile city until we research myst/writing for obelisk/library.

Playing to strengths also probably means scheudling in cheap grannary at some point; perhaps with a chop. Will allow Rome much faster growth than AIs. Also want get coastal cities for cheap lighthouses and harbors. And not worry too much about large exapnsion due to Organized and cheap courthouses. I see a big, sprawling coastal empire with many Praetorians to keep the neighbors honest. :lol:
 
hendu said:
If you haven't already please chime in with:
Capitol location
Tech order
Unit production

I'll go with majority rule for the most part, but how you play your turns is up to you.

Personally:
Normally I don't like building on a floodplain, I'd rather work it, but I don't want to move SE because we give up the far side of the river which I would bet is more floodplain since there is jungle to the south, I'm thinking floodplain/desert to the north. Roddy, good catch on the ocean tile, I didn't see that (definately send warrior westerly). I vote for founding on the spot and making this a commerce city. I think grabbing the cow is not worth the turn and loss of trade squares, plus I like the gamble of maybe getting something good on the northern tiles.
I think we settle in place. I've rarely moved my settler and been happy with losing the resources I *could* have had.

hendu said:
Tech order goes along with unit production. My thought is with Rome on a river, go Agr, BW, IW, then grab wheel and AH so we can grab resources or myst so we can build obelisk. Build a worker first, by the time he gets done, we can farm and mine a few squares, until BW finishes then chop some trees for production boost.
I agree with civgeek. Build warrior(s) until pop 2, *then* worker. We might also need to throw AH (or hunting, depending on revealed resources) in before IW. We'll need IW to determine where our second city is (because we'll unlikely have iron near this city), but we'll need to work a food resource before then. I also think Myst is a decent choice with chopping to build Stonehenge. The cultural benefit for city placement (and not having to build obelisks in each to grab city resources) is pretty big.

hendu said:
My thoughts:
Rome is expansive so health is not an early problem (+2 health each city). Those grassland tiles with forests don't give commerce bonus unless we chop the forests down, and I think this is an all out commerce city so I don't mind losing those forests especially to help build some early units/improvements.

Once iron working is done, found second city based on iron location, build Praetorians, and expand through taking a few of our neighbor's cities.

The big draw back with my plan is no religion or culture. However, I think it is best to play to the strengths of the leader. When we found a new city we wil basically have no way for it to produce culture, therefore it will be stuck as a 9 tile city until we research myst/writing for obelisk/library.

If we're near a religious civ, we'll want to steal it (and the holy city :D ). If we're alone, we'll need to try and found a later religion, because happiness will limit our growth much more than health. The Stonehenge strategy can help us greatly with early culture, depending on how much pounding there is to do. Don't want to interrupt the pounding ....
 
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