Qsc17-Carthage - Results & Strategy

Originally posted by hbdragon88
I read moonsinger's notes on qsc15 but never studied them in close detail because it was for fun at first - no strategy, 153th out of 155 in the table chart that time.

So, someone did read them.:) In that case, I will definitely write more for GOTM19. It's now too late for GOTM18.
 
M, I read timelines too :)
 
Me four.... The interesting (best?) ones at least...

I finished 54 out of 88. Not very good...:( I didn't meet Egypt until 750 BC, IIRC...

Just wanted to say :goodjob: to the GOTM staff. I loved the presentation of the results!
 
Well, we know at least Cracker reads ALL the timelines, so might as well show him what you were thinking!

Cracker, there are some rows that you used but didn't explain--General Assessment and Extents. I can pretty much figure out what the Assessment meant, except for mine "modr+". I can't make that come out to heavy-duty researching!

What were the Extents and how were they determined?
 
the "extents" data was an assessment of approximately how much of the area of the starting archipelago that you had revealed.

the "presence" data was a count of the number of islands where there was some evidence that you had set foot on the island or established a physical presence.

the general assessment is not absolute but is based on a quick review of what the game looks like by paging through the map and the advisor screens. Modr+ is "Moderate plus" wich would have been my view of a moderately strong game on the verge of choosing an extreme approach. The reason that this is not absolute is that it is based on the flash first assessment of what you seem to be doing in you game by what the game looks like and not necessarily what you say you are doing in your timeline. These general assessment groupings and criteria can change from game to game just because of specifics that we would look to see in the game. This is far from an exact science.
 
What about 'pwr' and 'lite'? Just an assessment of the amount of military, or something else? And what's 'suicide'? :p

Renata
 
I had an 'anar' standing for anarchy as I was switching to Republic (or I had an anarchic way of playing):p
 
Wow! This is almost too much information - like a scholar visiting the Royal Library of Alexandria for the first time.

I guess 39 of 88 is respectable, but plenty of room for improvment. This definitely raises the bar on GOTM18. Too bad I already jumped into the water with the rest of the lemmings.
:jump:

One obvious thing was that I was the only one with 3 temples. I guess this is an old warmonger habit - got to get some culture to avoid those nasty flips. Also, my galley did loiter about waiting for troops to transport (and hiding from squid) instead of sailing off the edge of the earth.
 
I noticed a few of the top players built another worker before building a warrior. I've always been afraid to be that "naked" especially with Crackers (seemingly perpetual) level orange warning about potential barbarian activity. I can see the advantages of an early worker and the reasons why this map didn't require an early explorer. Has this strategy ever backfired? I.E. lost the extra worker and had the captiol ravaged. Or worse yet, the AI meets and conquers us in 1 turn?
 
One time there was an undefended city and I moved a worker to "guard" it; barb killed it the next turn. That, however, was a first city - barb camp right outside! :mad:
 
Originally posted by ControlFreak
I noticed a few of the top players built another worker before building a warrior. I've always been afraid to be that "naked" especially with Crackers (seemingly perpetual) level orange warning about potential barbarian activity. I can see the advantages of an early worker and the reasons why this map didn't require an early explorer. Has this strategy ever backfired? I.E. lost the extra worker and had the captiol ravaged. Or worse yet, the AI meets and conquers us in 1 turn?

The barbs can't destroy cities. The barb warriors have movement of 1 and so does the worker so just run away.

A few months ago I had a horrible defeat in a game where a neighboring civ sent a warrior to attack my undefended capital and destroyed me. :cry:
 
Well, I got a 'lite' rating, which can't be good right? ;)

This is because I chose to go for a 20K cultural victory from the start, with Carthage as that city, and I placed Carthage on a space that had coastal and river access, and a good amount of future production tiles. This did not include the Wheat/Floodplains space, which was left to my 2nd city. At the end of the QSC I was just getting into gear (only 4 cities, with a Settler ready for a 5th.)

Also, I set my Science research rate as high as I could. From the pre-game information, I didn't think I'd contact anybody until after Map-Making, and probably no more than 1 or 2 civs, so I wanted Navigation as quickly as possible. This also supported my 20K culture attempt, because I'd probably be researching the Wonder Techs earlier than the AIs would. Once I knew I was on a relatively small land mass, I knew I was following the right tactic, and I also felt pretty safe, because no one could mass ambush me without Map-Making. My goal was to beat them to it.

I've felt at times that too much information is given. Knowing that GOTM17 was Archipelago with a massive amount of water completely biased my approach to playing the game. In some ways the game would be more challenging if that information wasn't available. However, I know that most participants probably won the game handily (even those with 'lite' assessments :cool: ). By providing the information and letting the players plan their game, the opportunity to push the limits and really play a strategy from the very beginning is presented. This is worthwhile, and telling (and reading) the story of the game in the Spoilers really adds to the experience.
 
I just want to further add that I make sure to read most of the timelines, including those of the traditionaly stong players such as Sir Plep, Moonsinger, and DaveMcW (just naming a few, no offense to the others :)). I find the timelines are flat out the most important resourse of the qsc as they each present a usually detailed overview of movement in the early game. I encourage all players to check these out and I also encourage those submitting to not just put movements but also important insight into "why" some moves were made, especially early on. While, I myself have not placed particularly high, I will be sure to include more of my personal thoughts as well as actions, as I myself find these things more useful than any maps or sav game files.
 
I just wanted to say thanks to everyone who took the time to write out a detailed timeline for the qsc - I've been going through them the last few days and have learned a lot. :)

Renata
 
I certainly hope not from me :rolleyes: that was not a good timeline. This month's timeline is much better and simpler. Plus I ranked second-to-last.
 
I've just finished running through Sir Pleb's excellent timeline. I really wish I had done this before starting GOTM 18!

I did pretty poorly in the overall rankings (2nd from bottom), though it was my first GOTM, and I only had 3 days to play it, and I did have one arm tied behind my back.... As you can see I'm a lot better at making excuses than playing Civ :)

Anyway, Sir Pleb, Moonsinger and others, I for one would find more detailed timelines such as this a great help in future QSCs. Thanks.
 
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