SGOTM 06 - The Real Ms. Beyond

Lee, thank you for a good (and long!) turnset. It will help significantly to get the game finished. I will make every effort to ensure that the game does end (with our stunning victory over the AI!!!).

One of the great weaknesses of all the games of Civ (starting with Civ 1) I've ever played is that the "interestingness" to "click" ratio is almost always monotonically decreasing. As the game goes on, each action of the player contributes less and less to the outcome of the game, and yet as the game goes on, it needs more and more "clicks" (of the mouse button).

We had some bad luck at Athens, but it could have been very different, and our game would have likely been long over by now. Looking back, we would never have been competitive because we didn't realize we could cross the AI's oceans. That just sucks.

The lack of discussion certainly stems from a lack of interest, but that lack is well justified. While I have certainly gained more experience with the AI's war tactics, I think that almost all the turnsets since our tragedy at Athens have been primarily out of the sense of duty that Lee refers to.

Life is short, and spending a large amount of time on a game whose outcome is guaranteed to be disappointing in most senses--because most of our competitors is going to crush our end-date--is not necessarily a very rational thing to do. Therefore, I really can't complain about people not playing...there are plenty of other things to do that are likely to be more valuable, important, etc. It even takes a large amount of time to make a non-trivial suggestion about what to do in a game, so a lack of discussion isn't at all surprising here.

Succession games make all of this even more difficult. You can't control other people's interest levels, and you can't control the changes of circumstances that we each face, let alone those of others.

Also, I have changed the turnset order from a roster to "whenever convenient." This likely leads to even less compulsion to play, but I feel that if someone isn't interested, I have no desire to try to get them to be interested. Again, there's more to life....

So, don't sweat it Lee. Take a break from Civ, at least from this game. It is good to be working during a recession, and you don't want frustration with a computer game to be yet another stressor in your life.

Ruff: I do hope you get a chance to play some turns. Post and play. I'm going to be doing the same thing as time permits. I think the turns will start going more quickly since we'll have fewer AI units to deal with.

Who knows...maybe we have some chance of actually getting a better score than one of the other SG teams?
 
I played 4 or 5 more turns.

The highlight was withstanding a 7 treb, 15 cav assault on the city west of Nidaros from Saladin. We lost several units, but had enough to counterstrike the next turn and wipe out his entire stack.

With the razing of his last big city, Cyrus is now down to two cities (I think) on the main AI island, and another annoying island elsewhere. I don't think it's worth the war weariness--because we'll add war weariness from taking his cities, but can't eliminate him completely to end all such weariness--to take him out, so I've started positioning troops for a full assault on Saladin.

Once Saladin's main cities (another 6-8?) are gone, I think it'll be time to just settler spam and end this. We're in position to march on him from the south. Soon, we'll have enough to come from the north/east. And since he just lost a huge SoD on us, I think he'll be largely unable to resist our assault.

I might be able to pick this up again tomorrow. We'll see.

The save
 
I'm in a hurry, so I just uploaded the save after razing 3 of Saladin's cities this turn. Still some cleanup and unit organization to do. Not much longer to go now.

I'll probably try to pick it up again this afternoon.

The save
 
Progress continues, though I did lose much of one attack stack to Saladin's counterattacks. A few more cities razed. Maybe another 5 or so, then I think it's time for the settlers.

I will pick this up again on Monday, though if time permits over the weekend, I might try to sneak in a few more turns.

The save.
 
It is over...Domination victory in 1828.



Everything was as expected. Rolled over Saladin while plopping down settlers. After whipping settlers and units, I switched to Caste system to run mercantilism artists in all new cities to pop borders in 3 turns. Basically no income at 10% culture, but it didn't matter.

The save before victory (for anyone's Hall of Shame) is attached to this post.

The final save

I'm too tired to write a proper "thank you" to all of us. At least it was a victory in the end! :)
 

Attachments

Well done, Mrs. Beyond :goodjob:

Now you can visit those other threads. Please don't post in the ones that haven't finished yet.
 
@Compromise - Thanks for wrapping this one up. :)
 
thx for finishing the game compromise. I took a peek at some of the other threads - one is over 100 pages long - I looked at 3 pages worth and saw NO REPORTS of actual play. There was lots of debate about the best method of play etc. It will make for some good reading (if I have the time).
 
Holy crap, we finished? And won?... Great work everybody! We definitely had our usual share of bumpiness and bad luck, but I think we all learned something from it anyways. We didn't take risks in the past and it didn't get us very far. We took a risk this time and failed miserably, so hopefully we can find some middle ground next time? :lol:

Thanks Compromise for leading, and thanks to the rest of you for holding in there.
 
I now have a chance to post some more thoughts about the game. A kind of debrief and review, I suppose.

Thanks
First, I'd like to thank everyone for their contributions. I thought our early discussions went rather well. There was a drop in interest and attention after our failure at Athens, but that's to be expected: we took a risk and failed. I don't think this disproves the value of taking the risk, but it does highlight another potential result of failure: less interest compounds the failure risk because less care is taken with the later turns. Something to remember for next time. Perhaps a specific suggestion for the future is: if we have an all-or-nothing assault, we might want to reevaluate before the entire force is committed to see if we want to continue. A couple of (un)lucky breaks with the first few attackers can make a big difference in the outcome.

Practice games
I regret not putting more effort into some practice gaming. I'm starting to think that this is a necessary component of SGOTM competition. The winning teams seem to put a good amount of effort in--at least early on--to seeing what their chances of founding a religion, winning the assault, etc. are. In the future we'll probably want to emphasize this more. Starting near a major holiday probably didn't help us here either.

Ignorance
In particular, it was quite disappointing to realize that the second group of AIs was reachable without Astronomy. Perhaps we would have discovered this with more practice games, but I know I would never have thought to test for that. In looking at the score chart, it looks like there was one group of teams that figured this out, and two groups who didn't. Of the latter, one group (including us) went or will go on to victory, and another group didn't or won't. I think only experience and practice can help us recognize these opportunities.

Feedback?
Also, I would like some feedback on how the team was run. (If you have an opinion, I'd like to hear it. Either in this thread or via private message. Any input is valuable.) It is clear that I have a different way of "being captain" than, say, Lee. I'd like to know what you liked and what you didn't like. I'm pretty sure that different people like different approaches, but it's good to know what the range is.

Maybe next time...
I don't think we got to explore some of the aspects of succession gaming that I would have liked. I stopped updating our "story" page once it became clear that we wouldn't be competitive. When we went to an "open roster" at the end, I stopped updating the roster and I'd been a bit behind on keeping it current before that. (Did people like those early-page updates, or prefer to have new posts with that information?) We didn't get to explore my idea about advisory committees at all, but without being competitive, I agree with the implicit opinion of the team that they weren't worth the effort.

Bottom line(s)
I'm open to any and all opinions, even strong criticism of my playing and/or captaining style. Oftentimes, such criticism is the best way to improve.

Thanks again for all the effort team. I think the plan is for another SGOTM to start when the final BtS patch comes out. I hope we will get another team together and be more competitive.
 
lurker's message

I don't know if the 2nd group of AI where reachable with galley (I am almost sure they were not), but no team had attacked them without Astronomy.
The main difference is between the team who manage to make the starting continent a no-problem quite early (with good strategies, plus some luck or skill) and also manage to research Astro very early (lightbulb around 10AD) while building an army to invade the 2nd group in less than 25t (the quickest one landed with elephant/cats before lgbow).

Jabah
 
Thanks for the input, Jabah. 10AD is certainly impressive for bulbing Astronomy. I think some study of their tactics is in order.
 
I think that these sort of SGs are the normal run of the mill SGs where the only responsibility is to play your turns. These are (obviously) competitive and require lots (and lots) of input from each player (something that I was very slack about).
 
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