SGOTM 06 - Xteam

Unless it is a race to space, I hope none of our games last long enough that we would need to sabotage space ship parts... :mischief:
 
Espionage seems pervasive, but it's not clear how important. GP tech preferences, on the other hand, won't impinge often but could be extremely important. Is there a thread somewhere providing that info?

I linked to the updated GP tech preferences on page two of this thread.

There are a few articles out there about Espionage, but I am going to write up an espionage primer as it pertains to the typical SGOTM and make it available to Xteamers when it's finished.
 
One major thing I've noticed in my limited BTS games is a change in the AI tactics around war. The war-like AI's build massive stacks of units and the peace-like AI's have pitiful defence. Especially at the start of the game the city garrisons are particularly weak.

However, now the AI will whip right down to pop1 if you have your units sitting next to their city. So there is big incentive to move in and take a city quickly to avoid all the extra whipped units.
 
I linked to the updated GP tech preferences on page two of this thread.

There are a few articles out there about Espionage, but I am going to write up an espionage primer as it pertains to the typical SGOTM and make it available to Xteamers when it's finished. That's great. Please PM me as soon as it's ready.


JT, do you have a breakdown of which civs stack, which neglect defense, and which (if any) take a middle-of-the-road approach?
 
There are a few articles out there about Espionage, but I am going to write up an espionage primer as it pertains to the typical SGOTM and make it available to Xteamers when it's finished.
Thanks SCT, I look forward to it. I have noticed that without sufficient espionage points, you cannot see the AI graphs nor know what their empire's stats are. So it is important to maintain some level of espionage points and to manage them fairly wisely.

However, now the AI will whip right down to pop1 if you have your units sitting next to their city. So there is big incentive to move in and take a city quickly to avoid all the extra whipped units.
This is absolutely true, and combined with the new bombard rules, has made me use Open Borders more to scout out AI territory and check on their unit defense levels. It also has made me plan more attack efficient routes to their cities and plan more precisely the contents of the attack stack. The faster you can get there with the right units, the easier it seems to be. :)
 
JT, do you have a breakdown of which civs stack, which neglect defense, and which (if any) take a middle-of-the-road approach?

Nope.

I'd guess it would be related to the built in aggressive attitude of some civs. For example, looking at the BTSleaderAI spreadsheet (downloadable from CFC) it may be related to:

AI leader's "Flavor 1" = Military
Or leaders with high values for "iBuildUnitProb"

I never really get into the xml ...but the spreadsheet can tell you interesting things, like how long different leaders will wait before they are able to make a peace treaty after a DOW.
 
Does everybody have this BTS reference file? It is a pdf and I use it constantly. The "Leader Traits" area describes what JT is talking about above. It tells you which AI are more peaceful, which tend to build wonders over techs, etc...
 
You eliminated Mansa Musa in turn 56!? Holy moley! We eliminated him in about 1500AD when he had a stack of Grenadiers in Timbuktu. You guys were on a different planet to us in this game...................
 
You eliminated Mansa Musa in turn 56!? Holy moley! We eliminated him in about 1500AD when he had a stack of Grenadiers in Timbuktu. You guys were on a different planet to us in this game...................

Well, in 99% of Civ4 games, you should be looking to capture a neighboring capital ASAP. Geezers might have been able to do this if there had been horses near the starting position. Xteam sort of lucked out that not only was there copper in our BFC, but it was next to a river so that we didn't even need to research the Wheel to use it. :p

In hindsight, your choice of capital location was unfortunate because the copper was not in the BFC. But this was just bad luck. The one decision I would question though is going for Hunting and Archery after you got Animal Husbandry. Archers are very passive units. Axemen are better than archers for actively defending against the AI, and obviously better for taking cities. If your team asks itself, "How can we win this game faster than all of the other teams?" instead of, "How can we survive and eventually win this game?" you'd actually make decisions that made you more likely to acheive victory. You should be actively seeking to make some game breaking play, or as Murky Waters calls it, a "power move". For us and MW, that was taking Timbuktu early. For Short Straw, that was Oracling Machinery. There's really no way to make a power move with archers.
 
I think I've researched archery myself once in all my CIV games. That was that GOTM where we didn't have copper, horses or iron.... If barbs are a threat, fogbust with warriors.
 
Seems that the update for :bts: will be a while. AlanH is proposing a vanilla SGOTM. Anyone up for, what Alan called, a quickie? :rolleyes:

You can find it in this thread.
 
I just PMed all team members a Deity OCC practice map that matches the opening screenshot. Let me know if I missed you.
 
SGOTM 07 game threads are supposed to be opened up tomorrow, April 17th.

I am thinking about indexing this thread so we can better find things as we move through the game. If you think this is a good idea, please allow me the first two posts in that thread so I can place the index there.

:thanx: See you tomorrow. :thumbsup:
 
I've patched together all of our PMs into a single document that I'll put up on our SGOTM7 page after Leif's posts.
 
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