SGOTM 08 - Geezers

Hallo, back again after doing a very swift but not very good test of the cultural approach. The good news is that a cultural victory in a reasonable time-frame is possible (my finishing date was *rubbish*, but I haven't played for a cultural victory in so long that I was making a load of very basic, very stupid mistakes. Nevertheless, it was enough to get the general idea :) )

The bad news - well, depending on your point of view - is that we have to talk a lot more right now (yeah, I know, we're already pretty much the longest thread and not many turns played :blush: :lol:) but I think that, if we are even considering going for a cultural victory, we must include it in our plans pretty much right from the start. Focus is critical - otherwise we will get into the situation where we can't build any more wonders because we have to divert gold from research to culture in order to break legendary status in our three best cities - so we're just clocking up the years with no real return in score improvement. I think it can be done - I'm not saying it's necessarily the best method - but I think it could be made to work if we think pretty hard from the outset.

The caveat is that we absolutely must have three workable sites for the legendary cities - and of course, we don't know if that's available yet :( Desert won't do the trick :wry grin: So I think that the real challenge is to play these first few turns without closing down too many options - if we think we might try cultural but find it's a no-goer, we have to consider what our back-up plan is!

Culture panned out well in terms of strategy. I wasn't at all happy with my time - I think my pet cat could have turned in a better result than I did :rolleyes: :cry: BUT ... what I can also say is that this is the first of the three games I played so far where a) I knew from early on that I would win and b) the game played kind of smoothly and pleasingly. Things weren't ideal, but culture/wonders did start to dovetail along the way. The game objectives don't make for an ideal cultural victory scenario, of course, but there is a synergy between building wonders and building culture (I think The-Hawk was saying that he had a good feeling about it and I can confirm that it was much better to play this way than trying to do the conquest/wonder-building combo).

Oracle-bureaucracy slingshot is definitely doable. I have achieved 2 out of 2 in my games so far - obviously we have to really target it to make sure, but if we decide on a plan that involves building wonders in the capital (whether cultural or other victory type) then I really think the rewards of early bureaucracy outweigh many - maybe all - other considerations.

My game seemed to indicate (but I want to check this by playing another game or two) that 6 cities will do the trick. With these settings, we need 3 temples per cathedral. Frankly, given the number of wonders in the capital and given reasonable food, the capital will sail home with one, or even no, cathedrals, assuming we run a few artists (which we should, to try to "pollute" the very priest-heavy GP pool!). The concern is the other two cities. What I found in the game I just played was that making the capital the big production/wonder city and having two other cities with good food and some production works ok. Of the two secondary cities, the best one gets the Parthenon (because it's early. The AI just doesn't get round to it for ages so we have an excellent chance of getting it) and hopefully at least one other artist-generating wonder (depending on chopping), plus maybe the Nat Epic and the Globe. Even with the competition from the capital, that city will generate a few artists. The third city must have food (plus some production) so it can run a load of artists, primarily to generate its own culture but also hopefully to generate an artist at some point.

I could easily have founded 3 maybe 4 religions. I founded Confucianism & Christianity and then stopped, because other religions were spreading very early and well. We might want to reconsider that decision, if we're isolated on an island. And again, we might want to reconsider given the points for shrines.

The AI speeded up in wonder production as the game progressed. I missed a few later on, like the Spiral Minaret and the Taj. Missed the Statue of Zeus by one turn, which was a bummer. Otherwise, I was able to take most of them - the ones I missed were simply due to bad planning.

I know I'm long-winded so sorry to go on. In bald summary I think:

1. Cultural victory is doable - maybe not the best but definitely doable.
2. 2 further good sites are required. Food is a priority, but some production (a hill or two plus forests) is indispensible.
3. We should aim for six cities. That's enough - unless we're isolated on an island, in which case we may need an emergency strategy to gain extra religions.
4. We have to hit the cultural victory early. I only got 120 points out of 310 from wonders. Not impressive :( given a post-1500 AD finish date. Finish date could have been much improved but until I go back and look again, I'm not sure by how much. Someone here must have a better grip on cultural victories than I do :D Even so, it's food for thought. For a cultural victory you have to divert resources away from research and into culture at some point ... which means that, unless we do something very canny, more wonders are just not going to come into view.

I'll play another game tomorrow. Now I've half-remembered how to get a cultural victory, I will get a much better (and more indicative result). It would be good if other people have time to try out the culture route - I'm no expert but I do get the feeling that, if someone really knew what they were doing and if the map just turned out reasonable - this could be the answer.
 
Good job Sam, just a point for the future, you can send the warrior scouting and leave the capital open, you don't have to wait for the second warrior to start scouting. That way you get a little more scouting done. That's funny about the copper - looks just like the test game start.

That's what I did. :confused: I find the location of the copper quite hilarious. :lol:
 
Misotu said:
Cultural victory is doable - maybe not the best but definitely doable.

:D Sounds very promising. Now that we've had the marathon first turnset we've got plenty of time to decide what to do next and how to do it.
 
That's what I did. :confused:
Oops, misread your notes. :blush:

I am in accord with the culturalal trend. I think the capital will do fine as a wonder city, production is looking good with plenty of food. A site by the Lake of the Cows would work as a cottage city but we need very early IW. I have not seen that in any proposed tech path. That leaves a GP Farm to find. The-Hawk suggested marble city as a GP farm, it's ok for a secondary one.
 
Looks good ! :goodjob:

Haven't played a cultural game for some time. I guess I have to refresh my memory on this. :D Creative helps and Stonehenge might also be a good choice adding +1 culture to each city.
 
Yeesh, I'm still having trouble freeing up time for this, sorry. A couple of thoughts:

- I think religious win is a big risk with an islands map. All we need is one AI to go theocracy before we can get to him with a missionary and we are screwed.

- I think we already see three decent sites for a potential culture try. The pigs may be another. Biggest challenge with culture will be getting enough religions (because of islands). However, remember we don't necessarily need a fast culture finish. If slower culture win allows more wonders, it might be ok.

- If we are going for a CS slingshot, we need to get on with it. One of the AI's already founded buddhism, so they might we working PH already. On monarch CS-slingshot should be easy, but you never know. Personally, I think it is worth the risk (for the reason Misotu mentioned).

I think I will spend some more time on this issue of target win date. If we have an idea of when we want to finish, then I think decision on victory condition is easier. E.g. if we really decide an early win is best (e.g. less than 150 turns), then we might go religion. If we think a later win is best, then maybe we go culture.
 
Cultural is my favoured objective for this game because:
a) it allows us flexibility to face into different circumstances. For example, if we need more cash, or more science, or more armies, we can turn off culture for a while and turn it back on later, with no impact other than delaying the finish time a bit.
b) Wonders bring in culture so they directly support the objective
c) We don't need a massive expensive army, just one good enough to defend ourselves with, or at worst, wage small tactical wars to gain land or nearby wonders.
 
... remember we don't necessarily need a fast culture finish. If slower culture win allows more wonders, it might be ok.

I think I will spend some more time on this issue of target win date. If we have an idea of when we want to finish, then I think decision on victory condition is easier. E.g. if we really decide an early win is best (e.g. less than 150 turns), then we might go religion. If we think a later win is best, then maybe we go culture.

I think it's right to look at target win date, with particular reference to how the wonders pan out in terms of a research path. I know people are already thinking and posting about this but I'm at a bit of a disadvantage here because I don't have a spreadsheet so I can't read the spreadsheet info on wonders that has been posted - I have a bare-bones Civ/email/internet machine so no office programs :(

On the cultural tech route, there are a lot of early wonders, then they start to thin out very badly. If we went cultural, I think it would be sensible to decide how far we'll research before really turning on the culture - or maybe there's a better research path (I hope so!) so that we can keep churning out the wonders while heading for a slower, but better-scoring victory.
 
Stonehenge might also be a good choice adding +1 culture to each city.

Plus the early priests when combined with the Oracle. I took that route & it worked well - Stonehenge is quick to build & you can chop a settler while building it and still grow. I built two shrines and took Theology from early priests. Course, the trouble is that you can have too many priests in the later game :crazyeye:
 
OK, I just went through an exercise that surprised me. I went into HOF and analyzed a Monarch, Normal, Standard space colony win. Not a particularly fast one (1925 AD), but I couldn't read the fastest for these conditions. I went through the player log, and built a timeline when all wonders were built (AI or player). For national wonders and those few world wonders that weren't built, I added them to the timeline on the date the could have been build (required techs were learned). I then calculated the ratio of wonders per turn. I was looking for a peak where the ratio is highest, then drops off. This would be the target date. However, what I found... the ratio increased almost until the last wonder was built. Here is a graph:

wonders per turn cropped.JPG

Obviously, actual performance can vary (this player was not trying to build all the wonders). But I'm starting to think the laurel winner will be the team that builds or captures all the wonders the fastest.

Here is the spreadsheet with the raw data. I'm planning to play some "what-if" (move wonders around on the timeline) to see if peaks are created.

View attachment wonders by turn.zip
 
Very interesting Hawk :goodjob:

Space race vs slow Cultural based on wonders and not religious buildings. Man this is really a brain crunching gambit.
 
I made a new version of the spreadsheet that is easier to play what-if. Just enter the number of wonders created in a given year in column E (highlighted yellow). I list the names of the wonders in columes C and D, but they aren't used in the calculation.

View attachment wonders by turn v2.zip
 
A couple of more thoughts.

- If you look at the graph, you can see the reason the ratio grows. Basically the large number of turns REX'ing in the beginning make the denominator (# of turns) too large. You spend the whole game coming out of the hole. It's not until very late that there might be an optimal peak (in this game, it was turn 318, not the victory turn of 341).

- If this theory (build/capture all) is really correct, then the victory condition becomes almost moot. All that matters is being ready to finish the victory (for example, kill the last AI or pop all the GA's in a culture win) when the last wonder is built or captured. Of course, with a longer game like this, we need to be careful an AI doesn't launch or finish culture. We might need to go military just to control them.

- Given there is a glut of late wonders, it would appear Corporations will matter. If we can build them fast enough, they most likely will improve the ratio. This means we need to stockpile the proper Great Peeps. This is certainly true for Prophets who are needed for the shrines.

I think we need to test this theory. Can a couple of you think through the logic of my spreadsheet and see if it is sound? I may pick another couple of games on HOF and see if the same general timeline holds.
 
Hawk - your analysis is exactly what we were all asking for at the start (and what every good team must surely have done). The numbers don't lie.

I really do think this point us toward Culture or Space. It even means that we don't really care about fast culture because we want to hang around and get more wonders.

What it does mean is that we need a path that allows us to maintain a tech and production lead on other AIs so we can control the build of wonders. My gut feel is that this does lead us away from Domination and Conquest, where the weight of your army slows tech to crawl, but you don't care because 1,000 horse archers beats 2 musketmen and you're going to win in 1300AD anyway.

It does probably mean that we need a decent sized empire, not a lean mean fast culture one. It also means we could forget all about Great Artists and be happy to take the Scientists, Prophets, and Engineers for the benefits they provide in getting you more wonders.
 
If you look at the graph, you can see the reason the ratio grows. Basically the large number of turns REX'ing in the beginning make the denominator (# of turns) too large. You spend the whole game coming out of the hole. It's not until very late that there might be an optimal peak (in this game, it was turn 318, not the victory turn of 341).

Congratulations for the hard work in researching win conditions & ratio numbers to all who contributed. :goodjob: It's going to take a while to absorb this data.

@The-Hawk - In your second spreadsheet there are a few times in the 1800's when the ration rises to 0.95. Obviously we want to finish when the ratio is at a maximum. The other point as I mentioned in an earlier post is that we need to finish by turn 310 as we can only get 310 wonder points.

I think we need to test this theory. Can a couple of you think through the logic of my spreadsheet and see if it is sound? I may pick another couple of games on HOF and see if the same general timeline holds.

Will do.
 
Thanks for the work you put into this, The-Hawk. :goodjob:

Everything points to a cultural game. Maybe a combined approach with a strong military in case the AIs ask for trouble building some wonders. :trouble:
 
The spreadsheet repackaged. Let me know if this works for you.
View attachment 188896

It works *perfectly* :thanx:

I can't see The-Hawk's spreadsheet unfortunately (I will fix this & get Excel installed as soon as I can), but what he is saying about the impact of the early REX period on the way the game scores sounds very plausible and feels like very good news in terms of working out a strategy :) :thumbsup:
 
In my test game I did not have many problems expanding while building the wonders in the capital. At this level you can overcome the later start more easily. If we are on an island we have even more time. Maybe we are lucky and we are just at the very far East part of the map. :mischief:
 
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