SGOTM 09 - Smurkz

AlanH

Mac addict, php monkey
Moderator
Hall of Fame Staff
GOTM Staff
Supporter
Joined
Jan 9, 2003
Messages
29,682
Location
England

BtS SGOTM 09 - Back to the Future


Welcome to your BtS SGOTM 9 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game, where teams and staff may post non-spoiler information of general interest.

The Game
This is the second Beyond the Sword SGOTM. Thanks, Gyathaar :thumbsup:

You are Pericles of Greece. You have travelled back to 4000 BC, but you took with you a knowledge of several modern technologies. Your task is now to return to the modern era as fast as possible, and to reach for the stars.

This is a Quick speed, Monarch difficulty game on a Standard sized mystery map. There are no goody huts, no events and no city razing.

Pericles is Philosophical and Creative. The Phalanx is your unique unit, replacing the Axeman; and the Odeon unique building replaces the Colosseum. As well as your usual starting techs, Hunting and Fishing, you brought with you a comprehensive library of text books.

The Objective
All victory conditions are enabled, but laurels will be awarded to teams with the quickest Space victories.

Versions
This game will be played in Civilization IV Beyond the Sword, version 3.17, using HoF Mod 3.17.001.

If a later BtS patch is released during this game you will NOT be able to use it to play. You will need to complete this game in version 3.17 before updating your copy of BtS, or create and update a separate copy.

As there is no Mac version of BtS, Mac players can only join in if they are able to run the Windows version on their system.

Schedule
  • The Team threads will open shortly.
  • The start files will be published here on Friday, March 27.
  • The latest Save for your team will be linked on the Progress and Results Page throughout the game.
  • Please plan to complete the game within three months of the start date.
  • NOTE: Barring unforeseen disasters there will be a four month final deadline.
    I shall declare winners and losers from those teams that have finished on July 27, 2009.
Starting Position
Here's the starting position - click the image below to see a larger version.


Map Parameters
  • Playable Leader/Civ - Pericles of the Greek Empire.
  • Characteristics - Philosophical and Creative, starts with Hunting and Fishing
  • You and all the AI also know Fascism, Scientific Method, Physics, Medicine, Flight, Machinery, Replaceable Parts and Superconductors
  • Unique Unit - Phalanx (Axeman)
  • Unique Building - Odeon (Colosseum)
  • Difficulty - Monarch
  • Game Speed - Quick (330 turns)
  • World size - Standard
  • Rivals - Probably
  • Landform - Mystery
  • Environment - Not saying
  • Other settings - No city razing, No goodie huts, No events
Notes
  • Please visit the [URL="http://forums.civfanatics.com/showthread.php?t=168439]Civ4 SGOTM reference thread[/URL] to check out the rules and procedures to ensure that you are adequately prepared for this game.
  • Teams will compete for up to four awards - the Gold, Silver and Bronze Laurels for the teams with the fastest Spaceship victories, and the Wooden Spoons for the finishing team with the lowest final score.
  • All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
Enjoy your game, and the best of luck :)
 
Well unkle, you know what it means to have first post in the thread, don't you? :mischief:
 
Checkinning.

[size=+3]See our game summary in post #18.[/size]
 
Well unkle, you know what it means to have first post in the thread, don't you?

I was thinking I would play first turnset :D
Of course I can also take the whip... if needed ;)

I know Chris has a test game :mischief:
 
Here, here, here!
 
So... I'm sure everyone is so full of ideas they just don't know where to start. :p

My own first quick thoughts to kick off the discussion:

* We're Philosophical, so maybe we want a specialist economy third game in a row?

* High food start, environmentalism for health boost, forest preserves for happiness boost. We could have a specialist econcomy up and running with ninja speed, unlike normal games where you have to go slooooow. Only limiting factor is the speed to CoL for unlimited scientists.

* Pyramids or no Pyramids? Low-hammer start makes me think not - we could go for extensive bulbing instead of settling, and target Representation early.

* Windmills are awesome what with RP and Environmentalism. 2F 2H 3C is a lot better than a mine, at least until Railroads. And high food and no random events means we can whip all we like.

* Scout starts NW and then possibly W to see what that blue circle is all about. Otherwise I'm keen to settle 1S. That will give us the river, both corns, maximal forests, and (at least) 4 hills.

At any rate, test games would be nice. :)
 
Here is a test save and worldbuilder file. I'm not sure why, but there are no barbarians when playing with this save. Settings do not include "no barbarians."

http://gesserit.net/smurkz/backtothefuture/

Forest preserve adjacent to river gets +1 commerce.

Lumbermills and forest preserves available right away are fantastic. It's possible to get the capital to 12+ people with forest preserves.

No goody huts = no need to be risky exploring with the scout.
 
Hello. I'm here.
 
On quick, I'd normally argue for settling in place. We want to have a revolution, which can be done on the turn the settler moves. I'm amenable to Niklas' plan to move 1S, depending on what the scout sees.
 
Niklas's thoughts make me realize why Gyathaar probably designed this scenario. Forest preserves, environmentalism, windmills ... not the usual accouterments of an SGOTM.

There's a "probably" with regards to rivals; wonder what that's all about?
 
As always first move will define many things... Assuming we do not get any more info on ressources, 1S is quite good. 2N nets us the fish at the cost of forest and hills (and water) exchanged for ocean tiles and being costal. But I am concerned about loosing this fish, without the option of squeezing a city up North. I guess another seafood would even make the 1S move stronger :-)

Given the amount of forests, there is always the option that non forested tiles have a ressource coming, meaning that 2N and 2E from starting location might provide a ressource...
 
I will be mostly offline Thursday - Sunday at a game convention here in Portland. I'll only be home near my computer for a few minutes each evening. The game file will be released Friday, correct?

What is our turn order? Who is (or wants to be) first? I think the first player should go ahead and move the scout and post screen shots and/or file so we can discuss the starting city location.

Niklas, do you have an updated spreadsheet that includes bonuses for environmentalism?

Personally, I think we should probably revolt to Environmentalism while the settler moves to the starting city location, so we don't lose a turn. I'm ambivalent about revolting to Police State, which has high upkeep but will give us +25% military unit production. We can get both civics in a one-turn revolt, which is tempting in a quick game where we really want to limit the number of turns of anarchy. However, that discussion can probably wait until after we move the scout.

I've casually played the test save several times and assuming we don't move north to the fish, worker-first and Agriculture are pretty much obvious choices. How fast should we expand? Do we want to make a super-capital before building a settler? Gyathaar's note about barbarians is worrying... No tribal villages means scout first is not a good choice. Letting the AI settle all the bad city sites might be risky as well, since there is no razing.

Where is everyone? Talk, people!
 

Status/Reference


Link to Obormot's summary of CFR's victory

Turn order


r_rolo1: Finished game (45-54) (111-119) (148-158) (189-195)
Renata: (54-67) (119-129) (167-178)
ChrisShaffer: (36-45)
Backwards Logic: (68-81)
unkle: (1-7) (81-92) (178-189)
CommandoBob: Observer mode
Niklas: (7-14) (93-101) (129-138)
Methos: (14-23) (35-36)
Xcalibrator: (23-35) (102-111) (138-148) (158-167)

Reference


Progress page
BTS tech tree
CFC online Civilopedia
Renata's Summary of Techs and Game Setup (post 66)
Forest spread rates (189)
Trade route rules/examples (posts 76 and 80)
Atlantis buildings @59 (350)
Space race strategy thread

Plans, spreadsheets, and test games


Blank spreadsheet
Chris's updated plan with screenshots of capital builds, City2 builds, and worker moves (324)
Niklas spreadsheet screenshot to turn 50, with new warrior build (311).
Niklas et al. spreadsheet (259), with screenshots of build and worker plans to turn 50
BL test save for turn 36 (291)
Latest GP-popping schedule and Great Sci-bulbing list (1106) (previous 893) -- obsolete
Latest teching and build plan (1125) -- obsolete
Renata's plan for the home stretch (1185)

Screenshots


unkle nukes the world after launch
City screens for all major cities @ 178
Several shots of Hammy's lands prior to attack @140 (1062)
Homeland @82,87 and partial NW of other continent @87 (846)
The known world by region @81 (816)
Overview of our domain @67 (749)
2 shots of eastern Korea (embedded in autolog) + 1 of southern Korea @63-67 (745)
S and W of Cap showing newly revealed iron @62 (731)
First overview of Babylonian land @61 (713)
Another NW view revealing Akkad @59 (664)
Airship view NW of Cap @58 (627)
Airship view W of Cap @57 (614)
Airship view E of Cap @56 (584)
First airship views around Atlantis @55 (526)
Airship ranges and nice big overview @55
Several shots near capital @54 (483)
City screen with pop 10 @53 (468)
Barbs invade by Athens @45 (370)
City2 site @42 with mad bear (326)
Capital city screen @36 (283)
Capital city screen @23 and pop 3 (252)
Better view of barb sea border, and southern land down to and including a bit of the freshwater lake @14 (201)
Land south of capital @11 (177)
Known land @7 (145)
Capital founded @ turn 2 (post 111)

Starting Techs


Fishing, Flight, Hunting, Machinery, Replaceable Parts, Scientific Method, Physics, Fascism, Medicine, Superconductor

Turnsets


[1] (1-6): unkle founds Smurkzaki after moving 1S from the starting position. We are pleased :) with our choice, having gained access to 7 river tiles with the net loss of 3 forests. We revolted to Environmentalism and Police State during the first-turn move to the capital site and discovered Agriculture around turn 6.

[2] (7-11) and (11-14): Niklas continues scouting, circling around south to find a nice site for a 2nd city, and survives an encounter with a bear. We finish our first worker and start another (turn 11), and discover Animal Husbandry (13). No horsies :(. Our first corn farm is finished.

[3] (14-23): Methos confirms that our neighbors are barbarians, puts a second worker to work, and meets Hammy. Our capital grows to size 3, but our wounded scout is lost to a lion :(. No new techs, but Writing is imminent.

[4] (23-35): Xcal has an uneventful turn until the very end. We discover Writing (24) and open borders with Hammy to gain his favor, then start Alphabet. We build our first warrior, a library (and soon start running 2 scientists), another warrior, and start a settler, all while growing to pop 7. We also get a Great Sci and build an Academy (35). Unfortunately, our 2nd warrior meets a bear while scouting ahead near the 2nd city site. :eek:

[5] (35-36): Methos takes one for the team and faces the bear; we lose. We discover Alphabet (36) but Hammy won't trade with us.

[6] (36-42) and (42-45): Chris discovers Mysticism (37), Meditation (38), and Priesthood (39) and starts Code of Laws. Our Capital builds a warrior and then a settler. Both head south to the City2 site and run into the dang bear. Meanwhile, a barb galley appears and complicates our plans to have City2 build a workboat... And then things get better: barb archers land next to newly founded (43) Athens (which also became the Confucian Holy City on turn 45). Code of Laws discovered (45).

[7] (45-50) and (50-53) and (53-54): Rolo bravely runs away from Athens with our warrior, worker, and Confucian missionary. The barbs take it and settle in. Confucianism spontaneously spreads to our capital so we box our missionary for later use. We get our 2nd GP (Scientist; 46) and save him to bulb Philosophy. We discover Mathematics (49) and build the Oracle (50), taking Civil Service and also discovering The Wheel. Then... we bulb Philosophy using our saved Great Sci (and found Taoism), trade with Hammy for Mining, revolt to Bureaucracy+Caste System+Pacifism, and lose an exploring warrior to a barb archer (all turn 51). Next turn we revolt/adopt Confucianism, then discover Bronze Working (53) and reveal copper. A barb archer moves north from Athens.

[8] (54-55), (56-58) (see screenshots), (59), (60-61), and (62-67): Renata sends our new airship SE to check out the barb capital, Atlantis. Oh my. :eek: We discover Archery and the barb archer moves back into Athens. After much discussion, we decide to build an archer and then a worker, and make 3 more passes with our airship to the E, W, and NW. We see a little land out east and the edges of Hammy's land, but no new civs and none of Hammy's cities. On turn 59, Renata tries the NW recon from a slightly different tile--bingo! We find Akkad :) and also see a Portuguese archer. We settle a Great Scientist and the airship rebases to Akkad and recons west--we see the edge of more land. We give Hammy Math and Code of Law for Polytheism, Iron Working, Sailing, and Pottery (62). In Renata's final round of turns (62-67), she contacts Korea (63) via airship and trades Meditation for Masonry. We finish our first maceman (64) who escorts our settler to found Bonanza (67), and then start another settler for up north (65). We also discover Calendar (66).

[9] (68-81): BL founds Sparta up north by the sheep and builds workers in all 3 of our cities. The Capital then cranks out maces to reclaim Athens (78) and starts on the Mausoleum of Maussollos (MoM). Meanwhile our airship meets the Incas and Russians, we discover Nationalism (74) and Monarchy (78), and we complete the MoM and grow to pop 15 (80).

[10] (81-88) and (89-92): unkle trades for Construction and Monotheism (81) and then Horseback Riding (86). Our airship achieves circumnavigation (89). Meanwhile the barbs are making trouble around Athens, dropping units via galley; we mostly hide inside Athens and let them kill themselves. The AIs build the Pyramids and Great Library, while we finish Constitution (91) and then complete the Taj (92).

[11] (93-96) and (97-101): Niklas did some stuff but won't show us the autolog for his first turns ;). Apparently he found Joao's cities, discovered Paper, got a Great Sci, and settled Greenland and Ouzo (south of Athens on wine tile with cows, rice, iron). Then he bulbed the Great Sci and discovered Education and traded for Currency (100). Several barbs killed themselves attacking Athens, we got another Great Sci and founded Phishing to the NE of our Capital--not much there but fish but we'll eventually be able to run 4 specialists. Our Taj-inspired Golden Age ended (101).

[12] (102-107) and (108-111): Xcal settled our Great Sci, fought off a stream of barbs, discovered Gunpowder (101) and Engineering (109) (and put some turns toward Liberalism), and traded for Feudalism (109). Athens regained cultural control over its clams and cows, and Panama (southern jungle on lake with pigs and clams) and BLville (western isthmus) were founded (105 and 107). These will likely be the last cities we found (9 total). One turn after Engineering we got another Great Artist and start a second Golden Age (111), working toward Chem. We also start building several muskets to strengthen our defenses.

[13] (111-115) and (116-119): Rolo revolted to Organized Religion/Slavery during the Golden Age, allowing us to build 4 missionaries for our remaining cities and whip some buildings in various places. He traded for Compass (113) and Optics (115), learned Chemistry (116), and finished off Liberalism (117), giving us Biology for free. This allowed us to build National Park in 'Zaki (119), giving us 12 free specialists (with 1 more due when the last forest preserve is completed). While waiting for Bio, Zaki finished Notre Dame, and has now started on Oxford (which was enabled by the 6th university built in Greenland (117)). We are now researching Astronomy and building the Hanging Gardens in Bonanza.

[14] (119-126) and (126-129): Renata uses the last gasps of our Golden Age to whip 3 more cities, then revolts back to Pacifism/Caste System. She shops around our map and builds several more workers this round so we can get serious about irrigating toward/around Bonanza and Ouzo, which are stagnating. She trades Compass+Philo to Hammy for Metal Casting (120) and gets a Great Prophet from Zaki (GP#8), which we save for a later Golden Age. On turn 126, Zaki finishes Oxford, we crank up the research rate from 0% (for the past several turns) to 100%, get Astronomy, and get a Great Sci (GP#9), which we settle in Zaki. Bonanza completes the Hanging Gardens (127), we get Aesthetics (127) from Hammy for Optics, and Zaki now has all (14?) of its forests preserved (giving us totals of 16 specialists and 174 GPP/turn). Rifling is discovered (128), Zaki completes its observatory (129), and Ouzo's rice and Bonanza's wheat are now irrigated. Our corn grows well, and delenda est Atlanto.

[15] (129-132) and (132-138): Niklas traded Nat'ism to Hammy for Literature and Drama (129), set up some new resource trades now that we have Astro, got and settled a Great Sci (GP#10), discovered Steam Power (132), and blockaded Atlantis with our new frigate. In the second batch of turns we learn Guilds (133), Banking (134), Economics (135), Corporation (136), and Electricity (138). We pop another Great Sci in Zaki (turn 134, GP#11) and also get the free Economics Great Merchant. Panama has been running artists and their culture claws back the clams from Faro (136). Bonanza finishes the Heroic Epic (134) and we start building paratroopers in several cities in preparation for a lightning war against Hammy. With our irrigation system pretty well completed, several of our cities are growing like crazy. Current populations are (founding order): Zaki 23, Athens 14, Bonanza 13, Sparta 10(?), Greenland 10, Ouzo 14, Phishing 8(?), Panama 13, BLville 8.

[16] (138-140), (140-145), and (145-148): Xcal begins serious war preparations by starting a Golden Age with our 12th GP (Great Sci; 140) and a Merchant. Panama finishes the National Epic and then concentrates on happiness buildings to keep up with growth and run lots of artists. We hook up the Greenland whales and furs and builds lots of lumbermills, mines, and farms. We get Theology (138) and 280 gold from Hammy for Guilds, Printing Press from Wang for Nationalism, and discover Assembly Line (142). Another Great Sci (GP#13; 144) is settled in Zaki. We learn Industrialism (146) and Steel (148), and trade for Music (147). We attack Hammy (and his defensive pact buddy, Joao) on turn 147 using paratroopers from Bonanza. Opis and Borsippa fall the next turn without a single loss. :D

[17] (148-158): Rolo finishes the war, racking up 2 Great Generals along the way. Joao makes things difficult by discovering Rifling and sharing it with Hammy, but we take the last 7 (of 9) of Hammy's mainland cities by turn 158. Unfortunately, Hammy settles a new city in Australia. Just after the war starts, an AP resolution makes peace between us and Joao :) but the next one is for peace with Hammy and we defy it, losing by 5 votes :(. We will now have 14 turns with 5 unhappy faces in all our cities with Hinduism. During this set we discover Railroad (149) and Combustion (154), and pop a Great Sci (Zaki, GP#14, turn 153) and Artist (Panama, #15, 157).

[17] (158-167): Our ranks are temporarily depleted so Xcal plays again. We make peace with Hammy (158) in exchange for Military Tradition and discover Plastics (160). After finishing Broadway (to counteract some AP Villainy unhappiness and make trades), Zaki starts the 3 Gorges Dam. Our other major cities concentrate on hammer buildings while Hammy's cities work on culture/happiness and then beakers, and we get another Great Sci (165; #16). We discover Rocketry (166) and Ouzo starts Apollo.

[18] (167-177) and 178: Renata pops a Great Merchant (168; #17) from Phishing and starts a Golden Age (our 4th so far). The 3Gorges Dam (171)and Apollo (173) are completed and forest preserves (except around Zaki) are being converted to lumbermills. Panama pops a Great Prophet (172; #18), not the Merchant we wanted; we settle him in Zaki. We discover Fission (168), Radio (171), and Satellites (174), Composities (177), and Computers (178), and trade for Democracy (172). Tech progress is awesome :) and aided by bulbing an excess Artist toward Radio and a Scientist toward Computers. Joao beats us to the Statue of Lib just before we start it but we finish the Forbidden Palace (169) in Babylon. Our Golden Age ends (178).

[19] (178-189) (with more notes): Following Renata's plan, unkle prepares for launch on turn 189. He bulbs a Scientist and soon discovers Fiber Optics (180), pops another Sci (183; #19), discovers Fusion (184), gets the free Engineer, and starts our final Golden Age by using 4 GPs. We get Genetics (186) and Ecology (188). With forest-fueled production, we launch as planned (189). Along the way we get another Merchant (187; #20) in Panama.

[20] (189-195): Rolo amuses himself by nuking barbs and lesser civs. Spaceship arrives @195.
------------------------------------------------------------------------------------------------------

[size=-1]
Personally, I think we should probably revolt to Environmentalism while the settler moves to the starting city location, so we don't lose a turn...

Where is everyone? Talk, people!

Hey, Chris, good to see your enthusiasm! ;) I think most people are still recovering from our not-long-finished previous round--at least, that's my excuse, and I probably won't have much to say until the weekend. I haven't really started to wrap my head around these weird starting conditions, and I'm always nervous about deciding where to settle. Clever about revolting on the run, but can we do it without having founded our first city?[/size]
 
Last edited:
I think the scout should move 1 NW, stop, then whoever has the save posts a screenshot of the surrounding area. Once that is verified, we'll be able to see what's best to do.
 
Back
Top Bottom