SGOTM 10 - Wotan

All the resources are modded when you add the mod pack - standard ones and new ones. There are actually three different sets of graphics in the pack so you can choose whether to have the dots and/or the smiley faces on luxuries.
 
Ok here comes the more detailed plan.

Settler:
NE (1) Founds london (2)

Worker:
moves SE (1) Mine (6) moves E(7) irrigate (11) road (14) moves to game (16) cut forest (26) road (29) move E and Irrigate (33) moves back and irrigate (38)

London:
Warrior - Warrior - Curragh - Granary - Settler - Settler - Settler
Eventually it needs another warrior for finetuning in between.

We also need a barcks town soon, as I expect a lot of barbarians.

Research:
I am not sure but directly for Writing doesnt sound to bad.
 
hello everyone!

a short introduction of myself: i live in sweden (timezone: CET) and have been playing civ3 since 2003 and usually plays at demigod level (emperor is too easy, deity is way too hard). i have some experience with GOTM games but no experience with succession games whatsoever, so i'd be happy for any advice. i'm also one of the two mac-players.

Wotan said:
OK so I guess the easiest solution to this is for us PC players to either put multi-user games on hold for the duration of this SGOTM or to make sure to restart Civ before loading the SGOTM save.

thanks, but that shouln't be neccessary. i'll use AlanH's utility which seems to be very easy to use.
 
I never really got the thing about uploading the saves to the GOTM website, how do I do that?:sad:
 
There's a link in my signature to the SGOTM Submissions Page. That includes some pretty simple instructions.

At the end of your turns you save the game - any file name will do.

On the submission page there are just three items: a space where you type 'Ansar_the_King' - exactly as it appears in your posts, a button you click to select the file you saved at the end of your turn set, and an Upload button. Ignore the checkbox, as that's only required if you have suffered a conquest defeat at the end of the game.

If you succeed in entering your name, selecting your file, and clicking the Upload button then you will get an acknowledgement page confirming the status of your save and giving you a link to the uploaded file.

Right click the file link and copy it. Paste it into your turn log as a courtesy for the next player. This is not essential, as the link to your last save is also available for all your team on the SGOTM Progress and Results page - which is also linked in my signature. In a few hours, at midnight server time, that page will be available with links to the SGOTM 10 start files for each team.
 
I have translated Kulko's plan into a spreadsheet. I think it has a lot of merits and only made one change to it. Kulko was probably thinking PTW not Conq when planning chopping. It takes 4 turns in Conq not 10. So I inserted a roading activity while moving from the wheat to the forest. That way we can move between the forest and the grassland on road and save two turns when irrigating. The only possible objection to moving the settler off the hills would be if there are loads of barbarians close by. If that is the case the added defense value of being on top of a hill would be worth a lot. OTOH if we feel lucky we should go with Kulko's plan. At least that is my 2 cents.
kulkop.JPG


Some ground rules:
After posting a save the next player on the roster have 24 hours to post a "got it" and another 72 hours to play the turn set. First turn set is 20 turns then it goes to 10. If the game goes on for an extended period of time and the turns drags on it sometimes goes to 5. No need to post a link to the save in the thread, all saves are available on the progress page for download. It is also a safeguard against mistakes not to put links on the thread. In an earlier SGOTM a link pointed at the wrong save and it took some effort to fix it. So we upload and download saves through the "official" pages. Also required is a log of the game to be posted on the thread after finishing your turn set. And, do not set units to sleep or on "go to" missions when uploading a save. It is very difficult to catch sleeping units late in the game and equally annoying when units start to move automatically during your turns.

Since this is a learning experience no player should play his turn set without first posting a plan based on the joint discussion of the turns he is about to play. We should all chip in with ideas and discuss the progress of the game. When we have a joint plan the "active" player plays his turn set. This will probably be dealt with with more relaxed as the game progresses but lets stick to it for the first 10 to 15 turn sets.

Micromanagement is very important. A single mistake in the first few turnsets will set us back irreversably so to avoid these mistakes check and double check each town each turn. We all put in a lot of our time into this game so please make sure you play your turns with this in mind. Sloppy play is just not something you want to find in a SGOTM.

Roster:
Wotan
Killer_Klein
Fredrico
MacBaldrick
kulko
Ansar_the_King
 
Hmmm thinking about it there are some advantages of stying on the hill.

1. As you point out barbarians. As these guys are able to build cities, they are probably also able to keep them if conquered. This means we need to be a lot more aware of them, then in a normal game.

2. Can we irrigate through our city, if it is located on a hill. This would be save us the irrigation of the grassland. On the other hand, do we have enough shields to work a 4 turn settler factory from the Hill?

Nice excel sheet Wotan, do you create something like this always, or was it just for visualization?
 
Kulko said:
Hmmm thinking about it there are some advantages of stying on the hill.

1. As you point out barbarians. As these guys are able to build cities, they are probably also able to keep them if conquered. This means we need to be a lot more aware of them, then in a normal game.

2. Can we irrigate through our city, if it is located on a hill. This would be save us the irrigation of the grassland. On the other hand, do we have enough shields to work a 4 turn settler factory from the Hill?

Nice excel sheet Wotan, do you create something like this always, or was it just for visualization?
Audacity is often better than caution, at least has been in past SGOTMs. So I do favour your plan before settling on the hill. Having two hills will be worth a lot when we go to monarchy. (I guess republic is out since we are at war with Barbs for the duration).

Barbs, according to AlanH there is a barb nation in the game, I guess it acts very much like any other "nation". What is not clear to me is if barb.camps in the game are part of the "nation" or if they are stand alone barbarians as usual?

The excel sheet is courtesy of Offa who made it for an early SGOTM of ours. I use it to plan all my game starts. It is so easy to change workable tiles etc in it to check different scenarios. I made one with a start on the hill and the extra turn it would give us is not so valueable we should stay there. At least not when considering post despotism.
 
Not a lot of activity. Anyone have differing opinions re. using Kulko's plan? Since several of you have been online ´during the past few hours I guess the silence is to be interpreted as agreement. Will wait a couple of hours and play according to this plan unless an alternative is presented.
 
The spreadsheet doesent show roading until after some mining and irrigating...isnt it mine then road, then irrigate(some other tile) then road(some other tile)?
 
Ansar_the_King said:
The spreadsheet doesent show roading until after some mining and irrigating...isnt it mine then road, then irrigate(some other tile) then road(some other tile)?
? This is something I do not understand? Where have you picked up the notion that a tile need to be roaded after it has been improved in any other way?

More often than not the order in which you improve tiles has more to do with when you need the extra shield or food. This plan of Kulko's is taking into account the turn each resource is needed and the worker moves and actions are geared to make this happen. Thus some tiles are not roaded when they are improved in other ways and sometimes roaded without any other action taken until much later. Kulko's plan is well concieved and makes the best use possible of the worker each turn it is available. If the worker would stay to road the first bg as I guess you would like it to do it would delay the wheat for three turns before it reach 4 fpt thus delaying thus delaying london from growing for a full turn and that would cascade the problems of not getting the granary done on time and the growth of London to be one turn behind plan.

So, no we do not automatically improve and road each tile in turn. We do what makes the game develop to the best of our ability.
 
What I mean is , dont you usually mine a tile and then road it instead of mining it and then going to work another tile?
 
No, I mean exactly what I am trying to say. Read it again please. It is a question of when a resource is needed not about estetics. Just because something can be done or you think it should be done in a certain fashion or order does not make that action right. It is a plan to utilize resources to the limit not about doing something in a mecanical order. There is nothing "usual" that enters into the equation. Sorry about that! If it challenges your perception of Civ maybe you should take a moment an think about it. Why we do it this way instead of your way?
 
i use to make road when i've mined or irrigated a tile too. i think i read in Cracker's stategy guide that that is a good thing to do, but i might have misinterpreted him.

about the plan summarized in the table: you guys quite obviously know what you are doing. i trust that to be a good plan.
 
OK. I have started playing the game and am following the plan. At 3450BC I meet the Inca and they have a lot to offer. This is BTW one of the situations where I would like everyone on the team to stop and ask for team opinions before continuing the game. Any situation that you feel is a "fork in the road" please stop playing and post a question to the team. It is a team effort and a competition so any major choices should be put to the whole team before decisions are taken.

The Inca are up CB and Masonry plus they have 35 gold so have either popped a GH or dispersed a Barb.Camp. And they have just finished a Settler so have 2 Workers for sale. Trading for at least one of the workers will cripple them since a Settler disappears.

The choices:
1. Do nothing and wait for a while hoping we meet more tribes before trading.
2. Take this opportunity to cripple them and trade for at least one of the Workers.
2a. Trade Alphabet for a Worker plus CB and 10 gold.
2b. Trade Alphabet for two Workers and 35 gold.
3. Trade for the most expensive tech. Masonry.

So will wait for your votes before continuing.
 
Fredrico said:
i use to make road when i've mined or irrigated a tile too. i think i read in Cracker's stategy guide that that is a good thing to do, but i might have misinterpreted him.
Especially in the opening moves of a game this is not set in stone. Shaving a turn off a build or hurrying a food producing tile as we are doing is something that usually happens. As the game unfolds this type of activity is seldom upheld. But in the first 50 turns a turn off a build makes for scores of turns saved at the end of the game. That is why planning the opening moves are so crucial and many players use spreadsheets and other utilities to optimize builds.
 
Comments in Red.

The choices:
1. Do nothing and wait for a while hoping we meet more tribes before trading.IMO, this option is foolish, we should take the chance to trade early.
2. Take this opportunity to cripple them and trade for at least one of the Workers.I like it...:evil:
2a. Trade Alphabet for a Worker plus CB and 10 gold.Question is: Do we need temples?:religion:
2b. Trade Alphabet for two Workers and 35 gold.2 extra workers sounds nice, but, I dont like the fact that we dont get a tech...
3. Trade for the most expensive tech. Masonry. I dont think it would be worth it...

In short, I like option 2a, but my question remains in red.:)
 
Ansar, I completely agree with your choice. I too believe option 2a to be the best choice. Just for the sake of discussion I would probably have waited to trade for a few turns if not for the "two workers". Having the opportunity to cripple an opponent by denying him a settler is worth so much more than anything else. And this time we can do it without having to go to war and risk an attack on a Settler/Warrior combo. Waiting to trade or not is often a question of who you face, who have not been found yet and what techs are available from the start among the other tribes. With Alphabet waiting is oftenb worthwile since the Alphabet has a high "beaker" value. You don't want to sell it cheaply. But in this case the Settler decides what should happen.

At least that is my opinion.

On your "Do we need temples?" question; I almost never build any temples and if I do it is if I play a religious tribe. And even then only when a special need occurs, like playing a culture game or needing a local culture expansion to cover some resource not easily covered or denying ground to someone. Making citizens happy by adjusting the lux slider is so much better than spending shields building temples.

But we need CB to reach MA. So yes, we want CB.
 
My vote is the one worker and the tech. This way we get the advantage of the tech and crippling our opponent.

After this I'll be heading to bed, late night of drinking :beer: so I need my beauty sleep.

I will think thread when I wake to see if ready for the reign of King Klein or not.

Thanks all.
 
OK two votes will have to do then. With my own vote we are three in support of 2a.
 
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