SGOTM 11 - Fifth Element

Hi BLubz,

You sound bitter for some reason. I thought that we had a fun and enjoyable game and it's not over yet!


Religious Strategy
It seems that our "religion-deny" strategy has not worker well, since we finished to adopt the only religion founded by an AI
That was the plan from the start. If you recall the phrase "spread like wildfire," the intent was to avoid contact with the AIs and allow an AI-founded Religion to spread throughout the world.

Why else were we leaving our Cities "religionless" for so long? It was to try to catch Buddhism. Don't you remember?

So, our strategy in this regard actually played out really well and went according to the plan!


Teching
We sacrificed a lot in (successfully) pursuing that strategy. Usually a tech-intensive game like a Diplo requires to make contact ASAP (with all the related cons) with all the AI, try to trade for the early techs beelining to Alpha.
Did we really? We Oracled and Lightbulbed Code of Laws and Civil Service, the two techs that you will normally beeline, whenever possible, in a tech-race game.

We used nearly every Great Person in an effective manner to help us along our beeline, and we got a reasonable amount of Great People.

I'm not sure that I really buy your argument at all about contact with the AIs. What techs would we have been able to get that we didn't take from Zara and Saladin?

On the opposite side of things, which techs would we have been denied at a crucial time, thanks to WFYABTA from having met other AIs before getting techs like Iron Working in trade?

No, I think that we did an awesome job with our teching and Great People.

Our biggest sacrifice was due to the placement of the initial Resources, forcing us to settle a marginal City (Silverado) just to keep up with the tech pace that other teams would experience, but I'll talk about that point shortly.


Map Design, Forests, and Starting Location
We made excellent use out of our Forests, netting us all of the Wonders that we sought. How often do you get ALL of the Wonders that you try for? Well, we did so!

Another team may have chopped out some Workers and Settlers. Well, we had the unfortunate situation of being unable to do so. We couldn't do so as our economy wouldn't have supported it, mostly because we didn't have a capitol with a PHRiv Silver and we did have another City that was stuck at Size 1.


If I had one major issue with this game, it would be that the map's placement of Resources near the starting location could have been improved. An Iron is a fair trade for a Copper. But an Iron and a PHRiv Silver are not a fair trade for a Copper.

In addition, by settling on the PHRiv, a team would get the Whale "for free," with a cultural border expansion, while that same possibility was not available to those settling in place. We ended up not settling Whales City, which would have been a terrible location, but other teams would not have even had to consider the possibility and were given a free +1 Happiness from the Whale Resource earlier in the game.

What would have made the Plains Hills River Silver placement fair would have been a secondary reasonably-good location that used the PHRiv Silver. Provide an extra Fish, or even better, a Fish and a Whale, to go with the PHRiv Silver. Perhaps a few more Grassland squares, or even a Grassland Deer with a Forest on it. Maybe even some Forests on the Tundra, too, so that a team that chose to settle there could get more Hammers from the chops than a team that didn't.

A good map takes into account the preferences and potential choices of players of multiple backgrounds. Having Erkon provide feedback means that your major source of direct feedback is from someone who loves to settle on Plains Hills, so there will be no complaints reported based on the starting location. However, as a game designer, it helps to think of how others might think or play.

Basically, we got shafted for settling in place compared to a team that moved to the "other obvious but guessing on Resource-availability" location.

An alternative approach for such a situation is to GIVE THE PLAYERS THE CHOICE. Make it so that the Silver is visible due to the Warrior's initial placement or can be easily scouted by the initial Warrior. As it was, the initial Warrior couldn't be used to help us get the relevant information on Turn 0 of play.

Yet another alternative, which is not as great, but is an alternative, is not to start the initial Settler on a Forest. It was TOO COSTLY to move to the Plains Hills square if that square turned out to be a poor choice. Our team might not have moved anyway, since we chased after a Religion, so this 2nd alternative is not necessarily taking all players into account, but it would have been slightly better; we might have decided to move to the Plains Hills square, as the risk of going back to our starting location would have been reduced to a loss of just ONE turn, not TWO turns.

As yet another alternative, the Plains Hills River location 1SE of the start WOULD HAVE BEEN GREAT WITHOUT the PHRiv Silver square. Get rid of the PHRiv Silver from the capitol altogether, and put it somewhere else so that it's accessible for a second City. Then it becomes a fair choice for teams--go for an early Great Person Farm location or go for an early Silver City location as the team's second City. That way, you get comparisons based on team's logic and decisions, instead of based on luck.

As a final alternative, the Silver could have been placed so that one would get it regardless of whether one settled in place or 1SE on the PHRiv, although it would have been nice if the initial Warrior could also have spotted it, so that a team that wanted to move in yet a different direction wouldn't feel left out of the Silver-fest.

Basically, seeing how there are so many other possibilities, I feel disappointed about this aspect of the map. We managed to struggle through this challenge, but at the cost of stagnating our second City at Size 1--a very huge sacrifice--just to stay close to "on par" with other teams in terms of tech rate.


Overall Map Design
Overall, the map was well-designed, giving the players acceptable but not excellent 3 locations for Legendary Cities. It gave players a lot of Health Resources, which would have been useful for a Cultural game.

It gave players access to all other Civs, to the Barb Area, and to a possible circumnavigation bonus without requiring Astronomy--requiring Astronomy would have changed Cultural from a hard-to-beat-the-Diplo games' Victory type to an impossible-to-beat-the-Diplo games' Victory type.

It gave a good balance of AIs on either side of us, and it potentially "punished" players that rushed Zara, as there wasn't much land to be stolen from him, while doing so would have used up one of that team's war declarations.


Theocratic AIs
I still think that having 4 Theocratic AIs was a poor choice; if the goal was to avoid AIs switching into Free Religion, then 2 Theocratic ones and 2 Organized Religion ones would have been a better choice, so that a team would have had to pick their Diplo Allies and Enemies.

As it was, we did our best to please the AIs by getting them to share a Religion. However, it appears that they were TOO EASY to please, meaning that, as Mitchum would put it, pleasing the AIs was NOT on the critical path for a Diplo Victory, especially if one took the Military path and stuck with Theocracy.


Great General Last-minute Ruling
The other major flaw was allowing Great Generals to count as sacrificial Great People. They are all but inaccessible in a Cultural Game, while losing 4 other types of Great People in a Cultural Game can greatly affect your finishing date.

Even those that played a peaceful game and went for Diplo were adversely affected.

A team that chose a war-like path could have abused this last-minute ruling about Great Generals. I will be very disappointed if many teams have 2, 3, or even 4 Great Generals as part of their Final Four make-up, as it means that they would not have needed to make the sacrifices that the game's conditions appear to have been INTENDED to make upon players.

If one takes the war path, Great Generals can come easily, but their bonuses are generally not even needed, as you'll tend to be a tech level higher than the AIs or at tech parity, either situation not requiring Great Generals to beat the AIs in wars, so "not using them" is a very minor sacrifice compared to "not using" a different type of Great Person.

Basically, the ruling did not fit with the way that the game was designed (having to sacrifice GPP-generated Great People), so it created a potential loop-hole to be exploited.

Great Generals are so fundamentally different in how they are created from other Great People; no one can claim that they are "close enough" to be the same thing, nor can they claim that a Cultural Victory had a fair footing in this regard. Yes, we, too, could have attempted to exploit such a loophole, but that's not the point--the original intention appears to have been to make players "sacrifice" GPP-generated Great People while subtly encouraging teams to "try out" the Philosophical Trait--I think that this game condition was VERY WELL designed and VERY WELL thought-out. It just got ruined by the last-minute inclusion of Great Generals, which have nothing to do at all with encouraging weaker players to better leverage the Philosophical Trait.


Barb Area Cities
The Barb Area was a neat idea, and the Peaks appeared to be well-placed to reduce the chances of an AI beating us to those City locations. However, I believe that the Barb Cities there were a bit too good of a prize. A Cultural Game wouldn't have gone out conquesting them early on, which would mean that such a team would lose out.

I think that those Barb Area Cities could have been better were they a "drain" on one's economy, instead of coming with several nice Resources (far better than by the PHRiv Silver) and a lot of Grassland Cottages, making them actually HELP out the teams that were "ahead" of other teams, instead of making said teams "sacrifice" by taking on the economic burden for a longer period of time by capturing these Cities early on in the game.


Closing Comments on the Map Design
Yes, I enjoyed the map and the game. Yes, there was a lot of work put into it. Yes, there were some really great concepts thrown in there, so it is unfortunate that a few variations spoiled it from being a "great" map--I'd have to rank it only as a "pretty good" map.

I've given a few areas that could be improved upon, so that perhaps DynamicSpirit (and others) can get more of an appreciation of a lot of the factors that can go into designing a great map that the average person might not even think to consider when designing a map.


Trip
On a final note, i'll be away from Monday afternoon to Friday, in the mountains just over an hour from here but without Internet access.
Wow, that sounds like a great trip! Enjoy yourself! Also, be sure to prepare well... bug repellant, sun screen, plenty of food, and things to do (books to read, etc). Nature isn't as safe as it used to be! Actually, people just aren't as good at living in it as we used to be. ;)
 
A lot of good wrapping up talk, but, is anyone preparing to play the last few turns? I assume its Mitchum's turnset still? We haven't got much spare time if something goes wrong, we really need to get going to finish it off, and I haven't seen any discussion of the next few turns in the last couple of days.

I'm sure it's all under control I'm just not sure what's actually happening.
 
A lot of good wrapping up talk, but, is anyone preparing to play the last few turns? I assume its Mitchum's turnset still? We haven't got much spare time if something goes wrong, we really need to get going to finish it off, and I haven't seen any discussion of the next few turns in the last couple of days.

I'm sure it's all under control I'm just not sure what's actually happening.
Mitchum said that he didn't have time to play on the weekend and would pick up the game on Monday (yes, I realise that it is Monday for you now, but it is not yet Monday for him :)).

You are free to give suggestions as to what Mitchum is to do.

If you're going to open the saved game, though, be very careful not to click on units, as we have a bunch of Galleons on "Goto mode," and we wouldn't want to accidentally have a "Goto move" activate when you don't know about it, essentially causing you to execute a non-reversible move without even knowing about it.



I gave my suggestions already and Mitchum said that he'd implement them. No one else gave any suggestions, other than your suggestion of going over the ending game conditions, which I have already replied to. Feel free to reply to my reply if you think that I missed something. Thus, it seems like there is not much left to comment on.

Feel free to bring up any issues or points that you feel are relevant--I've said my piece, so I've been more quiet than usual.
 
Note that if all goes well in the Diplo Victory vote, I won't need to play a turnset.

If something goes drastically wrong, then I'll have to step in and try to salvage the situation.

The only major thing that I can see going wrong is Mitchum's Alt key getting accidentally held down when talking to an AI from the list of their names at the bottom right of the main game screen (which is the game shortcut for declaring war--it is not a shortcut that I appreciate, as it doesn't give the player a confirmation pop-up dialogue). If he follows my advice to only talk with an AI by first opening an F4 screen and then right-clicking on said AI's portrait, then there's not really much that can disrupt us from winning on the first Diplo Victory vote.
 
Good job guys!

I haven't had much time to read... sorry I have been MIA most of the game...
At least that way I didn't ruin it.
You made an excellent job. Hopefully, next time I will be able to actually follow the game and contribute (and play some TSs).

PS Moving in to my new apartment tomorrow. Finally! I don't want to see an hotel room ever again!
 
OK, here are the things I plan to do in my next partial turnset, which will last until our Great Person in Crabs is born. Assuming everything looks good on the diplo front, I will likely finish the game after posting a quick update. BTW, I plan to play tomorrow in about 12 hours.

1. Move our four warriors and GS to the fur.
2. Spread Buddhist missionary in Chinook.
3. Switch build in Delhi to Buddhist missionary.
4. Switch build in GP Farm to Buddhist missionary.
5. Carry on the galleon logistics as explained in my last PPP (nothing has changed here).
6. Get within 1 turn of finishing the palace in Wheaties. Since we're not planning on gifting the UN (and Delhi) to Zara, this is just a safety measure in case things get crazy on the diplo front.
7. All cities that can grow a pop before the end of the game will do so. Those that cannot will focus on producing wealth. It could be bonus if an AI demands some gold from us...
8. Move the great people that are currently in Delhi to a tile just north of GP Farm such that they can board Galleon 1 at the same time the new GP from Crabs is born.
9. Stop starving Crabs at the right time such that we do not lose another population needlessly. Of course, I will ensure that we get the great person as soon as possible at the same time.

Did I miss anything for the next 3 or 4 turns?

BTW, I expect the game to be completed tomorow without much trouble. There will be the short pause mid-way to allow us to review the diplo situation and keep an eye on Toku to make sure that he stays #2 in population.

Sorry for the delay and yes, I did have a good weekend. Thanks for asking... ;)
 
Mitchum said that he didn't have time to play on the weekend and would pick up the game on Monday (yes, I realise that it is Monday for you now, but it is not yet Monday for him :)).

Sorry then, I just missed that he was going to be away. I guess I was right in my assumption that it was all under control:
I'm sure it's all under control I'm just not sure what's actually happening.

BTW, I expect the game to be completed tomorow without much trouble. There will be the short pause mid-way to allow us to review the diplo situation and keep an eye on Toku to make sure that he stays #2 in population.

Look forward to seeing the results.

Sorry for the delay and yes, I did have a good weekend. Thanks for asking... ;)

Glad you enjoyed it. Don't worry about the delay, I was just unsure about what was happening.
 
Confucianism
You might want to build a new Confucian Missionary once the first one attempts to spread... where was that Forest Chop again? Mystic, I think that it was.


Workers to the Silk
If you have the time, it wouldn't hurt to "reverse" the first and second portions of your Missionary Chain, followed by reversing the second and third portions of it, so that the Caravel is at the end of the chain.


This way, you can plan to send 2 Workers with the first Missionary (or sooner, if you'd like) so that if we lose our Silk Resources, we'll have a way of reconnecting one of them.
 
Mehmed: Hot and Heavy
Oh yeah, if a Silk Resource gets pillaged and Mehmed has a stack of units, don't forget that you can use the "Cease Fire" option in order to keep his hordes at bay.

If Mehmed is just hot and bothered, you can safely ignore him. :)


Road to the east of Chinook
Did you pillage the Road to the east of Chinook? I believe that there was one E + E + E or Chinook or something like that... I don't want to risk opening a saved game with Goto moves a second time, just to confirm which square it was.
 
Buddhism is spreaded to Riverdale? Just to be safe, use 2 missionaries.

If the Buddhist missionary in Chinook is successful, the current Buddhist missionary will be sent to Izmir. If we can get Buddhism there, we can afford to keep it. There is currently no religion in Izmir, so one missionary should be enough. The next two missionaries (one from Delhi and one from GP Farm), will go to Riverdale as you suggested.

If the Buddhist missionary in Chinook fails, the current Buddhist missionary in Delhi and the next one will be sent to Chinook/Izmir. I can quickly build 2 more in Delhi for Riverdale, so there should be nothing to worry about here.
 
Building a Road for the newly-spawned Great Person to walk onto, in order to meet your Galleon Chain.

Yes. I have workers all around this square and was planning to do this (along with farming near Delhi). I considered it part of my great person galleon logistics plan, but it's safer to call it out explicitly. This will be done on the next turn.
 
Confucianism
You might want to build a new Confucian Missionary once the first one attempts to spread... where was that Forest Chop again? Mystic, I think that it was.

Sure. It will be several turns before my first attempted spread with a Confucian missionary, but I'll build another one as soon as I've spread the first one.


Workers to the Silk
If you have the time, it wouldn't hurt to "reverse" the first and second portions of your Missionary Chain, followed by reversing the second and third portions of it, so that the Caravel is at the end of the chain.


This way, you can plan to send 2 Workers with the first Missionary (or sooner, if you'd like) so that if we lose our Silk Resources, we'll have a way of reconnecting one of them.

I may be able to squeeze this in depending on the success of the first Buddhist missionary in Chinook. If he fails, I don't want to delay getting more Buddhist missionaries to Chinook for a single turn, so it may be tough to pull off.

Also, as you mentioned in another post, if things look dire, I can call a cease fire so that both Silk resources don't get pillages. Also, the next turn is the soonest that I will be able to pillage the road east of Chinook. It took some turns to get my mace and horse archer through the forest...
 
Playing now. FYI, I successfully spread Buddhism in Chinook on T279 (first turn). :D

Buddhism is already in Konya (the city we are getting ready to siege). So, I will send one Buddist missionary to Izmir (100% spread chance since no religion currently) and the rest to Riverdale. If we capture Konya, we can keep it since it already has our state religin. All is looking good!!
 
I played until T283, and all is pretty much going according to plan.

Buddhism has been spread to Chinook, Riverdale and Izmir. If we choose to take Konya on this turn, which should be quite easy, we won't have to worry because it has Buddhism already. Should we take and hold Konya?

The only relatively bad thing that happened is that we went from +16 with Justinian to +14 due to -2 close borders. He is only +8 and Friendly toward Tokugawa, so as long as the hidden modifier is less than +6, we should be fine.

Tokugawa's score has been going down and Justinian's has been going up. It's possible that Justinian is catching up in population, so this needs to be counted now to see where we stand. However, even if we end up going up against Justinian instead, we may still be okay. We should get Saladin's vote (+14 for us vs. +11 for Justinian). Mehmed could vote for Justinian, but that shouldn't matter. Again, we'll have to count the pops and do the math on it.

Our great person was born in Crabs this turn. I can shuttle the last three great people to the fort this turn (all galleons are in place). From there, it's a two-turn walk to the fur.

All civs are still running a state religion and no one has Liberalism yet. Toku is the only one that could switch to Free Religion, but he hasn't for the last 100 turns and should not do so now due to his current war with Mehmed.

Zara is not at war with Mehmed at the moment,

There should be no units with Go-To orders. Feel free to check the save and offer you comments.
 
I just did a count and here's the situation:

180 Fifth Element
129 Tokugawa
123 Justinian
80 Saladin
68 Mehmed
43 Isabella
35 Zara

Based on these numbers, we need Justinian's and Saladin's votes to with the game (we need 408 total). We can do without either Isabella's or Zara's, but not both.

Do we need to do anything to secure Justinian's vote (assuming it's not secure at the moment)? The only thing I can think of would be to gift him Devil's Gate, but this may not remove the -2 close borders situation anyway. Thoughts?
 
The only relatively bad thing that happened is that we went from +16 with Justinian to +14 due to -2 close borders. He is only +8 and Friendly toward Tokugawa, so as long as the hidden modifier is less than +6, we should be fine.
We should still be fine. However, we could consider gifting DevilsGate (I am assuming that this City is the reason--I can't think of any other City that would apply for this negative modifier coming into being) to Justinian or even to an AI that we know will vote for us.

We might have to cancel a Resource Trade or two as a result.


Tokugawa's score has been going down and Justinian's has been going up. It's possible that Justinian is catching up in population, so this needs to be counted now to see where we stand.
Okay, DEFINITELY do not gift DevilsGate to Justinian! We could consider giving it to someone else--who else will take it?

Is there any way to bribe Toku out of Slavery?

Will Toku take Goldfish in a trade? If yes, then just before the final voting count (say, a turn before you think that it will be, unless you know the exact turn when the game tallies population points), then we could gift Goldfish to Toku at that time, should he be low on population points relative to Justinian.


:newyear: EDIT: Note that my comments were made without looking at the saved game.
 
Okay, DEFINITELY do not gift DevilsGate to Justinian! We could consider giving it to someone else--who else will take it?

Only Justinian will take DevilsGate.

Is there any way to bribe Toku out of Slavery?

Toku will switch from Slavery to Caste System for 330 gold. This seems like an easy way to keep him from abusing the whip and shrinking his cities.

Will Toku take Goldfish in a trade? If yes, then just before the final voting count (say, a turn before you think that it will be, unless you know the exact turn when the game tallies population points), then we could gift Goldfish to Toku at that time, should he be low on population points relative to Justinian.

Yes, Tokugawa will take Goldfish in trade. But, I think if we get him out of Slavery that his population will recover and he'll stay firmly in 2nd place population wise.


So, I suggest that I get Tokugawa to switch to Caste System for 330 gold and then carry on with the game tomorrow morning. Any other comments or suggestions?
 
Just a question, do both Isabella and Zara have enough diplo points to vote for us for a diplo victory? Did we finish up managing to convert Izzy to Buddhism? They might prefer us to Toku, but the cutoff for voting is higher for the diplo victory and we don't want them to abstain.

It sounds like Justinian's vote is safe enough, Toku as second in population is under control, and the game conditions seem to be under control too, so these two seem to me like the biggest variables left. Although maybe they're under control too.
 
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