I haven't seen comments on my proposal to have the first TS completed by Friday 30th. So?
I keep challenging people to either stick to the overall strategy that I am pushing (beelining religions) or to come up with their own. Until we've got consensus on that, it's hard to make a call. If we don't care about religious beelines, then we can take a couple of turns to explore, for all I care.
If even one of Mitchum's Hills squares in our settling-in-place fat cross is correct, then settling in place would probably be my suggestion, because I'd want to start teching ASAP and in-place would be "good enough for me" with 3 Hills squares. If someone can validate or disprove the fog-gazing, I'll be better equipped to cast my vote.
So, really, I don't want to comment on an end date until the team feels happy about these issues. The more frequently that people log in and make a couple of comments, the happier we all will be, as the group will tend to gravitate towards making decisions.
But, if not many of us are logging in and commenting frequently, then it's tough to abide by a timeline. I'd rather not have to "cast a vote" for a concept such as our Overall Strategy--I'd rather have a majority consensus on that issue, otherwise a lot of players won't even have "buy in" to the way that we'll be playing the game, which will make the game a lot less fun for some players.
I wouldn't mind having to vote on the issue of WHERE to send the Warrior, but I can't come up with a "Settling perspective" that will "dictate where the Warrior should move" until we're more in agreement on how we want to approach the game.
So, while I respect your idea to push things on and I am trying to do so by doing my best to throw in lots of comments and throw in lots of requests for people to take actions (screenshots, test games, researching old games) and throw in lots of requests for people to comment, I think that we can only move as fast as the team is willing to go.
That said, later decisions, I personally believe, will fall more into place if we get buy-in up front, BUT, if we don't have buy-in on our overall strategy, we'll keep having diverging opinions about tech path and build orders, as people will keep trying to sneak in other strategies. So, let's hear how else people would like to strategically approach the game, and if you can't think of other ways, let's stay on track and focus on the religious-beeline strategy, realizing that our tech path will be relatively set and that techs like Bronze Working, Pottery, or Alphabet will just have to come when they come.
All your points make sense. But a beeline to Alpha and the Oracle (maybe without marble, who kows?)
Almost all Oracle builds on Emperor and above are done without Marble. We're not playing a HOF game here, where we can pick our Resources. Honestly, the investment of Hammers compared to the payout in either Gold (from failing to build The Oracle first) or payout in Flasks (from the Science not spent on the "free" tech) will be a worthwhile trade without Marble. Having Marble just makes something cheap a little bit cheaper. But, you need to realize that almost 100% of the time you are going to build The Oracle in the capitol, unless you can somehow settle near Marble with City 2 and get it connected (a rare thing to happen, our test game notwithstanding), thus we need to have enough Hills to build this Wonder and others down the road in the capitol.
if we delay Alpha too much, we can even have it in trade. We're on Emperor and BtS AI is more focused on Alpha since it opens SPIES.
Receiving Alphabet in trade is not a bad bargain, as we can almost certainly leverage that tech better than the other AIs can. The bigger concern would be a Vanilla or Warlords game where most of the AIs avoid researching Alphabet as though it were a plague. Whether it is the addition of Spies or a change to the AI programming, you are right that we'll have a better chance of getting Alphabet here in trade than in a non-BTS game.
We haven't yet decided the TSs lenght. I think 15 turns can be a good choice. Just to make my life easier, the first TS can be until turn 15, which means 16 turns.
15 turns/turnset sounds good to start, going down to 10 turns/turnset later as the game gets more complicated.
And we must decide the 2nd tech before start it, along with where to settle, where to move the warrior and... am i forgetting something?
Again, come up with an alternative strategy, and I'll help build a tech path that works best for it. Otherwise, I think that we have a decent tech path laid out.
So, SW or NW for the warrior? if we decide that move we can see some more land and maybe take a better decision.
I'd rather get confirmation on the fog-gazing before deciding where our primary settling location should be, and only then decide which way to move the Warrior in support of that decision. If no one else volunteers to double-check Mitchum's fog-gazing soon, I'll have to see if I can get the game going on this computer, as I for one would LIKE to see BLubmuz's targetted April 30th date become a reality.