SGOTM 11 - Final Spoiler Thread

AlanH

Mac addict, php monkey
Moderator
Hall of Fame Staff
GOTM Staff
Supporter
Joined
Jan 9, 2003
Messages
29,699
Location
England
This thread is provided as a convenient reference to share team summaries of the key events in your SGOTM 11 games.

If you have such a summary, please post it here, or provide a link to the Team Thread where it lives.
 
Babybluepants has put together an excellent summary of OSS's attempts at pleasing the goddess:

http://forums.civfanatics.com/showpost.php?p=9117201&postcount=2

I think overall, we played a very conservative game. We should have made an assault on Zara for at least his capital but we didn't, which was a strategic error in hindsight. As LowtherCastle put it, we didn't take advantage of the singe best mechanic in CIV - conquering cities and expanding your empire by warfare.
 
ChokoMisfits. 8th Place. 1400AD Diplomatic Victory.

High level overview of our key dates as follows

More detailed info for the War & Peace lovers amongst you as follows

We had a slightly unorthodox approach - we beelined Pyramids, made no attempt at the Oracle and went to Education via the Theology path. However we were still able to get to Radio from Liberalism by 1080AD.

It was just late game Diplomacy which slowed us down... we were "Friendly" with the pop-leader, Justinian (which didn't help, as he would of course vote for himself), and the differential was too much for us, or anyone else, to surpass him in population.

So we built up an army and used our DoWs late in the game to claim enough cities to edge us over the 60% victory threshold.
 
Plastic Ducks' thread is rather lengthy but if you have the time, I suggest you read all of it... we all learned some nifty tricks about game mechanics.

Otherwise, you can read our summary in posts #2 and posts #3.

As shyuhe said, Axe rushing Zara was an option that nobody took advantage of. It was a risk with high reward but with the chance to make the victory conditions unreachable (if some of the required resources had only 1 source per AI).

The GLH was obviously the most powerful wonder on this map - I am glad our team was able to take advantage of it (albeit at the cost of early expansion, but it truly paid off!). Combined with a late Civil Service slingshot, Zara axe rush and good GPP management (timely Merchants), there is no doubt that our victory date can be advanced further some turns (I would say another 10 turns can be shaved off).

There was always a cheap way to get multiple free DoWs that no-one exploited (well, no one went to war much): you find two/three AIs that have buddied-up, DoW the first and wait for the second/third to be bribed against you. All you had to do was reduce your relation to said AIs and gift some techs to the DoW target so that it could bribe the others.

In our game we kinda used this, where Isabella was dragged in our war against Zara. However, we kept Mehmed out of the war by gifting him the techs Isabella had on him (we were more concerned about Isabella capitulating mostly). As the AIs aren't your real opponents, it pays off to use them in every way possible (accelerating their techs for trading purposes for one).
 
As shyuhe said, Axe rushing Zara was an option that nobody took advantage of. It was a risk with high reward but with the chance to make the victory conditions unreachable (if some of the required resources had only 1 source per AI).

Well we just boxed him in and treated him as the irrelevance he was for the rest of the game. I'll probably write up a saga for our team over the next few days. It will be glorious
 
We've already discussed the game at length in the Ducks and OSS threads since finishing. dingding, in particular, has done some really excellent quantitative analysis, so I'd encourage everyone to have a look at that.

Well we just boxed him in and treated him as the irrelevance he was for the rest of the game.
Sure, most did that. His capital was an awesome city, though, and could've contributed a few extra GPs, as well as quite a bit of tech rate.
 
Well we just boxed him in and treated him as the irrelevance he was for the rest of the game. I'll probably write up a saga for our team over the next few days. It will be glorious

As bbp said, boxing in Zara wasn't that important... it was the capital with all that food and cottageable tiles/farmable.
 
I'm sure everyone will want to want to read the Smurkz saga :rolleyes:. Actually, looking at the progress graphs, we did very well in the early game with regard to expansion, but our fate was already sealed by not settling on the plains hill, with another nail in the coffin by not going after Zara and his Great Lighthouse. The early game is documented here and then the later game in a briefer account under the Current Status section, along with a Post Mortem repeated here:

Spoiler :
I think we had a good first 100 turns, but we should have attacked Zara and taken his GLH. Even with only 4 cities, Zara was a tech powerhouse with the GLH and after he founded his own religion and switched to that there was really no reason to let him live (except as our vassal). The winning teams also settled on the plains hill--we took 1 north of that and missed out on the early silver. We built the MoM but never capitalized on it--only ran 1 Golden Age. Building a Confucian shrine in Oraclia may have been a waste since Confusion never took off the way we hoped--better to settle in Deli or run a GA? We took Physics with Liberalism but could easily have delayed it to take the most expensive tech, Radio. We greatly underestimated the gold/hammer ratio for Universal Suffrage rushing on the UN (I thought it was 3, versus 12 in reality) so the UN was taking about 12 turns longer than expected--a Great Engineer would really have helped but we would have needed some luck to get that--getting one early from Deli with the Pyramids was our best shot--we missed the Hanging Gardens by a little but that was in a different city. If we'd known about the US rush cost I think we would have tried harder for an Engineer. Having Justy pull ahead of Toku in population was bad luck, and it's disappointing/surprising that Toku wouldn't take any of the former barb cities.

Our early game went well, and it's no coincidence that we had 4 or 5 active participants at that time. Having only 2 players for the last ~2/3 of the game certainly hurt, although I think we did pretty well considering our lack of experience/knowledge with the mechanics of diplomatic victories. The winning teams did a better job in the early game on where to plant cities. I'll have to really study that aspect of the game with Civ V!


Our decision to retire is covered here. The key factor was a late surge in population by Justinian to overtake Toku, thwarting our long-standing plan to face the latter in the UN votes. Thanks for the excellent write-ups by so many teams!
 
Having 2 players left can kill a teams game. You start making decisions and it is often one persons view vs another. Trash Team suffered this fate last SGOTM. Again the wrong starting location/strategy can kill a game.

Our team really only had 4-5 active players all game. Although our team list shows 8 people. I don't think everyone really knows what a game involves till it starts.

Hopefully there will be another SGOTM soon before civ 5 is released. :)
 
We had a slightly unorthodox approach - we beelined Pyramids, made no attempt at the Oracle and went to Education via the Theology path. However we were still able to get to Radio from Liberalism by 1080AD.
I was looking through your thread last week to figure this out... It seems you guys were dead-set on beelining COL-CS and cottaging Delhi for a while, until you met all the AIs and realized they had Theo as fave civic. The reasoning was faulty, IMHO: we should cottage Delhi and get early bureau - we don't have many cottages yet - let's skip CS. Should be: let's cottage and grow the city as quickly as possible.

I have to think it's a real mistake, despite the very good Lib date achieved. In this case, early bureau doesn't just multiply cottage commerce, but also quite a few hammers (for wonders and/or settlers). Also, not having Caste available until so late hurts quite a bit, IMHO. The timeline for the game is very tight, so getting a GP farm going in the BC's can be huge. The difference of 1-2 GPs, at least, in a game where they are probably the single biggest limiting factor (though I realize that diplo was your limiting factor in the end).
 
I was looking through your thread last week to figure this out... It seems you guys were dead-set on beelining COL-CS and cottaging Delhi for a while, until you met all the AIs and realized they had Theo as fave civic. The reasoning was faulty, IMHO: we should cottage Delhi and get early bureau - we don't have many cottages yet - let's skip CS. Should be: let's cottage and grow the city as quickly as possible.

I have to think it's a real mistake, despite the very good Lib date achieved. In this case, early bureau doesn't just multiply cottage commerce, but also quite a few hammers (for wonders and/or settlers). Also, not having Caste available until so late hurts quite a bit, IMHO. The timeline for the game is very tight, so getting a GP farm going in the BC's can be huge. The difference of 1-2 GPs, at least, in a game where they are probably the single biggest limiting factor (though I realize that diplo was your limiting factor in the end).

Thank you for your comments, babybluepants, and well done again on your outstanding finish date!

It certainly wasn't a unanimous decision in our team to follow the Theology-Paper path instead of the CoL-CS-Paper path, but those of us who voted in favour of the Theology option had 5 reasons in mind:


1. As we had unanimously chosen to avoid the Oracle altogether, in favour of beelining the Pyramids instead, we possessed neither Priesthood nor CoL, so would have needed to research both, before starting research of CS - this would have used up valuable turns.

2. Other than our first 3 cities, we were quite hammer-limited, and reliant on Slavery. Researching CoL would not necessarily have meant us switching immediately to Caste System.

3. If aiming to bulb Paper, the Theology path saves a Great Scientist. Because, via the CoL route, one Scientist would need to be "wasted" for bulbing Philosophy, to open up Paper for a 2nd Scientist. By avoiding CoL, Paper can immediately be bulbed by a Great Scientist upon completion of Theology.

4. Because of our strategy of building several Wonders in the Capital, we had mostly been working hammer-intensive tiles, so our Capital's Cottages had only matured into Hamlets... they were not yet Villages or Towns... Bureaucracy would not have had a huge benefit at that point.

5. Shared Theocracy was a help to our AI relations, which was important at that stage, as most of our cities were defended by a single Warrior and we would have struggled in a war.


We got to Education in 55AD, via the Theology path. I honestly think that the CoL-CS path would have been 15-20 turns slower.

Despite our low power rating, nobody DoW'd us the whole game... 5 out of the 6 AIs were Friendly or Pleased with us... the shared Theocracy bonus certainly helped this.
 
I was looking through your thread last week to figure this out... It seems you guys were dead-set on beelining COL-CS and cottaging Delhi for a while, until you met all the AIs and realized they had Theo as fave civic. The reasoning was faulty, IMHO: we should cottage Delhi and get early bureau - we don't have many cottages yet - let's skip CS. Should be: let's cottage and grow the city as quickly as possible.

I have to think it's a real mistake, despite the very good Lib date achieved. In this case, early bureau doesn't just multiply cottage commerce, but also quite a few hammers (for wonders and/or settlers). Also, not having Caste available until so late hurts quite a bit, IMHO. The timeline for the game is very tight, so getting a GP farm going in the BC's can be huge. The difference of 1-2 GPs, at least, in a game where they are probably the single biggest limiting factor (though I realize that diplo was your limiting factor in the end).

ianw1610 has answered your queries extremely well, as to why our Strategy evolved as it did, but I'd like to add a few comments of my own ...

babybluepants, why does it bother you that we skipped Civil Service and went directly to Education for Oxford University? As Plastic Ducks pointed out, this Game was all about Research and that's good validation for our Strategy. We were able to build very early Universities in six of our Cities and this multiplied their Representation output by an additional +25%, not to mention the additional +100% of Oxford University.

Also, note that as we completed Education, we were able to back fill prerequisites of Civil Service (if I recall correctly) and when we decided it would take the AIs too long to complete Civil Service for us, we were able to complete it ourselves in 4t.

Please do not fall into the misconception that Civil Service must always be a High priority. Certainly a Civil Service sling-shot via The Oracle has value and is easy enough to do at Emperor level, especially with Marble, but that doesn't mean it should be done in all cases. For example, a Civil Service sling-shot via The Oracle is rarely done at Deity level, since the AI will almost always beat the Player to TO. Certainly a Civil Service bee-line should always be considered in Games where it must be Researched/Traded to Win, but it should not always be chosen.

As you have pointed out we had a very good Liberalism date and in other post you mentioned that our date for completion of Radio was quite good as well. So, I really don't see much evidence (actually none) that we made the wrong choice targeting Education before Civil Service.

Our limiting factor in the end was not our Diplomacy. It was the fact that Justinian I grew so big that there was nothing we could do to prevent it, until it was too late; he would become our TUN Opponent. We had excellent Diplomacy with all Civs, except the two we DoWed (Mehmed II and Isabella; Isabella only because she was Mehmed II's Vassal) to get the Population we needed to Win the Diplomatic Victory resolution.

Finally, there is nothing wrong with changing Strategy in the middle of the Game when significant information about the Game is revealed; that's how the Game should be played; constantly reevaluating the Strategy, comparing to alternative Strategies and switching Strategies when that seems prudent.

babybluepants, your apparent obsession with Civil Service does serve you well at Emperor or even Immortal level and below (though not always), but you will find that it breaks (quite completely) at Deity level; at least the notion that a Civil Service sling-shot via The Oracle is a good idea; at Deity level it usually is not. I wonder whether you have other well used stratagems that served many Civilization III Players very well, but usually fail to work with Civilization IV, because Strategy in Civilization IV must be well balanced and there is great latitude in achieving it and even more ways of achieving than we can imagine. Not every early Win must use a particular strategic device in a Civilization IV Game; to think otherwise is a fallacy; this is even more true with Beyond the Sword and its Espionage system than either Vanilla and Warlords.

In future SGOTM competitions, I hope to see the evolution of truly innovative Strategies that no one has yet conceived. The additional conditions a SGOTM can fuel some of this, but I'd prefer it to be applicable to any Game (i.e. HOF) where the goal is the earliest possible Winning of a particular Victory Condition. Thus, not limited to a particular SGOTM. I hope that SGOTM-12 is even better that the truly wonderful Game that SGOTM-11 came to be and was.

Sun Tzu Wu
 
babybluepants, your apparent obsession with Civil Service does serve you well at Emperor or even Immortal level and below (though not always), but you will find that it breaks (quite completely) at Deity level; at least the notion that a Civil Service sling-shot via The Oracle is a good idea; at Deity level it usually is not. I wonder whether you have other well used stratagems that served many Civilization III Players very well, but usually fail to work with Civilization IV, because Strategy in Civilization IV must be well balanced and there is great latitude in achieving it and even more ways of achieving than we can imagine. Not every early Win must use a particular strategic device in a Civilization IV Game; to think otherwise is a fallacy; this is even more true with Beyond the Sword and its Espionage system than either Vanilla and Warlords.

If you look at the discussion in our thread regarding the civil service slingshot, you will see that OSS carefully considered the risk of losing it (and potentially the game) vs. the advantages gained from it. We were uncertain enough about our success rate with a late date so we bulbed a GS on math to speed up the process. I think I speak for the entire team when I say that yes, we recognize the Oracle--CS sling is a situational tool. It just happened to be a very good situational tool on this map.
 
babybluepants, why does it bother you that we skipped Civil Service and went directly to Education for Oxford University? As Plastic Ducks pointed out, this Game was all about Research and that's good validation for our Strategy. We were able to build very early Universities in six of our Cities and this multiplied their Representation output by an additional +25%, not to mention the additional +100% of Oxford University.

Also, note that as we completed Education, we were able to back fill prerequisites of Civil Service (if I recall correctly) and when we decided it would take the AIs too long to complete Civil Service for us, we were able to complete it ourselves in 4t.

Ignoring Currency, CoL and Civil Service to get to Education?

With earlier currency: each city gains +3 commerce/turn and ability to trade for gold to keep slider up longer

CoL: how did you get your border pops? Monuments/Libraries are worth quite a bit of hammers that can be saved via 4 turns of Caste artists. Moreover it is so much easier to get Scientists to bulb Education via Caste System... you can use the whip in the meantime to build infrastructure and rush the GS when you don't need to whip.

CS: speaks for itself

My point is, bbp is right. Even though on paper there are fewer beakers to get to Education via the Theology path, skipping CoL/CS (let's forget Currency as you didn't go for Oracle) costs you a lot of research power to get you through Education. The extra hammers lost in Delhi are worth earlier cities, thus more research. Universities everywhere in your game but Delhi [in 130AD] were worth 19 beakers at 100% science... At the same date, your Delhi had 33 commerce and 100% science multipliers. Add in Bureaucracy -> 44 commerce + 12 beakers = 56+75% = 98 (removing the University) compared to the 90 beakers in your game in Delhi.

The only difference being Oxford University, however when you compare Bureaucracy to Oxford you'll find that:
-Oxford adds 100% research
-Bureaucracy adds 50% commerce -> 50% research and 50% gold

With Bureaucracy, one gains more gold with the lower slider - so you can say Bureaucracy~Oxford University over say, 10 turns as you'll have the slider up longer. However by putting Civil Service behind Education on your research path, your total turns of Bureaucracy+Oxford are diminished - leaving you behind the total research you might have gotten.

It isn't a problem in itself. It just is inefficient, even though you managed an early AD Education, several teams did as well (or BC in some cases) but they also had more technologies behind them thanks to Civil Service+CoL.

Finally, one can argue that you wasted research/gold as these AIs love Theology so much that trading for it is only a question of time. Getting the relation bonuses doesn't take that long (10 turns per +1) that ~30 turns of earlier Theology will make or break a game.
 
Yes, what kossin said. ;)

@STW,
Sorry if I sounded demeaning or argumentative. I'm just honestly curious about the tech strategy choices. I play almost exclusively standard Imm/Dei, and haven't done a CS sling in a long time (barely ever even build the Oracle). That's not what it's about - Delhi in this game is simply a Bureau monster, for both hammers and commerce.

2. Other than our first 3 cities, we were quite hammer-limited, and reliant on Slavery. Researching CoL would not necessarily have meant us switching immediately to Caste System.
Like kossin mentioned, 5t of Caste can get you cheap border pops, netting more immediate growth/production from secondary cities. It also unlocks Philo for an early bulb, and you can run quick spells of Caste/Pac in the super-food city to speed through a GS or two, towards Education.

More importantly, what did you need production for? Aside from Delhi mass-building infrastructure (forge for GE, market, monasteries for beakers, etc) and wonderspamming - to which the Bureaucracy bonus applies quite well, btw - the best cities in this game are heavy on food and need to run specs. They don't need anything beyond WBs, granary and LH (maybe throw in a forge somewhere for GE odds). You can whip all that in a matter of a few turns. It's a lightning-quick bulb-fest with a special requirement for 4 extra GPs at the end, after all.
 
^Delhi is only a mediocre Bureau capital.;) However Bureau is huge with any capital, personally I am more favor of a hammer capital.
 
Why are the Captains of the #1 and #2 Teams trying to convince the #8 Team that it made Strategic Mistakes? Seems to me that Time and Words would be better spent Describing why the #1 and #2 Teams did so well with their Strategies.

Ignoring Currency, CoL and Civil Service to get to Education?

With earlier currency: each city gains +3 commerce/turn and ability to trade for gold to keep slider up longer

CoL: how did you get your border pops? Monuments/Libraries are worth quite a bit of hammers that can be saved via 4 turns of Caste artists. Moreover it is so much easier to get Scientists to bulb Education via Caste System... you can use the whip in the meantime to build infrastructure and rush the GS when you don't need to whip.

CS: speaks for itself

My point is, bbp is right. Even though on paper there are fewer beakers to get to Education via the Theology path, skipping CoL/CS (let's forget Currency as you didn't go for Oracle) costs you a lot of research power to get you through Education. The extra hammers lost in Delhi are worth earlier cities, thus more research. Universities everywhere in your game but Delhi [in 130AD] were worth 19 beakers at 100% science... At the same date, your Delhi had 33 commerce and 100% science multipliers. Add in Bureaucracy -> 44 commerce + 12 beakers = 56+75% = 98 (removing the University) compared to the 90 beakers in your game in Delhi.

The only difference being Oxford University, however when you compare Bureaucracy to Oxford you'll find that:
-Oxford adds 100% research
-Bureaucracy adds 50% commerce -> 50% research and 50% gold

With Bureaucracy, one gains more gold with the lower slider - so you can say Bureaucracy~Oxford University over say, 10 turns as you'll have the slider up longer. However by putting Civil Service behind Education on your research path, your total turns of Bureaucracy+Oxford are diminished - leaving you behind the total research you might have gotten.

It isn't a problem in itself. It just is inefficient, even though you managed an early AD Education, several teams did as well (or BC in some cases) but they also had more technologies behind them thanks to Civil Service+CoL.

Finally, one can argue that you wasted research/gold as these AIs love Theology so much that trading for it is only a question of time. Getting the relation bonuses doesn't take that long (10 turns per +1) that ~30 turns of earlier Theology will make or break a game.

Yes, what kossin said. ;)

@STW,
Sorry if I sounded demeaning or argumentative. I'm just honestly curious about the tech strategy choices. I play almost exclusively standard Imm/Dei, and haven't done a CS sling in a long time (barely ever even build the Oracle). That's not what it's about - Delhi in this game is simply a Bureau monster, for both hammers and commerce.

Like kossin mentioned, 5t of Caste can get you cheap border pops, netting more immediate growth/production from secondary cities. It also unlocks Philo for an early bulb, and you can run quick spells of Caste/Pac in the super-food city to speed through a GS or two, towards Education.

More importantly, what did you need production for? Aside from Delhi mass-building infrastructure (forge for GE, market, monasteries for beakers, etc) and wonderspamming - to which the Bureaucracy bonus applies quite well, btw - the best cities in this game are heavy on food and need to run specs. They don't need anything beyond WBs, granary and LH (maybe throw in a forge somewhere for GE odds). You can whip all that in a matter of a few turns. It's a lightning-quick bulb-fest with a special requirement for 4 extra GPs at the end, after all.

These are all valid points, but the data applies to only a single Game. It is really, really hard to validate or invalidate a Strategy on the basis of a single Game's history.

There is at least one thing I will not concede. Although the power of Bureaucracy is very strong, it benefits only one City to the exclusion of all other Cities. The path to Victory doesn't always flow though Civil Service.

I really think that an early rush would have provided far greater benefits than any particular Research path. We probably should have made some Civs so mad at us, they would have submitted their DoW to us, and then we could have captured all their Good Cities and we would still have had two DoWs to submit to the other AIs as needed. I was pleased to hear that Plastic Ducks did "dominate" Zara Yaqob via an early rush.

I also think that Rapid Expansion is also more important in halting the expansion of the AIs and that should have been done mainly before Civil Service was even available.

I liked Plastic Ducks' Strategy of getting every bit of Commerce as early as possible as that type of Strategy will deny the AIs the same and often results in a Victory much early, at least those Victories that demand more Commerce/Research than anything else.

I wasn't too sure that One Short Straw made the right call by having an early Great Scientist (1st one?) bulb Mathematics to ensure that The Oracle was completed for Civil Service before an AI Opponent could complete TO itself. I wonder whether a 1st Great Scientist would be better used to Construct an Academy in the Capital? However, the gamble did seem to pay off, though Plastic Ducks did not stretch TO too far and Won the competition as a result.

Well, this is likely the last you will hear from me on the subject of SGOTM-11. As I said before, SGOTM-11 was a really wonderfully constructed Game! I look forward to the Game Designer Masterpiece that will be SGOTM-12! I've no doubt that my superlatively experienced and enthusiastic Teammates will agree.

Sun Tzu Wu
 
Bureaucracy is a good civic, but as you can see from comparing the Ducks with OSS, early expansion was worth more. OSS's thinking was that we would use the +50% hammers to "catch up" and get settlers out but I think the Ducks's strategy to get more settlers out earlier was stronger here.

And yes, we agree that Zara's capital was definitely worth conquering. That was one of the biggest strategic mistakes that OSS made.
 
Why are the Captains of the #1 and #2 Teams trying to convince the #8 Team that it made Strategic Mistakes? Seems to me that Time and Words would be better spent Describing why the #1 and #2 Teams did so well with their Strategies.

These are all valid points, but the data applies to only a single Game. It is really, really hard to validate or invalidate a Strategy on the basis of a single Game's history.

There is at least one thing I will not concede. Although the power of Bureaucracy is very strong, it benefits only one City to the exclusion of all other Cities. The path to Victory doesn't always flow though Civil Service.

I really think that an early rush would have provided far greater benefits than any particular Research path. We probably should have made some Civs so mad at us, they would have submitted their DoW to us, and then we could have captured all their Good Cities and we would still have had two DoWs to submit to the other AIs as needed. I was pleased to hear that Plastic Ducks did "dominate" Zara Yaqob via an early rush.

I also think that Rapid Expansion is also more important in halting the expansion of the AIs and that should have been done mainly before Civil Service was even available.

I liked Plastic Ducks' Strategy of getting every bit of Commerce as early as possible as that type of Strategy will deny the AIs the same and often results in a Victory much early, at least those Victories that demand more Commerce/Research than anything else.

I wasn't too sure that One Short Straw made the right call by having an early Great Scientist (1st one?) bulb Mathematics to ensure that The Oracle was completed for Civil Service before an AI Opponent could complete TO itself. I wonder whether a 1st Great Scientist would be better used to Construct an Academy in the Capital? However, the gamble did seem to pay off, though Plastic Ducks did not stretch TO too far and Won the competition as a result.

Well, this is likely the last you will hear from me on the subject of SGOTM-11. As I said before, SGOTM-11 was a really wonderfully constructed Game! I look forward to the Game Designer Masterpiece that will be SGOTM-12! I've no doubt that my superlatively experienced and enthusiastic Teammates will agree.

Sun Tzu Wu
You are quite correct that this is only 1 game. However, we barely ever see anything other than CS>Bureaucracy in most any games that aren't Religious victories or early conquests... when science is concerned, Currency>CoL>CS>...>Education is the forum's preferred tech path, with sometimes a detour via Literature.

Bureaucracy affects only 1 city yes, but not having Bureaucracy means you're not getting any bonus period.

I'm not trying to say your team made a strategic mistake, but rather trying to defend our approach to use this strategy - if that makes any sense.

Our economy worked quite well because of
#1 GLH
Every city settled started off with 10+ commerce with 0 improvements. This meant we could keep cities small to avoid getting higher maintenance and whip in infrastructure/troops while still ameliorating the economy (as each city was a positive on our economy right out from the bat). Of course this favored a REX at this point and made overseas cities a priority, even with the higher upkeep, so that we could guarantee 2+ commerce traderoutes to all our cities.
Moreover, this meant we needed fewer improvements, thus fewer workers. Compared to OSS, we built 5 less workers in the whole game, but we had 3 of them as early as turn 60, making the most out of the improvements needed around Delhi/Bombay. Our worker micro was more complex as a result but it meant we could spend those hammers in settlers instead without worrying about economical efficiency.​
#2 'Specialist economy'
We only had 2 cities set on cottages, Delhi and Varanasi[flood plains city] (although Delhi was a hybrid with hammers and GPP). Still, the largest part of our beakers didn't come from specialists in most cities but traderoute commerce as cities were busy whipping infrastructure in. Specialists everywhere only happened during the last turns of research for the Mass Media run. In any case, settling a GS and a GE in Delhi, combined with TGL, Oxford and the other science multipliers kept our research going even while we had our science slider at 0%. The limiting factor to our research was, as usually is, gold - which is where OSS excelled with two cash bombs. In any case, about 50% of our gold generated at 0% slider came from Bureaucracy Delhi so the earlier we got there, the better.​
#3 Wonder economy
Maybe not as important as some other points, but it allowed us to keep generating GPP without Caste System. We got lucky and got all the GPs we were hoping for every time. In this category, I will also include our 2 MoM-powered Golden Ages which added a ton of hammers (minus the cost of Taj Mahal), commerce (minus the cost of Nationalism) and GPP. This helped us catch up on GPP as we had neglected this part up until then.​
#4 War
So war costs troop upkeep, whipped populations that could be specialists instead, lost traderoute income. However, with GLH more cities = more science (gold wasn't much higher due to maintenance) - trade routes were lower yes, but our overseas cities still kept them at 2+ each or almost. Duckweed further pointed out that the gold gained from capturing cities would pay for the war... and he was right. Finally, it gave us 2 Great Generals which might or might not have changed anything to our game (as we could most likely have put 6 GPs on the fur anyway).​


Bureaucracy is a good civic, but as you can see from comparing the Ducks with OSS, early expansion was worth more. OSS's thinking was that we would use the +50% hammers to "catch up" and get settlers out but I think the Ducks's strategy to get more settlers out earlier was stronger here.

And yes, we agree that Zara's capital was definitely worth conquering. That was one of the biggest strategic mistakes that OSS made.
The CS slingshot sure helped in making settlers but we were just more cruel with the whip and were able to make settlers from other cities since they had been settled earlier. Furthermore, almost all the forests around Bombay became either worker or settler (2~3 went for something else).
 
Top Bottom