SGOTM 11 - Team Newbie

Actually the score graph shows us in the lead at 3000bc (4 teams haven't reached that date yet), mwa hah ha. Maybe I was wrong about the Bunnies getting 55 Jasons... very strange. :confused:
Other vaguely useless information can be gleaned from this page. For example, at least four of the teams settled in 3950bc (the Bunnies, Wotan, X-Nuts, Smurkz), and the Pythons probably settled in 3900bc. I can't tell if there are other teams 'underneath' our line on the culture graph.
And the territory graph... most interesting! X-Nuts have 27 tiles and tao have 28. Note that if they had found a free town in a hut (I think SGOTM is tailored to make this unlikely) they would have 30 tiles, so I believe these guys put out their first settler before a granary. Meanwhile, the Bunnies don't found their second (and probably third) town until the turn 30-40 period.
What does it all mean? Erm, nothing really but I like playing with this stuff. :mischief:
 
oh, a worker turn inpose such a pain! :(
another,
I am amaze how to learn other team settled at 3900BC though the graph? I study it for a while and can't find...
 
PaperBeetle said:
I can't tell if there are other teams 'underneath' our line on the culture graph.
lurker's comment: You can use the checkboxes in the team table to hide and show the individual graph lines.
 
Re: The Great Irrigation Project

Well, I don't want to pressure anyone into it (eh, wait, maybe I do :p ) but if we go for the watering-the-moo solution, here is how I think it would be done:

Team_Newbie_SG011_Irrigation_Project.GIF


The blue highlight represents the lifespan of the settler who walks up to the lake and settles there. Similarly, the green highlight is the settler who goes NE,N to the hill and settles there. Then the other important stuff is the worker moves between turns 21 and 40 - they hook the gems and get the irrigation around to the moo, so we are then in a position to run a six-turn axe/settler combo (yellow highlight), or grow up to a six-turn axe/archer/settler combo (orange highlight).

Okay, I think that's quite enough spreadsheets for me until SGOTM12. Oh, well, except that there's a new GOTM due in a couple of days right?
 
Thanks PaperBeetle.

Okay, mod installed, noaipatrol=0 fixed, save uploaded and everything seems to work. Phew! Shall go reward myself with dinner (can't work on an empty stomach).

I'm going to follow PaperBeetle's plan since nobody else has voiced their objections and I can't think for myself. Alright guys I'll check back later if I need your help....hmmmm now where did they put the spacebar?
 
Nice turn set PaperBeetle - sorry I have been so inactive! I'll volunteer to spreadsheet the worker pump if we find another food bonus.

Can you upload your spreadsheet template? Also, if you could model corruption and factor that in that would be appreciated :p

Try not to screw things up TaxPayer! I suggest you double check the spreadsheet every turn.
 
Regarding tech.

We shouldn't get too worried if we fall behind. Once we have some reasonable gpt we should be able to freely buy techs from the AI using GPT and then dow their pact brother to break the deal with no rep hit.

Perhaps, we could even combine this with defence of the choke (if indeed it is one) for a spot of leader farming. I suspect we will need armies to go through these AI's they are going to be exceptionally powerful.
 
Regarding the other teams, does anyone have any idea what Smurks are doing to get that Jason score? The only thing I can think is that they added their worker back to the town at an early point in the game. I actually think that could have been a very powerful start given the nature of the starting tiles
 
Wardancer said:
Regarding tech.

We shouldn't get too worried if we fall behind. Once we have some reasonable gpt we should be able to freely buy techs from the AI using GPT and then dow their pact brother to break the deal with no rep hit.

Perhaps, we could even combine this with defence of the choke (if indeed it is one) for a spot of leader farming. I suspect we will need armies to go through these AI's they are going to be exceptionally powerful.

Absolutely so. The situation may even be set up for this; three oriental civs on the other side of the isthmus. Scam tech from two of them, dow the third, then bring in Abu (not in the oriental bloc) on our side and we have an instant world war. My only worry about defending the isthmus is that we don't have any defensive units, just axes and archers (even if we had Bronze, would we want a despotic golden age)? So we would need a pretty big pack of units to ensure that the AI units never got to actually attack our stack.

Wardancer said:
Regarding the other teams, does anyone have any idea what Smurks are doing to get that Jason score? The only thing I can think is that they added their worker back to the town at an early point in the game. I actually think that could have been a very powerful start given the nature of the starting tiles

Hooking the gems may have a similar effect; both essentially add one citizen's worth of score per turn.

Taxpayer'sMoney said:
hmmmm now where did they put the spacebar?

I took it off your keyboard to slow you down. :p
No one tell him about the Enter key!

Wardancer said:
Can you upload your spreadsheet template? Also, if you could model corruption and factor that in that would be appreciated :p

Here it is. It has a fully implemented corruption model for the capital! ;)
I will be putting corruption in my version 2 QSC spreadsheet, but I didn't want to use that for this game, as it isn't so tried-and-tested.
 
Very clever on the corruption modelling in the zero percent corrupt capital ;)

Now can you just adjust it so that it tells me the lost shields in other towns too!
 
Wardancer said:
Regarding the other teams, does anyone have any idea what Smurks are doing to get that Jason score? The only thing I can think is that they added their worker back to the town at an early point in the game. I actually think that could have been a very powerful start given the nature of the starting tiles
where to find the post that how jason score calc?
I even don't know this 27pts how to calc. :blush:
 
My turnset is complete. I think I avoided any major errors (we didn't have to sell our granary or anything). I think it went to plan but I may have worked the wrong tile from time to time. Still here's the link to the save:
http://gotm.civfanatics.net/saves/sgotm11/Team_Newbie_SG011_BC2550_01.SAV

Things for the next player to look out for:
1) We have no gold. Be very careful with the treasury otherwise we'll end up selling a building or unit to fund the deficit. This could be very costly.
2) The second city Ulundi is building a scout because I didn't know what to build. The next player will need to change this.

Here's my turn log:

3000 bc

Rename second Scout "Bob Dylan". Moves W, N.
Rename first scout "Johnny Cash". Moves SW, W.

2950 bc

Johnny Cash moves 2N.
Bob Dylan moves N.
Worker moves N.

2900 bc

Zimbabwe builds settler, settler moves W.
Luxury set to zero, science to 70%.
Worker roads.
Bob Dylan moves 2N.
Johnny Cash moves E,N. Contacts Egypt (knowledge of Bronze Working, Masonry, Alphabet and Wheel) and Russia (knowledge of Bronze Working & Masonry).
Here's a summary of the locked alliances:
- Arabia, Russia and Egypt
- India, China and Korea

2850 bc

Bob Dylan moves N,E.
Johnny Cash moves W.
Settler NW.
Commerce (5,3,2)

2800 bc

Zimbabwe builds scout, rename Tom Waits. Moves SE,2S. Start worker.
Bob Dylan moves NE,N. Finds end of landmass.
Johnny Cash moves N,W.
Settler moves N.
Commerce (7,1,2)

2750 bc

Bob Dylan moves S,W.
Settler builds Ulundi, starts scout. Don't really know what to build but nothing will be finished during my turn set anyway so opt for placeholder build at the moment.
Tom Waits moves SW, W.
Johnny Cash moves 2W.
Commerce (1,8,1)

2710 bc

Zimbabwe builds worker, starts settler.
Rename worker2 Sofia Coppolla, moves N.
Tom Waits moves S,W. Finds three BGs, establishes dead end.
Bob Dylan moves 2SE.
Johnny Cash moves NW,W.
Commerce (2,8,0)
Contact Ottomans (knowledge of Bronze Working, Masonry, Alphabet, Wheel).
Here's a summary of the locked alliances:
- Arabia, Russia, Ottomans and Egypt
- India, China and Korea

2670 bc

Sofia Coppolla moves NW.
Tom Waits moves 2NE.
Bob Dylan moves 2S.
Johnny Cash moves 2W.
Commerce (0,8,2)

2630 bc

Bob Dylan moves S,E.
Tom Waits moves 2NE.
Johnny Cash moves 2S.
Can't remember whether Sofia Coppolla should irrigate or road first. Sofia Coppolla roads.
Commerce (2,6,2)

2590 bc

Bob Dylan moves E.
Tom Waits moves 2N.
Johnny Cash moves S,W.

2550 bc

Time to hand over.
 
We're now joint second on Firaxis score (out of five teams who have reached the the same date as us). Team Shaka has edged ahead by two Jason points (64 vs 62). I'll let PaperBeetle do the proper analysis though.
 
Taxpayer'sMoney said:
My turnset is complete. I think I avoided any major errors (we didn't have to sell our granary or anything). I think it went to plan but I may have worked the wrong tile from time to time.

At this stage in the game, not working a tile in the settler factory would be a pretty major screw up. The fact that you don't even know whether you did suggests you didn't play very carefully....
 
Wardancer said:
At this stage in the game, not working a tile in the settler factory would be a pretty major screw up. The fact that you don't even know whether you did suggests you didn't play very carefully....

I definitely worked a tile, I just don't know whether it was the right tile. I played carefully. I just don't know which tiles I'm supposed to work. No amount of careful planning will cover for ignorance. I did not have access to PaperBeetle's helpful spreadsheet while I was playing (no internet access on the computer I was playing on).

Wardancer said:
Try not to screw things up TaxPayer!

Anyway Wardancer I suggest you start making helpful suggestions rather than threatening junior members of the team. We're not all hotshots like you Mr 2nd in the Global Rankings. For someone who evidently has so much expertise, you're not too keen on sharing it with the rest of the team!
 
You're right Bucephalus. Internecine - nice word. Had to look it up. Let's try and foster a spirit of mutual support shall we? Good luck Wardancer on your turnset...
 
Taxpayer'sMoney said:
You're right Bucephalus. Internecine - nice word. Had to look it up.

Ha, you've finally been caught short!

The turnset looks good to me. But I see what Wardancer means - it would be nice to know the tile micro, becasue I eat that stuff for breakfast. :confused: Er, I mean: to check whether we are where we think we are. Well, I'm just saying that because I'm not at home, so I can't load it up and have a look...
Anyway, the workers seems well on their way, which is the important thing. Your road before irrigation was correct; I am expecting that it will allow the worker on the gems and the worker on the desert to both start irrigating the desert on the same turn. (cue Hannibal: I love it when a plan comes together :cool: )
As for tiles worked, as long as we are going to grow and build the settler next turn, we are fine. If we are short on food, then everything gets pushed back a turn, and we try to transfer some of the wastage over to commerce.
 
PaperBeetle said:
As for tiles worked, as long as we are going to grow and build the settler next turn, we are fine.

Iirc we are going to grow and build the settler next turn. I heeded your advice that I should concentrate on a +2f,+2f,+3f,+3f pattern. What I don't know is whether I switched down to the correct +2f tile. I am much better at remembering stuff like "ensure settler and growth occurs on the same turn" than work X tile, then work Y tile.

I was disappointed with the Scout moves. I managed to find two dead ends! At least the third was a bit more productive contacting three civs, and having a nice long walk. No goody huts! What a surprise. I tell you I haven't seen one for so long I don't think I'd recognise one if it came along...

Question: Can players that are not playing a particular turn set upload the save to check out the state of play (so long as they don't actually make any moves)? Is this against the rules?
 
archphoenix said:
I am amaze how to learn other team settled at 3900BC though the graph? I study it for a while and can't find...
Don't be distracted by the lines: the only real data on these graphs is the points at the dates where saves were submitted. So we know that the Pythons had 0 culture at 4000bc (of course) and 8 culture at 3500bc; their palace only existed for 8 turns, not 10, so they founded in 3900bc. I wonder where? Surely they didn't walk away from the moo?!

archphoenix said:
where to find the post that how jason score calc?
Hoohoo, I've got that page in my Internet Explorer favourites. :lol:
But I still haven't successfully replicated actual Jason scores for GOTM games with my own calculations... it's a tricky business. But for a lost or unfinished game it is easy: Jason score is simply equal to Firaxis score multiplied by some factor relating to map parameters. We can't know this factor directly, but we can calculate it for this game becasue we get an example every time we submit... we now have 105 Firaxis and 62 Jasons, so the ratio is about 1 Firaxis = 0.59 Jasons.
 
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