SGOTM 12 - Xteam

I hope this only happens in the testgame.. :eek:
In creating the test game, I gave all the AI Civs a Mech. Infantry in their Capitol, since it has been said that non-biological units can survive the fallout, and because the game write-up says Difficulty: Emperor - but be warned. It may play a little higher that this

{@dV - the human crew is inside the Mech. Infantry, which provides enough shielding that they survived the fallout :mischief: }

If that's too unrealistic, it's easy to change the surviving units. (I considered giving Stalin an ICBM as well :nuke: ) Any suggestions?

FYI, I also went with the assumption that the AI Civs retained the knowledge that allow construction of their UB, so...
  • Stalin - UB=Research Institute=Superconductors
  • Churchill - UB=Stock Exchange=Banking
  • Mao - UB=Pavilion=Drama
  • Gandhi - UB=Mausoleum=Constitution
  • Roosevelt - UB=Mall=Refrigeration
  • DeGualle - UB=Salon=Astronomy
That's why you'll see the early notifications about Churchill & Gandhi changing civics in the test game. Again, it's easy to change the tech knowledge at the start of the game. Any suggestions?

Additional test game note: when the map was generated (I used a Fractal Map with the published settings) Catherine was on the main continent with all the other AI Civs, and Stalin was on this smaller continent by himself. I added the starting location to the eastern side of this smaller continent and moved Catherine there (removing about the same number of land tiles from the western side of the main continent, so that the ratio of land/sea tiles should be about the same). I put Stalin's Capitol where his starting units were generated on the map. As a result, he starts off pretty close to our starting location. I agree with Leif's earlier speculation that Stalin is most likely the AI Civ with which we have a land connection. However, he may be too close on this test map, as it seems we're likely to get boxed in if we don't expand fast enough. Should Stalin's Capitol be moved to the North to allow more room for expansion?
 
Curious why the test save is in the modern era? Is it because we have Ecology? :hmm:

I really dislike the modern era music... :cringe:

EDIT - Oh, I should answer your questions...

For the time being, I think we should use the test save to figure out our best options for settlement, build priority, worker priority and tech selections. We can always add, and have done so in the past, specifics of the game we think we need to weigh or check out. imho, our focus should be our start and how to get the most that we can from this start location and terrain. All the other stuff is guess work at this point, nothing we can really count on or expect to influence?
 
We're doing a whole lot of guessing here which might be completely wrong unless one of us has learned to read the mapmaker's mind. I think we need to concentrate testing for now on the starting position and see how various positions and very early strategies optimise results for that. We have to put something in for the other civs, and what you've done Griff seems to me to be as good as any guess I might make, so let's just use what you've done for now, but let's just concentrate on optimising the start! When we have more info about the other civs (like when we've met them in the real game) we can include that info in a test game for future use.
 
We're doing a whole lot of guessing here which might be completely wrong unless one of us has learned to read the mapmaker's mind. I think we need to concentrate testing for now on the starting position and see how various positions and very early strategies optimise results for that. We have to put something in for the other civs, and what you've done Griff seems to me to be as good as any guess I might make, so let's just use what you've done for now, but let's just concentrate on optimising the start! When we have more info about the other civs (like when we've met them in the real game) we can include that info in a test game for future use.
Brilliant post MP. :goodjob:

I love it when great minds think alike... :smug:
 
I love it when great minds think alike... :smug:

:lol:

OK I tested settling 1SE, and it's definitely worth considering!

Not the best capital site but it's not that bad and it will provide fast initial expansion.
It is on the coast and I do think we should build The Great Lighthouse this time ;), didn't Erkon say the map was Fractal with a lot of islands?

Build order:
Moscow: Settler (17 turns) - WB - Settler - Worker , all the time only working the forrested plains hill.
Sct. Peter: WB - warrior - worker, using the whip at some time.

Tech: Fishing - Bronze - AH - Wheel - Pottery, iirc :crazyeye: (game didn't autolog!?)

Spoiler :
SGOTMtest1800bc.jpg


Take a look at the save (T55 1800bc), there's room for improvement. :cool:
 

Attachments

Difficulty: Emperor - but be warned. It may play a little higher that this

I have been wondering about this too.

If the AI starts without units and Ecology and their part of the world is covered with as much fallout as ours, we'll have a huge advantage.

Even if they know Ecology they'll probably not be very good at scrubbing it and their city placing will not be very good either - I guess :confused:

I'm looking foreward to finding out what Erkon has done to balance this...:nuke:
 
OK I tested settling 1SE, and it's definitely worth considering!

Not the best capital site but it's not that bad and it will provide fast initial expansion.
It is on the coast and I do think we should build The Great Lighthouse this time ;), didn't Erkon say the map was Fractal with a lot of islands?
Did he? Could you quote the source?
About the GLH, it is maybe my favourite WW in regular games, but here we will struggle to get OB for foreign trade routes: -3 for declaring war plus Aggressive AI (still -2 hidden in BTS?), GLH benefits don't look too thrilling IMO - unless there are really islands for settling.
 
Just out of curiosity, I started the Test Game, and clicked on Rocketry in the tech tree (i.e., bee-lining Rocketry to build The Apollo Program ASAP). It gave me this rather odd tech path...
Spoiler :
  1. Animal Husbandry
  2. Writing
  3. Masonry
  4. Mysticism
  5. Polytheism
  6. Monotheism
  7. Theology
  8. Paper
  9. Education
  10. Gunpowder
  11. Mathematics
  12. Currency
  13. Monarchy
  14. Feudalism
  15. The Wheel
  16. Fishing
  17. Pottery
  18. Bronze Working
  19. Metal Casting
  20. Machinery
  21. Guilds
  22. Banking
  23. Alphabet
  24. Printing Press
  25. Replaceable Parts
  26. Rifling
  27. Sailing
  28. Calendar
  29. Iron Working
  30. Compass
  31. Optics
  32. Astronomy
  33. Scientific Method
  34. Physics
  35. Construction
  36. Engineering
  37. Chemistry
  38. Steel
  39. Artillery
  40. Rocketry
Depending where we settle, we may want to move Fishing to the top of the list, but it looks to me as if this tech path is set up to get to Education early. That may not be a bad idea if it lets us get Oxford University up and running. Our fearless Tsarina has the Creative trait, which gives us double production speed on Libraries. And I would think we will want most of our cities to be Science cities if we're to win the space race.

Of course it delays things like Bronze Working, Construction, Iron Working, Engineering, etc., that we're going to need early on since we're at was with everyone.

Also notable is what is not on this list, things like Archery, Code of Laws, Civil Service, Liberalism, Corporations, etc. (:eek: No Bureaucracy if we bee-line Rocketry? :confused: :cry: )

FWIW, I put these techs in a spreadsheet, and sorted it by the beakers required to learn each technology. Attached is a .pdf copy of that spreadsheet. Just food for though to kick off a discussion on what we want/need to research. My fellow GK Mercenaries and I came to the conclusion at the end of SG11 that we strayed from the direct path to Mass Media a few too many times, and that it may have cost us a place or two in the standings. So just trying to learn from that lesson.
 
Seems to me that this tech path fits quite well with z3's SE capital city scheme? It is not a strong Bureaucracy city, so we could make the second city, Gold City, both our GP farm and science center? There is a lot of food, gold and commerce, especially if we build Colossus there. Nice place for early Academy and Oxford, combined with science specialists?

Of course, the capital will be even more powerful placed NNE with Bureaucracy... :mischief:
 
Of course, the capital will be even more powerful placed NNE with Bureaucracy... :mischief:

On the other hand, a palace is not that many turns once you get some decent tiles developed (scrubbed first in our case!) If we think it will pay off to put the capital SE early and shift it later for the purposes of bureaucracy then there's no reason why we can't do that.

I hope to have a bit of a play with the test on the weekend sometime - it seems to me that scrubbing fallout and getting tiles developed must be a worker priority. We have some great tiles on our peninsula there and since we already have ecology the only thing different from a normal game is that building an improvement on those tiles takes the extra turns of scrubbing first.

When there are so few good tiles to use, building several workers with the city at low population rather than growing it after the first worker might be worth considering? I'd like to compare build queues in the capital of various numbers of workers in the capital before it grows much. If anyone else tests that before the weekend, that's good, but if not I'd like to play with it a bit. It seems logical to me that a strong worker force early can't go too far astray.
 
Thanks for the test game(s) Griff. I should get a chance to do some play testing this weekend also.

As for tech path, a semi-standard beeline to CS>EDU>LIB(held for best value) seems like the logical path, or am I missing something or over simplifying it???

Seafood early to get our worker army up and running seems like the way to go also.

I never seem to end up with as many workers as I want/need. Since we are already at war, we should consider worker stealing also IMO, we can make peace after they have donated to the cause. ;)
 
Played the test save again for 70 turns, settled 1NE of start. Loses the Fish, but gains the Rice, but also lose the trees we settled on. Built St. Pete 2NW + 2W, near the Fish and the small inland lake. It only had a Warrior defending, and Stalin had an Archer show up on the adjacent hill about 2 turns after founding St. Pete, so I figured that was a good stopping point for this scenario :rolleyes: Overall, I think I like N+NE better than 1NE. If I get a chance tomorrow, I'll try settling in place.

Edited Autolog...

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 0 (4000 BC) [16-Sep-2010 23:21:43]
Player Comment SG12 Scenario #2: Settle 1 NE
0% Gold: 0 per turn, 0 in the bank

Turn 1 (3960 BC) [16-Sep-2010 23:21:55]
Moscow founded
Moscow begins: Worker (30 turns)
Moscow begins: Scout (8 turns)
Moscow begins: Worker (30 turns)
Research begun: Fishing (7 Turns)
Player Comment Moscow founded 1 NE os start; stagnet growth; building Worker
Player Comment Start Research on Fishing
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:

Other Player Actions:
Civics Change: Gandhi(India) from 'Despotism' to 'Representation'

Turn 2 (3920 BC) [16-Sep-2010 23:24:14]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:

Other Player Actions:
Civics Change: Churchill(England) from 'Decentralization' to 'Mercantilism'

Turn 3 (3880 BC) [16-Sep-2010 23:24:16]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow's borders expand

Turn 7 (3720 BC) [16-Sep-2010 23:24:32]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Fishing

Turn 8 (3680 BC) [16-Sep-2010 23:24:35]
Research begun: The Wheel (9 Turns)
Player Comment Fishing complete; started The Wheel
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 16 (3360 BC) [16-Sep-2010 23:25:50]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: The Wheel

Turn 17 (3320 BC) [16-Sep-2010 23:25:53]
Research begun: Animal Husbandry (13 Turns)
Player Comment Wheel completed; start Animal Husbandry
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 25 (3000 BC) [16-Sep-2010 23:27:04]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow's borders expand

Turn 29 (2840 BC) [16-Sep-2010 23:27:14]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Animal Husbandry

Turn 30 (2800 BC) [16-Sep-2010 23:27:16]
Research begun: Pottery (10 Turns)
Player Comment Animal Husbandry complete; start Pottery
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Worker

Turn 31 (2760 BC) [16-Sep-2010 23:27:57]
Moscow begins: Work Boat (30 turns)
Player Comment Worker trained; building Work Boat. Worker to Cows 1 NW Moscow, start scrubing next turn
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 37 (2520 BC) [16-Sep-2010 23:29:35]
Player Comment Cows scrubbed clean; Pasture next
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 39 (2440 BC) [16-Sep-2010 23:30:16]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Pottery

Turn 40 (2400 BC) [16-Sep-2010 23:30:19]
Research begun: Writing (13 Turns)
Player Comment Pottery completed; started Writing
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 41 (2360 BC) [16-Sep-2010 23:30:48]
A Pasture was built near Moscow
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 42 (2320 BC) [16-Sep-2010 23:30:57]
Player Comment Cows fenced in, need Road for the health benefit
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 43 (2280 BC) [16-Sep-2010 23:31:50]
Player Comment Steak on the Menu!
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 45 (2200 BC) [16-Sep-2010 23:32:29]
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Work Boat

Turn 46 (2160 BC) [16-Sep-2010 23:32:34]
Moscow begins: Warrior (5 turns)
A Fishing Boats was built near Moscow
Player Comment Work Boat Completed, Clam Chowder added to the Menu! Started training Warrior.
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 47 (2120 BC) [16-Sep-2010 23:33:54]
Player Comment Scrubbing Gold Hill WNW
100% Research: 9 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow grows to size 2

Turn 50 (2000 BC) [16-Sep-2010 23:34:41]
100% Research: 11 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Warrior

Turn 51 (1960 BC) [16-Sep-2010 23:34:45]
Moscow begins: Worker (8 turns)
Player Comment Warrior Trained; training 2nd Worker
100% Research: 11 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 52 (1920 BC) [16-Sep-2010 23:36:45]
Player Comment Gold Hill scrubbed, starting Gold Mine
100% Research: 11 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Writing

Turn 53 (1880 BC) [16-Sep-2010 23:37:32]
Research begun: Bronze Working (12 Turns)
Player Comment Writing completed; started Bronze Working
100% Research: 11 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 56 (1760 BC) [16-Sep-2010 23:38:27]
A Mine was built near Moscow
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 57 (1720 BC) [16-Sep-2010 23:38:30]
Player Comment Gold Mine completed, worker moved to Cows 1W of Moscow
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Worker

Turn 58 (1680 BC) [16-Sep-2010 23:39:49]
Moscow begins: Warrior (5 turns)
Player Comment 2nd Worker completed, joins first; training Warrior
100% Research: 11 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow grows to size 3

Turn 60 (1600 BC) [16-Sep-2010 23:40:49]
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Warrior

Turn 61 (1560 BC) [16-Sep-2010 23:40:52]
Moscow begins: Settler (9 turns)
Player Comment Cows scrubbed, building 2nd Pasture
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Bronze Working

Turn 62 (1520 BC) [16-Sep-2010 23:43:49]
Research begun: Mysticism (4 Turns)
Player Comment Bronze Wk complete, start Mysticism
100% Research: 19 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 63 (1480 BC) [16-Sep-2010 23:44:55]
A Pasture was built near Moscow
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 64 (1440 BC) [16-Sep-2010 23:45:04]
Player Comment 2nd Pasture complete & roaded, moving Workers to 2nd Gold Hill
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 65 (1400 BC) [16-Sep-2010 23:46:49]
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Tech research finished: Mysticism

Turn 66 (1360 BC) [16-Sep-2010 23:47:05]
Research begun: Masonry (5 Turns)
Player Comment Mysticism completed; starting Masonry
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 67 (1320 BC) [16-Sep-2010 23:47:54]
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

After End Turn:
Moscow finishes: Settler

Turn 68 (1280 BC) [16-Sep-2010 23:48:04]
Moscow begins: Work Boat (4 turns)
Player Comment Settler completed; building work Boat
100% Research: 17 per turn
0% Espionage: 4 per turn
0% Gold: 0 per turn, 0 in the bank

Turn 69 (1240 BC) [16-Sep-2010 23:49:27]
St. Petersburg founded
St. Petersburg begins: Warrior (15 turns)
Player Comment St. Pete 2NW+2W of Moscow, near Fish & small inland lake
100% Research: 22 per turn
0% Espionage: 4 per turn
0% Gold: -3 per turn, 0 in the bank

Turn 70 (1200 BC) [16-Sep-2010 23:51:27]
A Mine was built near Moscow
 
RL has left me little time, and I am leaving for the weekend tomorrow morning, so I at least had a look at the save and read over the thread. Some thoughts:

Is there any reason to think that barbs (and animals) will be more or less prevalent in this scenario?

Like Fred's post suggesting Fishing>BW, building worker until Fishing, then WKBT, then grow (Does it make sense to build a scout as we do so?), whip worker, grow, and continue toward a second worker whipped or chopped. Given Mining as a starting tech, it's usually smart to get BW early, and knowing where the copper is (or isn't) should be helpful; moreover, if its available in the cross that would suggest that we better build an axe quickly. Be nice to have AH and knowledge of horses too before we found our second city.

Think we have to take the gamble that the AI will not attack early. With no advanced weapon, we could not defend in any event, so doubt that the map maker would set up that scenario.

Can we settle on the hill 2E? If so, think that should also be tested.

Working a gold mine early will about double our research rate, which is likely to be critical in this game. On the other hand, a capital working two plains hill mines (they are both on plains, aren't they -- I have a hard time telling) is constrained in its growth and whipping (even operating one mine makes chopping relatively more useful in this game), so we could be better off with our second city working the second gold mine. That consideration should enter into our choice of capital site.

Be back in a few days. Expect to find that an elegant solution has resolved all issues.
 
Since we are already at war, we should consider worker stealing also
Worker stealing is not so easy when we're all ready at war. :(

Is there any reason to think that barbs (and animals) will be more or less prevalent in this scenario?.
There are no barbarians, don't know about animals? :confused:


Can we settle on the hill 2E?
No!

Be back in a few days. Expect to find that an elegant solution has resolved all issues.
:lol:
 
Leif, if you have time, could you redo your test but researching AH after BW? Pasture the cows ASAP to improve health. And think about whipping a settler fairly early. You probably need to grow Moscow to size 4 for that purpose. Perhaps even AH before BW to get that health up.
 
Leif, if you have time, could you redo your test but researching AH after BW? Pasture the cows ASAP to improve health. And think about whipping a settler fairly early. You probably need to grow Moscow to size 4 for that purpose. Perhaps even AH before BW to get that health up.
Ok, I should have some time this evening.

I'd have to go back and look but I think the health issue wasn't too bad. Perhaps a Cow should come before the second Gold? And you are right, I should have whipped a Settler earlier.

Once we can get the Fish, Clams and Cows up and running, whipping Workers and a Settler or two should go fairly quickly.

Also, the game save is out and I want to check it to make sure the test start area is correct. I had trouble figuring out which tiles were which under the fallout. We'll see how good Hawk is... :mischief:

EDIT - Please read Alan's warning concerning the game save! Please be careful now that it is out. :scan:
 
I downloaded the competition save and was able to start it without problems.

I didn't give it a real close inspection, but from a quick look, it appears Hawk's eyes are better than my eyes, even with my external bifocal vision enhancement device on. :scan:

FWIW, I created two new folders under

.../Documents/My Games/Beyond the Sword/Saves/Single/


one named SGOTM 12 for the competition saves, and one named TEST SG12 for the test saves. It helps an :old: guy like me from getting :confused:
 
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