Some other things I just picked up from looking at old SGOTM threads.
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You are free to upload before the end of your last turn if there are actions left that you don't really care about, and which you think the next player may do different.
The most tricky topic was to identify the underlying limitation of our game: are we research limited or production limited?
I am also looking over some things that we specifically have done in the past SGOTM's to see if I can distinguish any patterns that have helped or hurt our results.
SG #2 GK's formed and finished 13th with a Conquest Victory, Postions 1/2/3 all won by Conquest.
SG #3 There were 2 games played at the same time, Vanilla Civ4 and Warlords. GK won BRONZE in the Vanilla race with a Diplomatic Victory. Positions 1/2/3 in both competitions won by Diplo.
SG #4 Odd game where we had to LOSE to Spaceship, GK finished 7th and did not achieve the game conditions. Positions 1/2/3 were the only teams that did achieve the conditions.
SG #5 GK finished 12th, terrible showing, Spaceship loss, 1/2/3 won by conquest.
SG #6 GK finished 6th, Conquest Win, 1/2/3 all Conquest wins
SG #7 GK finished 6th, Domination Win, 1/3 won by DIPLO, #2 won by Domination
SG #8 GK finished 5th, Domination Win, 1/4 won Diplomatic, 2/3 won by Conquest
SG #9 GK finished 5th, Spaceship Win, Spaceship victory was defined
SG #10 GK finished 10th, Conquest Win, Conquest was defined
SG #11 GK finished 5th, Diplomatic Win, 1/2/3 all Diplomatic Wins
SG #12, GK inactive, bcool with OSS finished 1st
, dV/R1/Griff with X-Team finished 4th.
What I got from this review is that we were actually making strategic or thinking or planning errors as to how best to meet the game conditions when those were not clearly defined. When the conditions were defined, we actually have been fairly competitive with the exception of SG #10.