SGOTM 13 - tao

I got it to work, finally, so I can play tomorrow if Tao remains MIA. Will it be a problem that I opened the save once already? I didn't do anything with it when I didn't see the special resources. Also, do we still have to do the uploads/downloads on the special site? I downloaded it from Ignas' post. Damn, I hope I didn't break any rules trying to get things set up.
 
You can open the save, look at it (without doing anything but you can check advisor screens, just again don't offer any trades or anything) and close it without saving as many times as you like even if it is not your turn.

Saves are uploaded to the submissions page and downloaded from the results page. Ignas's link is to the uploaded file so you're OK using that, it just saves you having to hunt for it.

Results page is here, which as well as having the files has the graphs that everyone is mentioning. There's a link to the uploads form on the left about half way down (submit SGOTM) but also here to save you trying to find it. I have these links bookmarked in my favourites

Try to play all your turns in 1 session, you can save as much as you like as long as you continue playing without reloading one of those saves. If you do load one of those saves that can be identified in the save and is monitored by the SGOTM admins as large numbers of reloads looks suspicious. Don't let it stop you pausing in the middle of your set if you need further discussion with the rest of us though, but record in your log if you stop and start including PC crashes and having to stop to get some sleep which happens to us all! It is even permissable to stop and post a save part way through if you really need someone else in the team to have a look and comment, you can post the save in that case either as an attachment or on the uploads page.

I haven't heard from tao yet so good luck and hope those Curraghs don't sink!
 
For anyone who has looked at the text file outline I posted, you'll notice the years are wrong. I had brain fade and used the Civ4 standard of 30 year turns instead of the variable interval Civ3 uses. I hope to have a spreadsheet ready soon. The other information should still be accurate.
 
What a pathetic turn-set! I feel like my RNG luck was unusually bad, even for me. Here is the not so riveting turn-log:
Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over.

Non-Combat:
Workers 1 native
Military:
Warriors 6
Curraghs 6

Hit enter=>

IBT: Seldon curragh=>curragh.
Southernmost and westernmost curraghs sink.

Turn 1, 1750 BC. Send another curragh west.

IBT: Trantor curragh=>curragh.
Southernmost curragh sinks.

Turn 2, 1725 BC. Send out curraghs.

IBT: All 3 curraghs outside of coastal waters sink, I am having rotten luck.

Turn 3, 1700 BC. Keep curraghs coastal.

IBT: :sleep:

Turn 4, 1675 BC: Keep curraghs coastal.

IBT: Terminus curragh=>curragh.

Turn 5, 1650 BC: Curragh tries crossing strait.

IBT: Trantor curragh=>curragh.
Seldon curragh=>curragh.
Lose the curragh in the strait. Grrrrr.

Turn 6, 1625 BC: One curragh heads west toward continent.
Three more heading towards strait.

IBT: None sink.

Turn 7, 1600 BC: All curraghs at risk, cross my fingers.

IBT: 3 of 4 sink, OMG, I have terrible luck….

Turn 8, 1575 BC: Last curragh defiantly stays afloat.

IBT: last one sinks, damn the RNG.

Turn 9, 1550 BC: No boats left.

IBT: Trantor curragh=>curragh.
Terminus curragh=>curragh.

Turn 10, 1525 BC: Set out 2 new curraghs in coastal waters.
Move Ann the worker to the mountain.

That’s it for my turn-set. A luckier player can take an extra turn to even things out.

Hope everyone else does better.
One picture:
SGOTM-13BigPicture1.jpg


The save: http://gotm.civfanatics.net/saves/sgotm13/tao_SG013_BC1525_01.SAV
 
Hi everybody,

I am back from my brother's place in VERY rural Germany. As you noticed, his internet connection was broken and I was offline. :mad: :cry:

Please except my apologies and deepest regrets about this. Good that you moved on!

I wish you all a successful 2008!

Regards
tao
 
I apologize for my woeful outing, but at least it got me thinking about our game. It just happened to be in the middle of the night.... I'm wondering if maybe our AI opponents are all locked on small islands also. On my few high-level outings, the AI is really advanced tech-wise when they have early contacts with each other. When they are isolated, they seem to not be not so advanced due to lack of trades. Which makes me think we need to shoot for the Great Lighthouse, as I am sick of our boats sinking. Do we really want to watch our galleys with expensive settlers sink on the way to the large island to the west? I think we could build a temple in Trantor and boost that town to population 6 with workers from Seldon. Maybe detour from MM to get Masonry for a palace pre-build at Terminus, or just go straight for the G-Light at Trantor. Ordinarily, I would avoid even trying for any wonder at DG, but I have seen no evidence that any AI is building any wonders at the moment. There's something odd going on, or they would be building Sun Tzu's by now and visiting us with caravels.
 
Got it. I can probably play on Friday else Saturday (I'm up in 3 SGs right now).

... I'm wondering if maybe our AI opponents are all locked on small islands also ...

Big question about this SGOTM is: what is this game about? Previous SGOTMs always had a special twist. It's very unlikely that this one is different. So what is the special thing about this game? That we are very isolated is one thing but I think this cannot be all - it must be balanced by something or else this game will not be winnable. Overseer's hypothesis would be such a balancing factor, except that this was announced as continents game. So I think the balancing factor must be different - but what???

Going for the Great Lighthouse does seem sensible to me. We probably should have started that already - but if we decide to do it anyway we should probably start it now. Input is welcome.

Happy new year!
 
Maybe the continents are empty, waiting for whoever gets there first. It still doesn't explain why no one is even building the pyramids or colossus, as those are available from first-tier techs. Unfortunately, you need Masonry to build the Palace, which we don't have. We can't do the pyramids or Palace as a pre-build. Tech-wise, I think Mapmaking is of such importance that we shouldn't detour from it. When we get it, whichever town builds the GLight needs a temple, 6 citizens and all the high-shield tiles, so will need groomed as a wonder town. Ordinarily, I wouldn't even try for any wonder at DG, but something says to me we need it.
 
I am thinking that this may be very similar to the Polynesia game that I just finished. I was able to complete the Great Library which helped propel me to a win, so wonders won't be impossible to get, but we need to plan ahead. If this is like the Polynesia game, we need to complete the GL as w/o the bonus Polynesia had exploring across the oceans, it is going to cost us a lot of galleys.
I agree that we may need to construct a temple in our best city, right away, to help build the GL and keep research going while building settlers.
 
I agree with the Great Lighthouse idea. If the tribes are as spread as COTM 74, we won't need the Great Library. We can make contact with all the other tribes and be the tech trader which will keep us up to date until Astronomy. Hopefully a couple of AI will be gone by then.
 
Lighthouse would be good of course, but we have nor Masonry for prebuild nor high shield town who could build it pretty quickly...
 
Can play tonight. How about a temple in Trantor then, to support building GLight? We can add some growth to it again by reassigning the fish to Trantor, it can then grow in 10. We can build a curragh and temple before that. Seldon will be reduced to only 1 shield per turn, unless we want to reduce population in Terminus (which we don't, I think).
 
Getting Great Lighthouse is a gamble on Demigod, moreover in this game. We have no palace prebuild, we are far away from Map Making and putting all resources to one town is not correct IMO. If we lose GL and it is likely to happen, it will have negative outcome to our finish date. It is likely some civ will finish it even before we have MM.
I'd say just go to Map Making ASAP, build curraghs for now and try to contact someone..
 
I checked the F7 and it is curiously empty. In a normal game, especially at Demigod, the AI's would be building Middle Ages wonders by now. Therefore, this is not a normal game. With the quality of our opponents, we may lose this game by not gambling now and then. I agree to research MM next, as it will at least open the way to the nearby island.
 
I've played. Highlights: building curraghs. 1 curragh survived the Big Western Crossing and spotted purple borders in the last turn of the turnset. Looks like first contact is 3 turns away. The French completed the Colossus, the Spanish the Oracle, and the Zulus the Pyramids. I added Ann back to Trantor which increased research from 23 bpt to 24 bpt and shaved 1 turn off Map Making.

The turnlog.

Spoiler :
Turn 0: 1525 BC
Notice we are at turn 59. Will play 11 to end at turn 70 (1250BC).
Put scientists in Trantor and Seldon to work, Writing still in 2.

IBT
Trantor's borders expand.
Seldon: curragh -> curragh.

Turn 1: 1500 BC
Writing in 1, but cannot lower the slider.
Send 1 curragh on a mission for peeling of 1 more layer of fog around our island.

IBT
Writing comes in, pottery in 6.

Turn 2: 1475 BC
Hire scientists again, pottery now in 5.

IBT
Trantor: curragh -> curragh.
French complete Colossus at Orleans.
Spanish complete Oracle at Madrid.
1 curragh sinks, 1 survives.

Turn 3: 1450 BC - zzz

IBT
Terminus: curragh -> curragh.

Turn 4: 1425 BC - zzz

IBT - zzz

Turn 5: 1400 BC - zzz

IBT
Seldon: curragh -> curragh.

Turn 6: 1375 BC
Pottery in 1, cannot lower the slider of fire a scientist.

IBT
Pottery comes in, MapMaking in 30.
Trantor: curragh -> curragh.

Turn 7: 1350 BC
We are now doing -1 gpt but have 20 in the treasury.

IBT
Yes! One curragh survives the Big Western Crossing!

Turn 8: 1325 BC
The Eagle has landed! First curragh

IBT
Zulu complete Pyramids at Zimbabwe.
Eastern suicide curragh sinks.

Turn 9: 1300 BC - zzz

IBT
Terminus: curragh -> curragh.

Turn 10: 1275 BC
Ann finishes roading the mountain. It can build a mine there but the mountain is not likely to be used for a very long time. Other than that there is no more work to do. I figure we can increase science by adding Ann back to Trantor which I do and after reshuffling citizens science goes from 23 bpt to 24 bpt, and Map Making from 27 to 26 turns.

IBT
Trantor: curragh -> curragh.
2 curraghs making the Big Western crossing sink.

Turn 11: 1250 BC (= Turn 70)
Most Western curragh spots a purple border!



First contact?

Spoiler :
first_contact.jpg


The save
 
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