SGOTM 14 - klarius

AlanH

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SGOTM 14 - Humanitarian Portuguese Domination
Welcome to your SGOTM 14 Team thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game here, where teams and staff may post non-spoiler information of general interest. I hope you enjoy the game.

The starting saves will become available on the SGOTM Progress and Results page on October 18th, at midnight, server local time.

Henry of Portugal intends to dominate the world, but he also wants to conserve as much as possible of its cultural diversity. This is a Demigod game, on a standard archipelago map. Thanks go to Ivan Larkin and CommandoBob for assembling the specification for this game. You can see the discussions leading to it in this thread.

The winning laurels will be awarded to the team that reaches a fast Domination victory with the highest "humanitarian" score. Each civilization that is still alive in your victory save will add ten points to your score. Each turn that you take to reach victory will deduct one point from your score.

The game will be played to GOTM standards. No one plays the save except the current team player. No replays except in the event of a crash. Set autosaves for every turn so that you only replay the current turn if you suffer a crash.

Here's the start. All the food, shields and luxuries you could wish for :D. Click the picture for a bigger image.


Map Parameters
Playable Civ - Portugal
Difficulty - Demi-god
Opponents - 24
World - Standard (100 x 50), Archipelago, 60% water
Barbarians - Roaming

The map may have been tweaked :p

Game mods:
We shall use the default rules as defined in the SGOTM Reference Thread. Note that Differential Naval Movement remains a feature of the SGOTM scenarios.

All the AI civs have been provided with additional defence in the form of a Pikeman to reduce the chances of too many AI-on-AI deaths.

In a deal which includes a resource, a millitary alliance or a trade embargo, the human player is not allowed to pay the AI more gpt to AI than the AI demands.
Detailed discussions of the reasoning surrounding this are available starting here in the SGOTM 13 sign-up thread, as well as in a number of other HoF and GOTM-related forums.

The SGOTM Mediterranean resources are included. If you have played previous SGOTMs then you will be ready. Other players will need to download and unzip a small graphics mod pack linked in the Reference thread.

Please ensure that you have included the line: NoAIPatrol=0 in your conquests.ini text file:

A 'fix' for the Barbarians!:
As many of you know, the barbarians in C3C are 'broken'. This can be fixed by going to your \Conquest\ folder, and opening your Conquests.ini file, and adding a line noaipatrol=0 to the file. Whilst we cannot force people to do this, it will make the game a bit more interesting if you do. If you are not comfortable editing your .ini file, you can download a utility here to do it automatically.

Players running Civ3 Complete for Macintosh should contact me if they have any problems with the mod. If they are not running a patched version they will need to use FileValet to compress their saves for upload, and they may also need to use it to 'clean' downloaded saves before playing.

Please visit the following links to ensure that you are adequately prepared, skipping references to PtW or Vanilla versions of Civ3.

The GOTM Reference Thread.
The SGOTM Reference Thread.

Notes:
  • ONLY Conquests version 1.22 (C3C) is supported for this SGOTM.

  • All teams will compete for a single award set:
    [img=right]http://gotm.civfanatics.net/players/awards/redlaurel14.gif[/img] The Crimson Laurels will be awarded for the Domination victory with the most civs still alive, and in the least turns. Each live civ adds ten points. Each turn taken to achieve victory deducts one point. If two teams score the same then the most humanitarian team wins - the one with more civs alive. If this figure is also equal then the Jason scores will be the tie breaker.




    [img=right]http://gotm.civfanatics.net/players/awards/woodenspoon14.gif[/img] The Wooden Spoons are for the lowest Jason-scoring finish, win or lose, but you have to try to win!




  • All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
  • Have fun, and be nice to each other :)
 
Checking in.
 
Domination yet opponents must still be alive....this means we need to provide all the AI's a OCC refuge somewhere shielded...

however, if we got 8 opponents = 80 points max. This means 1 civ equals 10 turns extra. Wonder which will be more important in the end.

One could of course suspect that there are far more than 8 opponents, maybe 30? This would make the game really exciting. Maybe we are on one secluded Island and all other Civs are together on a huge continent. This would mean that we need to be fast to save the weaker Civs...there are plenty of possible setups though.
 
Checking in. :rockon:

It would be a surprise if we don't settle in place, but where should the scout go?
 
Checking in. :rockon:

It would be a surprise if we don't settle in place, but where should the scout go?
If we have a scout :). The screenshot shows only 2 units.

There is one consideration which would lead to not settling in place:
Settling on the plains ivory gives an extra shield in the city center. That would enable a warrior/settler combo factory.

But the time to set that up is so long and we lose initial growth, so I really don't recommend it.
My proposal is settle in place - granary first. We have so many good tiles that we want to have the capital at a decent size fast.
 
With a confirmed scout, we can either move onto the hill N NW or the forest S SE for more information. I would tend to send the scout onto the hill.

The starting location looks pretty commerce rich. I guess that we will be surrounded and hemmed in by the AI very fast. Are we sure to be able to afford to start with a granary? Or should be get out another settler first? Maybe we know soon what is around us once the scout has moved a few turns.
 
The starting location looks pretty commerce rich. I guess that we will be surrounded and hemmed in by the AI very fast. Are we sure to be able to afford to start with a granary? Or should be get out another settler first? Maybe we know soon what is around us once the scout has moved a few turns.
Especially because our starting location is so good, we don't want to build a settler first. We have so many immediately good tiles that we don't want to keep the capital small (<size 5) for long.
 
I am thinking settle in place and scout where TheRat and Vind2 has suggested. I guess my question is how we space this. With so many opponents, things could get tight very fast. I'm kind of wondering whether ICS might become necessary. With 24 opponents on a standard world, it will be insanely crowded. Being Archipelago, I'm thinking our tech path might run to Map-Making ASAP. As to the special rules, what shall we do? If we take our time saving everyone, we will hurt our score. Maybe we need a tundra island ICSed and before we DoW anyone, we gift them a town there and then we can waste them fast and take all their land without making them extinct. Just a crazy thought....
 
Tech path is philosophy slingshot to republic. That should work with our insane good capital. Everybody missing the slingshot is far behind in tech. It's possible to make that up by just fighting in lower difficulties, but not emperor+.
Other techs like MM will be bought. We don't need it for scouting as we already have seafaring curraghs.
For attacking other civs MM will come early enough on the trade table.

Don't bother in the moment about saving civs. We will decide this case by case. We definitely need to have some culture if we want to keep everybody alive. So the safe locations might well be cities deep in our empire, not reachable, because we deny open borders. But sure we will also look for small islands.
 
I guess I'm used to being beat to Philosophy even at emperor, even going straight from Writing to Philosophy. I think Portugal does work better, getting Alphabet to start with. As far as saving civs goes, 240 points is a paltry bonus and losing a point every turn is a high enough penalty to make me almost killing everyone fast and winning as early as possible, screw the humianitarian angle. I guess its time to come up with a roster soon, put me somewhere middle to last.
 
Good point klarius, we should avoid signing any ROPs.

As for the roster, I'd like to be towards the end so I can get a feel of how things work, maybe even be skipped the first go about.
 
Klarius, go ahead and play the first twenty turns as usual. We can define the rest of the roster after that.
 
I played. The save.
A little bit tough going after so long not playing, but it worked out pretty well. We have granary, warrior, curragh and 4 slaves. Settler to come in 4. There seems to be enough land that we can squeeze in some more cities, using our shiny new settler factory.

Turn log:

Turn 0:
Mapstat tells us we have lots of scientific civs.
Scout moves w/o reveling anything exciting (tundra to the north).
Worker -> cow.
Build Lisbon in place -> granary.
Science writing.

Turn 1:
Scout scouts (e). Worker irrigates.

Turn 2:
Scout finds some incense hills.

Turn 3-4:
Nothing new

Turn 5:
We meet Ottoman settler pike pair. And a lone Arabian warrior.
Osman values alphabet high, Abu Bakr does not, so knows somebody with it already.
Trade masonry + CB + 30 g from Osman for alpha, then BW from Abu.
I always like to give the AI the chance to research math early and we don't know how long alpha is worth anything.

Worker moves to forest elephant w/o roading.

Turn 6:
Osman has built Edrine just short of our ;) incense.
Arabian warrior will take our ;) goody hut. Scout will betoo late :(.
Worker chops.
Second pop works wine. Lux 10%.

Turn 7:
Arabian warrior pops hut and Abu has TW now.

Turn 8:
Meet Zulu. Shaka gets masonry + Bw for WC+10g.

Turn 9:
Nothing interesting.

Turn 10:
A russian scout visits Lisbon. I can trade a worker for WC.
Now I have to plan new.

Turn 11:
Lisbon grows to 3. 30% lux. I get another worker from Russia for masonry.

Turn 12:
2 workers from Zulu for alpha 3gpt +8g.

Turn 13:
workers work, Scout scouts.

Turn 14:
About the same.

Turn 15:
granary complete. We build a warrior.

Turn 16:
Yawn.

Turn 17:
Warrior->curragh

Turn 18:
Abu has msyticism.

Turn 19:
zzz

Turn 20:
Curragh ready -> settler. Size 5-7 settler factory is workable.

Just MM from forest to grass ivory after next growth. Mine will come in time to complete settler with growth to 7 (there will be even a shield to spare from the city center).
 

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OK, let's try this roster:

Klarius
Elephantium (up)
Northern Pike
Overseer
Rat
Great Beyond? (hasn't checked in)
Vind (may be skipped first time)

Elephantium, feel free to ask as many questions as you like before you play. In particular, we need some discussion of where our next city is going to be founded.
 
Here are some obvious city sites, numbered as an aid to discussion. Of course 3 is the site we're likeliest to lose if we don't hurry, but is it too dangerous, especially given that the settler would be travelling unescorted?

SGOTM14-3000BC.JPG
 
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