unclethrill
Why am I up right now?
Okay so I'm gonna throw out my ideas on the ten goals and then in separate posts address other's posts and ideas.
I also want to make a stab at the general direction and VCs I based my goal attainment on.
1. VCs - Conquest and Culture. I think that these two are the easiest to coordinate and force on the same turn. They also lend themselves to meeting several goals by default.
2. Oracle - Gets Theology. This route gets a decent chance to take Judaism and for sure Christianity. It also allows us to build the AP in a religion that we will have a monopoly on so being the resident for the rest of the game is easy. The conquest VC will allow us to keep the AI so far behind that the UN will never get built.
So Now for Goals:
1. Humbaba --an advanced era barbarian unit -- must be dead
This one should be easy to achieve. Just like in the last SGOTM, I would expect it to be similar to a highly promoted rifleman on a secluded island or something similar. It wouldn't surprise me if it was even more hidden than the last time such as surrounded by ice and requiring paratroopers to get to him. Either way overall this is an easily attained goal.
2. You own at least 2 Legendary culture cities.
By going for the Culture VC, we will have the 2 LC already. If we already have 2 LC then bulbing GA for the rest of the 3rd LC allows us to time it to meet our other VC of Conquest
3. You are EITHER the United Nations Secretary General OR the Apostolic Palace Resident.
By an Oracle of Theology, we slow the AI from wanting to get it since Christianity will be gone. This allows us to slowly build the AP without sacrificing too much on expansion/war. We should be well in control by the time Mass Media becomes available so having the UN not built is easy.
4. You have learned Future Tech 1.
This is just a matter of teching deep. After we have the techs for 3 Corps. getting to FT1 should only be a few more techs to beeline.
5. At least one AI opponent has been eliminated (conquered) by your team.
The goal of a Conquest VC takes care of this. I plan to eliminate all AI.
6. You own at least three Holy Shrines
Two holy cities will be ours on the way to the AP so any GProphets we get will be used for those 2. I would expect that since we will conquer all the AI, having 2 or even all 3 shrines already built by the AI and then taken over by us is fairly likely
7. You own at least three Corporate Headquarters
This one is simply resource intensive. We have to build research buildings to get 3 different late game techs that would not normally be a part of Conquest or Culture and we have to commit 3 specific GP to founding the Headquarters.Of course, going culture we will want Sids and this is good since a GM is not very useful otherwise. The other 2 will really depend on what GP we can get. If we have an Engineer, Mining Inc is great and we will likely still need the hammers later for the final war push. Civ Jewel would also be nice for the Culture but not likely to help much that late. I think the driving force has to be what extra GP we get other than artists and prophets. We should have the 3 we need saved well before we get to having to decide the tech path to get the corps needed.
8. You have stolen EITHER Iron Working, OR Astronomy, OR Physics using espionage.
I have run several tests and stealing IW is relatively easy so long as there is an AI close by. As soon as we meet the first AI, set the espionage to +1 and by the time we have alphabet and the pre-reqs for IW we will have a spy in the AI city and IW is a steal. The only reason to even think about Astro or Physics is if the Mapmaker is really evil and put us in an very isolated area. Even then if we are so isolated that we need astro to meet them then we are stuck stealing Physics anyway. IW is the way to go.
9. You fulfil the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination. (For example, your spaceship arrives on Alpha Centauri the same turn you get Domination, thats two. If you achieve domination on the same turn as conquest victory, then you need one more victory condition to fulfil this condition. Understood? ).
So here is why I think that Conquest and Culture are the way to go.
1. We can control very specifically when each are achieved. We can kill all the AI except one city and kill it and pop GA on the 3rd LC on the specific turn we want.
2. Conquest of one civ is already required along with 2 LCs
3. FE has a bad habit of losing to other teams that war early, late and well. In this one we need to KILL, KILL, KILL!
4. Domination has the problem that if we are close but not quite ready for the second VC an untimely border pop could push us over the top before we are ready.
5. AP this will come too early or we will be so far into the game that getting it late would be prohibitive
6. UN - Too much fluctuation in when this vote will come to effectively time it to meet another VC
7. Time is out for obvious reasons
8. Space just requires too many hammers late especially after we already have 2 LC.
9. Blazing: You must submit a save covering at least your first 100 turns or victory or defeat - not later than 2 months after game start.
This really should be a non-factor. We normally have the first 100 turns done in the first month to 6 weeks. It is the second 100 that will be time consuming.
I also want to make a stab at the general direction and VCs I based my goal attainment on.
1. VCs - Conquest and Culture. I think that these two are the easiest to coordinate and force on the same turn. They also lend themselves to meeting several goals by default.
2. Oracle - Gets Theology. This route gets a decent chance to take Judaism and for sure Christianity. It also allows us to build the AP in a religion that we will have a monopoly on so being the resident for the rest of the game is easy. The conquest VC will allow us to keep the AI so far behind that the UN will never get built.
So Now for Goals:
1. Humbaba --an advanced era barbarian unit -- must be dead
This one should be easy to achieve. Just like in the last SGOTM, I would expect it to be similar to a highly promoted rifleman on a secluded island or something similar. It wouldn't surprise me if it was even more hidden than the last time such as surrounded by ice and requiring paratroopers to get to him. Either way overall this is an easily attained goal.
2. You own at least 2 Legendary culture cities.
By going for the Culture VC, we will have the 2 LC already. If we already have 2 LC then bulbing GA for the rest of the 3rd LC allows us to time it to meet our other VC of Conquest
3. You are EITHER the United Nations Secretary General OR the Apostolic Palace Resident.
By an Oracle of Theology, we slow the AI from wanting to get it since Christianity will be gone. This allows us to slowly build the AP without sacrificing too much on expansion/war. We should be well in control by the time Mass Media becomes available so having the UN not built is easy.
4. You have learned Future Tech 1.
This is just a matter of teching deep. After we have the techs for 3 Corps. getting to FT1 should only be a few more techs to beeline.
5. At least one AI opponent has been eliminated (conquered) by your team.
The goal of a Conquest VC takes care of this. I plan to eliminate all AI.
6. You own at least three Holy Shrines
Two holy cities will be ours on the way to the AP so any GProphets we get will be used for those 2. I would expect that since we will conquer all the AI, having 2 or even all 3 shrines already built by the AI and then taken over by us is fairly likely
7. You own at least three Corporate Headquarters
This one is simply resource intensive. We have to build research buildings to get 3 different late game techs that would not normally be a part of Conquest or Culture and we have to commit 3 specific GP to founding the Headquarters.Of course, going culture we will want Sids and this is good since a GM is not very useful otherwise. The other 2 will really depend on what GP we can get. If we have an Engineer, Mining Inc is great and we will likely still need the hammers later for the final war push. Civ Jewel would also be nice for the Culture but not likely to help much that late. I think the driving force has to be what extra GP we get other than artists and prophets. We should have the 3 we need saved well before we get to having to decide the tech path to get the corps needed.
8. You have stolen EITHER Iron Working, OR Astronomy, OR Physics using espionage.
I have run several tests and stealing IW is relatively easy so long as there is an AI close by. As soon as we meet the first AI, set the espionage to +1 and by the time we have alphabet and the pre-reqs for IW we will have a spy in the AI city and IW is a steal. The only reason to even think about Astro or Physics is if the Mapmaker is really evil and put us in an very isolated area. Even then if we are so isolated that we need astro to meet them then we are stuck stealing Physics anyway. IW is the way to go.
9. You fulfil the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination. (For example, your spaceship arrives on Alpha Centauri the same turn you get Domination, thats two. If you achieve domination on the same turn as conquest victory, then you need one more victory condition to fulfil this condition. Understood? ).
So here is why I think that Conquest and Culture are the way to go.
1. We can control very specifically when each are achieved. We can kill all the AI except one city and kill it and pop GA on the 3rd LC on the specific turn we want.
2. Conquest of one civ is already required along with 2 LCs
3. FE has a bad habit of losing to other teams that war early, late and well. In this one we need to KILL, KILL, KILL!
4. Domination has the problem that if we are close but not quite ready for the second VC an untimely border pop could push us over the top before we are ready.
5. AP this will come too early or we will be so far into the game that getting it late would be prohibitive
6. UN - Too much fluctuation in when this vote will come to effectively time it to meet another VC
7. Time is out for obvious reasons
8. Space just requires too many hammers late especially after we already have 2 LC.
9. Blazing: You must submit a save covering at least your first 100 turns or victory or defeat - not later than 2 months after game start.
This really should be a non-factor. We normally have the first 100 turns done in the first month to 6 weeks. It is the second 100 that will be time consuming.