SGOTM 16 - U'nu'sual S'us'pec'ts

OK, here is an updated Plan. I propose to play following this plan in 24 hours at 10:00 AM Monday Pacific time.

1. Technologies: Fishing -> Mining -> Bronze Working

2. Dealing with AIs: Stop and consult with team if we meet an AI.

3. City placement: Found Paris 1SE of settler (2W of fish, 2S of corn).

4. General micro:

Following the Worker first tab on the spreadsheet.

Paris: Worker -> workboat -> settler

Warrior 1: The priority for warrior scouting is identifying good spots for our second and third cities. I will scout in a clockwise circle that avoids spaces that will be revealed by the second Paris border pop. I will try to balance revealing as much territory as possible with avoiding animals with leaving very few spaces that will require another unit to check out later.

Worker 1: Partial road -> farm corn -> finish road -> mine hill -> road on forest (ready for chop on Bronze Working)

Take demographics screenshots on turns 1, 2, 3, and 4.

5. Civics and religion: Do not revolt to slavery, turnset ends on the turn Bronze Working is discovered. The slavery decision can be delayed until the following turnset.

6. War: N/A

7. Bigger picture: Aiming for fast growth, chops, and taking advantage of our Industrial trait via Great Lighthouse (and Oracle?)
 
Here is an example of a 30 turn warrior move - the visible spaces are those which the Paris border pops revealed. Naturally, this is idealized, since hills/peaks/flat will affect what is really visible, and of course water and obstacles and animals will affect the path. It does show, however, what I basically propose to do with the exploring warrior.

Spoiler :
warrior.png
 
3) I hate to be this guy, but does anyone have any tips on getting BUFFY to work. I got a new machine a while ago and found civ 4 complete on sale so bought that. It's installed in C:/program files (x86)/2k games/Civilization IV Complete/. Buffy installed without a problem, but when I load the mod I get the annoying "Warning -- the HOF MOd will be unable to save settings. Games played will not be valid for submission. Please use a user account with admin access. etc etc etc." I think I've done all the permission fixes and everything, but am still having problems. Before bugging the forums I thought I'd bug you and see if I was missing something obvious.

If still having trouble, you may want to try running BTS in administrator mode. To do this, when launching, right click on the BTS icon, and and select the menu item "Run as administrator". HOF Mod saves some info somewhere but it requires admin privileges to work.
 
OK, here is an updated Plan. I propose to play following this plan in 24 hours at 10:00 AM Monday Pacific time.

1. Technologies: Fishing -> Mining -> Bronze Working

2. Dealing with AIs: Stop and consult with team if we meet an AI.

3. City placement: Found Paris 1SE of settler (2W of fish, 2S of corn).

4. General micro:

Following the Worker first tab on the spreadsheet.

Paris: Worker -> workboat -> settler

Warrior 1: The priority for warrior scouting is identifying good spots for our second and third cities. I will scout in a clockwise circle that avoids spaces that will be revealed by the second Paris border pop. I will try to balance revealing as much territory as possible with avoiding animals with leaving very few spaces that will require another unit to check out later.

Worker 1: Partial road -> farm corn -> finish road -> mine hill -> road on forest (ready for chop on Bronze Working)

Take demographics screenshots on turns 3 and 4.

5. Civics and religion: Do not revolt to slavery, turnset ends on the turn Bronze Working is discovered. The slavery decision can be delayed until the following turnset.

6. War: N/A

7. Bigger picture: Aiming for fast growth, chops, and taking advantage of our Industrial trait via Great Lighthouse (and Oracle?)

Request for demographics screenshot on turn 2 as well please.
 
Request for demographics screenshot on turn 2 as well please.

Noted and edited above. We're actually on turn 0 (zero), so I will take screenshots on turns 1,2,3,4.

By the way, we need as many members as are able to indicate "green light" for the plan, or to vote against it and argue for changes. I won't play without sufficient (half or more?) green lights.
 
Plan looks good - green light.

Nice job on the spreadsheet and testing. Not much more I can add.

One quick question on the road. I forget the mechanics on forest auto-gen (where they appear), but I recall an improvement will prohibit forest growth. Is this a concern?
 
Yes, the road will prevent forest growth. However, we need the first road for movement, it connects Paris to the river network, and we will eventually need it to hook up the corn. The second road will be on a space that speeds our settler to its settling site.
 
Green from me
 
Green.


@Benginal - remember, xOTM games are invalid for HOF; it could be your error message is just stating that.


@Chris - watch out for bears. :shifty: kcd liked to feed them. :dubious:
 
That is true, but the xOTM games have special flags within them that stop the HoF mod complaining that the game is invalid.

If you are having permission issues, other than following the Vista/Win7 tab completely (including making all files writable, and right clicking on each exe and editing the properties to 'Run as administrator'
 
You can't tell by score, but culture can give you a clue.

At the start of turn 8 they have 32 culture. Obviously this is 8*4, so I think it indicates they SIP, but a quick test can check

edit: yes, they settled on the first turn.
 
Here is an example of a 30 turn warrior move - the visible spaces are those which the Paris border pops revealed. Naturally, this is idealized, since hills/peaks/flat will affect what is really visible, and of course water and obstacles and animals will affect the path. It does show, however, what I basically propose to do with the exploring warrior.

Spoiler :
warrior.png

Actually, I think we should hug the coast to the south 1 or 2 more tiles before the warrior swings west. The clams are the only visible resource we can see so far outside our BFC and our warrior will be moving away from that area.
 
The new scouting plan looks good to me. I am going to advocate that we get another scouting unit out soon after the settler. Our lack of scouting hampered us last SGOTM.
 
Looks good
 
Thanks all for the help! Running BtS as an admin fixed the problem.

Back to the game: Green light from me on the plan!

Also, I think a short break after turn 4 to (1) analyze possible opponents and (2) talk a bit more about warrior exploration is a good idea.
 
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