SGOTM 17 - Maple Sporks

AlanH

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Welcome to your BtS SGOTM 17 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, where teams and staff may post non-spoiler information of general interest.

You can find the Game Details in the first post of the Maintenance Thread. If any changes occur in the game settings or rules, I shall post them in that thread, and edit that post.

Please wait until your team leader/administrator/scribe has reserved a couple of top posts in this thread for game admin information. Then post here to let your team know you have arrived.

Good luck, have fun ... and never trust a mapmaker :mischief:
 
The roster.

Sengir - on deck
DwarfSleepy
nocho
astre - just played
pigswill - up

Iagoc - MIA

Norvin - Lurking honorarily

Please communicate any particularities about your availability. Also if during the game you foresee going MIA for a couple of weeks even if your set is not close, please state something. :)
 
The turnsets.

T0, T1 through T5 to T11; the Beginnings (Sengir). Settling the capital at the Elephants and going Settler first.
T15, T17 to T21 and T28; Explorations (Iagoc). Railroad found, first city settled at Pigs.
Up to T40 and T46. More exploration and start of landgrab (astre). Mathematics discovered, Copper City founded.
T50 throught to T53. Landgrabbing (DwarfSleepy). Furville founded, busting fog.
To T67. Further expanding (nocho). BananaSandwich founded, IW discovered.
T76 and T76bis Growing (pigswill). First GS born who bulbs alpha.
....


<work in progress>
 
The task.

SGOTM 17 - The Quartermaster's Challenge

Thanks for this scenario go to kcd_swede, who seems to be getting a taste for SGOTM design.

The game description is quite simple this time: Kill them all.:ar15:

In this game, you will play as the Quartermaster, and like all quartermasters he thinks he's a king of his own holy empire.

The Quartermaster is Protective and Imperialistic. His unique unit is the Landsknecht, which replaces the Pikeman, and gets a combat bonus (100%) versus melee as well as mounted units. Your unique building is the Rathaus, which replaces the Courthouse, and gives -75% maintenance.

The game will be played at Immortal difficulty, at normal speed.
You will start in the Classical Era (2000BC), but Meditation, Polytheism, and Monotheism technologies have been removed for the player and for all AI (and for Barbs, who will start with same techs as AI). All religions can be founded in the usual way.

Game Options:
Culture flipping after conquest
No Vassals
No Huts
No Random Events

Opponents: 6 AI
Normal Speed
Map: Artificial, flat wrap

Starting screenshot
This is the start of the game (click for a bigger image): (EDITED in the large picture directly :))

sgotm17large.jpg


To be eligible for an award (Laurels or Spoons) you must win the game any way you can.

Laurels' priority will go to the team that acheives the fastest Conquest victory. If not enough teams win by conquest to award all 4 awards then eligible teams can win the laurels based on the highest power-rating at the time of victory. Wooden Spoons will as always go to the eligible team finishing (winners ONLY this time) with the lowest final score.

If everyone is defeated.... well... it would sure be memorable:lol:

Although the goal is quite simple to understand, do not expect it to be easy to accomplish. Enjoy the Quartermaster's Challenge!:king: Sign up today!

Timetable

Please sign up in this thread by February 15 at the latest. To help us to assign players to teams, please indicate your preferred team, whether you have played previous SGOTMs or SGs, and the highest level of Civ4 difficulty you can typically win at.

The game will start on February 22.

The completion deadline will be June 22. Plan your game, and please avoid a last minute struggle to meet the deadline.

Notes
  • Versions
    This game will be played in Civilization IV Beyond the Sword, version 3.19, using the standard BUFFY-3.19.003 HoF mod.
    If a later BtS patch is released during this game you will NOT be able to use it to play. You will need to complete this game in BtS version 3.19 before updating your copy of BtS, or create and update a separate copy.

    Macintosh players can only join in if they are able to run the Windows software on their system.
  • Rules and Procedures
    Please visit the Civ4 SGOTM reference thread to check out the rules and procedures to ensure that you are adequately prepared for this game.

    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.
  • Spoiler information will absolutely NOT be tolerated in this thread.

Please sign up for this game as soon as possible by posting your own details in this thread. I shall publish draft team lists below in the next ten days.

Please use the separate Discussion Thread for any non-sign-up questions or comments about this game

Current Sign-up Lists
The table below will display your stated team preferences as I add you to the database. The number of players in each team is shown in brackets, as are non-playing advisers.
50017.php
 
Phew missed out on being captain :)

Checking in.
 
Okay! Let's spew thoughts and ideas! Astre did a lot of homework he said. :p My very meagre testing only leads to the information that on classical starts the AI starts with 4 archers, 2 workers, 2 scouts and obviously a settler. We should have one of each of those.

Obviously we're at the eastern edge of the map. SIP yields no production whatsoever (evil KCD!) so going west looks obvious at first sight.
 
Checking in.
 
We should probably decide on the best scouting moves for our units so we can better decide where to settle. Iirc there are no barb units for the first few turns (5?) so we should be able to use the worker for scouting the hill to the north. Sending the scout 2NW and the archer SW should give us a decent lay of the lands.
 
I'd move the scout 1S1SW, the worker 2N and the archer 1NW.

No production at all... I'm wondering about SIP, chopping a WB, and whipping like mad, but banana's ain't that good until Calendar. The site would make a decent GP-farm later on.
 
Cool, I'm not the captain :)
Will detail more thought in tonight. don't have mutch time at work those days :(
 
I'd move the scout 1S1SW, the worker 2N and the archer 1NW.

I dont think that the scout can swim all that well, but Ill assume you mean 1SW1S :)

What is the advantage on moving the scout there? I think that moving the archer SW reveals all the relevant tiles for settling, and we have a lot of ground to cover at the north with the worker moving back to our capital to improve it.

Thinking of calendar... How far down the tech tree is it on classical starts? It might actually be pretty close by, making the banana's actually somewhat useful. It would certainly give the capital fast settler and worker output, as well as a good GP farm. And come to think of it, we may want to move the capital at some point anyway, considering its on the very edge of the map as it is now, so SIP might be viable?
 
Just did some research into classical starts, and calender is only 2 techs away, although we might end up having to prioretise IW, as both copper and horse should be revealed to us already, but so far none of them are nearby. If we dont have copper, iron and horses... well... at least we get some bonus promotions on our archers :)
 
For matter of moving the scout, i don't think 1SW1S is sutch a good idea because the only thing we want to know is if there is sea food in the sea and archer can do it by going 1SW.

I propose 1NW then 1 NW for the scout.
For worker, 2 options: go for shop or farm bananas. I usualy do farm first then chop, but I'm not a great player :p

I tested the SIP and it is horible. absolutely no production. 2E1S is basicaly the same position with one hill. That's not great but already mutch better to start with.

For tech buisness, i saw few option:
- go for iron
- go for code of law (religion + rathaus) <- not a top priority IMHO but high enought
- go for mathematic (for construction - fantaput strat, for currency - best tech ever, for bananas)

I'm really thorn by this first choice. maybe scouting will help us. (:bowdown: pry for ivory or copper)

will post my test maps tonight. They are both based on maze script because that's the kind of map i expect from the mapmaker (long journey throught lots of enemies to be killed one by one...
 
We should definately check our civics if we decide not to SIP, so we wont lose a turn there. At least slavery should be available to us.
 
I'm a subscriber to your thread. Good luck and have fun!:scan:
 
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