Turn Sets
There are 7 major parts to every set.
- Initial Pre-Play Plan: see below.
- Voting: everyone voices his or her opinion on the issues raised in 1.
- Plan: see below.
- Critique of the Plan: once the Plan is posted, players should try/read the plan and look for anything they'd like to change. This is where you must support your arguments!
- Final Plan: tries to glue everything together.
- Play the Set: see below.
- Post the Report: see below
What is the Initial Pre-Play Plan?
The Pre-Play Plan is to initiate the discussion on the diverging possibilities at the start of a set. This includes, but not limited to, EP focus, general city micro, general worker micro, general techs. Basically, make an idea of what you want to do with your 10/15 turns.
Below are general ideas as to what you can cover with the pre-play plan.
Not everything needs to be discussed, only the obvious decision points. If others feel that other missing issues should be raised, then the debate after the Initial PPP is the time to do it!
1. Technologies
- What techs are you aiming for? (One, a beeline ex. Literature, part-research for trading)
- What trades will you attempt with who and when? (When to sell for gold ex. first opportunity or wait for more, specify the leader(s), waiting for a wonder to finish so the AI get failure gold)
- Are we planning a Great Person bulb?
2. Dealing with AIs
- Resource trade negotiations
- Espionage assignment
- Open borders (cancel or allow)
- AI demands (resources, cancel trades, who do we send packing or not, technologies, war, religions, civics)
3. City placement and builds -
mostly in the beginning
- Where are you planning on sending a settler?
- Are you sending a worker along?
- Is the land fogbusted/do we have an escort?
- Initial city builds (Monument/Granary etc...)
- Tile improvements around this city (food, hammers, commerce)
4. General micro
- Special tile assignments (starve city for specialists, switch to growth, etc.)
- Tile swapping with other cities
- Whips
- Build order (infrastructure/military/settlers/workers/wealth/science)
- Dealing with happy/health caps
- Worker improvements and moves
5. Civics and religion
- Are you planning on civic switches/do we need to acquire the techs? (Caste for border pops, slavery for whip...)
- Are we expecting a religion change?
6.War -
if applicable
- Refuse/accept AI war demands
- Bribing civs to declare war or for stopping war
- War plan (who, how many units and how to acquire them, which cities to strike, scouting prior to DoW...)
7. Bigger picture
- Gifts (city, gold, techs...)
- What AI do we try to please
- Goals for the future
- Diplo manipulation
- Extras
What your Plan should cover:
The plan must contain 2 detailed parts:
- What you will check for every turn (EP, trades available, GPT available, etc.) [this is easy].
- Turn-by-turn worker moves, city micromanagement, unit movement and or general guidelines as to what we can't control via test game [this is the hard part].
The team will almost certainly decide to slack on #2 once the game becomes well in hand, but for the first 100 turns this is expected.
How your set should go:
- Play according to the plan
- If something unexpected (or an opportunity) comes up, STOP AND CHECK WITH THE TEAM.
- If you have to adapt, do so!
- You can add markers in game during and at the end of your set. It's a lot easier on team members to figure where units are going.
What your set report should cover:
- WHEOOHRN alerts and possible/likely targets
- Great Generals and Great Engineers in distant lands
- Religions founded
- Wonders built
- When to renegotiate trades
- What you were planning for the future
- How the plan worked out/didn't
- Anything unexpected
- Remember to post BOTH the CivFanatics log (found on the upload confirmation screen) and the BUFFY log.
*Copied from
neilmeister, Apostrophes SGOTM 19, which was itself liberally copied from various team threads in previous SGOTM games.