SGOTM1-Persia Team Slinger

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Well, now maybe the people that took the plunge this month because they felt comfortable with regent, will play again next time when the difficulty may possibly be something other than regent. ;)

The previous two games have been deity and demi-god remember and only attracted 3 teams.

Slowly slowly catchy monkey :)
 
Well done Gozpel, a resounding victory [dance] :hammer:
 
Originally posted by Offa

I just spotted this brilliancy in your write up. Clearly you also take galleys seriously.

Absolutely! And as I mentioned in the GOTM thread, I like archipelagos a lot and got a great deal of training in that type of game :)

Ah well, I am looking forward to the next game. I wouldn't mind to play with the same team again, but madbax mumbled something that he could place anyone anywhere, if it fit the purposes (e.g. Samildanach)

IF we can play again with this team, are you game?

This was great fun, thanks team. :)
 
Largely because I played so few turns in the real game I couldn't resist replaying the last moves (from the 750bc save) to see what happens if you abandon the Lighthouse build in Persepolis swapping it for a galley, and use Microbes' leader to rush the lighthouse in Texcoco. This does involve answering yes to the hideous " do you really want to waste 240 shields screen" and would be very tough to do the first time through. Anyway, it all went pretty well until the end when I had some desperate RNG luck in Boston and that wretched Iroquois hill town which cost 2-3 turns and delayed the conquest to 350bc. Curiously the Americans still escaped with a settler in a galley in my replay, and I also had to hunt that down. I didn't teach them about mapmaking, so they must have learnt it themselves.

Reading team Akots account, it seems they were a little fortunate to find the second continent lightly guarded following a war between the americans and the Iroquois.

I hope we can keep the team together for subsequent outings. This game has whetted my appetite for SGs. I see we would have come 2nd in the original gotm1, but that is probably a bit flattering as most people had only just got Civ3 at the time and were probably still playing as if it was Civ 2. I certainly was back then, building all sorts of unnecessary improvements ;).

@Gozpel: Can you give a synopsis of your 1CC game? (Edit: I tried this myself now, see below. Great fun.)
 
I know I am now fairly wildly off topic now but I just tried to play this as a 1CC AW. What a great game. It could easily go wrong.


sling.jpg
 
Little over 3 hours. That would make it a good game and a six-pack combination. Wonder how that would score out in the charts. Any RBCiv prohibited tactics used? What was the score?
 
It seems many people already know the map if it's the same as GOTM1? Or it's a completely different map but just similar concept?

Spoiler information makes the game easier to handle as you already know the direction. Even for us. For example, even the little fact that we knew another team finished it in 370BC helped us, because we knew it was doable and the AI couldn't be strong. This has pointed a very clear road to us.
 
Originally posted by microbe
It seems many people already know the map if it's the same as GOTM1? Or it's a completely different map but just similar concept?

Spoiler information makes the game easier to handle as you already know the direction. Even for us. For example, even the little fact that we knew another team finished it in 370BC helped us, because we knew it was doable and the AI couldn't be strong. This has pointed a very clear road to us.

This is true to an extent. I agree that knowing the other team finished so early could have concentrated our efforts a fair bit, effectively making us play better. I guess I would never have thought of abandoning the lighthouse build if we hadn't been in such a rush, but we didn't do this anyway. I think that the only other spoiler info which would have been available was the map. I admitted at the start to having played the game before, but I was very careful not to indicate which direction to explore. It seems we were very lucky here, as were some of the others, as there are a lot of islands. This is an archipelago map, although it plays as a continents one. I think however, that even if you didn't know this, it is possible right at the start to work out that the key things to research are iron working and maps, as these are the key to a quick conquest.

This game is really very clearcut; which makes it probably the simplest of all the gotms I have tried, and one of the most fun.
 
Originally posted by barbslinger
Little over 3 hours. That would make it a good game and a six-pack combination. Wonder how that would score out in the charts. Any RBCiv prohibited tactics used? What was the score?

Played in one session at a pretty good pace. I am amazed that Drazek can play the whole of GOTM so well in just 3 times this time.

Score 3765. I didn't conceal from myself the knowledge of the map in this replay, but apart from saving a bit of exploration time I don't think it mattered much. It might even have helped to explore a bit more (huts). Once I forgot to raze a town immediately so I abandoned it as soon as I opened the city window. A couple of times I exited the diplo screen having forgotten to declare war, so I reopened it and declared straight away. The lack of diplo makes this variant very much a race, as you fall behind on science. It took a long time to develop maps.

The home continent was actually fairly easy to conquer, in around 300-400 bc. The second continent (and a couple of outliers) were much more awkward. Unit support with a size 6 city is tough too: I used a leader for the Colosuss and of course there were a lot of barb camps.

It will be interesting to see how team Anka get on.
 
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