SGOTM8 - Own

OK. Here's the save and my attempt at a spreadsheet. There is zero overrun anywhere. Although it takes a fair amount of time to reach size 3, size 5 comes just four rounds later. The granary is done in 3150BC and the first settler is built in 2710BC. In between, we could either make two warriors or, if we learn the tech, an archer.

OWN8start.JPG


The save

Edit: I left the research on CB @50% science. This, of course, is nonsensical. I suggest that it be left on CB until the second GH is opened (at 0%). Then 100% on Alpha. We will eat through the cash reserve once the granary is built.
 
@abegweit: When I repiled to your query I said you should upload the file after you had made your moves in order to hand off to the next player. It should be uploaded using the SGOTM procedure, not just attached to your thread. Sorry if this was not clear from my PM.
 
@ Abegweit - well done :goodjob:

When I logged on this morning I saw your spreadsheet first and wonderred how you could mistake worker 2 starting from 3950 - I had done one building worker first and utilising irrigated FP in first 10 turns resulting in growth and worker on turn 9 - then I read your wonderful discovery of volunteer worker from the hut deciding to give our little project a head start.

BTW - I didnt know that researching a tech alterred what you can pop from huts (I did know about settler / workers and building / having a settler though) - learnt something useful already, thanks.
Re your spreadsheet - did I interpret it correctly that granary will be built the same turn we grow - wont that mean an empty granary - or am I misreading.
 
Presume I'm to complete my turns - note other teams are playing first player through to 3000BC - if OK I will do same.

I've PMed Alan H to ascertain whether I can play on fron Abegweit's save above or whether it has to first be uploaded to submissions page and I then download it back - sorry about the delay, still hope to complete my turns later today

Things looking good with extra worker and prospect of 4 turn settler factory :D - am I suspicious of lurking traps? - definitely.
 
OK I have uploaded Abegweit's save as advised by Alan H and will play remainder of my turns shortly - should be able to post in about 3 hours
 
sorry about the delay - made silly mistake misclicking and are awaiting ruling whether allowed to reload autosave and replay my worker move (recall a staffer advising someone in a GOTM that this is OK as not trying to test player's ability to click / type). The 4 turn settler factory is progressing well but if cant replay worker move it will be a set back.
 
Well the ruling was I had to go with my mismove - that stuffs up the schedule for 4 turn settler factory and particuarly my plan for granary before expansion to size 3.

However that plan would not have worked as we have the first presence of raging barbs :eek: . As appears below a barb will prevent the worker roading this place and will likely sack Washington which may lose our shields to granary. The best outcome I can see is to rush the granary (which we can do with 1 pop loss. I'm taking a break for 60 min - have to get dinner - any thoughts appreciated. I have only a few more moves before uploading to submissions @ 3000BC

- not sure how much I should take decisions as I go or seek other's input - guess I'm going with the way I would prefer other's to play - that is give other team members a chance to have their say if they are online.
 
http://gotm.civfanatics.net/saves/sgotm8/Own_SG008_BC3000_01.SAV

3000BC reached. I stuffed up a worker move :blush: , then rushed the granary in case barb sacked Washington. We have to live with some turns of whip unhappiness. Barb is sitting just outside our area - I have built an archer with intention of clearing barbs. I think we will need further warriors for MP and clearing fog in advance of workers and future settlers - I would really hate us to lose workers or settlers.

Question for next player - do we get out settler soon or wait for 4 turn factory to be ready (still req work 1 remaining BG (mine and road) and complete current FP - irr req. Make sure to leave remaining forest intact! We need it or mined plain for factory. I was also planning W1 to road and irr river plain as more commerce using that than current avail irr plain. We grow to size 3 next turn.

Scout has continued exploring north where we have a lot of room - also our only lux so far on island - so we need a look to our east ? archer or should he remain for MP duty? I suspect scout will succumb to barbs at some stage - otherwise not worth paying thew support cost once has explored all to our north (long hike to get back and I suspect there is not much else to our east.

Demographics reveals there are Roman, Greek, Chinese, English and Viking towns in top 5 - dont know who 6th oponent is yet.

Turn log
4000BC
Sc -> S,S to look for BGs, find the magical 2 req for 4 turn settler factory. Settling desert now appears best option.
Settler -> S
W -> SE to plains
3950BC
Washington built on desert
Research set to CB @ 0%
Sc -> SW, S - pops worker (W2) from GH :)
W1 - irr; W2 -> N
3900BC
Sc ->W, NW
W2 ->NW to BG
3850BC
W2 - mine
Sc pops WC from GH - science switched to alphabet @100%
3800NC
Sc -> N,N
W1 - road
3750BC
Sc -> N,N
3700BC
W1 -> NE to lambs
Sc ->E,N
3650BC
Sc ->NE,N
W1 - irr; W2 - road
3600BC
Sc -> NW pops CB from GH
3550BC
Sc -> N
W2 -> N - thought I was moving scout - planned to move E to chop forest :sad:
3500BC
W2 -> E; W1 - road
Sc -> E
IT expand
3450BC
lux slider to 20%
W2 -> S
Sc -> NW - pops local map from GH - sees jungle and dyes to north
3400BC
W2 - chop
W1 -> SW, W to FP
Sc -> N
3350BC
W1 - irr
Sc -> N
3300BC
Sc -> N,N
3200BC
Barb appears near W2 :eek:
- fearful Washington may be sacked losing 40 shields -> rush granary
W2 retreats N to Washington
Sc -> W,N
3200BC
W2 -> NE,E to forest
W1 - road
Sc -> W,N
granary -> archer
3150BC
W2 - chop
Sc -> N
IT grow size 2
3100BC
lux to 40%
Sc -> E
W1 -> NW to 2nd FP
3050BC
W1 - road
Sc -> N,E
3000BC
Archer built
- no unit moves or MM done this turn
 
Own said:
You probably should have chopped a forest to speed up the granary, but no biggie.

I did 1 chop - considerred 2nd, but my spreadsheet showed just as quick to mine 2nd BG first later chopping forest for archer - well I ended up chopping forest for archer - but we are down 1 pop with unhappiness issue and still need a little work to get 4-turn factory. Should be do-able if barbs not too bad - I worry about them though
 
No SGOTM would be complete without at least one screw-up :( This one's down to me.

The Bug

Those who played SGOTM7 may recall that the C3C Differential Naval Movement implementation was faulty. Ships still had the strange C3C default of ignoring movement cost on Sea tiles, so they treated sea as ocean, and were able to surf around the offshore waters at speed. Well, guess who forgot to get this fixed before SGOTM8 :blush:

The Impact

"Why would Hydrophobic Americans with no boats care?", I hear someone ask. Well the AI will probably have a point of view about your plans for world conquest, and their fast-moving ships could be a source of later-game problems for you.

The Cure

I therefore propose to edit the C3C team saves to correct this potential problem and restore the Sea movement cost to 2 instead of 1. To do this I need you to pause your play after you upload your next file, and PM to let me know it is available for editing. I'll endeavour to fix it, and let you know, within 24 hours so that you can continue your game. If your current save on the server has not been downloaded and played then let me know and I can, of course, fix it immediately.

II apologise for this oversight and any resulting inconvenience.
 
Differential Naval Movement slows boats down in Coast and speeds them up in Ocean. There's an article on Differential Naval Movement linked from the SGOTM Reference Thread.

The bug gave boats the same higher speed in Sea as they have in Ocean.
 
I haven't downloaded the file yet--I just got home today--so it can be edited before I download it... PM sent.
 
I've uploaded the fixed file. Play on, Own :thumbsup:
 
I've had a chance to think about our current situation

We could have a 4 turn settler factory up in about 8 turns depending on barbs - I think we need our capital churning out settlers ASAP and continuing until our local plains area is filled with our core towns.
These towns will need to provide the military to keep barbs off the towns, improvements as well as settlers / workers

We appear to have not much other than mountains to our east - this needs to be explored to confirm, then with warriors stationed as lookouts barbs should not appear. To our north the island is quite large for archipelago small map, but beyond the mountains there is mainly jungle. (incl dyes)
My thoughts are we should station warriors on these mountains to prevent barbs appearing (they will still occur in jungle though), when plains fully settled we need a road over the mountains to dyes. We could plop settlers down on jungle in ICS pattern - these will be totally corrupt so can build workers (to clear jungle, then irrigate), then support scientists to boost our science+++ (eg first 8-10 cities in core, next 10-15 hire 1 scientist each -> extra 30-45 science per turn) Our capital will be able to crank out 20 settlers in 80 turns once our factory is running. Also more cities will allow us to support much bigger military.

Given the size of our island we can expect quite a bit of AI settlement - they will also need to battle the jungle and barbs. Once their cities are sufficiently established we should be able to take the battle to them on our island with the goal of getting cities on other islands in peace deals - I think it is worth waiting until these cities are big enough that taking them hurts the IA enough to give us more in peace deal.

Overall, it seems we will not have a long peaceful builders game - although I think we need to be careful whom we ally and whom we fight. So far no contacts.
 
Own said:
If we're doing to capture our own cities gambit, then we should use horses, because I remembered, the AI don't get free garrison like they do in culture flips. If we ICS, we can get bigger rewards. Our core only needs to be productive cash wise.

Do I play from Andronicus's save?

:confused: I thought IstariAsuka up next on roster

I thought next up player downloads save from submission page dont they? (but since this is my 1st SGOTM I may have misunderstood)
 
Do I play from Andronicus's save?

The next player plays from the link in Andonicus' turn log. That points to the save on the server. He correclty followed the procedure I listed in the Maintenance Thread (Please Read It!).

You MUST downlad the latest save from the server to play forward at each handover. This is a rule of the SGOTM, and it's even more important this time as that's the save I've applied the bug fix to. Your server saves all have URLs beginning http://gotm.civfanatics.net/saves/sgotm8/Own_SG008_ then a date like BC3000, and they end in .SAV
 
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