Is that character a variant? (I just love getting asked that in channel.) - Charis

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OSG1 - A Prod-Ductive Venture

Thanks. Got it and will be playing later today.

TBC
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Ozy, you're up...
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Kabuki, you're up...
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Game complete, now we can read up on the n00bz and see how they are faring! smile

Quick shortcut, our thread is here:
http://forums.civfanatics.com/showthread.p...&threadid=84601
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Well, well, good job! (I think anyway :P )

I don't think our game has many more turns left, although ya never know, and
we have a brief lull with some RL delays for players, but I look forward to finishing
and seeing how you guys did!

Charis

PS EDIT May 8 at 11pm -- my turn in the OSG1 is over. CFC forums are undergoing
maintainance. I would forward the save to the next player, but... there's no need :war:
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Da Bears win!! hammer

As expected, we did reach the 2/3 conquest margin, and the trigger was pulled
in an otherwise quiet turn. The final post, image and save may be found at:

http://forums.civfanatics.com/showpost.php...4&postcount=106

Thanks team, and especially our fearless game sponsor, Sirian :war:
Charis
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Thoughts for the next SG:

We have not seen much as far as production-oriented races go so far. Here are some suggestions. We could run one or two of the following:
  • A "hard" game as one of the middleweight races (Meklar, Sakkra, Silicoid, Alkari), I would suggest Meklar or Sakkra
  • An "impossible" game as one of the heavyweight races (Klackon, Psilon, Human), I would suggest Klackon or Psilon
  • A variant-ish "average" or "hard" game as Darloks, where we can only research computer tech, either from the start, or we might allow one range tech to be researched first.
  • A game as Silicoids.

I would also suggest that the first round, all players should take 20 turns, or else something (assuming 5 players) like 20/20/15/15/10, and 10 from then on out. At the early stages of the game, a player can easily spend 10 turns doing pretty much nothing other than building factories on the homeworld.
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Good ideas, I would definitely be interested in an Impossible game, to get myself into the double-digit bases mindset! I don't remember building that many bases even when I did play Impossible years ago, but then again, I never beat Impossible consistently, either. :rolleyes: I wonder if there's a correlation??

More turns up front is also a good idea, probably the staggered approach (20/20/15/15/10 or whatever), as 20 per could mean the 4th or 5th player then founds half our colonies. Either way, though, as long as there is discussion/analysis, I'd be fine with it.
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I'd be interested in joining the next SG. Impossible, even with an easy race, seems like a big step up from average though. I'd be comfortable with that difficulty however. Mostly I would like to get a feel for what playing in an SG is like, and get a chance to play with a RB veteran or two.
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Quote: would also suggest that the first round, all players should take 20 turns, or else something (assuming 5 players) like 20/20/15/15/10, and 10 from then on out. At the early stages of the game, a player can easily spend 10 turns doing pretty much nothing other than building factories on the homeworld.

I would have thought this, too, a month ago. Now I don't. On Average, the homeworld maxes out around turn 23 to 25, depending on how much is sent to second colony. Goes a bit slower on higher difficult, but not as much as I would have expected. (In fact, I think on Smegged's challenge, that I maxed the homeworld in 28).

IF there is a close neighbor (which happened in my second solo Impossible game, on a huge map, and is a staple of small maps) there will be strategic guns-v-butter choices as early as turn 15. If not, nothing much happens until the homeworld gets at least to a certain range. Then there are choices between maxing it all the way first, or teching on cleanup, or building colony ships sooner to get the first one out sooner. Those are valid strategic choices.

The only player who got the shaft in the first round of OSG1 was whoever had the second slot. The very first player chooses how to handle the opening, and it is possible either to misplay it or for probabilities to buck the odds. First player also has the strategic choice of whether to build scouts sooner or later. Doing it later means more early acceleration on homeworld factory building, at the risk of failing to reach an artifact planet first or failing to be in place to chase off scouts or even colony ships. That can be important, both ways. The third player (at 10 apiece) has the homeworld max or running high on his watch and starts making choices about research vs colony ships. It's only that Turn 10-25 window that has pretty much nothing to do.

I would think 20 for first player, then 10 onward, or 15-15, then 10 onward, would be just fine. Civ SG's last 200 turns minimum and up to 400 for a real toughie. The first 50 are lightweight, but it gets good after that. OSG1 lasted 150 and 175, and that was for conquest. We could have won sooner by diplomacy. Larger maps tend to go even faster, because the tech pace goes faster. I've had a huge map reach tech level 90's within 300 turns and end with conquest, because I was not taking a vote victory until the last remaining Psilon had been exterminated. (Those bastids). lol

As it was, here in OSG1, with six on your roster, not everybody got even three whacks at the hotseat, with your game ending at 2450AD. Folks sponsoring an SG can design their experience any way they like, but I think for my games, the only tweak needed is that "dud" zone from turn 10-25, which can be bridged with a 20-10-10 or 15-15-10 opening.


- Sirian
Fortune favors the bold.
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