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Information on how to choose the style of game you would like to play Articles
Join us for lively discussion of current Civ3/PTW game play topics Civ3/PTW discussion
Use this simple form to submit your completed game files Submit GOTM
All the results for completed games GOTM Results
Use this simple form to submit your 1000BC QSC files Submit QSC
All the QSC results for completed games QSC Results
The Pantheon provides recognition for past player achievements "Pantheon of Heroes"
The Global Ranking and profiles of the current best players in the world Global Player Ranking
The Jason Score Calculator Calculator
Statistics graphs Statistics


 

 

Current Game(s):

Monarch Conquests Game for November
C3C 06 - Portugal
Submit by December 1
C3C Qsc 06
Classic 36 - England
Submit by November 15
Classic Qsc 36

 

 

Recent Games:

Regent Level game for October 2004 Conquest 05 - Inca

Monarch Level game for September 2004 Classic 35 - Ottomans

Monarch Level game for September 2004 Conquest 04 - Mayans

Regent Level game for August 2004 Classic 34 - Zulu!

Demigod Level game for August 2004 Conquest 03 - Byzantines

Emperor Level game for July 2004 Classic 33 - Greece

Monarch Level game for July 2004 Cotm02 - Netherlands

Monarch Level game for June 2004 Gotm32 - Aztecs

Regent Level game for June 2004 Cotm01 - Hittites

Emperor Level game for May 2004 Gotm31 - France

Monarch Level game for April 2004 Gotm30 - Spain

Emperor Level game for March 2004 Gotm29 - Egypt

Monarch Level game for Feb 2004 Gotm28 - India

Monarch Level game for Jan 2004 Gotm27 - America

Deity Level game for December 2003 Gotm26 - Han

Demi-God level game for November 2003 Gotm25 - Mongols

Sid level game for October 2003 Gotm24 - Korea

Monarch level pangaea game for September 2003 Gotm23 - Arabs

Demigod level archipelago game for August 2003 Gotm22 - Vikings

Monarch level mediterranean game for July 2003 Gotm21 - Greece

Deity level continents game for June 2003 Gotm20 - Spain
View timelimes, maps, and save files for 93 different players Qsc20 - Timelines

Emperor level Continents game for May 2003 Gotm19 - Ottomans
View timelimes, maps, and save files for 100 different players Qsc19 - Timelines

Monarch level Pangaea game for April 2003 Gotm18 - Celts
View timelimes, maps, and save files for 91 different players Qsc18 - Timelines

Regent level archipelago game for March 2003 Gotm17 - Carthage
View timelimes, maps, and save files for 88 different players Qsc17 - Timelines





Staff Positions

 

 

 

 

Medal Play Games
5-1 Gotm21-Melee
(no game 5-2)
5-3 Gotm22-Vikings
5-4 Babylon
5-5 Gotm23-Arabs
5-6 France

6-1 Gotm24-Korea
6-2 Persia
6-3 Gotm25-Mongols
6-4 Iroquois
6-5 Gotm26-Han

Results


Quick Games

 

 

 


 

 

Qsc20 Index Page

Scoresheet

Mini Map Index

Group 1 OverDefense
Group 2 Swords
Group 3 Warriors
Group 4 Horse
Group 5 explorers
(remainder ungrouped)
Discuss this Qsc

QSC Scoring

Timelines:
A thru F (359k)
G thru R (432k)
S thru Z (316k)

Save Games:
A space oddity
acivguy
Adel
AgedOne
Alamo
AlanH
Alexman
Ambiorix
Aurian
BadAndy
Bebek
Bill Chin
Blackhawk
Bloodlust
Bremp
Burseg
caveman16
CdB
Civ_Steve
Coilean
ControlFreak
Creepster
DaveShack
Darkness
DaveMcW
Denyd
Dianthus
donsig
drewshark
dynamic
elandra
email10
Erik Mesoy
flexo
forged
gnat
GreatDeceiver
Greebley
Green Light
hookemhorns
Hotrod0823
jeffelammar
Jove
Kello
KingofAmerica
Kryszcztov
LeifErikson
Leonard
Lkendter
Mad Bax
MadScot
ManOfKent
Mark Cutt
Moonsinger
mr_ego
Offa
OneFastWarrior
Peanut
PhilMartin
Pigumon
Plutonium239
pnp_Dredd
portuga
pterrok
Qitai
Quokka
Rabies
RacingHippo
Renata
Ronald
RufRyder
Runifoc
Sabre
Shaker Zulu
Sinner
SirPleb
Smirk
Snaga
Tao
TedJackson
Tnerual
Tone
Txurce
utbear
Vici
WhB
Wotan
Xevious
Yndy
Zagnut
Zamint3
ZapatoGrande
Zwingli

index last updated by cracker – July 3, 2003

"Divine Intervention" Qsc20 for Civilization III

This Quick Start Challenge is a bit unique, because it is the first QSC game that includes submissions from three different classes of game played on the same map. Our process for scoring and analyzing Qsc20-Spain focused first on individually scoring all of the games using the same QSC scoring system that everyone has become familiar with. The raw scores have been retained in the scoring spreadsheet and in the results table.

Then we used the QSC scoring system to evaluate how much value would be assigned to the starting unit bonuses for the Conquest Class game. Conquest Class players were given the following additional points at the beginning of the game just by virtue of having some extra tools to play the game:

·        3 Treasure Chests worth 10 shields each = 30 pts

·        25 extra gold units in the starting treasury = 25 pts

·        1 extra starting worker = 30 pts

·        1 extra town (carried by the extra settler) = 20 pts

·        9 extra tiles of territory (carried by the extra settler) = 36 pts

·        1 extra happy population point (carried by the extra settler) = 25 pts

These starting 166 points may not have seemed like much, but the real added benefit came from the accumulated extra power output from the extra city available from the very beginning of the game. The average player would have moved the second settler at least a space or two, but after the extra town was founded it would start producing extra food, shields, and gold that would accumulate to add to the power of the player if managed properly. As the town would grow and spin off additional workers and/or settlers the added power per turn would increase as the QSC progressed.

Turn
numbers

Turn
count

Power
Points
per turn

Total Gained
Power

1 to 10

9

6

54

11 to 20

10

9

90

21 to 30

10

11

110

31 to 40

10

13

130

41 to 80

40

14

560

 

79-77

Total

944

 

The total value of having the additional city would add at least 944 additional power points into the QSC games for all players who played the Conquest Class game if they managed their bonuses reasonably well. Taken together with the 166 points of starting bonuses this extra 944 pts of power output would add up to a total QSC point bonus of 1110 points that would need to be adjusted back out of the game to measure how many QSC points that the Conquest Class players actually accumulated in the game.

We also used the QSC point system to analyze the missing point totals that would need to be added back to the Predator Class games in order for their scores to be equivalent to all other QSC games. Although there is no scoring benefit or reward for players to play the predator class game, it is necessary to add this point differential back toward all the predator scores to allow them to be used as reference points for all other players. The predator games had the following penalties to overcome:

·        1 fewer technology valued at its future trade value = 257 pts

·        25 fewer gold units in the starting treasury = 25 pts

·        Minimum impact of raging barbarian encounters = 90 pts

The total scoring bonus required to bring the predator games up to a minimal equivalent level would be 372 points.

 

Timeline packages:
A thru F (359kb) 
·  G thru R (432kb)  ·  S thru Z (316kb)

Results Groupings

The results of this QSC were grouped for comparative analysis but left in the single results table because this one table emphasizes the clear superiority of one major approach that emphasized exploration, expansion, commerce, and trade. The groups were specifically chosen to have nothing to do with Conquest, Open, or Predator Class games and could theore

The 6 Groupings of Games in this Qsc20 are:

  Group 1 - Over Defenders - Players who committed too many resources to building immobile defenders and/or spearman at the cost of exploration and growth in other areas. The “Immobile Defender” or fortress unit in this game was designed to boost player confidence and give players the option for specific early point defense at a few key locations. Players that built more than 3 to 5 of these units could have slight skewed the power perception of their enemies, but not enough to offset the long term damage of lost resources that should have been committed to other more important projects.
  Group 2 - Swordsmen Military - Players in this group had early commitments to swordsmen used for offensive purposes or active defense.
  Group 3 - Players with Lots of Warriors - (probably headed toward a mass swordsman upgrade strategy of some kind). There is no implication that lots of warriors might be any different from early swordsmen, but in this game the tech pace may have been fast enough to indicate that mass upgrade strategies might have needed to be in progress 20 to 25 turns earlier than under typical Emperor or Monarch pace issues.
  Group 4 - Players on an Early Horse Path - the game setup for this game provided instant visibility of the Horse resources so that players could make early decisions to incorporate the decision to either pursue a horse based offensive path or stick with the iron based swordsman upgrade path.
  Group 5 - Aggressive Explorers, Expansionists, and Commercial Traders - Before the game began and without any foreknowledge of the game, Moonsinger had perfectly perceived that the key early skill in this game would be leveraged technology and influence trading. The foundation of success in this area is lots of early contacts plus commerce, commerce, commerce that comes from lots of population and low population, high happiness, low corruption towns.
  Group 6 - unclassified games.

Click here for a larger view of this map imageYou may download the entire data table summary for all the valid QSC submissions in an Excel spreadsheet to help with more detailed discussion and analysis which some of the more experienced players should be able to help provide.

This is the second month in a row that we can say “Too much moving around at the start of the game can just eat up resources if there is not some clear negative in the start position that should be remedied.” This point is made in the “Improving Your Opening Play Sequences” article where we emphasize that we should not necessarily be searching for the perfect hidden object under the fog. What we should be doing is trying to gain as much information as we possibly can about our starting position to facilitate answering the question "Is this position bad enough compared to the expected adjacent squares such that it would justify a move." If we can see something that we like better then we should be able to move, but in other cases we should settle and get on with business.

Well managed sequences of opening turns could settle right at the starting position or move onto the hill and achieve almost the same outcomes when combined with well chosen second and third city locations.


One issue that was raised in considerable debate during the pre-game discussion was the issue of how a sequence of two 40 turn minimum research gambits plus an opening settler move of 1 square would miss the QSC cutoff date by one turn. This game clearly shows examples where it is possible to do much better than just the two 40 turn research gambits by maximizing the benefits of your commercial power and taking advantage of early trade brokering opportunities. The tech leaders in this game were clearly well beyond any expected limits of the two 40 turn research gambits and all through the power of aggressive tech trading and back brokering.

You are again invited to view the timelines from this Qsc20 for this Continents style Deity game and ask questions or present your own constructive observations and conclusions in the accompanying forum discussion thread.

Congratulations again to all the players, supporters, and other participants in the GOTM games,

Cracker and the GOTM Staff

General Summary of the Qsc20 game conditions

Quick Start Challenge 20 (Qsc20) is an alternative submission game that allows players to document the opening play sequences of their GOTM games through the end of 1000bc and then earn extra recognition by submitting a save file plus and accompanying timeline of the events from the start of the game up to that point. Players are free to continue playing the same game and submit the results for full competition as a completed game in the GOTM.

Gotm20 was a Deity level Civ3 game with the Humans playing Spain from a rich terrain start position with rivers, food bonuses and nearby luxury resource on a standard sized Continents map with 10 rivals. Players began the game without knowing the specific landmass configuration and could quickly discover they were on a large donut shaped continent with lots of room to expand and an assortment of 6 neighbors with grumpy dispositions. One nearest neighbor was Industrious France but the northeast direction was potentially protected by a narrow set of choke points that could be blocked and defended against the aggressive English and Celts. Again the game design provided for a raging opening tech pace and lots of trading and conflict. Seven out of the ten rivals were clear early threats to the human player and RNG outcomes fueled by the inherent random instability of deity level AI behavior would always lead to two or three of the AI players being very aggressive in the early game.

Special Recognition Awards for Qsc20:

"Pacesetter" awards for the game are granted to all top eleven finishers who set aggressive paces of population growth and expansion balanced with strong technology, infrastructure, and unit development:
Snaga, Qitai, Ambiorix, DaveMcW, acivguy, Alexman, SirPleb, Smirk, mr_ego, dianthus, and Bremp (a fantasy dream team of four experienced veterans, four strong emerging players (some in their first QSC) and three fantastic newcomers to the QSC Game format.

We would also like to recognize the following special award winners selected from the content of the submitted timelines and save game files:

  The “Warmonger’s golden erection award” - Zamint3 for 705 points mostly tied up in 26 immobile defenders. Fourteen of the top 30 games in terms of military unit power were from Conquest Class games where players may have overbuilt military at the expense of power in other forms through expansion of territory and population.

  The “Techmonger’s Ivory Tower award” - This was absolutely a fantastic result that clearly demonstrates a major difference between the command of tech research and trading opportunities demonstrated by the Open Class and Predator Class Players. The award goes to Qitai with 4457 technology points and being the only player to gain the first technology into the Medieval Age. With only one exception, the top 20 technology scoring players were in the Open and Predator Class games. 50% of the bottom twenty scoring technology games were from Conquest Class players.
  The “I Cramus Maximus award” - goes to Ronald at 9.2 tiles per city but with all the land available in this game it is hard to expect anything remotely like and ICS style approach. Ronald’s game was scored in fifteenth place overall, primarily due to only moderate tech progress and only a moderate combination of population and worker count.
  The “Not So Happy Camper” award for building the fewest number of buildings or improvements - was won hands down this month by RufRydyr who seems to be on the deliberate hunt to earn the first ever recognition as the player to earn every possible award in the QSC at least once.

For more details as to how these special awards are determined you can visit the QSC Scoring and Awards webpage.

Results Summary:

All of the save games may be downloaded from the alphabetical player menu that appears in the right hand sidebar for all pages of information related to this QSC game. Remember that the timelines are grouped into four alphabetical packages which can be downloaded from links shown above and in the menu to the right of your screen.

Note that Timelines are now required for all QSC games.

Download the complete score sheet in an Excel Spreadsheet.

R N K

 

 

 

Units/ People Points

Bldg & Infrastrct Points

Tech Points

Raw Pwr Points

Rankd Pwr Points

Total
pop

Points to Global

Grp

1

p114

open

snaga

1790

4384

2542

8716

8716

42

20.0

5

2

129

open

qitai

2335

1774

4457

8566

8566

52

19.6

5

3

p114

open

ambiorix

1360

3386

3575

8321

8321

32

19.0

5

4

p121

pred

DaveMcW

1677

3153

2714

7544

7916

35

18.1

3

5

p121

open

acivguy

1695

3766

2337

7798

7798

39

17.8

5

6

p121

open

alexman

2350

2333

2954

7637

7637

49

17.5

5

7

p121

pred

SirPleb

1260

2632

2925

6817

7189

33

16.4

5

8

p121

open

smirk

1240

3246

2690

7176

7176

30

16.4

5

9

p121

conq

mr_ego

2025

3150

2947

8122

7011

45

16.0

1

10

p121

conq

dianthus

2605

2513

2947

8065

6954

55

15.9

 

11

129

open

bremp

1559

2443

2947

6949

6949

38

15.9

 

12

p121

conq

Forged

1872

3082

2947

7901

6790

48

15.5

5

13

p121

open

green_light

1705

2131

2910

6746

6746

37

15.4

4

14

129

open

mark_cutt

1730

2068

2931

6729

6729

38

15.4

5

15

p121

open

ronald

1515

3223

1951

6689

6689

35

15.3

5

16

MAC

open

tao

1675

1989

2959