View Full Version : GOTM 54 Pre-Game Discussion


ainwood
Apr 12, 2006, 05:08 AM
GOTM - 54: Egypt

Civilization: Egypt (Unique Unit = War Chariot 2,1,2).
Rivals: 5 pre-selected.
Barbarians: Raging.
Difficulty: Emperor.
Land Form: Pangea, 70% ocean, small map.
Geology: 3 billion years old, Wet, Warm.

http://gotm.civfanatics.net/games/images/gotm54large.jpg
http://gotm.civfanatics.net/games/images/gotm54mini.jpg

Conquest-Class Bonuses:
War chariot attack strength increased to 3.
Worker movement increased to 2.


Predator-Class Equalisers:
Worker costs increased to 20.

Redbad
Apr 12, 2006, 05:15 AM
I don't see any bonusses or river, and I would like them on emperor.
So perhaps settler to the hill would be in order.

Twonky
Apr 12, 2006, 05:32 AM
Rivals: 5 pre-selected.

So it is a small map, right?

Well, settling on the bg would be heretic anyway, so I agree with Redbad: settler NE.

socralynnek
Apr 12, 2006, 05:44 AM
And worker starts mining immediately?
Why not?
Settler NE is definitely the move I'm going to make if I'll play this one.

azzaman333
Apr 12, 2006, 05:45 AM
Worker on the hill first, to see if the best bonuses are NE or NW.

Redbad
Apr 12, 2006, 06:09 AM
I think there's little chance of the worker seeing something that would change our plan to move the settler NE. On the other hand it's quite imaginable that after the settler moves NE we decide that settling on the hill would be in order. In that case the worker can start roading (or if you like mining) right away.

azzaman333
Apr 12, 2006, 06:10 AM
I think there's little chance of the worker seeing something that would change our plan to move the settler NE. On the other hand it's quite imaginable that after the settler moves NE we decide that settling on the hill would be in order. In that case the worker can start roading (or if you like mining) right away.

I hoping that im right and everyone else is wrong then. :D

Redbad
Apr 12, 2006, 06:23 AM
Pangea map and an UU which is an archer that moves as fast as a horse. And it can retreat when meeting the legendary invinceable spearman. The wheel will be high on my priority list. I sure hope there are horses in the vincinity. With only 20 shields for a warchariot I don't mind a despotic GA either.

Paul#42
Apr 12, 2006, 06:44 AM
Geology: 3 billion years old, Wet, Warm.

I sense some jungles and swamps behind those hills... :scared:

Nice predator handycap btw. :eek: :D
I'll play open :blush:

Redbad
Apr 12, 2006, 06:48 AM
I like the conquest-bonusses and predator equalisers too. Maybe I play predator just to experience it.

btw surely hope we're still a little to south to have jungles/swamps behind the hills.

Obormot
Apr 12, 2006, 06:59 AM
It is tempting to try a war chariot conquest or domination :) But i'm afraid we'll have too many jungles and mountains with such a climate :(

PaperBeetle
Apr 12, 2006, 08:21 AM
Predator-Class Equalisers:
Worker costs increased to 20.


Very interesting. I can work that into my early game planning no problem, but after the ancient age, I rely almost exclusively on slavery, which means I build most of my workers at 1spt. That could be a problem.
20 shield workers also makes 1-turn cash-rushing more expensive, as we will have no 10 shield build after iron is hooked.

ionimplant
Apr 12, 2006, 11:10 AM
anyone considering moving the settler over the northern hills?

PaperBeetle
Apr 12, 2006, 01:13 PM
To give more room for rings? Yes, I considered it, but I see more hills in the fog. So it could be a long walk, with maybe just jungles after the hills, as people suggested earlier. Taking a long walk on a small pangaea may also mean walking right into our nearest neighbour. I won't be taking the chance, I think.

I wonder where there might be a good site for a 20k town? Hills are nice, but I would want fresh water, and preferably a bonus commerce source of some kind. I might try for a 20k using my Forbidden City then.

coole shaman
Apr 12, 2006, 01:40 PM
I don't see any bonusses or river, and I would like them on emperor.
So perhaps settler to the hill would be in order.

REDBAD can you it not see mear the settler sate to a bunnus:mad:

Redbad
Apr 12, 2006, 02:59 PM
anyone considering moving the settler over the northern hills?

Certainly. When hill NE doesn't reveal anything worthwhile one surely could step N from there. But the things PaperBeetle stated must be considered: one can get close to the neighbours and of course delaying the capitol isn't helpful at emperor level.

I wonder where there might be a good site for a 20k town? Hills are nice, but I would want fresh water, and preferably a bonus commerce source of some kind. I might try for a 20k using my Forbidden City then.
PaperBeetle you are hopeless. Why on earth are you thinking about 20K ;) .
For 20K indeed a river would be handy, but a food-bonus is surely preferble then a commerce-bonus in this situation.

It is tempting to try a war chariot conquest or domination But i'm afraid we'll have too many jungles and mountains with such a climate

When the amount of jungle/mountain isn't very high, a chariot-rush is doable. We can get some jungle-cities in peace deals and we're industrious, so building roads are relatively quick.

Redbad
Apr 12, 2006, 03:02 PM
REDBAD can you it not see mear the settler sate to a bunnus:mad:

Yes, you're right. We are standing on a bonus, but I rather meant a food-bonus. And as Twonky stated: don't settle on a bg.

ionimplant
Apr 12, 2006, 03:15 PM
PaperBeetle you are hopeless. Why on earth are you thinking about 20K ;) .
For 20K indeed a river would be handy, but a food-bonus is surely preferble then a commerce-bonus in this situation.
this exact reason is tempting me to try 20k again... i don't remember how many 20k games i've finished for gotm.. must be more than half of the games...

DBear
Apr 12, 2006, 09:28 PM
@Paper Beetle--quite right about not moving further, I'm still unhappy about the Carthage GOTM fiasco.
@Paul #42--judging by the minimap, we're too far south to be running into jungle right away.

Pił Freddo
Apr 13, 2006, 03:18 AM
it's quite imaginable that after the settler moves NE we decide that settling on the hill would be in order. In that case the worker can start roading (or if you like mining) right away.

Settler NE and unless we take a really long hike immediately road the Beegee. No mine until after the despotic Golden Age.

The Wheel must be discovered or learned as fast as possible, before we've build too many useless Warriors and Cities in the wrong places.

coole shaman
Apr 13, 2006, 05:30 AM
srry wrong post

Vegasgustan
Apr 13, 2006, 06:06 PM
Settler NE and unless we take a really long hike immediately road the Beegee. No mine until after the despotic Golden Age.

Why would you not mine until after the Golden Age?:confused: After all this time I am still trying to learn new things?

Other than that, I'm with most people I am going to settle NE and hope for not too many hills, mtns, or jungles and then come out blood-thirsty. I have got to learn to stop trying to build everything in every city.

Ansar
Apr 13, 2006, 06:59 PM
Settle NE and mine the grassland.:) thankfully for us, we are industrious.

Crakie
Apr 15, 2006, 11:07 AM
I'll give it a go. My PtW is rusty though. Remind me please, I keep forgetting:

- For RCP diagonal move = 1.5, lateral move = 1 and the total is rounded down?
- Do armies get additional movement and/or attack bonus?

Niklas
Apr 15, 2006, 12:37 PM
- For RCP diagonal move = 1.5, lateral move = 1 and the total is rounded down?
- Do armies get additional movement and/or attack bonus?
Yes on the first, and No, neither on the second.

Pił Freddo
Apr 16, 2006, 12:09 AM
Why would you not mine until after the Golden Age?

Because I hope to get the Golden Age early.

During a despotism Golden Age, a mine on a BG doesn't give any additional shields due to the reduction of one for every tile production (food, shields or commerce) higher than two.

Better spend the worker turns mining a normal grassland tile.

Vegasgustan
Apr 17, 2006, 01:25 PM
Because I hope to get the Golden Age early.

During a despotism Golden Age, a mine on a BG doesn't give any additional shields due to the reduction of one for every tile production (food, shields or commerce) higher than two.

Better spend the worker turns mining a normal grassland tile.

I see, thanks. However, if you get all the other stuff done it would be nice to start off Republic already with the Bonus...right?:)

Plechazunga
Apr 17, 2006, 04:00 PM
Very interesting. I can work that into my early game planning no problem, but after the ancient age, I rely almost exclusively on slavery, which means I build most of my workers at 1spt. That could be a problem.
20 shield workers also makes 1-turn cash-rushing more expensive, as we will have no 10 shield build after iron is hooked.

I don't know what some of this means: "1spt"? and "1-turn cash-rushing"?

Can you (or someone) explain?

AlanH
Apr 17, 2006, 04:30 PM
1spt means one shield per turn. If a town is producing one shield per turn then it will produce a normal worker in ten turns. But if workers cost 20 shield then they will take 20 turns to build. I think the reference to slavery means he builds his (slave) workers in captured cities where corruption limits productivity to one shield per turn.

Cash rushing is where you are in Republic, Monarchy or Democracy and you rush units using gold. If your production box is empty it costs 8 gold per shield to rush a unit. If you have one or more shields in the box it only costs 4 gold per shield to complete it. So a 100 shield tank for example, would cost 800 gold if you want to make one every turn.

To reduce this cost you can either delay rushing it for one turn to reduce the cost per shield, which means you don't get one unit per turn, or you can rush a cheap unit like a 10-shield worker at 8 gold per shield, to get some shields in the box, and then switch to a tank and rush the rest of unit at 4 gold per shield. PaperBeetle is complaining that he'll have to pay extra gold to put shields into his box if his cheapest unit is a 20-shield worker. So his cost per tank goes up from (10 x 8) + (90 x 4) = 440 gold to (20 x 8) + (80 x 4) = 480 gold. This 40 gold per unit cost penalty is a higher percentage for cheaper units.

LethalLogic
Apr 25, 2006, 04:38 PM
Thanks a lot Alan for the detailed explanation given.
Plechazunga: Thanks for asking. :-)

NE for settler, worker roads, then we see from there.

Lethal

PaperBeetle
Apr 26, 2006, 06:07 AM
Right on. Couldn't have explained it better myself.
Of course, the one-turn rushing is only really an issue for 20k games, where you would want to get regular buildings up as fast as you possibly can. And it's probably not much of a problem, as there are plenty of other ways of getting shields in the box, like disbanding obsolete units and Extreme Forestry.
And before you ask ;) Extreme Forestry is my term for the practice of having a small army of workers (by which I mean slaves :) ) who rush around foresting tiles, chopping the forest, then replacing the original tile improvement, all in one turn. 20k is micromanagement heaven.