View Full Version : News: GOTM90 Pre-Game Discussion - Saves Available


civ_steve
Apr 13, 2009, 05:17 AM
GOTM 90 Pre-Game Discussion

Not only is my PTW still down but I'll also be out of town on vacation :) so I'll be relying on AlanH or Niklas (or another staff member) extra this month.

We start back at the easiest part of the PTW rotation (Warlord) and play as ROME! For fun you'll have 11 AI opponents on a continents setting. Good Luck!


Civilization: Rome
Rivals: 11 preset
Barbarians: Roaming
Difficulty: Warlord
Land Form: Continents, 60% ocean, Standard map.
Geology: 5 billion years old, Normal, Temperate


http://gotm.civfanatics.net/games/images/gotm90large.jpg
http://gotm.civfanatics.net/games/images/gotm90mini.jpg

Conquest-Class Bonuses:

Free Pottery
Extra 100 Gold
2 Free Warriors


Open-Class Bonuses:

None



Predator-Class Challenges:

No Warrior Code
Legionaries do not start Golden Age
Each AI gets 1 Starting Pike and 1 Bonus Unit Support


A reminder: do not post any game information to this thread after you have downloaded the save file. Absolutely no spoiler information for this or any GOTM is to be posted in this thread!

TheOverseer714
Apr 13, 2009, 03:15 PM
This might be a fine set-up for a 20K game, though I supect lots of jungle will hamper expansion. The predator "handicap" of no GA by Legions might be a blessing in disguise, I always end up with an early GA, which is essentially wasted. I may even try this as Predator, if I play.

templar_x
Apr 13, 2009, 05:39 PM
As TheOverseer says, the GA "handicap" might be a blessing. I“d like to see a stronger Predator obstacle to overcome, if that would be possible, however i might not find the time to give this a try anyway.

eldar
Apr 14, 2009, 07:36 AM
A river to irrigate the Wines & Wheat for +5f, but no BGs in sight. Probably an extra worker first to chop forests to search for BGs and assist in settler building?

Megalou
Apr 14, 2009, 08:09 AM
The question we might face is whether to untangle the jungle in search of that one BG we'd need for the 4-turner, especially since one of the woods must be kept for 2 extra shields on growth.

eldar
Apr 14, 2009, 08:20 AM
That's jungle? Hmm, I've always had difficulty distinguishing the two when next to each other.

Megalou
Apr 14, 2009, 10:24 AM
The coast tile definitely is. Not 100% sure about the ajacent one.

Lanzelot
Apr 14, 2009, 01:28 PM
Probably an extra worker first to chop forests to search for BGs and assist in settler building?

Considering that this is Warlord, this starting position is almost too good to be true... Do you really think there will be BGs around...? We should know Steve better by now... :mischief:

Lanzelot

TxCraig
Apr 14, 2009, 06:32 PM
This might be a fine set-up for a 20K game . . . .

With no fresh water in the cap^h start location, I'm thinking use it as a settler factory and maybe put a 20k city 2E, if that is on the river?


I may even try this as Predator, if I play.

Yes; after reading some of the SGOTM threads, I'm tempted to do a OCC Warlord Predator Conquest. :crazyeye:

EvilConqueror
Apr 14, 2009, 07:11 PM
There's probably no iron nearby. :p

Hope I have time to play this one.

Pił Freddo
Apr 15, 2009, 01:28 AM
The question we might face is whether to untangle the jungle in search of that one BG we'd need for the 4-turner, especially since one of the woods must be kept for 2 extra shields on growth.

Another possibility is to take a hike to the river for the Capital and send the first Settler back here for a Worker factory.

templar_x
Apr 15, 2009, 02:35 AM
i“ve got a question if it is allowed/possible to have a look in advance whether there“s BG under a forest.

i think i remember that Optional mentioned this could be learned from some assistance software.

is this possible? if yes, is it allowed to do so? frowned upon?

Megalou
Apr 15, 2009, 03:35 AM
Perhaps it is good rule of thumb that assistance software should only be allowed to reveal things, in simplified form, that the game itself reveals.

Ex 1. Many tools tell you the number of tiles to the domination limit. It could theoretically be calculated, so it is allowed.

Ex 2. You are at war with a civ that won't talk peace. Civ Assist will not tell you which techs that civ has, because it is hidden in the game itself.

Ex 3. You are at war with a civ that will talk peace. Civ Assist shows this nation's techs among the trade options because it can be seen in the game itself.

More examples of things that would be laboursome but possible to calculate yourself include culture flip chance, Palace flip target city, number of beakers required for a tech. All these functions are allowed, which I think is good. It gives non-mathematicians a chance.

But finding out if a forest hides a BG does not follow this pattern. So without knowing, or having consulted the rules at all, I think it should be a big no-no.

AlanH
Apr 15, 2009, 04:32 AM
We allow the use of CivAssist and CRpSuite as assistance tools, as they have been specifically designed to hide information that you cannot get in-game. You must not use any other tools that reveal hidden data from your game.

templar_x
Apr 15, 2009, 08:39 AM
well, that goes with my own thoughts on that topic. my other question on how/ or in which software this could be learnt is obsolete now.

thanks,
templar_x

AlanH
Apr 15, 2009, 12:27 PM
The saves for this game are now available here (http://gotm.civfanatics.net/games/index.php?month=90).

templar_x
Apr 15, 2009, 01:58 PM
alan, in the "scope"-information it says, the berzerk is the roman UU. just for your info.

AlanH
Apr 15, 2009, 02:05 PM
Fixed. Sorry.

axehaxe
Apr 21, 2009, 08:51 PM
What if this is another Gilligan start with space for only 3 or 4 cities. Your "island" is surrounded by a donut shaped pangea with all 11 civs on it. Then the warlord difficulty all of a sudden gets hiked all the way up to about a demigod level difficulty game.