News: TSG119 Announcement

leif erikson

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Civilization 5 - Game of the Month Training Series Game 119
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Welcome to the 119th game in the GOTM V Training Series! This Series will allow new and old GOTM fans to try out these features from Civ5's expansions and DLCs in a friendly environment. Participants are encouraged to post questions, stories, advice, tricks and failures in the dedicated game threads (described below). Each game will specify the Civ you will play and the Victory Condition to strive for. You can read more about the GOTM and Training Series concept in this thread.

Must Read!
We would like to ask you to abide by our most sacred rule: Don’t replay any turns! If you make a mistake, accept it and try to recover. To ensure fair play and prevent results exclusions, please set your Autosaves to 1 turn. In the event of a computer crash while playing, just reload to the previous save and play it as closely to how you played it the first time. Please let Leif or me know (either in the forums or through Private Message) if you experienced a crash and how many turns you replayed.

Civ V BNW - TSG119 Details:
Player (You): William - Netherlands (Dutch)
Victory Condition: Science but all other VCs are enabled.
Difficulty: Immortal
Civs (including player) /City-States: 8/16
Map Type/Size: Continents/Standard
Game pace: Standard

Game options:
Start - Ancient Era
Ancient Ruins are ON
Disabled - Quick Combat, Quick Movement

(Regardless of starting options, you may turn on/off Quick Combat/Quick Movement using the game options menu at any time during gameplay.)
Game Version: This game was created in Civ5 Brave New World version 1.0.3.279.
Game Requirements: Wonders of the Ancient World - DLC, Gods and Kings expansion, Brave New World Expansion.

Dutch Unique Attributes:

Spoiler :
UA: Dutch East India Company - Retains 50% of the Happiness benefits from a luxury resource if your last copy of it is traded away.

UU: Sea Beggar - Replaces the Privateer and can heal outside friendly territory while earning gold when attacking enemy cities. The Sea Beggar may also capture enemy ships. Requires the discovery of the technology of Navigation to build but does not require a resource.

UB: Polder -A Polder is a low lying tract of land enclosed by dikes that is reclaimed from a lake, seabed or flood plain. It may be built on a marsh or flood plain tile and yields +3 food per tile. Requires the discovery of the technology of Guilds and requires a Marsh or Flood Plain tile to build it.


This is where you will start:




Information about threads associated with each individual TSG -- Must Read if you are new to our Game of the Month!
Spoiler :
Please note: If you wish to make a video of your game, please do not post any links to it until after the game submission date has passed. This is because of the potential spoilers that are created by posting before the end date. Thank you for your cooperation.

TSG Announcement thread (this one): This thread is used to announce the game and clarify the settings and rules (don’t be afraid to ask questions). It’s also used to discuss the game before you start, and post problems with opening the save. Please don’t post any game-related info once you open and play the save. Instead use the next thread.

Opening Actions thread: This thread is used to discuss the game's opening decisions and strategies through the first 100 or so turns. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. We encourage players to use the spoiler tags for screenshot. During the time the game is active, please do not post any information concerning the game outside of the spoiler threads including screen shots, videos, or recorded/live-cast Let's Plays on other websites.

After Actions thread: In this thread you can post the results of your game. Please state your victory/loss date (preferably in the post title) and describe your path to glory in this post! Players are encouraged to provide feedback on the game. Some players like to replay the game, and although we will not record the results from a replay, you can still post your new experiences. The game will not be closed as such, but after one month, the results will be compiled, and will not necessarily be updated with reports coming in after the finish date.

Results and Congratulations thread: We will create a separate thread with the results at the end of the one month submission period (sorted by date and score). We will issue medals to the top 3 winners (based on earliest date finished). There are no long-term records kept for these results, they are just given out to top finishers to reward their efforts.


File Upload System
We have a game file upload system you can find here. Please use it to upload your completed first attempt by saving the game on the turn after your victory or defeat. (by using the "lemme play one more turn" feature) Please note: you must submit your game on the turn following Victory. If you continue to play, the game overwrites the data and your submission could be rejected by the submission system.

This game runs for a month and ends November 1st, 2015.


The save will be available for download on October 1st, 2015, midnight Central Standard time (UTC -6:00) in the US.

The Save can be found here.
 
Immortal again? We haven't had an Emperor game in quite some time.
 
This presents an interesting choice of mountain vs coast.
 
I would value more coastal cities for growth via cargo assuming there are good 3-4 more coastal spots.
 
Well, I always value Mountain more if Science is the aim of the game. However no Polder locations in sight nor the Fish, I wonder what the map has outside of its initial range
 
Settling in place would change the jungle hill to a plains hill, so both coastal river spots means no stoneworks to boost the stone and marble production. The mountainside hill would allow stoneworks and observatory, but take two turns to get there for a turn 3 settlement. The mountainside grassland would also allow stoneworks and observatory, settlement on turn 2, but lower early production.

If you think you can get Hanging Gardens settling on the marble is an option. Doing so does give the wonder production boost even before getting masonry. However, you'd lose the water wheel, hydro plant and quarry which is worth 7 production and 2 food.

I think settling in place might be the best option, because we can more than make up for the stoneworks production loss with cargo ships. Yes, we lose a jungle, but have 2 tiles in the first ring with 2 food 1 production. Plus higher population from food cargo ships can make up for the loss of the observatory. We might even be able to get two cities next to those mountains.
 
there also appear to be mountain to the East, so multiple observatories perhaps?
 
Starting position looks promising. I am going to settle in place (can't resist to have sea trade routes).
 
Oranges, LOL!

Turn 0, cross river.
Turn 1, move to grass, settle, eat oranges.
 
It'll be close to turn 130-150 by time I get an observatory in the capital, I will take the coast and the 2food1hammer tiles in ring one. I hope there are some good Polder locations along the coastline or around the area, I'd love to play with those.
 
Will send the warrior south east before settling.

My inclination is to settle on the grassland hill next to the mountain and the river or on the grassland next to the river and mountain.
 
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