News: TSG91 Announcement

leif erikson

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Civilization 5 - Game of the Month Training Series Game 91
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Welcome to the Ninety-first game in the GOTM V Training Series! There are plenty of features in Civilization 5 Brave New World to explore and the Training Series games will allow new and old GOTM fans to try out these features in a friendly environment. You are all encouraged to post your questions, stories, advice, tricks and failures in the dedicated game threads described below. You can read more about the GOTM and Training Series concept in this thread. Before going into the details of this game, we would like to ask you to abide to our most sacred rule: don’t replay any turns. If you make a mistake, accept it and try to recover. It's better to do the bad moves in the Training Series instead of in the actual GOTM competition, once it starts.

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.

Intentional use of the Science Overflow Bug is banned. Its use will result in your game being disqualified for results.


In this game, the designated VC is Diplomatic. All VCs are enabled but results will be published by fastest Diplomatic victory turn.

In this game you will play as Mongolia and lead the Mongolian Empire to victory. It's a standard-sized Small Continents map played at Emperor difficulty and at standard pace. Diplomatic is the designated VC for this game, all victory conditions are enabled. You will have until September 1st to complete the game and submit.

Civ V BNW - TSG91 Game Settings:
Playable Civ: Genghis Khan - Mongolia
Number of AI Opponents: 7
Number of City-States: 16
Map type: Small Continents
Map Size: Standard
Difficulty Level: Emperor
Game pace: Standard
Game options: Quick Combat is disabled. (You may turn it on using the game options menu at any time during gameplay.)
Game Version: This game was created in Civ5 Brave New World version 1.0.3.144. DLC is required for this game. You must have Mongolia, Wonders of the Ancient World, Explorer's Map Pack and Pachacuti's Incan Empire..

In this game, you will be playing as Mongolia, you possess Mongol Terror. Your Combat Strength gains +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 movement.

You can train the Keshik, it replaces the Knight. The Keshik possesses a strong ranged attack, increased movement rate and earns promotions 50% faster. Unit battles also contribute double the amount of points towards earning a Great General. The Keshik requires that you discover the technology of Chivalry and you need the Horse resource to build them.

You can also earn the Khan, it replaces the Great General. The Khan provides the same combat bonuses as a normal Great General. It also moves at an increased rate and can heal adjacent units. The Khan does not require that you discover a technology and you do not need a resource to build them, as they are earned through the combat success of your units.

This is where you will start:




Information about threads associated with TSG
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 information from a game you have started. Instead use the next thread.

Opening Actions thread. This thread is used to discuss the game once it's on the way. There are no reading or posting restrictions as such (apart from normal decency), although we encourage players to use the spoiler tags for screenshots. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. 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 (preferably in the post title) your victory date and score, as recorded in the Hall of Fame, and the most important: your path to glory! We will create a separate thread with the results at the end of the one month submission period (sorted by date and score). 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.

File Upload System
We now 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 Monday, 1 September 2014.

The save will be available for download on 1 August 2014, midnight Central Daylight time (UTC -6:00) in the US.
The Save can be found here.
 
Looks like the settler will have to move at least once. Warrior to the hill, cross fingers he finds something.
 
Mongolia + diplomatic is not a good combo, because it means the UA's combat bonus vs CS's is pretty much wasted.

With this start I'd settle in place and look at putting the 2nd city over near or on the gold, especially since this is small continents. We're not going to have much room and will likely only have 1-2 CS and either no AI or only 1 AI on our landmass.

I see this ending up as a kill all but 1 AI to get a vote an era early. Perhaps even killing off all the hostile CS's just to use the UA's bonus.
 
I never took city state as result of war with other AI, is there any additional penalties for doing that? I mean If you dow city state 2 times there are penalties from them, like no welcoming gift.
What penalties for taking city state as result of war with other major civ?
 
You get warmonger penalties for capturing CS's just as you do for taking out an AI civ. It's around what you get from taking a capital.
 
The converse is if you manage to Liberate a CS you get a positive diplo bonus which erases a previous negative. Small continents so no one will see us for a few turns. :mischief:
 
I might give this a go, this will be my first time submitting for the GOTM, I won my first immortal victory with the korea game yesterday and have been playing a few offline :)
 
I don't understand why we'd pick Mongolia for a DV with a UU useless on sea map... Feels like a waste of some Keshik fun.
You never know until you try it. :mischief:
 
Assuming there were no city states left and only one AI civ left, how many votes are needed?
 
World Ideology is another 2 votes as well. You can only get the earlier era voting with 2 civs left if 1 of them is in the same era as you, because at least 50% of the world has to be in Atomic era to kick the world leader vote off early. That's why killing off all but 1 is best. Just be certain that last civ owns at least 1 capital, either theirs or another civ's capital. If you decide you want their capital sell them one of the others before taking it to avoid a domination victory.

One thing to keep in mind with the WotAW dlc is the Temple of Artemis's production bonus applies to chariot archers and Keshiks, because they are both classified as archery units the same as archers are.
 
World Ideology - 2
World Religion - 2
FP - 2
Host - 6 Atomic Era votes.

It starts at 40 votes and goes down by 2 for every CS eliminated, right?

So if I killed the map and only 1 AI was left, I would need (16 X 2 CS = 32) 8 votes in Atomic Era right?
 
World Ideology is another 2 votes as well. You can only get the earlier era voting with 2 civs left if 1 of them is in the same era as you, because at least 50% of the world has to be in Atomic era to kick the world leader vote off early. That's why killing off all but 1 is best. Just be certain that last civ owns at least 1 capital, either theirs or another civ's capital. If you decide you want their capital sell them one of the others before taking it to avoid a domination victory.

One thing to keep in mind with the WotAW dlc is the Temple of Artemis's production bonus applies to chariot archers and Keshiks, because they are both classified as archery units the same as archers are.

The game makes an integer division by 2 for that 50% so 1 out of 3 in Atomic is enough.
 
hmm.. By some reason I believe that occupied cs still count for voting purposes, only eliminated like by Venice or Austria not count. I could be wrong..
 
The game makes an integer division by 2 for that 50% so 1 out of 3 in Atomic is enough.

Oh, so it divides 3 in half then rounds the 1.5 up to 2 instead of saying 1/3 of the civs are in atmoic then the 1.3333 and rounded down to 1. In other words it's dividing the number of civs total in half then comparing that rounded number to the number of civs in the atomic era to see if more than half are in the era instead of the more logical choice of divide the total number of civs by the number of civs in the atomic era.

It might even be as simple as this.
Code:
If totalcivs is odd then civcomparison = (totalcivs-1)/2
If AtomicCivs >= civcomparison then start world leader vote.
Thus when totalcivs is 3, civcomparison is (3-1)/2 = 1. Then when compared to AtomicCivs, AtomicCivs is equal to civcomparison so the voting countdown starts.


@Mutineer the number of votes requires is based on the number of civs and number of CSs that are still their own "civ". It doesn't matter if it's Venice buying, Austria marrying, or anyone else capturing the CS, the votes needed is still reduced by the same amount. The difference is, if you liberate a captured CS the votes required goes back up. You can't liberate a CS that was bought or married as they are no longer flagged as a CS.
 
Yeah well I don't know how exactly the game makes the calculation but it has been demonstrated in multiple HoF games that letting 2 civs alive is fine. The most likely explanation would be rounding down the division (or a simple integer division). Nobody tested if having 2 out of 5 also works afaik.
 
Are "Recalled to Life" leaders required to vote for their liberator? Can this be abused?
 
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