SGOTM6 - Team Bede

mad-bax

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SGOTM6 - Celts. Team Bede.

Welcome to your team thread for SGOTM06. I hope you enjoy the game.

SGOTM6-START.jpg


Map Parameters
Playable Civ - Celts
World size - 100 wide by 130 high.
Difficulty Emperor (approximately)
Landform Contiguous Pangea

Here are a number of links you might find useful.

The Constitution
GOTM Reference Thread.
Upload a Save.
Download a save.
SGOTM06 Maintenance Thread.

This Months' sponsored variant is Cultural Celtic Communists the rules for which are as follows.

1. The only allowed governments are despotism and communism.
2. You must win by 100K victory condition.

Your save has been uploaded to the server and will become available to you on the 7th February.
 
Anyone know the difference between Pangea and Contiguous Pangea? Also it says our save has been uploaded, does that mean each team has a different save? Perhaps with some coded signature?
 
Contiguous was used on purpose. It does mean something. If you take it to mean "joined up" then it may give you a clue. I am not going to say any more than that.

Yes indeed. Everyone gets there own save which is coded. You can only upload saves with your own signature. This prevents 3rd parties interfering with the saves, and also allows our software to identify a game correctly when extracting the stats.
 
"Contiguous" does indeed mean "joined up". Which, I imagine, means there won't be any annoying Civs sitting on islands.

This is fine by me, means we can :hammer: everyone out of sight, hit the domination limit, and crank up the ICS for the rest of the game.

Neil :cool:
 
Checking in.

Hi guys... has anyone thought about a roster or opening moves yet?
I'm in the middle of looking at the screenie to decide on options.. be warned that I usually come up with strange ideas from time to time, feel free to point them out!

Mab.
 
Morning, everbody.

Thoughts on the opener:

Settle on the spot. My medium term plan does not involve a settler farm in the capitol anyway, I'd prefer to use a "spawn" rather than "farm" approach anyway, skimming settlers out of everywhere. Set research towards the Temple of Artemis with a pre-build in th capitol. Build five towns, a bunch of archers, then take on the world. :ninja:

I would like to delay the UU-induced GA until the Middle Ages as that is when tech costs increase and we won't have the commerce gains from Republic to pay for them.

The research path and pace: go for Polytheism at maximum sustainable, then the war mongering knowldege. After that shut research off and use our bows and arrows to best effect. Alternatively we could go for the warfare knowledge and use pop rushes to build our temples.

Roster thoughts:
Mab
Minute Man
Pied Piper
Bede
Tubby Rower
eldar
 
The obvious, initial, thought is the ToA. However, ToA temples don't double. As an Ag/REL civ, any freshwater cities we build, will get a Temple in 10 turns, maximum. Most non-freshwater-cities will get the Temple in 10 as well. Depending upon how closely we pack them early on, we can get a significant core of 4-culture-per-turn Temples.

Of course if the long-term plan doesn't involve learning Education.

2nd city up by the Wheat will be productive, and should be able to churn out Settlers quite nicely.
 
Minute Man reporting for duty. :salute: Hello, all.

I should warn everybody up front that I've never even tried a game at Emperor before, or played a fast 100K game at any level. So I may not have any idea what I'm talking about. :)

Bede said:
I would like to delay the UU-induced GA until the Middle Ages as that is when tech costs increase and we won't have the commerce gains from Republic to pay for them.

The problem with this is we miss the window of opportunity when GS are most effective. Since we have a good UU, I'd rather try to get the maximum benefit from it, even if that means our GA is less useful.

On ToA: I don't know if we want it, since temples are cheap and I think 1000-year doubling is going to matter more than in a typical 100K game. Not that it would hurt anything, but I don't think it's worth the effort.

One long-term question: are we going to try to reach the IA and go commie, or just stick with despotism all game? Personally I think we're going to need communism, or we're going to have too many corrupt cities that won't be able to build anything but temples.

On opening moves: I think I'd rather move the settler toward either the wheat or game - our capital can't get either if we settle on the spot. We will ge the cow, but I don't know how soon we can improve that square.

Is that the coast or a fresh water lake?
 
Contiguous Pangea may mean a spiral type layout to delay contact with other civs, perhaps they are all lined up like dominoes so it is hard to get by each one and make contact. Therefore I am thinking that the water is perhaps only a lake and not connected to the greater oceans and there may be plenty of chokepoints that need a city for ship passage.

The SGOTM mod is based on the GOTM23 setup.

GOTM23 had these settings:

# World size: 5000 tiles (standard)
# Landmass: Pangaea 58% H2O
# Geology: 3 billion years old
# Environment: Warm and Arid
# Barbarians: Raging
# Rivals: 9 Preset
# Upgrade Swordsmen/Longbows: ON
# Differential Naval Movement is Engaged

Does this mean we have the same? Barbarian setting interests me most, but what is Differential Naval Movement?

I notice the map is taller than it is wide, is that normal? For 130x100, I count 12,950 tiles, what size is that normally? Also I wonder if the left and right edges are connected.
 
Please don't assume anything from the map when comparing to GOTM23. The Mod is very similar but the map is completely different. :)
 
I like Bede's overall strategic plan. The goal here is to be first to get 100K CULTURE, not to whomp the most heads. (I shall be emphasizing this point many times) At emperor level it should not be difficult to clear out the core area (8 to 10 tiles in every direction from the capital) which we must settle intensively and utilize every tile. City placement should ensure the ability to add a second generation of cities once the initial cities have built all culture buildings. Attacking other civs should only be done for state security and to clear out more living room.

Since we will play much of the game in despotism, luxury will come in handy but a two turn worker factory is essential. Workers can be joined to nonproductive cities outside the low corruption core area to rush culture buildings at 20 shields per worker. This is an efficient means of shield transference out of the core area.

I do wonder about the research goal after polytheism. I prefer Literature to be able to build libraries ASAP, the AI is very slow to get that tech.
 
Producing Workers with the specific goal of joining them to corrupt cities for pop rushing isn't allowed, AFAIR.
 
OK mad-bax, you just snowed me, explain to the ignorant savage the difference.

Thanks eldar, will rule that out then, as you can tell I have not done a 100K game here.
 
Oh, I have a question about the modded resource files...
I've downloaded and unzipped in to conquests\scenarios, is that all that is required? (i.e. no overwriting of the main resources.pcx, etc.)

Neil. :cool:
 
Pied Piper: The C3C version is exactly the same as the out of the box version of conquests except for two things.

1. I have replaced the C3C resources with GOTM resources.
2. You will get workers from huts and not settlers.

The reference to GOTM 23 is for PTW/vanilla players as all the PTW civs were added to the vanilla version at this point and some other changes were made to make the competition between vanill and PTW fairer. The mod process was most nearly finalised in GOTM 23. Later GOTM had mods that cannot be used as a general rule, with modifications to the tech tree for the Korean game and others.

The map itself is brand new, and doesn't look like the GOTM23 Map. It is a 100wide by 130High pangea, handbuilt tile by tile. Resources added tile by tile. Start positions and play order set for every civ etc.

The reference to gotm23 is purely to let former gotm players know that they do not need to downloas anything if they have played up to gotm 23.

It's best not to think about it too much. It's a new map, standard rules with sheep :)

Differential naval movement has not been impemented for C3C. I am still deciding which way to jump on this long term. Actually I should let the other C3C teams know this in the maintenance thread.

The recource files reside in the scenarios folder in a folder called SGOTM. You do NOT have to replace any of your standard installation. Just unzip the file into the scenarios folder and load the test save. If you see goats you're set.
 
Thanks, actually I did the update when I signed up. Not to sound prudish or anything but what are sheep used for? Is there anything describing these (new?) resources? Or is it just a different graphic for the same old thing?
 
The GOTM resources are designed to increase choice. They allow different kinds of tile improvements to be made. In this way you can persuade mountains to provide food with goats, and hills to provide 2 food, deserts have more variation too.

The first post of this thread has a link to the GOTM Reference thread. In there is a link to the GOTM specific resources. A guy called bamspeedy analysed the effects of each resource and listed what each resource would yield on each type of terrain with irrigation and mines, and also gave sound advice on how to best use them. You really do NEED to read this discussion, even if it is only the list of terrain values.
 
Hmm... it seems Oases have disappeared from the bonus resources.
 
Took the liberty of making a map for our initial cities. Any comments? The first moves should probably be to mine and build a temple, but we need to develop tiles in the direction of our expansion so settlers can move on roads. Which site shall we send our first built settler to?
sgotm6tbprop1.jpg
 
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