GOTM 45 Pre-Game discussion

ainwood

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Russia!

Civilization: Russia (Expansionist, Scientific, Unique-Unit = Cossack)
Difficulty: Monarch.
Rivals: Eleven.
Barbarians: Raging hordes.

Map: Standard
Geology: 5 Billion years (give or take...)
Temperature: Cool (sort-of - hot in summer though)
Climate: Wet (somewhat)
Landform: Pangaea (Maybe...)
Oceans: Yes.


Starting Map:

gotm45large.jpg

gotm45mini.jpg
 
ainwood said:
Landform: Pangaea (Maybe...)
Oceans: Yes.
Does it mean there's a lot of big inland seas?
 
Now that looks like an atrocious start. :(

What size is it? Looks Standard(???), but with 11 opponents...

Far North, tundra, hills, mountains...ack.

Anyone fancy settling south of those mountains? :confused:

At least we get a nice juicy scout, and Cossacks are rather tasty.

Edit: Scout SW, take look from mountain, poss worker N, road, or is that a waste of worker turns?
 
My god, I'm still in the midst of COTM and another GOTM is already coming out??? :eek:

And look at that start ... I doubt anyone can make a plausible settler factory there. Need to scout asap for a settler factory.
 
Wow. And the Mongols start in COTM10 looked nasty - this is even worse!! Apart from the river and the furs. Scout SE, looks like grass to the S of that mountain, should be able to see a fair distance.

Is this going to be another trail of breadcrumbs job?
 
XOTM are all standard size (at least as long as I've been playing them), and 12 civs will easily (if not peacefully) fit on a low-water pangaea. The German GOTM had a similar loadout.

Barring game or seafood in the FoW, settling in place will only give 1 tile >1 food, and E/W movement doesn't look much more promising, so first settler move will amlost certainly be S. I'm guessing the furs should be left behind entirely, to be claimed by a first-ring specialist barrack town.
 
COTM4 (Mayans) was a large world. That's the only deviation from standard I've experienced.
 
Grr 5 Million yr worlds are not supposed to look like that, I bet a million million pounds we get the worst start (ha, ha I have my fingers crossed :p )

Agreed on settling furs with 2nd ring, might be worth moving 3 whole tiles before founding Capital from there even. I note that S,SW would give another river location, that's around where we are expected to go I expect. Hmm I'll say expect again, for luck. :crazyeye:

Pangaea 'maybe' - could be pangaea with choke points to make exploration difficult.
 
Nah, I reckon there's an isolated patch of grassland with 3 cows, a river, and a couple of gold hills just to the north....
 
Più Freddo said:
Archer, Archer, Archer...

After self-research of Warrior Code, I presume? Or hoping for a trade using two techs that'll be worthless (one just cheap, the other having been researched or near-researched by every AI) by the time we meet someone?

A fine low-food expansion strategy, though ;)
 
eldar said:
After self-research of Warrior Code, I presume?

I think that would be a waste. Let's research Iron Working on minimum.

eldar said:
Or hoping for a trade using two techs that'll be worthless [...] by the time we meet someone?

We'll pop something more interesting, I'm sure.
 
You don't trade techs when you're expansionist you go and pop them asap...
 
Più Freddo said:
We'll pop something more interesting, I'm sure.

given expansionist civs in monarch have ~30% chance of popping tech from a hut, you are probably right.

as for strategy, it really depends on the surrounding terrain. with 11 other civs on a standard sized map, i'm not sure i want to use up 2-3 turns moving my initial settler, both because i'm unsure of the quality of the surrounding land available and because it could cause big-time problems vs other civs in the early game as you're behind in development.

the first scout move will be important - maybe onto the hill directly S as i think i see open land SE of there.

as for rsch, i'm not initially planning on going for culture, so cheap CB may be the way to go. for now, without knowing what the continent looks like, i'm hoping to do very little rsch and pop most AA techs from huts and get the rest via trades.
 
eldar said:
After self-research of Warrior Code, I presume? Or hoping for a trade using two techs that'll be worthless (one just cheap, the other having been researched or near-researched by every AI) by the time we meet someone?

With so many civs around, and a scout to start, there's a good chance we'll meet at least one neighbour before the first round of research is over. Of course, we can't guarantee that they will have War Code...

... on the subject of traits and techs, we have yet another scientific civ! This is bad; I'm getting to the stage that when I play a non-sci civ, I get all confused when I start a new era and don't have a new tech waiting for me. :confused:
 
I'll be joining the southern migration, looking for a site on that river with hopefully some grasslands and food bonus to be a good settler factory.

I'll probably research pottery to make an unlikely hut gift. :blush: Change that to researching Ceremonial Burial

Will huts be giving settlers or workers in this game?
 
Ummm! I don't think you'll be allowed to research Pottery. Russia is Expansionist, and I believe that means you already have it :)
 
Maybe he's predicting one of the Predator-class handicaps...?
 
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