News: BOTM 57 - Starts 15 August

kcd_swede

Jag är Viking!½
GOTM Staff
Joined
Jun 21, 2007
Messages
7,943
Location
Stockholm's B.F.C.
BOTM 57: Ice Elation

[img=right]http://gotm.civfanatics.net/civ4games/images/botm57civ.jpg[/img]

Game Details:

In proper Swedish fashion, I have gone north for summer vacation in order to escape this horrible 20C heat wave. Too bad for you, I had lots of time to contemplate a very challenging scenario using the inspiration of my surrondings.:satan:

The game is a 4-continent map and you will have 6 opponents. You will begin this game in ice-elation (isolation). I pretty much turned all the ocean tiles and most of the coastal tiles into ice, just to make sure you stay that way. But in a fit of pity, I put some pathways between a few landmasses. Some will require ocean going vessels, some might only require galleys.

Have fun and do what you want. For people who find Immortal level a little beyond their diffuculty, I will give a hint that peaceful victories are made easier. For people aiming for the gold... well, that's most often domination or conquest, and these victories are possible but less easy... but you know what do do better than I, so go out there and have some fun!

You will play as Willem van Orange of the Dutch. You are Creative and Financial, and start with Fishing and Agriculture. The Financial trait gives you +1 commerce on tiles giving at least 2 commerce. The Creative trait gives you +100% production on theatres, libraries, and colosseums, and provides +2 culture per turn in each city. Your unique unit is the East Indiaman, which replaces the galleon, but has a strength of 6 instead of 4 and can carry 4 units instead of 3. The East Indiaman is available with Astronomy. Your unique building is the Dike, which replaces the Levee and provides +1 :hammer: to tiles adjacent to rivers but also any other water tiles in the city radius. The city must be built on a costal or riverside tile, and knowledge of steam power is required..

The game will start in the Ancient Era against 6 AI, at Normal game speed.

Game settings:
Civilization: Willem of the Netherlands
Rivals: 6 AIs
Difficulty: Immortal
Map: Custom Continents (4), significantly modified*
Mapsize: Standard
Starting Era: Ancient
Speed: Normal
Options: No Random Events, No huts
Victory Conditions: All enabled


Starting screenshot

This is the start of the game (click for a bigger image):




Adventurer Class bonuses:
You probably need a lot of help, right? So an East Indiaman (on the clams) comes loaded with a Great Prophet, a Great General, a Great Scientist, and a worker. Sounds great, right? ;)

Contender Class:
No bonuses or hinders from the game description above.

Challenger Class Equalizers:
Deforestation: your continent has suffered deforestation. Forget about chopping out an army.:p

To Enter the Competition:

This competition will open at 00:01 am on 15 August 2012, server local time (UTC-6:00). From that date and time, you'll be able to get your chosen starting save >>>here<<<.

Submit the save after your victory (or defeat) here, by 15 September 2012.

Software Versions

Windows: This game MUST be played in Beyond the Sword (NOT Warlords or Civ4 vanilla), patched to version 3.19, and with the BUFFY mod version 3.19.003 installed. You can download the BUFFY mod here. Players using Windows Vista are encouraged to read the notes on Vista fixes here.

Macintosh: This game MUST be played in Beyond the Sword (NOT Warlords or Civ4 vanilla), patched to version 3.19, and with the MacBUFFY mod version 3.19.003 installed. You can download the MacBUFFY mod here.

While playing...

Remember - for your entry to be accepted, it MUST be your first attempt to play this game, and you MUST NOT replay any turns. If you make a mistake while playing, you have to live with it, learn from it, and carry on the game without replaying.

We will open 'spoiler' threads during the month for players to discuss what happens in their games. Do not discuss any details of your game outside those threads.
 
lol omg, most extreme challenger/adventurer ever? ;)
No forests and one of the most over rated leaders, yay ~~
 
Wow, I like it. It looks sooo cool.

To play this map or to play GOTM 81? It's a question. Both look funny.
 
Since nobody else has said it, and it needs to be said...

...remember that in Beyond the Sword games, forts can be used as canals to move naval units.

'nuff said. Enjoy!

Oh, and please submit your game even if you lose, because we would not want to set a precedent with zero submissions*... :devil:
 
Thanks, kcd, this looks like a blast! :D Ice isn't so bad--we'll be fine once we get to submarines! :lol: One detail: I think (?) that settling next to a lake also lets you build dikes. Can anyone confirm?

So, settling... SIP has an awful lot of ice, so we've gotta check out the west. Move the settler N and then...? Those fresh water tiles would be sweet (;)) if we could build a lighthouse. SIP wouldn't be that awful if it counts as coastal. Does the offshore ice make it so? Hmm, maybe settling on the green hill E of the warrior could work: clams plus two lake tiles would give 4 surplus food to start, then 7 with a lighthouse. Eh, not terribly attractive. Probably end up settling on a forest W or NW to keep the cows and gold in the BFC.

Move warrior SW. Move settler N and then decide where to end the turn. Probably settle there next turn.
 
Interesting Scandi setup.

I'm pretty sure SIP would be considered coastal; thus, a LH could be built as well as naval units. If so, potentially forts (or a city) on the 2 PHs directly south would offer passage our for naval units built by Dam, if it leads anywhere. That may not be necessary, but worth considering.

Question is: Does the potential access to other landmasses allow us to meet other AIs sooner than Astro? Still, an Astro beeline here might be good regardless.

I'm hoping there is more seafood below the warrior, as I'd like a city 1S of where he stands. The clams could be netted later with a fort on the plains tile.
 
I'm pretty sure SIP would be considered coastal; thus, a LH could be built as well as naval units.

If the tile 1 north of the gold is ocean with ice (could it be anything else? don't think so), then SIP would give a costal city.

Judging by the comments so far, PR players must be very intrigued by this setup. :)
 
But in a fit of pity, I put some pathways between a few landmasses. Some will require ocean going vessels, some might only require galleys.

Would have been interesting with a true ice-block isolation until airships or subs, but I guess that game would not appeal to many.

Also not liking the food situation, but there is a lot of fogged land. Will try a one city approach if I find more food.

Warrior 1SW (duh). Settler 1N-?? not sure on the second move...depends what I see. Probably 2-3 turns of wandering for food.

cas
 
Is it too much to hope we get to meet Humbaba again? Or Louhi? :mischief:
 
Is it too much to hope we get to meet Humbaba again? Or Louhi? :mischief:

Yes, that is too much to hope for. Humbaba is still on vacation. Immortal level barbs can be challenging enough anyhow.:eek:
 
Hmmm, difficult start. None of the options at sight are good enough for a capital.

Could all the map be as food-less as this? I hope not.
 
i tend to think that all Immortal starts are winnable, but an isolated start with poor land with some other AIs not immediately reachable certainly brings the risk of some runaway AIs. It will be interesting to see how it plays out.

To my eyes the settler is between lake and ice-ocean. Plenty of food once a lighthouse pops on board. Per a quick test, you can build a lighthouse and are considered coastal if you are next to ice-ocean

Spoiler :
Civ4ScreenShot0120.jpg
 
SIP looks OK. Lake tiles whilst being coastal as financial are good tiles... you got 4 3f3c squares there with a lighthouse, or 3f4c is you can get the colossus (and 1h late game with the Dyke of course). You don't need many other good tiles after those. Sure it will be a slow start and not great for whipping, but it'll be a very decent city before long, and I don't fancy gambling on something else and wasting turns. The only potentially better starting locations would be west, but then you may well lose coastal.

Tech AH, mining, maybe sailing for lighthouse, GLH and galley fun.
 
1E of the warrior looks better for food, though it'll take 2 turns to get there and loses the cows. Still, unless there's food near the settler that we can't see, I think 1E of the warrior might be a better spot for being able to grow the capital.
 
1E of warrior looks terrible. You loose the cows and the ability to build a lighthouse.
 
1E of warrior looks terrible. You loose the cows and the ability to build a lighthouse.

No, you don't, the clams tile is sea so you can build a lh.


I don't like the original site without additional food:
once you are working the cows and the gold you will grow at 1fpt :eek:
 
I don't like the original site without additional food:
once you are working the cows and the gold you will grow at 1fpt :eek:

Early sailing would cure that, but I suspect there is another food resource like pigs maybe. I mean KCD would not do that to us..would he:mischief:
 
hmm play this or EU III...will have free weekend for gameplay (kids not at home)...

I still wonder why almost always the food gets eaten by someone... someone has to have tons of food stockpiled.
 
Back
Top Bottom