Immortal University 107 Gilgamesh

elitetroops

Deity
Joined
Dec 23, 2012
Messages
5,725
Greetings, Immortals and would-be Immortals (and indeed any other players of any level), and welcome to the Immortal University.

Here is our Leader:

hjmo.jpg


Here's the opening scene:

35ob.jpg


The following settings were used to create this map:

u0xk.jpg


And the Demographics for people to spot any info they can:

6rjl.jpg


Before we start, here's the copy & paste bit where I get to pretend that I'm TMIT:

To play, just extract the WB save file into your worldbuilder saves directory, then play it. Use custom scenario if you want some extra settings to tickle your fancy. This series was designed for people learning immortal, so most people here will be at that level or trying to attain it, although deity players are welcome also. Hell, if you want to play this on NOBLE. The intention of this and any other game thread I post is to get better. Play whatever level you need in order to improve.

If you are aspiring IMM+, try to remember to add archery back to the barbs in WB. Every time you don't, a deity AI will kill a kitten, although there are a lot of kittens so it's not the end of the world if you prefer easy mode barbs.

I do request people to list their difficulty and speed. In terms of updates, well nobody follows that anyway. Post in the manner you feel comfortable. Typical comparison dates are 1 AD, liberalism, and victory/defeat, as well as any major events. If in doubt, go with that.

We also have an initial Immortal/Normal autosave which is much more convenient since you can avoid all the worldbuilder shenanigans. It comes with my personal seal of approval (not least as my worldbuilder edits may contain hideous game-destroying errors that could cause your computer to explode).
 

Attachments

Reserved.

Spoiler map details :

Map type is Planet Generator 0.68. Ocean size set to >40%, map size override to small and one extra AI added.
Spoiler those not familiar with the PG0.68 script :
Compared to standard scripts, this script typically gives lots of forest and a bit less food than normal.

Spoiler map edits :
Moved one AI a bit closer to the edge of landmass to avoid too much private land to backfill.




Immortal University uses the same method in creating games as Nobles' Club, so here are the Nobles' Club guidelines on how to add techs to the barbs:
Spoiler how to add techs to the barbarians :

  1. Zoom in all the way so you can't see the rest of the map.
  2. Use the CTRL-W key (or the menu) to enter the worldbuilder. Avoid looking at the mini-map in the lower right corner.
  3. By default you're in "player" mode (look in the box in the upper right; the icon that looks like a person should be selected). You'll get a drop down menu labeled with your leader's name. Barbarians are at the bottom, so cover the rest of the list with your hand if you don't want to see who else is on the map. Select "Barbarians".
  4. Select the "Technologies" tab in the box on the left.
  5. Find Archery (the arrow head icon; 8th row, 3rd column from the right) and click it.
  6. Exit the worldbuilder.
  7. Zoom out again after the map fades, and start playing.


When posting, please keep any map & AI revealing details in spoilers.

Good luck and have fun!
 
Whoa, what a start! If there's bronze somewhere, I see a lot of wooden vultures coming!

Can you tell us what map script you used and the amount of customizing, if any?
 
Whoa, what a start! If there's bronze somewhere, I see a lot of wooden vultures coming!

Can you tell us what map script you used and the amount of customizing, if any?
If there is bronze... ;)

For map type, see spoiler in 2nd post.
 
Great start for Ag + TW! Oh wait...
With TW you at least have something to do while waiting for BW...

Anyway, what's your openings? I'm inclined to start with warrior+2turns into worker while teching fishing, then WB-Worker-WB. After fishing techpath hunting-mining-BW while worker improves deer and mines sheep. Then choppety-choppety-chop. Usually when I tell my plans for an opening around here, everybody and their mothers can come up with better ideas, so please go ahead and tell me how this should be played! :D
 
Spoiler :
Hannibal got the 'World is round' bonus on T36 :eek:
 
Man that is an ugly start at first glance. However, it might work out to be strong.

Without testing, I'm inclined to maybe go with something like Hunting>BW first. That deer tile is strong and Hunting and Mining are cheap, with both in by the time the worker finishes. (your worker should arrive a bit faster than normal too) If at all possible I tend to like to get the worker out if it works out just as good as WBs first. TW is not an excuse for "saving turns" but it's still not bad if you have a few turn lag for BW. Chops will get out WBs asap after fishing.

Camp deer and mine sheep for some strong early production for settlers, plus chops.

Fishing next probably, with maybe an eye on GLH. But Hunting>BW leaves your options open should something present itself.

I don't know jack about this mapscript.
 
What an awkward start. I guess you go fishing first while building a warrior until fishing, build a workboat and then a worker to come out with 6 or so turns left until BW (mine the sheep hill).

Coastal seafood is a lot better than deer.
 
I would say Hunting, maybe even Hunting > AH and ignore the fish for the moment, but the problem here is that the worker can't do squat aside from improving 1-2 food tiles until we get BW. Sure you could lay roads for like 20 turns.... :rolleyes: I think Hunting > AH would take about 20T. Worker in 15, deer camped around T20, sheep pasture around T25. If AH comes in around T20, BW wouldn't be finished until like T45....

Skipping AH would put BW more like T32ish, but worker would still be finished with camp around T20. Sheep mined on T25. 7-8 turns to build some roads i guess.

Given the need for BW the 4C from working 2 coastal clams could be nice. I just hate to tech Fishing for a couple of 4F clams. Then again i kind of hate having to tech Hunting > AH with an AG/TW leader too.
 
I'd take a similar approach to lymond.
Hunting->Fishing->Mining seems like a good opening to me; Mining should still be in time for when the worker has finished the deer and it lets us build a WB right after the worker. Being on what looks like a peninsula, we can afford delaying a warrior until after the WB I think.
 
I think you either go full-bore Fishing start or delay it completely for BW here. Heck you can start a settler before WBs with this start. WBs will chop out in like 1t after BW.
 
It's a PF deer, which makes it 2H2F unimproved and 2H4F improved.

The commerce is way more important than the hammers here. The issue is getting to BW as soon as possible. Your other food sources require hunting and AH, but then your worker has to wait around for a while to chop. You can just skip hunting and AH entirely, go fishing->minng->bw, waste no turns, get there faster.
 
The commerce is way more important than the hammers here. The issue is getting to BW as soon as possible. Your other food sources require hunting and AH, but then your worker has to wait around for a while to chop. You can just skip hunting and AH entirely, go fishing->minng->bw, waste no turns, get there faster.

By the time you get a WB out in that build you have Mining already. It'll save you 2 or 3 turns off BW, that's all.

By going Hunting first, you'll delay the WB and will probably get to BW about 10 turns later, but you'll have a 6-yield (deer) and a 5-yield tile (mined sheep) available in addition to those clams, have a larger city ready to whip, and enough extra hammers for at least one warrior.
 
ML makes a point but I'm not so sure the commerce is that vital here. I think both approaches are very viable.

I don't really consider that sheep a food resource and would delay AH indefinitely.
 
By the time you get a WB out in that build you have Mining already. It'll save you 2 or 3 turns off BW, that's all.

By going Hunting first, you'll delay the WB and will probably get to BW about 10 turns later, but you'll have a 6-yield (deer) and a 5-yield tile (mined sheep) available in addition to those clams, have a larger city ready to whip, and enough extra hammers for at least one warrior.

Therein lies the problem with that start. And being bigger in this case is only allowing you to work unimproved tiles while you wait for BW.

I suspect with a fishing opening you can manage it so that you can whip a worker shortly after getting BW as well. This start is all about getting to BW. A few extra early hammers don't really matter.

I wouldn't be surprised if testing showed this to be highly efficient:

Build warrior while growing on the unimproved clams while you research fishing. Build workboat at size two while going mining->BW. Grow to size 3 on your second WB, whip your first worker, OF finishes second WB, chop second worker.

I imagine this gets you to 2x workboat and 2x worker the fastest while also netting you a lot more beakers, much faster BW, therefor much faster everything else that follows. Hunting an AH are IMO a distraction in this opening. 3 techs instead of 5. More food, more commerce, earlier chopping and whipping. Well ahead by turn 35.

I havent calculated exact timing and tile yields so that may need a bit of tweaking.
 
Build warrior while growing on the unimproved clams while you research fishing. Build workboat at size two while going mining->BW. Grow to size 3 on your second WB, whip your first worker, OF finishes second WB, chop second worker.
Can't grow on clams without fishing... But working the deer will finish your warrior 2 turns before fishing, and fill your foodbin as much as unimproved clams would. You'll be at size 3 way before you get BW if you don't build a worker.
 
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