News: TSG121 Announcement

leif erikson

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Civilization 5 - Game of the Month Training Series Game 121
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Welcome to the 121st game in the GOTM V Training Series! This Series will allow new and old GOTM fans to try out these features from Civ5's expansions and DLCs in a friendly environment. Participants are encouraged to post questions, stories, advice, tricks and failures in the dedicated game threads (described below). Each game will specify the Civ you will play and the Victory Condition to strive for. You can read more about the GOTM and Training Series concept in this thread.

Must Read!
We would like to ask you to abide by our most sacred rule: Don’t replay any turns! If you make a mistake, accept it and try to recover. To ensure fair play and prevent results exclusions, please set your Autosaves to 1 turn. In the event of a computer crash while playing, just reload to the previous save and play it as closely to how you played it the first time. Please let Knowtalent, Hammer Rabbi or leif know (either in the forums or through Private Message) if you experienced a crash and how many turns you replayed.

Civ V BNW - TSG121 Details:
Player (You): Washington - America
Victory Condition: Diplomacy but all other VCs are enabled.
Difficulty: Emperor
Civs (including player) /City-States: 8/16
Map Type/Size: Large Islands/Standard
Game pace: Standard

Game options:
Start - Ancient Era
Ancient Ruins are ON
Disabled - Quick Combat, Quick Movement

(Regardless of starting options, you may turn on/off Quick Combat/Quick Movement using the game options menu at any time during gameplay.)
Game Version: This game was created in Civ5 Brave New World version 1.0.3.279.
Game Requirements: Wonders of the Ancient World - DLC, Gods and Kings expansion, Brave New World Expansion.

America Unique Attributes:

Spoiler :
UA: Manifest Destiny - All land military units have +1 sight. 50% discount when purchasing tiles.

UU: B17 - Replaces the Bomber but is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Requires the discovery of the technology of Radar and requires the oil resource to build.

UU: Minuteman -Replaces the Musketman and moves through rough terrain as though it were flat while also gaining a bonus when fighting in rough terrain. The unit also earns points towards a Golden Age when defeating an enemy unit. Requires the discovery of the technology of Gunpowder and does not require a resource to build it.


This is where you will start:




Information about threads associated with each individual TSG -- Must Read if you are new to our Game of the Month!
Spoiler :
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.

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 game-related info once you open and play the save. Instead use the next thread.

Opening Actions thread: This thread is used to discuss the game's opening decisions and strategies through the first 100 or so turns. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. We encourage players to use the spoiler tags for screenshot. 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 your victory/loss date (preferably in the post title) and describe your path to glory in this post! 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.

Results and Congratulations thread: We will create a separate thread with the results at the end of the one month submission period (sorted by date and score). We will issue medals to the top 3 winners (based on earliest date finished). There are no long-term records kept for these results, they are just given out to top finishers to reward their efforts.


File Upload System
We 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 December 1st, 2015.


The save will be available for download on November 1st, 2015, midnight Central Standard time (UTC -6:00) in the US.

The Save can be found here.
 
Well that start looks amazing. We have food, production, happiness, gold, and choppables. Probably will forgo the scout go monument first. Rush optics? Or maybe try for GL. Hopefully there is a citystate close by that i can poach a worker from.
Now did Leif put in Polynesia :mischief: Not much more annoying than having Kamehameha dropping cities on your Island...

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What's the rationale for going monument first ever? With America, you can even delay monuments until legalism, since tiles are so cheap. Also scouts can see 3 tiles, so you got a pretty good chance of finding more ancient ruins.
 
Good point. I always pick up the Monument to speed through the opening policies, though if a cultural city state/ruins can be found around, then it's cool.
 
ST, don't repeat the Portugal mistakes. Go Scout first and find the expo spots (or lack thereof). You will know whether to go Liberty, Tradition, or even OCC. I'm really getting into Triple Scout games on Continents maps. Never played Large Islands, but if there is at least as much land as Small Continents, you want blockers galore. Otherwise you're up the creek without a paddle until Astronomy.

The conventional wisdom about less Scouts on less land holds out on Archipelago, but not on Continents and Small Continents, IMO. You want more.
 
Well that start looks amazing. We have food, production, happiness, gold, and choppables. Probably will forgo the scout go monument first. Rush optics? Or maybe try for GL. Hopefully there is a citystate close by that i can poach a worker from.
Now did Leif put in Polynesia :mischief: Not much more annoying than having Kamehameha dropping cities on your Island...

Sent from my SM-N920P using Tapatalk

Since Polynesia DLC isn't listed, I think it's safe to say they aren't in this game.

Mongolia might be in since it is a free DLC. I've noticed that Leif doesn't list them even if they are required and HR only lists them if he put them in. This makes it a little harder to have an accurate practice game set-up. With any other DLC only civ we always see them in game either as the civ we're playing or an AI if their DLC is listed, which is why I feel all the DLC civs should be required for every game. Then we won't know for sure if any of them are actually in the game.
 
ST, don't repeat the Portugal mistakes. Go Scout first and find the expo spots (or lack thereof). You will know whether to go Liberty, Tradition, or even OCC. I'm really getting into Triple Scout games on Continents maps. Never played Large Islands, but if there is at least as much land as Small Continents, you want blockers galore. Otherwise you're up the creek without a paddle until Astronomy.

The conventional wisdom about less Scouts on less land holds out on Archipelago, but not on Continents and Small Continents, IMO. You want more.

That's excellent, I appreciate
 
What's the rationale for going monument first ever? With America, you can even delay monuments until legalism, since tiles are so cheap. Also scouts can see 3 tiles, so you got a pretty good chance of finding more ancient ruins.
Large islands will typically be 30 to 50 hexes, not worth building a scout until optics at that point. may as well get the culture started early to either get to a free worker if your going liberty or legalism and the free amphitheater later. There is no visable 3f tile save for the cattle. That means an early worker can build a farm on the grassland. To start speeding growth.
Granted tradition maybe be the better choice as you probably wont get enough good city sites to justify liberty. Unless you plan on eliminating civs to lower the needed votes.

Sent from my SM-N920P using Tapatalk
 
ST, don't repeat the Portugal mistakes. Go Scout first and find the expo spots (or lack thereof). You will know whether to go Liberty, Tradition, or even OCC. I'm really getting into Triple Scout games on Continents maps. Never played Large Islands, but if there is at least as much land as Small Continents, you want blockers galore. Otherwise you're up the creek without a paddle until Astronomy.

The conventional wisdom about less Scouts on less land holds out on Archipelago, but not on Continents and Small Continents, IMO. You want more.
Large islands typically are in the 30 to 50 hexes range not really worth building a scout until right before optics IMO.

Sent from my SM-N920P using Tapatalk
 
Since Polynesia DLC isn't listed, I think it's safe to say they aren't in this game.

Mongolia might be in since it is a free DLC. I've noticed that Leif doesn't list them even if they are required and HR only lists them if he put them in. This makes it a little harder to have an accurate practice game set-up. With any other DLC only civ we always see them in game either as the civ we're playing or an AI if their DLC is listed, which is why I feel all the DLC civs should be required for every game. Then we won't know for sure if any of them are actually in the game.
Since i have all the DLC I dont think to look. :blush: I havent found enough benefits from practice games to bother to do them. I certainly wont have the time to do them now that im working on making games for GOTM. If i can get ahead of the games I will probably play the occasional hard game, but this may be my last submittion for a while.

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Incredible land...can't see any reason atm not to settle in place. Scout first, then monument or worker (depending on whether I get culture in a ruin). Should be plain sailing, but there must be a sting in the tail somewhere.
 
Large islands will typically be 30 to 50 hexes, not worth building a scout until optics at that point.
Not sure if I can agree with that, as I typically build 3 scouts for continents. They are extremely valuable for worker stealing and blocking AI settlers.
 
On continents that makes sense, but to scout 30 to 50 hexes seems a waste of production vs getting an earlier worker or free settler. On emperor the AI wont have free workers and the CS wont have any till late 20s at the earliest. Seeing as its diplomatic VC having a religion and spreading it to others can mean 2 extra votes. So building a shrine and getting earth mother gives you a chance towards that. A trireme will be more useful than a scout for locating CS, AI, and NW.

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On continents that makes sense, but to scout 30 to 50 hexes seems a waste of production vs getting an earlier worker or free settler. On emperor the AI wont have free workers and the CS wont have any till late 20s at the earliest. Seeing as its diplomatic VC having a religion and spreading it to others can mean 2 extra votes. So building a shrine and getting earth mother gives you a chance towards that. A trireme will be more useful than a scout for locating CS, AI, and NW.

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That's why I am bee-lining Great Lighthouse first thing, I want my navy to shine. I am settling in place, using manifest to buy my salt as soon as possible, and doing the usual tradition science game with a side of war to get a fast finish. Might dip into exploration if I can to get my navy going and maybe try some liberation shenanigans, but will focus on science and growth above all else. Teching fast is always the key to a quick diplo-V, above all else.
 
A diplomatic victory can also be done by killing everyone on the map except one :)

I definitely should try both options. Hopefully cities will be coastal so I can frigate rush all of them

oh yeah, even better if you liberate someone along the way
 
I'm probably gonna warmonger anyway to force an early vote. America is too tempting. My previous attempts on fast peaceful Diplo V have all failed due to timing. You only need to kill all but 2 AI civs to trigger votes, and you can liberate another AI to gain 4 votes using some shenanigans freeing the need to pass any WC votes or FP.

1 cycle vote is I think 48 turns after PP, which is difficult except for strong science civs.
 
Oh yeah I forgot, you can leave 2 of them because it's half the remaining rounded down :)

I think Tradition is the only logical choice here because it will be a while before you can spread out and a CB/Archer rush is unlikely unless there's another civ like literally right next door
 
On a Standard-sized map there's no need to liberate or buy votes from anyone unless Venice puppets 3 CSs or more. Normally you need 40 votes, so 32 from CSs + 6 from membership and host + 2 from either World Religion or Forbidden Palace; if Enrico gets 1 or 2 CSs, you need both WR and FP.
 
Not sure if I can agree with that, as I typically build 3 scouts for continents. They are extremely valuable for worker stealing and blocking AI settlers.

How do you steal workers with a scout? I thought they only do a ranged attack on workers, damaging the worker somewhat but not capturing it?
 
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