News: TSG132 Announcement!

Hammer Rabbi

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Civilization 5 - Game of the Month Training Series Game 132
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Welcome to the 132nd 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 Leif, Knowtalent or me know (either in the forums or through Private Message) if you experienced a crash and how many turns you replayed.

Civ V BNW - TSG132 Details:
Player (You): - Oda Nobunaga - Japan
Victory Condition: Domination or Culture but all other VCs are enabled.
Difficulty: Immortal
Civs/City-States (including player): 8/16
Map Type/Size: Continents
Game pace: Standard

Game options:
Start - Renaissance Era
Enabled - 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.

Japanese Unique Attributes:

Spoiler :
UA: Bushido - Units fight as though they were at full strength even when damaged. +1 Culture from each Fishing Boat and +2 Culture from each Atoll.
UU: Samurai - This Unit fights more effectively and helps produce Great Generals more quickly than the Longswordsman, which it replaces. Embarked Samurai can build Fishing Boats in one turn without being consumed (which makes them useful even in times of peace).
UU: Zero - Air Unit designed to wrest control of the skies and intercept incoming enemy aircraft. This Unit has a bonus against other Fighters and does not require Oil.


This is where you will start:

TS132start.jpg



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 "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 May 1st, 2016.


The save will be available for download on April 1st, 2016, midnight Central Standard time (UTC -6:00) in the US.

The Save can be found here.
 
If you are confused by the screen shot, then please check the settings. This is a later era start. And I've again tempted you with two VC choices. Have fun!

HR
 
I can't remember the policy cost progression. Does anyone know if 300 culture we start with is enough for 6 policies?

Edit: Also, thanks Hammer Rabbi!
 
It is good enough for 4 total policies. You also start with one Spy upon settling your first city.
 
Very interesting start! Those cities will need tiles to work, maybe it would be worth it to open Tradition just for the increased border growth.
 
Interesting this totally turns the game upside down. Rationalism ? Tradition ? Liberty ? Its a totally different consideration now.

What do the AI start with in a later era start ?

Same techs ?
Same units/settlers/worker ?

All the earlier wonders are open for grabs right from the start i suppose ?
 
AI starts with same amount/kind of units and everyone is fully teched through to the start of the Renaissance. Only World Wonders from Medieval era and up will be available to construct for players and AI. This does not include Guilds or National Wonders. All of those will be available.
 
So just to clarify the AI do not get a tech advantage on advanced era start games?
 
I'm thinking about putting the central settler in place, for a great absolutely ridiculous production center that will start spitting out units. Move the other to the north-west, where, hopefully, there is going to be a spot with lots of food next to a mountain, for a science center.

The choice of policies baffles me too. If there's plenty of free land around, then going 3 policies into liberty for an extra settler and quicker settler production would be advantageous: cities will start with 2 pop and in no position to make settlers right away.

Rationalism is always important, but in the beginning we won't have money for RAs, or the pop for specialists, so only +17% for Unis would be advantageous.

Taking one policy into tradition, just for a faster border growth in the production center/capital makes sense too. Though, growth might end up more of a limiting factor here.... Might need to do a test run on a similar map to validate.

Finally, for those who, like me, would like to go for domination victory, going all-in for Honor might be a competitive opener: it seems barbs are still around, and they would spawn high-level troops. Which means lots of sweet, sweet culture and, 2 policies later, gold too. I actually wish this was raging barbarians too...

Oh, the choices...
 
Wow, this actually feels like quite a different game!

First moves will be: western pikeman 2 west - middle pikeman to NW - eastern pikeman 1E to the hill. Possibly also scout with the worker and one of the settlers. Just to see as large a portion of the map as possible before deciding where to settle.

Of course settling next to river on coast is always advisable, but no sea ressources/atolls are visible to take advantage of our UA.

If there's room for cities should go liberty for fast settlers and go wide... if not, either tradition/turtle or honor/domination... tough call!
 
So just to clarify the AI do not get a tech advantage on advanced era start games?

They do not have any extra starting techs. During my test games I placed a spy immediately in the capital of the first AI I met. 3 turns later it said there were no techs to steal.
 
Culture or Dom victory
Yeah this loo--
You play as Japan in an advanced start era
brb, going to hang myself in the loft.
I can already see the 100 turns or less victories people will be pulling off. I predict I will be stuck either needing sailing to get to the other continent (I know you Hammer Rabbi, you are a sneaky one. Their will be a civ on a small island all by itself) or I will be stuck in a long drawn out war on my own continent that takes me 20 turns to resolve while some of the regulars here will have that fight over with in 4 turns.

April 1st can't come soon enough to try this out.
 
I'm thinking 3 in Honor (right side) for faster border growth in both cities. Not sure if the 4th policy should go in Rationalism or what. 10% extra science when you don't have any science is not all that useful. (starting later than Classical era is weird)

Right side of Liberty could be good too to speed up the workers.

Also wondering if I should embark one of those pikes to see if there are any fish just offshore. But that won't tell me anything until about turn 2...
 
It is good enough for 4 total policies.
Wait, does this mean I can skip Tradition/Liberty/Honor/Piety completely?

If so, I am tempted to open Aesthetics and put one there for the hammers, then start on Rationalism.

If I instead go straight Rationalism, is it feasible to unlock Ideologies before the seventh policy pick?
 
Wait, does this mean I can skip Tradition/Liberty/Honor/Piety completely?

If so, I am tempted to open Aesthetics and put one there for the hammers, then start on Rationalism.

If I instead go straight Rationalism, is it feasible to unlock Ideologies before the seventh policy pick?

Yes to both questions but the second would depend on how you achieve an ideology (Factories or the Modern Era).

Easily the hardest conundrum of this GotM will be choosing those opening Policies, only seconded by city placement. If you are already certain of the VC you want it gets easier (kind of, haha), but if you haven't then i suggest some practice games. I found lots of fun combos to mess with regarding opening policy choices.
 
I'm thinking 3 in Honor (right side) for faster border growth in both cities.

"Honor" for border growth? Was that a typo or am I missing a trick?

I don't really see the point in border growth. This is going to be a Dom victory. Its continents so culture would result in a game of trying to catch up and/or scouting the 2nd continent super early a̶n̶d̶ ̶I̶ ̶t̶h̶i̶n̶k̶ ̶d̶u̶e̶ ̶t̶o̶ ̶t̶h̶e̶ ̶s̶t̶a̶r̶t̶i̶n̶g̶ ̶e̶r̶a̶ ̶t̶h̶e̶n̶ ̶r̶e̶l̶i̶g̶i̶o̶n̶ ̶i̶s̶ ̶o̶f̶f̶ ̶b̶y̶ ̶d̶e̶f̶a̶u̶l̶t̶ ̶s̶o̶ ̶s̶a̶c̶r̶e̶d̶ ̶s̶h̶r̶i̶n̶e̶s̶ ̶s̶p̶a̶m̶ ̶i̶s̶ ̶o̶u̶t̶.

Rabbi has probably given us a nearby national wonder like mt.sinai or something, because they are a nice guy like that.

I'm going to march my 2nd settler down to the coast line and start with a sea trade route. All cities start with a granary anyway and +8 food is the equivilant to a hanging gardens so may as well make the most of it.

Edit: Just doing a practice game and religion is on in renaissainse so a super fast culture victory is actually very possible after all!
 
"Honor" for border growth? Was that a typo or am I missing a trick?

I don't really see the point in border growth. This is going to be a Dom victory. Its continents so culture would result in a game of trying to catch up and/or scouting the 2nd continent super early and I think due to the starting era then religion is off by default so sacred shrines spam is out.

Rabbi has probably given us a nearby national wonder like mt.sinai or something, because they are a nice guy like that but other than that if religion is indeed not applicable (I might have my starting eras confused) then culture and a fast win time on a continents map is mutually exclusive with each other.

I'm going to march my 2nd settler down to the coast line and start with a sea trade route. All cities start with a granary anyway and +8 food is the equivilant to a hanging gardens so may as well make the most of it.

Military Caste gives 2 culture per turn, and for domination I'll want Honor anyway so might as well start it while there are still plenty of barbs. I don't know if it's a good strat or not, I play Tradition 99% of the time and am trying out other styles.
 
Rabbi has probably given us a nearby national wonder like mt.sinai or something, because they are a nice guy like that but other than that if religion is indeed not applicable (I might have my starting eras confused) then culture and a fast win time on a continents map is mutually exclusive with each other.

Im not sure what you mean by religion not being applicable. 5 religions may still be founded, no AI starts with a religion. Three available sources of founding a religion (beyond normal fpt) are 1) Liberty finisher Prophet, 2) Hagia Sophia which is constructable from the start, and 3) Piety finisher. But it means focusing on one of them and most dont want to spend Liberty's GP on a Prophet but it is an option. Another could be using a liberty GE to rush Hagia if it is still available but that is highly situational and often not advised unless it is key to a strategy.
 
Military Caste gives 2 culture per turn, and for domination I'll want Honor anyway so might as well start it while there are still plenty of barbs. I don't know if it's a good strat or not, I play Tradition 99% of the time and am trying out other styles.

Good point, I knew it gave 2 culture but never thought to use it for border growth.
I was expecting to do horrible in this GOTM but this is shaping up to be an interesting game indeed!

Come ooooooooon Rabbi, roll us something good for religion :lol:
 
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