6otM169 Announcement

Eyswein

King
GOTM Staff
Joined
Nov 26, 2016
Messages
769
Welcome to game 169 in the 6OTM Series! These games will allow new and old GOTM fans to try out the new features in Civ6 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. We will be working to refine the 6otM concept as we move ahead with the series. Gifting of cities is an exploit in a religious VC as the AI cant see that it will lose if it accepts the cities.

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 know (via Conversation (Private Message)) if you experienced a crash and how many turns you replayed.

Civ VI - 6otM169 Details:
Player (You): Cleopatra (Ptolemaic) - Egypt
Victory Condition: Science, but all other VCs are enabled (Goal is fewest number of turns.)
Difficulty: Immortal

Civs/City-States (including player): 8 / 12
Map Type/Size: Wetlands / Standard Size
Start Position:
Balanced
Temperature: Hot
Rainfall: Wet
Sea Level: Low

Game pace: Standard
Disaster Intensity: 03

Game Mode(s):
Monopolies and Corporations

Game options:
Start - Ancient Era
Enabled - Barbarians; Tribal Villages
Game Version: This game was created in Civ6 Gathering Storm version 1.0.12.54.
Game Requirements: vanilla version of Civilization VI with Rise and Fall and Gathering Storm expansions. All pre-NFP & NFP DLCs are required. New Leader Pass required.

Here is where you will start:
6otM169 start.png


Cleopatra (Ptolemaic) - Egypt Unique Attributes:
Spoiler Unique Attributes :

Cleopatra (Ptolemaic) –
Leader Bonus
: Arrival of Hapi - +1 Food and Culture for resources on Floodplains. Owned Floodplains grant +1 Appeal to adjacent tiles, instead of the usual -1.

Civ Ability: Iteru- +15% Production towards Districts and wonders built next to a river. Districts, improvements and units are immune to damage from floods.

Unique Unit: Maryannu Chariot Archer – Replaces Heavy Chariot, Unlocked by Wheel
Common abilities: Ignores enemy zone of control.
Special abilities: +2 Movement when starting its turn on open terrain. Has a ranged attack (35 Ranged Strength, 2 Range). -17 Ranged Strength vs. District defenses and naval units.
Special traits: Higher Production cost (90 vs. 65). Lower Combat Strength (25 vs. 28).

Unique Infrastructure: Sphinx– Replaces N/A, built by builder; Unlocked by Craftsmanship
Effects: +1 Culture; +1 additional Culture if built on Floodplains; +1 additional Culture (with Natural History); +2 Appeal to adjacent tiles; +1 Faith; +2 additional Faith if placed next to a wonder
Restrictions: Cannot be adjacent to another Sphinx; Cannot be built on Snow or Snow Hills tiles.


Information about threads associated with each individual 6otM -- Must Read if you are new to our Game of the Month!
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.

Spoiler :
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. Once you have opened the save, DO NOT POST in the Announcement thread, even non game-related information. 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 and final score (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.


File Upload System
In development.

This game runs for a month and ends 15 Nov 2023.

@The_J @Blake00
The save is attached below.
 

Attachments

  • 6otM169_CleopatraPtolemaic_Science_Immortal.Civ6Save
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So where do you plan to settle and how does the leader bonus, Arrival of Hapi, impact your decision making?
 
So where do you plan to settle and how does the leader bonus, Arrival of Hapi, impact your decision making?

SIP. I want the extra culture from the 2 wheat right away.

Edit: well, thinking about it again, 1 SE is prob even better, as it would bring both wheat tiles into the first ring.
 
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SIP. I want the extra culture from the 2 wheat right away.

Edit: well, thinking about it again, 1 SE is prob even better, as it would bring both wheat tiles into the first ring.
Yes, you are right sir.


6otM169 start.jpg

  1. SIP
    • Pros:
      • early +1 culture
      • able to work wheat 3-1-1 tile from t0
    • Cons:
      • lack of hammer (need to gamble horse or wait for marsh lady)
  2. SE
    • Pros:
      • early +1 culture
      • 2 wheat tile in 1st ring (can only work the 2nd wheat tile when city grows to 2)
      • can solve hammer problem by buying 1-3 wood hill, less gambling
    • Cons:
      • waste 1 turn before settling
  3. E (high risk high reward)
    • Pros:
      • early +2 culture
      • fastest population growth, sit on 3-1-1 wheat and work another
      • pearl for early faith
    • Cons:
      • lack of hammer
      • too much coastal tile for a capital
  4. WW (conservative)
    • Pros:
      • early hammer tile
    • Cons:
      • no early culture
      • waste 2 turns before settling
Personally I think option 3 is best if aiming for lady marsh.
 
First GOTM in over 10 years, I think - didn't calculate exactly. Probably the wrong difficulty level to start with, but at least I'll have an excuse.
Settling in place because the settle location icon tells me to. And it seems a lot of good stuff is based on having as many floodlands as possible.
Next priority : find out who this marsh lady is.
wish me luck !
 
First GOTM in over 10 years, I think - didn't calculate exactly. Probably the wrong difficulty level to start with, but at least I'll have an excuse.
Settling in place because the settle location icon tells me to. And it seems a lot of good stuff is based on having as many floodlands as possible.
Next priority : find out who this marsh lady is.
wish me luck !
Welcome back 🥳

25 faith.jpg


first time you collect 25 faith points, you can pick a pantheon from a list, unique to your civ.
Pantheon.jpg


normal marsh vs lady marsh
微信截图_20231017065336.jpg



Just a nitpick, but doesn't #4 waste 3 turns before settling?
yes, it does take 2 turns to walk, #4 is a plain tile, settler can walk and settle on turn 3.
the earliest is to settle at t1, not t0; thus waste 2 turns.

with #4, possible
  • builder AH start, improve lux, sell AI
  • buy 1 settler, build another settler to complete early 3 city start (before t30)
  • back fill to spot #1, #2 or #3 depending on if and where the horse show up.
 
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Really not as big a issue as the the average player thinks it is.

I regularly settle turn 2-5 in my games. Early game your yields are so minor that if your settling a noticeably better location it will surpass any lost yields and become a net gain very quickly.
It’s all exponential growth.

Just a nitpick, but doesn't #4 waste 3 turns before settling?
 
To follow up on my last post:
I have a “Emo” Cleo no game modes Huge map deity default settings standard speed culture victory on turn 141 on my channel. I want to say that is a turn 4-5 settle.

With “emo Cleo” the biggest issue is production. People get caught up in the ability they forget early game production is vital. I moved that game to get fewer floodplains but more natural workable tiles.

Population growth will cover early movement and well this version of Cleo has amazing early growth potential.
 
What about ENEE? Leaves a great second city SWSW, gets faith without tile purchase for marsh lady, gets access to ocean without too many ocean tiles. I’m also fairly new to civ 6, so I’m not too well versed in how to weight faith & culture, though that +2 production seems outrageous for this start.

And anyway, what is the culture from wheat people are talking about?
 
And anyway, what is the culture from wheat people are talking about?
it's under the 1st post, by Eyswein

Cleopatra (Ptolemaic) –
Leader Bonus
: Arrival of Hapi - +1 Food and Culture for resources on Floodplains. Owned Floodplains grant +1 Appeal to adjacent tiles, instead of the usual -1.
so the 2 wheat tiles will grant +2 culture as soon as it's in your city border.
 
What about ENEE? Leaves a great second city SWSW, gets faith without tile purchase for marsh lady, gets access to ocean without too many ocean tiles. I’m also fairly new to civ 6, so I’m not too well versed in how to weight faith & culture, though that +2 production seems outrageous for this start.

And anyway, what is the culture from wheat people are talking about?
The potential problem with ENEE is a potential lack of production to start (at least from the current screenshot; after moving the settler one E you may see something that makes it very viable so don't rule it out). Settling 1E will still allow a second city at 3W-1SW of capital on the plains/hill for one extra city production.

The culture comes from the Cleopatra (Ptolemaic) Leader Bonus: Arrival of Hapi - +1 Food and Culture for resources on Floodplains. Owned Floodplains grant +1 Appeal to adjacent tiles, instead of the usual -1. This makes the hex 1E worth 3 food, 1 production, 1 culture to start for your capital city. You can then work the other wheat tile for another 3 food, 1 production, 1 culture for a relatively fast growth and culture expansion to start. With this the pearls are the likely (I think guaranteed) first expansion. Ensure your second citizen works the pearls and take God King as your Economic policy when you reach Code of Laws and you will quickly build to 25 faith, which you can then take Lady of the Reeds and Marshes for +2 production on all marsh, oasis, and desert flood plains, making all those marsh tiles a hefty 3 food / 2 production.
 
Moderator Action: Moved the discussion of city gifting as an exploit in religious vc's to the exploit thread as it has no place here.
 
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