6otM170 Announcement

Eyswein

King
GOTM Staff
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Nov 26, 2016
Messages
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Welcome to game 170 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 - 6otM170 Details:
Player (You): Ramses II - Egypt
Victory Condition: Culture or Diplomatic, but all other VCs are enabled (Goal is fewest number of turns.)
Difficulty: Prince

Civs/City-States (including player): 11 / 18
Map Type/Size: Inland Sea / Standard Size
Start Position:
Balanced

Game pace: Standard
Disaster Intensity: 01

Game Mode(s):
None

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:
6otM170 start.png


Ramses II - Egypt Unique Attributes:
Spoiler Unique Attributes :

Ramses II –
Leader Bonus
: Abu Simbel- Receives Culture equal to 15% of the Production cost after completing a building, and 30% after completing a wonder.

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 2 Dec 2023.


The save is attached below.
 

Attachments

  • 6otM170_RAMSES II_CulDip_Prince.Civ6Save
    991.6 KB · Views: 240
at Prince difficulty, AI don't trade for ridiculous amount of cash for lux at the beginning.

thus my thinking is to move the settler into the forest area (NE), and look for lumps of wood tiles (preferable 4 or more).

conservative alternative is 1 SW on the 4 food sugar tile, and lock on the two 1-2 tiles as the pop grows to 2.
the down side is there's not much harvest @ early empire and too many techs to unlock for a fast expansion.


Opening Actions thread:
Btw, did we cancelled Opening Action Thread?
It was pretty interesting to see different players sharing their early game setups and strategy
 
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Btw, did we cancelled Opening Action Thread?
It was pretty interesting to see different players sharing their early game setups and strategy

After no one used it for 3 months I combined some of the key questions in the Open Action Thread with the AAR Thread. I definitely agree that the best way to learn how to move up in difficulty level and get better at the game is early strategy and game setup. If folks are interested I'll bring it back or those that are willing can add some more details to the AAR focused on the early game.
 
I think at higher difficulty I would settle SW on the sugar for income, but Airey makes a good point about the AI not having much gold in the early game on Prince. I don't like settling NE because you lose access to those floodplains - I'm thinking settle SE to get immediate access to the 2/2 Rainforest Plains Hill tile, and then build Scout--> Settler --> Builder. Beelining Craftsmanship so my builder can immediately get me 2 Sphinx on the river for a nice early culture boost. Not sure, I may need to think about it a bit more...
 
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I'm thinking of settling in place - just in the middle of all the goodies (sugar, stone, bananas, ...). One west to get direct access to the sea would be an alternative too.
I'll try to follow as much advice as possible from this site I found : https://www.thegamer.com/civilization-6-tips-strategies-egypt-ramses/. Keeping an eye on as many civic boosts as possible for a Cultural victory.

Oh, just a question, I saw some screenshots from people where the science-, gold-, culture-, ... income of rival civs was displayed under their icons. Is that a mod somewhere ?
 
I'm planning to settle SW on the first Sugar, not for cash, but to maximize my River-able tiles in the Cap! My happy place as Ramses is river-side, so I hopefully can add more special tiles by settling on one of my useless tiles. For building of course.
 
I believe I will settle on turn 5 or later. I would assume to the north although warrior will go south west.
 
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