6otM103 Announcement

Eyswein

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Civilization VI - Game of the Month 103


Welcome to the 103rd game 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 - 6otM103 Details:
Player (You): Seondeok - Korea
Victory Condition
: Culture but all other VCs are enabled.
Difficulty: Immortal

Civs/City-States (including player): 14/0 :think:
Map Type/Size: Lakes/Standard Size
Game pace: Standard
Disaster Intensity: 0
Game Mode(s): Shuffle

Game options:
Start - Ancient Era
Enabled - Barbarians and Tribal Villages
Game Version: This game was created in Civ6 Gathering Storm version 1.0.8.4.
Game Requirements: vanilla version of Civilization VI with Rise and Fall and Gathering Storm expansions. All pre-New Frontier Pass (NFP) DLC Civ Packs are required, but no NFP DLCs are required.

Here is where you will start:
6otM103 start.png


Seondeok of Korea Unique Attributes:
Spoiler Unique Attributes :
Seondeok's Leader Bonus: Hwarang - Cities with an established Governor receive +3% Culture and +3% Science for each promotion that Governor has.

Unique Ability: Three Kingdoms - If adjacent to a Seowon, Farms receive +1 Food and Mines receive +1 Science.

Unique Unit: Hwacha: replaces Field Cannon; unlocked by Gunpowder.
Common abilities: -17 Ranged Strength against District defenses and naval units.
Special abilities: Needs at least 3 starting Movement to attack after moving.
Special traits: Lower Production cost (250 vs. 330). Lower Combat Strength (45 vs. 50). Lower Gold maintenance cost (3 vs. 5).

Unique Infrastructure: Seowon: Replaces Campus. Unlocked by Writing.
It must be built on Hills.
Effects: Lower Production cost (27 vs. 54). Has a starting adjacency bonus of +4 Science. -1 penalty to Science for each adjacent District tile. +1 Great Scientist Point per turn. Specialists add +2 Science each.


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 February 15th, 2021.

The save is attached below.
 

Attachments

  • 6otM103_Korea_Culture_Imm.Civ6Save
    641.5 KB · Views: 362
After Krampus I'm looking forward to a slightly reduced difficulty, and a victory I don't usually pursue. But that's a lot of civs! No disasters.

It looks like I'll settle-in-place. Looks like Hills through the fog to the east, which we'll need as Korea to build their Campus replacement. The dyes or whatever to the northeast will be in hand soon enough thereafter, and lots of food. Should be a great city and a great game.

Thanks for the GotM!

Edit: Having played through this start through 100-200 turns at least three times each, due to total failure, I could not have been more wrong about settling in place. I'll save the rest of my AAR(s).
 
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This is another interesting setup from @Eyswein, I really love the ingenuity! Obviously, my go-to victory strategy of Flight+Moai (or Colossal Heads) is not going to work here. Also, I expect a crowded map (14x2 + 1 = 29 starting cities, with no city states), Eleanor of Aquitane :mischief:, Pedro II and maybe some warrior civs for good measure :borg:. A key point will be controlling any runaway culture-driven civs using spies or good old-fashioned warfare.

Very excited to try this out, and relieved this is not a OCC :lol:
 
Several pantheons look good with this start. I guess my decision will depend on the first few turns. As there is no city-states a pantheon giving culture could be good if the map goes there.
 
So a question - does 14 Civs mean you will get about double tourists compared to an 8 Civ game, or is it scaled so each Civ gives less tourism when you add more of them?
It should mean there will be more total tourists, but each civ should have a similar number based off of pop. That willl make playing a peaceful game a bit harder as there could be a civ that explodes early on the the other side of the world and it will have a lot of tourism to overcome
 
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So a question - does 14 Civs mean you will get about double tourists compared to an 8 Civ game, or is it scaled so each Civ gives less tourism when you add more of them?

If I understand it properly, the cost to get a visiting tourist is 200 x (# starting civs). Hence in this game you will need more tourism (2800) for each visiting tourist from a civilization, but have more civs to entice.
 
Very interesting challenge. Far from the normal games I play. Very low production start. This is going to be an interesting game for sure. Gonna start this one up today. :)
 
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