6otM120 Opening actions Report

Knowtalent

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Welcome to the 6otM St 120 Opening Actions thread.
STOP - Please do not continue reading this thread until you have completed at least 80 to 100 turns in your game.
This thread is used to discuss the game once you've started playing through your first 100 turns. Apart from normal decency, the only posting restrictions are to please not post videos until the deadline is finished and to use the spoiler tags for screenshots. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. Please remember that we are running a family friendly site, so express anger or frustration with this in mind. :)
Please use this thread to discuss your goals for the game and your opening moves through the first 100 turns. Anything after that should be posted in the After Actions thread once you have completed your game.

- Where did you settle your city?
- What did you research and which policies did you choose and why?
- What was your build order?
- How soon did you build a District? Which ones did you prioritize?
- How did you place your districts?
- Did you bother with Religion Culture??
- How did you play your governance cards, priorities?
- What City-States did you meet and which ones did you cultivate to your side?
- Were your neighbors peaceful?
- Any surprises?
Please use spoiler tags for any surprise details you'd like kept hidden.
 
OK, I had some time this morning and I'm about 100 turns into it.

One major issue: looks like this game is with Corporations and Monopolies mode active? There was nothing about that in the announcement, but at least my save is giving me the option of forming industries etc, which I assume means that the game is tracking monopolies on luxury resources. This complicates the plan significantly, as I need to make sure the high culture game I was hoping for doesn't transmute into a high tourism game and result in the dreaded unintentional culture victory.

Of course, if you don't know any other civs, I guess they won't be able to send you tourists....
 
This complicates the plan significantly, as I need to make sure the high culture game I was hoping for doesn't transmute into a high tourism game and result in the dreaded unintentional culture victory.

One technique is to avoid getting any monopolies. You need 60% of a resource to get a monopoly bonus, so staying below that threshold for each luxury resource will prevent the tourism gain.
 
One technique is to avoid getting any monopolies. You need 60% of a resource to get a monopoly bonus, so staying below that threshold for each luxury resource will prevent the tourism gain.

Right, I did try to adhere to that, but unintentionally got monopolies on three luxuries and then had to go back and remove improvements on them to get back under the 60% threshold.

I say "unintentionally" because, although I keep an eye on Global Resources, to start out it just tells me the number of the luxury I have, not the total number or whether I have a monopoly or not. At some point that changes and then you know exactly where you stand, but I haven't yet figured out when that is or what causes it. So in three cases I improved one tile more than I should have, then had to go back and undo that once I realized the error.
 
although I keep an eye on Global Resources, to start out it just tells me the number of the luxury I have, not the total number or whether I have a monopoly or not. At some point that changes and then you know exactly where you stand, but I haven't yet figured out when that is or what causes it.

Global Resources starts showing total global numbers of luxuries after you find Mercantilism. Annoyingly buried in any articles about M&C.

Another technique to help is to use the search feature to see how many of a particular luxury are on the visible map and stay under that (or at least check when it switches when you add a new luxury improvement), which takes some micromanagement - it would be better if the display bar had a banner showing "have of visible" pre-Mercantilism and then the banner would switch to "have of global" once you got Mercantilism. I'd love to see the base game show everything you can figure out with micromanagement to eliminate it as a factor in play.
 
Turn 100

Prince game, having a bit of fun. Early relic from hut, really good luck for me.

Stole a settler from Australia, and quickly wiped out Indonesia. Arabia was also quickly disposed from Ngao Mbebas too. Right now, I have 13 cities with 122 science and 38 culture. John Curtin was a pain, I sent a couple Ngao Mbebas over as I thought he would be an easy picking, but nope. He got walls up and I didn't have any battering ram nearby. I declared war on him again at turn 100 for round 2. Fun game so far, thanks
 
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