6otM159 Announcement

Eyswein

King
GOTM Staff
Joined
Nov 26, 2016
Messages
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Welcome to game 159 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 - 6otM159 Details:
Player (You): Nader Shah – Persia
Victory Condition: Domination but all other VCs are enabled. (Goal is fewest number of turns.)
Difficulty: Deity

Civs/City-States (including player): 8 / 12
Map Type/Size:
Continents / Standard Size

Start Position: Balanced
Game pace: Standard
Disaster Intensity: 2

Game Mode(s):
Corporations

Game options:
Start - Ancient Era
Enabled - Barbarians; Tribal Villages
Game Version: This game was created in Civ6 Gathering Storm version 1.0.12.9.
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:
6otM159 start.png


Nader Shah – Persia Unique Attributes:
Spoiler Unique Attributes :

Nader Shah Leader Bonus: Sword of Persia - +5 Combat Strength for all units when attacking full health units. Cities not founded by Nader Shah gain +2 Faith and +3 Gold on domestic Trade Routes.

Civilation Ability: Satrapies - Gains +1 Trade Route capacity with Political Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual.

Unique Unit:
Immortal – Replaces Swordsman, Unlocked by Iron Working
Common abilities: +5 Combat Strength vs. anti-cavalry units. Also applies when making ranged attacks.
Special abilities: Has a ranged attack (25 Ranged Strength, 2 Range). Can still make melee attacks. -17 Ranged Strength against District defenses and naval units.
Special traits: Higher Production cost (100 vs. 90).

Unique Infrastructure: Pairidaeza– Built by Builder; Unlocked by Early Empire
Effects: +1 Culture; +2 Gold; +1 Appeal to adjacent tiles; +1 Culture for every adjacent Holy Site and Theater Square; +1 Gold for every adjacent Commercial Hub and City Center; +1 Culture (with Diplomatic Service)
Restrictions: Cannot be built on Tundra or Snow tiles or adjacent to another Pairidaeza.


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 June 2023.
@The_J @Blake00

The save is attached below.
 

Attachments

  • 6otM159_NadarShah_Domination_Deity.Civ6Save
    791.5 KB · Views: 211
Welcome to CivFanatics and Game of the Month! :wavey:

We do not like to use mods as they often affect game play.
 
As somebody who has yet to win a deity game, could give me an indication if I can afford to move my settler once to the SE on this difficulty? Or is it to dangerous to give the AI even more headstart on this difficulty?

Also concerning Mods: So the Improved UI Mod (CQUI or something similar) should not be used correct?
But I hope the mod skipping the intro videos is fine? I do not really see how this could influence gameplay at all. Or is it a matter of principle to avoid generating any grey areas?
 
Also, Welcome to CivFanatics and Game of the Month! :wavey:

For mods, many of them surprisingly affect things in the game (AI actions, random rolls, etc.) so just a general rule.

For movement, sometimes it is better to move - especially at deity level if you are getting an advantage from it. For example, if the hex SE was a plains hill I would likely move (if my warrior didn't find anything on its move). However, based upon the view above I don't see a major reason to move (but could be missing something). Better defense for capital, but the loss of a 2/2 hex.
 
Also, Welcome to CivFanatics and Game of the Month! :wavey:

For mods, many of them surprisingly affect things in the game (AI actions, random rolls, etc.) so just a general rule.

For movement, sometimes it is better to move - especially at deity level if you are getting an advantage from it. For example, if the hex SE was a plains hill I would likely move (if my warrior didn't find anything on its move). However, based upon the view above I don't see a major reason to move (but could be missing something). Better defense for capital, but the loss of a 2/2 hex.
Thanks for the swift reply. I thought it to be a plains hill because of the 2/2 Icon, but from the color of it, it should be grasalnd. well I willknow for sure once I opened the save.
 
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