6otM188 Announcement

Eyswein

King
GOTM Staff
Joined
Nov 26, 2016
Messages
846
Welcome to Civ VI Game of the Month - 6otM188
These games will allow new and old GotM fans to play Civ6 in a friendly competitive 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.

How to Play
1. Please read our Must Read Rules and Game Details sections below for important information before playing.
2. Consult our Other Useful Information section below and ask spoiler free questions in this thread before starting your game if needed.
3. Click the 6otMxxx.Civ6save file attachment at the bottom of this post to download the Civ6 savefile.
4. Move the Civ6 savefile from your ...\Downloads folder to your ...\Documents\My Games\Sid Meier's Civilization VI\Saves\Single folder. (This is the standard Civ6 install location so please let us know if yours is different or you can't find it)
5. Load the 6otMxxx.Civ6save file in Civ6 and play the game adhering to all our Rules and Victory Conditions specified below. (In game, click Single Player, Load Game, 6otMxxx should be at the top.)
6. Once finished, report your results in our After Actions Report (AAR) thread and attach your finished save game to your post.

Must Read Rules!
We would like to ask you to please abide by our most sacred rule: Do NOT 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. (Gifting of cities is an exploit in a religious VC as the AI can't see that it will lose if it accepts the cities.)

We also ask that you don't use any mods - in testing we found that 'display only' mod changes actually had an impact on AI behavior. In the interest of sharing and learning, if you 'must' play with mods please state their use at the top of your AAR thread post.

Game Details
Victory Condition: Culture or Diplomatic Victory in the fewest number of turns (but all other VCs are enabled)
Player (You): Cleopatra (Ptolemaic) - Egypt
Difficulty
: Immortal
Civs/City-States
(including player): 9 / 18
Map Type/Size:
Wetlands / Standard Size
Start Position:
Legendary
Resources: Abundant
Temperature: Hot
Rainfall: Arid
Sea Level: Low
Disaster Intensity: 3
Game pace: Standard
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 & Fall and Gathering Storm expansions. All pre-NFP & NFP DLCs are required. New Leader Pass DLC required.

Starting Position
6otM188 start.png

Other Useful Information
Unique Attributes:

Spoiler Unique Attributes :

Leader: Cleopatra (Ptolemaic) - Egypt

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

Thread information:
Spoiler Thread information :

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 game-related information in the Announcement thread.

After Actions Review (AAR) thread: In this thread you can post the results of your game. Please state your victory/loss turn/date (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 - please state at the top if this is the case (replayed turns, 2nd/3rd/etc. attempt).
Internal staff coordination - @The_J @Blake00

Game Length:
This game runs for a month and ends 1 January 2025.
 

Attachments

Last edited:
Spoiler Something to consider :

The leader bonus is potentially useful with the nearby Floodplains. The bonuses identified will only show for tiles within already existing borders so you won't see them when have your initial settler selected.
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.

Above had me considering whether it was best to:
1) SIP with the 2/2/3 (food/production/gold) cocoa tile immediately available or
2) Settle on T2 1SW/1W on the wheat flood plain for a 3/1/0//1 culture capital
3) Something else
Note: Also need to consider the good and bad of disaster intensity level 3.
 
A question about Egypt to those who play freqently about civ ability:

Districts, improvements and units are immune to damage from floods. -

Does it include no population lost if settled on floodplain or only buildings on city center are protected?
 
@Eyswein : Been a while since I played a GOTM, great to see that you're still going strong!

Question: you write "in testing we found that 'display only' mod changes actually had an impact on AI behavior". I haven't played without UI mods for years, have always been convinced they did not interfere with AI behavior and am very surprised to see you found it did. Which did you test and what was the interference you found?
 
@Eyswein : Been a while since I played a GOTM, great to see that you're still going strong!

Question: you write "in testing we found that 'display only' mod changes actually had an impact on AI behavior". I haven't played without UI mods for years, have always been convinced they did not interfere with AI behavior and am very surprised to see you found it did. Which did you test and what was the interference you found?
I wasn't involved in the early testing so I'll have to do some research. When I did some testing I found that (don't recall the names) that it appeared to impact the RNG values which resulted in differences when making the same exact moves - barbarians spawning in different locations and moving differently, sometimes war declared or not, etc.
 
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