6otM97 Announcement

Eyswein

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Civilization VI - Game of the Month 97


Welcome to the 97th 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 - 6otM97 Details:
Player (You): Ambiorix - Gaul
Victory Condition
: Science but all other VCs are enabled.
Difficulty: Immortal

Civs/City-States (including player): 8/12
Map Type/Size: Highland/Standard Size
Game pace: Standard
Disaster Intensity: 2
Game Mode(s): Dramatic Ages + Tech/Civ Shuffle

Game options:
Start - Ancient Era
Enabled - Barbarians and Tribal Villages
Game Version: This game was created in Civ6 Gathering Storm version 1.0.5.11.
Game Requirements: vanilla version of Civilization VI with Rise and Fall and Gathering Storm expansions. All DLC Civ Packs are required to include all Frontier Pass DLCs except the two persona packs that cannot be purchased separately.

Here is where you will start:
6otM97 start.jpg


Ambiorix of Gaul Unique Attributes:
Spoiler Unique Attributes :
Ambiorix's Leader Bonus: King of the Eburones: Receive Culture equal to 20% of the Production cost after training a non-civilian unit. Melee, ranged and anti-cavalry units receive +2 Combat Strength for each adjacent military unit.

Unique Ability: Hallstatt Culture: Mines gain +1 Culture, grant a +0.5 adjacency bonus for districts and trigger a Culture Bomb when built, claiming surrounding unowned tiles. Specialty districts do not receive adjacency bonuses from other districts and cannot be built next to the City Center.

Unique Unit: Gaesatae: replace Warrior;
Common abilities: +10 Combat Strength vs. anti-cavalry units; costs no Gold to maintain.
Special abilities: +10 Combat Strength when fighting units with a higher base Combat Strength; +5 Combat Strength when fighting against District defenses.
Special traits: Higher Production cost (60 vs. 40).

Unique Infrastructure: Oppidum: replaced Industrial Zone; unlocked by Iron Working; Effects:
lower Production cost (27 vs. 54); acquires Outer Defenses and Ranged Strike along with the City Center once Walls have been built; unlocks Apprenticeship when the first Oppidum is built; major bonus (+2 Production) for each adjacent Quarry or Strategic Resource; +1 Great Engineer point per turn; lowers the Appeal of nearby tiles; effect of some Buildings (Factory, Power Plant) extends to other cities whose City Centers are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack; specialists provide +2 Production 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 November15th, 2020.

The save is attached below.
 

Attachments

  • 6otM97_Gaul_Science.Civ6Save
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For those new to Dramatic Ages a couple items to consider:
Spoiler Dramatic Ages Info :

When you open the game, in the Civilopedia (? in upper right), the top entry is modes, then a description of Dramatic Ages. Worth the read if you haven't. Anything that is not accurate below is my fault for not reading, writing, or testing properly.

Key points to consider:
Only Dark or Golden Ages after first era :cool:
No Dedications (like standard mode), but more powerful Policies that can be placed in Wildcard slots.

Earning Era score:
Historic Moments (same as standard mode)
+1 for each Tech/Civic discovered
+1 for each unit promotion to 2d level or higher
Note: Era score is at end of the turn, so any era score you earn on the turn you transition from one era to the next era is credited to the new era.

Era Score required for Golden age:
This may not be fully accurate, but testing I did indicates below worked for an ancient era start on standard speed:
Ancient Era -> Classic Era, always 25
If E = Era you are currently entering beyond Classic Era; C = # cities, not including capital; A = +5 for now entering Golden Age, -10 for now entering Dark Age, then:
Era Score needed for next age = Era score as entering age + 25 + 5E + 3C + A.
So, if you meet the Classic Era golden score requirement of 25 by getting 30 era score at the end of the ancient age and have 4 cities, not including your capital, to achieve a golden age as you enter the Medieval Era you would need:
30 + 25 + 5*0 + 3*4 + 5 = 72 era score entering Medieval Era (a 42 point increase from your current 30; whether you had 25 or 30 or 100, it will still be a 42 point increase). Later eras and more cities keep seeing this requirement get bigger and bigger and bigger.

City loses during a Dark age:
In dramatic ages, you automatically have cities turn into free cities at the beginning of a Dark Age. Note: Free cities have their own influence and enough of them combined can flip other cities :crazyeye:; higher difficulty level, higher influence.
At Immortal level, human players lose 35% of their cities!! :eek: AI only at 10% at Immortal level. Of note, your capitol is always safe and you always lose at least one, but otherwise it is rounded down. :thumbsup:
So, if you enter a Dark Age by choice or not, you will lose the following number of cities:
If have 1 (capitol only), lose 0. If have 2-5, lose 1. If have 6-8, lose 2. If have 9-11, lose 3. If have 12-14, lose 4. If have 15-17, lose 5. If have 18-19, lose 6. Etc.
[Note: At this level, if you are 2 turns away from entering the next era and will be getting a dark age while currently having 5 cities, you may want to consider waiting those 2 turns before building your next city.]
 
Why did they tweak Monumentality to only give a gold discount to Builders and not Settlers? Perhaps a mistake? Has anyone tested?
 
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