COTM 02: Pregame discussion

watorrey said:
Does ainwood have a history of changing civ colors just so he can have us play more guessing games?

Yes he can change the color, I seem to recall a greyish settler in the pic for last month's speculation thread.

And then there is this

ainwood said:
It would be mean not to post the start map as well. Of course, because I'm in a particularly evil mood, I decided to change the civ colours to keep you guessing a little bit longer. Its not like you really need to know which civ you are playing or anything.
 
I think all agree that scouting west with the worker is the valid scout move in the start. NW will be limited since the hill WNW will block potential view.

As for settle spot. Without the 2 whales + grasstiles you will not be able to grow past size 4, or settle a second town WNW of start on the hills. The ammount of food will only let you grow to size 4 with whale+BG+hill/coast. So moving the settler SE seem the only logical option if you start on what appears to be the tightest GOTM start ever.

Once the city is founded you might have to think about a fast expansion after your first curragh. So I would speed for a settler just to up my unitcount in case I need more currags/galleys/warriors for goodyhut popping. The research shouldn't be impaired much by an extra city if you count the total rounds it take to get to maps. I could probably get a second city by 2800bc after I finish my first Curragh. Then two warrior garrisons for my size 4 capitol and one for my size 3 extra town three tiles from my temporary capitol(if we're on a 5 tile island with three hills and two grass) unless there is fish or whale off the NW coast as well - then I need one more. All in all I should get to maps by 1500BC or so, on a standard map techrate, regardless if I go for size 5 capitol only or expand with an extra city.

Difficulty level would have to be monarch at max I think.

But hey, I'm getting way ahead of myself here. It could be that we're on a peninsula, and that the first rounds go by themself in our search for the most suitable capitol location.

--

I've included some drabbles I made in Paint with what I could spy from the edges of the Startpic. NOTE: This is speculations, not facts.
singucotm2startspec.JPG
 
I guess I didn't examine the coast/sea layout enough when picking NW.

But if it looks like we can get off the peninsula, the second move in either case will be to the WNW hill.
 
I don't think it's an island, which would force us all to prioritize Mapmaking and have us all starting in the BG square. I bet it's a peninsula. An island would be fun though, especially if it's the Dutch. Also there wouldn't be so many early conquests and dominations.

Could be a good game for an OCC!

More hints plz Ainwood.
 
Ok, I move the worker NW :cry:
 

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I'm not sure yet whether I'll even scout with the worker.

It certainly would be nice to know whether we're on an island, and whether there's a bonus beyond those hills. OTOH, if we are on an island, scouting loses two worker turns toward mining and roading. I'm going to work out some opening sequences and see whether those two turns might matter before deciding.

My guess is that Ainwood is introducing Conquests a step at a time. Game#1 was the basic intro. Game#2 I think will introduce one of the new special traits. Given the start location I have a guess as to which one :) I'll carry on to guess that game#3 will introduce agricultural and that game#4 will have ivory near the start location.

On this map the big question is whether we're on an island of course. Even if we're not, I might not walk the settler westward. I'd move for a food bonus but how likely is it that there's one over the hills? (I have no idea how likely actually, since this isn't a random map.) Settling SE of the start seems as good as anywhere if there isn't a food bonus. At that location we can grow to size 3 and by then be producing 4spt. To pump a settler (to go grab whatever is across the hills, and a second town seems worthwhile even if we're on a very tiny island) I'd like to start building settler on the third turn after reaching size 3. The shields before that time are available for building exploratory units.

If we are indeed seafaring and start with Alphabet then I want to use those early shields for Curraghs. Even if there's a land connection a Curragh seems best to me as the first build. It can explore the coast more quickly than a warrior. And if there isn't a land connection there's no point at all in a warrior. So Curragh first I think.

Of course if we're on an island, research toward Map Making at max speed will be a priority.

There's just that one big question - are we on a small island? I'm going to keep thinking over whether it actually matters much to know, or whether the best starting sequence is to assume it regardless...
 
SniperDevil said:
What unit would you build after the carrack if you were indeed on a small island?
Another one! No point having a warrior in that case, nor in having another worker.

Edit: oops, depending on difficulty level, a warrior for happiness might be worthwhile to keep research at max...
 
It could also be the very tip of a pangea map and have us with a totally useless seafaring trait and everyone rushing to Map making :lol:
 
SniperDevil said:
umm on what difficulty level do troops effect happiness in cities?

It's more like the higher the level the sooner you need military police. I forget the exact numbers but I know that on Monarch you will need a MP to keep everyone content at 4 pop.

I am sure someone will point us to the correct link for the exact info.

edit:
FROM THE INFO CENTER:

difficulty.JPG


gov.JPG
 
It's the Dutch, unless of course the civ color has been changed. Looking forward to this game - may the next few days pass quickly.
 
Since we are using conquests lets assume a conquest civ, unless this is intended to do comparison with the few civs that had their trait changed to seafaring (England, Carthage, Scandanavia, Spain). I'll follow the former; we have Netherland, Portugal, or Byzantine. The Netherlands are agricultural as well, not a great demonstration of this trait with what appears to be little fresh water. Portugal is expansionist and seems a waste here too. So, I am saying Byzantine, with their dromons!
 
ok,so we know seafearing is a trait therefore who is going to make a bee-line for the Great Lighthouse wonder? Galleys that move 5 squares can map the globe pretty quick!
It's probably a must for early conquest or domination victory! ;)

Unless its a Pangea.
 
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