COTM 04 Pre-Game Discussion

It's true.

Tiny Map - 60,000
Small Map - 80,000
Standard Map - 100,000
Large Map - 130,000
Huge Map - 160,000

Otherwise it becomes near-impossible to reach 100k on smaller maps and too easy on Huge maps.
 
Actually, how much water is there on this map...?
Another thing I've noticed from maps I've generated, is there's a lot of plains as opposed to grass. So this would appear to be a really generous starting location.

Neil. :cool:
 
I also generated some maps with these settings (continents, cold, wet, 5 billion) and one odd thing that struck me was that the "order" of terrain from the north-pole to the equator wasn't the usual (and realistic) tundra->forest->grassland->plains->desert->jungle, but rather tundra->plains->desert->grassland->forest->jungle. So we could well start pretty close to the equator (on the northern hemisphere), and have forests and jungle to the south, and desert and plains to the north!

-- Roland
 
hmmm... I am very confused on which way i hsould move my settler and what building order i should have. Any suggestions?
 
As for Settler moves, there have been a number of good suggestions already in this thread, check the previous pages. Currently, I am leaning to moving the Settler NE if the initial Worker move to the Wheat doesn't reveal anything of value (like a river).

For me, the build-order looks like it's going to be Warrior (for exploration)->Warrior (for MP duty)->Settler->Granary (helped by chopping one forest tile)->Worker (2 turns) and then a Settler every 4 turns, with some 2-turn Workers every now and then.

The first Settler I build will found my second town in the best possible site, probably along the river to the NW, and hopefully next to another Wheat or Cattle. It will then build Warrior (for MP duty)->Granary->Settler->Settler->Settler...

The third town will build 2 or 3 more Warriors for MP duty, then probably Barracks followed by Javelin Throwers, which will go hunting for Barbarians.

If I find the coast, I will make sure I found a town on it as soon as possible, and then send two Curraghs out in opposite directions.

As for science, I will go for the Philosophy slingshot: Alphabet->Writing->Code of Laws->Philosophy and free Republic. The rate will depend on the number of opponents (how many will we have?).

-- Roland
 
SirPleb's idea of moving the settler to the wheat in order to find perhaps a second river to the W got me thinking...
How about settling on the spot, before moving the worker ?
The city borders will reveal all the tiles (and more) that would be revealed by moving the worker west. If a river near the wheat is present, the worker can move to the wheat, road, move to that river and start irrigating. If no river is revealed, the worker can move N or NE, irrigate, road, and then move to the wheat.
Upside : wheat in initial city radius, earliest possible start of production and research, no turn or shield loss compared with SirPleb's scenario (uhm... at least I think so...).
Downside : city is not next to a river, but that doesn't seem so important to me, if it's to be used as a settler factory (and not grow beyond 6 anytime soon). If there are lots of goodies to the west, I can move that direction with a second settler.

Did I overlook something ?
 
@SniperDevil
From your question I deduce that you will be not confused less even after a worker move.
So I would recommend that you do just the solid move, settler NE.
This site is guaranteed a 4-turn settler factory needing only 30-40 worker turns to set up.
The first builds depend still on how the tiles in the fog work out, but Roland's sequence sounds very solid.
I will probably go the course of only one warrior and granary before settler, but that's personal taste.
The agricultural trait allows rapid growth in any case.

Science as Roland recommends. You have to try the philosophy-republic slingshot always in conquests. It's just such a big advantage.
 
Ambiorix said:
Did I overlook something ?
Yes, the agricultural trait. This means the city center will produce 3 food on the river in despotism, instead of 2. This is needed to get the 4-turn factory.
 
klarius said:
Science as Roland recommends. You have to try the philosophy-republic slingshot always in conquests. It's just such a big advantage.

Yes, except on Pangaea maps at Emperor or higher, with at least 7 AI. With those settings, I believe it is virtually impossible for the player to get to Philosophy first, if he/she doesn't go directly to Philosophy from Writing (skipping Code of Laws). All because of the massive AI tech-trading.

-- Roland
 
Cuivienen said:
It's true.

Tiny Map - 60,000
Small Map - 80,000
Standard Map - 100,000
Large Map - 130,000
Huge Map - 160,000

Otherwise it becomes near-impossible to reach 100k on smaller maps and too easy on Huge maps.
Actually, the amount of culture required is configurable in the .biq file. Those figures are only for standard games. ainwood could set the culture limit to something else!

Incidentally ainwood, does the Jason score for culture victories take acount of values other than 100K total or 20K for a city?
 
chunkymonkey said:
Remember, on a large map, to be a culture vulture you need 130000 points :)
OK, Space Race or UN then. I must admit I'm a bit scared of a large map, I don't even know if I've played one before. How much longer would we expect the game to take, maybe I should book some vacation from work, just to play this.

smackster
 
Well, yes, it is configurable, but I don't expect Ainwood will fiddle around with the base values.
 
Dianthus said:
Actually, the amount of culture required is configurable in the .biq file. Those figures are only for standard games. ainwood could set the culture limit to something else!
I didn't ;) Its purely standard.

Incidentally ainwood, does the Jason score for culture victories take acount of values other than 100K total or 20K for a city?
You'd have to ask Aeson / AlanH about that - Aeson designed the original system, and AlanH implimented it (and designed it for C3C).


BTW: I don't have the minimap to hand, but IIRC the start location is 'sort-of' near the equator, in the western half of the world. And yes; lots of grassland is very generous! :king:
 
dvandenberg said:
uh, oh. I see jungles. Lots and lots of jungles.
Not Jungle but Tundra, lots and lots of tundra. (from a couple test games with large, 70% continents, cool, wet, 5 Biil) Wonderful barb/slave factories. :)

BTW, Desert isn't bad for agricutural. Works the same as plains.
 
Moving to the river shouldn't be an issue for the early game. Remember that for an agricultural civ the aqueduct is half price. Couldn't build Hoover later on though. But haven't the winners finished the game long before then?
 
To make it clear again:
Moving to the river is crucial for despotism.
The food bonus in the city center for agricultural civs is only granted, when located on fresh water.
In better governments the food bonus is always there, so then one can benefit from the cheap aqueducts.
 
Caesar of Rome said:
Moving to the river shouldn't be an issue for the early game. Remember that for an agricultural civ the aqueduct is half price. Couldn't build Hoover later on though. But haven't the winners finished the game long before then?
Klarius has cleared up the Agricultural benefit of +1 food even in Despotism, but only if located adjacent to fresh water (river or lake).

Regarding Hoover's Dam: I thought the requirement was a river somewhere within the city radius, not that the city had to be on the river.
 
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