COTM 06 Pre-Game Discussion

grs said:
Hannabir said:
The fish may help produce a 3-turn settler factory, or else a neighbouring town gets more shields.
Sorry, but you are dreaming. I can imagine getting 10spt, but how do you get +10food in a turn?
could be working with railroads at hand .... :lol:
 
eldar said:
Settling 1NE looks like a good 20K location. I may well (simply due to lack of time in November due to other commitments) go for a 5CC 20K.

Neil. :cool:


And here I was thinking of doing that very thing; 20K that is. One, I like domination best :borg: , but want to try something different. Two, thought it would be neat to try to get some kind of award (which I'll never do in domination with the superstuds using that technique). Three, this one seemed like the least number of people played to it. Hmm...what to do?!

Of course, it seems like you have to give up ALOT to focus on a quick 20K :cry: , like changing your initial builds and your research path. Of course, I'm not really good at going beyond the MA as I never like it to get that far. All that industry really mucks up the Earth. :) Maybe I should stick to those 100 degree runs. :crazyeye:
 
Allright, I'm going to try this as my very first GOTM. I will probably lose, because I'm not any good at all. Ah well.
 
grs said:
Sorry, but you are dreaming. I can imagine getting 10spt, but how do you get +10food in a turn?

Well, not here, but a neat start with republic granted as initial tech and government type: playing an agricultural civ:
City - Grassland/Fur on river
1st tile - Flood plains, wheat, irrigated
2d tile - Cow BG, irrigated
3d-6th tiles - BG, mined
With a granery, grows from size 4-7 every three turns and produces a settler.
Now just start us with this start scenario on SID and see what happens. :rolleyes:
 
uXs said:
Allright, I'm going to try this as my very first GOTM. I will probably lose, because I'm not any good at all. Ah well.

Recommend you read/study the various starts by SirPleb. He is a genious, which I can't even spell. :blush:
 
A'AbarachAmadan said:
Recommend you read/study the various starts by SirPleb. He is a genious, which I can't even spell. :blush:

I'm checking out the threads for COTM 05 right now, and I'll keep a lookout for his write-ups. Thanks for the tip.
 
Grs, bluebox: :rolleyes:
All that we need for a 3-turn settler factory is one Cattle tile under the fog - provided that we keep the fish.
 
Hannabir said:
Grs, bluebox: :rolleyes:
All that we need for a 3-turn settler factory is one Cattle tile under the fog - provided that we keep the fish.
wrong!
You can get the 10f in one turn then, but not the 30sh in 3 turns at the same time.
Two cattles in the fog would make it possible, but then you don't need the fish.
 
Birdjaguar said:
I suspect that the map, resources and opponents are geared to steer us away from domination and conquest victories.

Or perhaps we will be involved in all-out war from the very start in order to get room for our first few cities. We have not had a start like that since I began competing (Gotm 31).
 
Ambiorix said:
Why are people choosing E-NE for their scout ? E-E onto the mountain would reveal the same tiles and more, no ?
I've tested it: E-E will not reveal the tile N-NE. So if you move your worker SE and the scout E-NE (or NE-E) you can see all the tiles that will be workable if you settle in place.
 
Ok, my last words on a 3-turn settler factory. There is no such thing on any normal map in real game, although you might construct something artificial.

1st You need to be out of despotism. That contradicts to having a settler factory. You want to finish at least most of your expansion phase before that. And yes, I asume you are not playing on an artifical empty map and not on a very low level.

2nd Even if you could, it might be better to use the first 10 shields for a warrior and that would make it a 4-turn settler/warrior factory, which is in my experience about the best thing you can normally do at the start.

3rd Having the insane number of cows, you'll need to do that in despotism, you might be better off sharing these and do 2 4-turn settler factories, which is better than 1 fictional 3-turn one and more probable.

On any maths examples you may provide. That is simply not the point. The point was IIRC: Is the fish worth not moving the town? And my answer is: No, not in despotism and especially not in this case. Having a food rich capital is nice at the start, but later on you want commerce and especially shields!

And to conclude my answer: If nothing spectacular (i.e. bonus tile) is revealed by the scout, I'd settle on the spot anyways.

I make a smiley row below that ok?

:) ;) :D :p :mischief: :crazyeye: :lol:
 
klarius said:
wrong!
You can get the 10f in one turn then, but not the 30sh in 3 turns at the same time.
Two cattles in the fog would make it possible, but then you don't need the fish.
Let's see ....

Food/shields

Turn 1 (size 5-6): +10/7
City square +2/1
Wines (irrigated) +2/0
Fish (harbor) +2/0
Bonusgrass (mined) =/2
Grassland (irrigated) +1/0
Cattlegrass (irrigated) +3/1
Hills (mined) growth/3

Turn 2 (size 6): +5/11
City square +2/1
Fish (harbor) +2/0
Bonusgrass (mined) =/2
Cattlegrass (irrigated) +3/1
Hills (mined) -1/3
Hills (mined) -1/3
Grassland (mined) =/1

Turn 3 (size 6-7): +5/12
id, plus Grassland (mined) growth/1

Total: 3 turns, 30 shields :mischief:

Where the Wines can be used by another city during 2 of the 3 turns.

By the way, is there something on that hilltop at the river?? :scan:
 
ainwood said:
Civilization: Portuguese.
Ocean Coverage: 60%
Climate: Wet
World Age: 5 Billion Years
Temperature: Temperate

It seems that this is perfect change to go for 100k. Well, pangaea would be better. Early turns would consist farmers gambit while second city'll build the Pyramids / ToA. I shall keep high research pace and hopefully reach the IA in 500AD. I want civil engineers and railroad asap. Judging parameters, wet, 5by, temperate this map has plenty of grass. I likely disband palace city to get capital to more central position.
 
Hmm, I have never done a 100k game, and I usually never build wonders in the ancient times. Perhaps this could be a nice opportunity to try it out, as I am getting kinda sick of Domination/Conquest. Gonna think hard about this...

In the mean time, could someone please point me to any articles or turn-logs that describe the tactics and strategy behind a successful 100k game? Of course, I'll go have a look at SirPleb's COTM4 game right away. :)

I am thinking ToA is a must, along with a very tight city-placement... What more should I think of?

-- Roland
 
Redbad said:
Ambiorix said:
Why are people choosing E-NE for their scout ? E-E onto the mountain would reveal the same tiles and more, no ?

I've tested it: E-E will not reveal the tile N-NE. So if you move your worker SE and the scout E-NE (or NE-E) you can see all the tiles that will be workable if you settle in place.

Thanks for checking, Redbad. Given that, I'll probably start by sending the scout E-E, and then the worker N to the wine. Scout will go east and more southish to get contacts asap.
 
Oh no! Here's the COTM06 pregame thread already and I haven't even begun GOTM36. RL has gotten busy. Still, I will make some plans for COTM06, hoping to catch up.

My opening sequence will depend on what's revealed as it progresses. If any step reveals something special then the rest of the plan may change. I'll start by moving the worker north to the wines. Irrigating the wines will be my first priority, so moving there to see what's beyond them seems a good way to start. Next the scout SE, and then E to the hills. And finally if no reason to do otherwise has appeared the settler will found the capital at the start position.

Research will be flat out on Writing, Code Of Laws, and Philosophy to get Republic as a free tech.

Triggering a Golden Age by completing the Great Lighthouse a while after becoming a Republic seems like a good goal to work toward, that should work well.
 
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