COTM 10 Pre-Game Discussion

eldar said:
That's a worse starting location than the official one! I'd abandon that right away....

[Edit] And after looking at the spoiler... yikes! Just how are you going to BUILD anything?!

I was thinking about mining the desert squares. I am going add the save in case someone wants to try.
 
eldar said:
[Edit] And after looking at the spoiler... yikes! Just how are you going to BUILD anything?!

Lots of pop rushing?
 
I've tried some 20 starts with COTM10 settings, but I just can't get such a bad starting position out of the randomiser. Well done, Ainwood :goodjob:
 
"Kirk to Enterprise, Kirk to Enterprise ! Beam us up Scotty. Spock must have given you the wrong landing party coordinates ... Enterprise ? ... Enterprise .... ? Scotty ? ... Come in Enterprise ... Are you there ... Respond please <gulp> ... Mayday ! Mayday ! Help !!"
 
MeteorPunch said:
Maybe we should build a little culture with these Mongols :lol: .

I disagree. 60% water, continents, maybe we should build a LOT of culture. Like 100K :lol:
 
Heh. My test game is going fantastically... Iroquois wiped out by Archer rush in 1750BC, the Portugese are close by and likely to share the same fate!!

[Edit] ...and I forgot to turn off SGLs, too, and got one when I completed Philosophy!! One rival dead, one severly crippled, the Pyramids in a couple of turns, I might as well stop now 'cos this is turning into a cakewalk!
 
solenoozerec said:
@ Bad starting positions
I prefer bad ones on any level. It makes it easier to write QSC log.

Hehe. There is that.

Renata
 
I'll probably skip this ugly one since I still have COTM09 to play and time is scarce ....

Anyway, the plan that comes to my mind is to move the scout west, and if nothing of value is revealed head south with settler and worker to find better land. Until then, we'd stay true to history and stay nomads. :)
 
Jove said:
I disagree. 60% water, continents, maybe we should build a LOT of culture. Like 100K :lol:

Agree. Now I'm choosing between 100K and 20K. It will depend on what I will see. Mongols is not the best civ for it in Conquests but I'll try.

May be I will change my mind if we have a small island again. :lol:
 
Thats not worse than the cotm, all those floodplains will give you growth in which you can rush to get production to settler elsewhere. Tons of hills are just worthless as a start, tough even when there is some +2f land nearby cause you won't get much done with the scarce workers.

I expect some resources to the south, but in either case I have no problem treking for a few hundred years to find a better home.


Edit:
You'll never get a random start that bad, there are rules it uses to find your spawn and nothing but hills and mountains in range violates them. Although you can get effectively the same lack of food by getting lots of coast, but the algorithm apparently counts coasts as higher than +1f.
 
Dynamic said:
Agree. Now I'm choosing between 100K and 20K.

Arrrr, c'mon, if ya go 100K we could have a fun head-to-head competition. Sidegames like that make it more fun for me, if no one else.
BUT, if it turns out to be a coast-to-coast, bizarro Ainwood torture map on crack, I reserve the right to change my mind.
 
I might start with worker W. From there he will have access to all visible (or half visible) grasslands. If an obvious settling tile reveals itself then, the scout can head in a general eastern direction (N,E or E).

I'm probably going for another military victory, conquest or domination. Until I've mastered those (if ever), I see no reason to try for the more eleborate ones which require quick reach of the domination limit anyway.
 
E, E we can see grassland thorugh the mountain pass (a strange artefact of the graphic rendering/revealing algorithm; W, W we see nothing because there are no mountains in the way). W, SW and SW, SW there's something which as far as I am concerned may be hills just as well as grassland. (Can someone familiar with the graphics modpack be more specific?) S, SW is the fishy tile, which certainly is featured enough to be revealed by so-called simulation. It has a bonus on it, or my eye is a fish. If SW, SW is hills, then moving the worker W will not reveal S, SW. It seems moving the settler S before moving the worker (possibly W) could be a good idea, because settling on the spot appears to be out of the question anyway.

My expected building order begins scout, scout. Then high priorities will be barracks, archers, the second(ish, might pop one) settler and a granary. The order depends on the settling location. If there's little food to be found, then all the other building orders can preceed the settler, and that will also be fine. The forest E, SE, SE or any other forests would be welcome within city limits.

Research will go on zero until the success or failure of the all-out scouting campaign has been established. The cash could be used for facilitating early trading.

Good about the starting position is that this compact stretch of hills is already revealed, a task not suitable for scouts.
 
@Più Freddo,

You're right, there is something *fishy* about S, SW.

SW,SW doesn't look like hills to me, whereas S,SW does, and even wine on hills doesn't give a food bonus until after despotism. Searching south may reveal a better climate but you'll move away from the river.

Edit: You convinced me to explore south rather than east.
 
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