COTM 16 Pre-game Discussion

Karasu

Wanderer
GOTM Staff
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With summer slowly rolling away (not that I've seen much of it I'm afraid), a more conventional map this month -We are going back to good ol' Continents... or -dare I say- dull, unexciting, almost depressing... :eek: :p

Civ: Zulu

Map: Standard
Landform: (dull, unexciting) Continents
Temperature: Warm
Climate: Normal
Geology: 5 Billion years
Water: blue (sorry I couldn't resist :D )

Difficulty: Monarch.
Rivals: Seven (pre-selected)
Barbarians: restless



 
Conquest Class Bonuses
Start with:
- 25 gold in the bank
- one extra worker, on extra warrior
- Alphabet

Predator Class Equalisers
- AI unit support increased to Emperor
- AI cost factor increased to Emperor
 
I found this thread, lying abandoned in the drafty corridors of GOTM Towers. It seems to have been dropped by Karasu as he ran to catch his vacation flight, and I thought you might be interested ;).
 
Looks like there's more land around to the west, so worker SE and scout WW might be a good choice to get information on where to settle. If the water is fresh (I.E. we can expand west as well), it might be a good choice to settle S away from the jungle and marsh.
If the water is salty, settle E to create a little space for cities along the shore?
 
Ha! I skipped this month's GOTM, but to feed the CivMonkey on my back, I played a random emperor game. Zulu, continents, warm, dry, 5 billion.

The scouts will help explore and contact. The impi will allow rapid movement of defenders if necessary, and can be used to trigger a golden age at just the right time.

This should be fun.
 
Zulu, long ago since last played them...
Mil & Exp, early UU...
why do I think we are alone on our continent to make no use of our exp trait....?

Settling in place could be nice, but I'll wait what the scout reveals
 
Hi all, im new to this CFC but i played civ for a long time.
Anyway i would like to play this COTM but im not sure what exploites are allowed and what are not. and what are the rules?
I found rules on the first page of gotm.civfanatics.net but is that all?
 
Or, maybe we'll be on the continent with and Ancient Age powerhouse like Rome.
 
Defiant said:
Hi all, im new to this CFC but i played civ for a long time.
Anyway i would like to play this COTM but im not sure what exploites are allowed and what are not. and what are the rules?
I found rules on the first page of gotm.civfanatics.net but is that all?
Welcome :wavey:

The General Rules page includes a link to a list of allowed and banned "exploits". You will also see that any dubious ploy that is not explicitly permitted should be checked with the staff before being used.
 
AlanH said:
Welcome :wavey:

The General Rules page includes a link to a list of allowed and banned "exploits". You will also see that any dubious ploy that is not explicitly permitted should be checked with the staff before being used.
o thanx. I somehow overlooked that :crazyeye:
 
Note also that rules 1 thru 5 are "No Reloading"!
 
Xerol said:
Wait, since when was ship hopping allowed?
It's never changed since I've been here.
 
Zulu start with Pots and WC.

When going for Rep. slingshot we need Alpha first. Alpha is standard equipment for Commercial and Seafaring civs. That makes 13 out of the remaining 29 civs. Odds are that nearly 1 out of 2 we meet will have Alpha. Doesn't seem wise to start researching it.

On the other hand, our starting techs aren't that shining when it comes to trading for Alpha. (rel. weight: Pots:48, WC:72 and Alpha:120). We can't start researching a second tier tech immediatly, so perhaps it's a good idea to start research on the Wheel. It's quite expensive (96) and only Japan can have it up front. So it should be good trading and it's always handy to know where the horses are.
 
Nice thinking RB and when combining Impis and Horses in the same stack, you get a pretty potent force.

I'm thinking about going for an early continental conquest while hoping my neighbors build me the Pyramids & Great Library. Not having any cheap buildings (except barracks & harbors), means culture is an unlikely target. Somehow Shaka in Space seems truly wrong, so that leaves diplomacy (ha), conquest, domination or histographic (never again). Looks like I'll be building some boats to travel to distant lands to meet exotic people and kill them.
 
Nice-looking start, obviously shift to the coast, SW gets better tiles than S, and send the scout off... hmm. Any direction but S/SW is promising! N or E, as this is continents it looks like we are probably western edge of our landmass, from the minimap.

I'll play this as it comes. No pre-planning. Initial aim, same as Denyd: continental domination. Impis escorting Horses.
 
Impis and horses. Wow, I hadn't thought of that. 1.2.2 and 2.1.2 and both retreat. Nice combo. I'm not particularly good at managing a war, but I think an early continental domination will be my goal, too. I don't think I'll build any additional scouts. Impis make effective scouts. So, research Wheel straight away. Trade for Alphabet and try Republic slingshot, if possible.
 
Thinking about science, I'll research the Wheel while building another pair of scouts, then a barracks and a couple of settlers. Hopefully, I'll be able to pop Bronze Working & Alphabet and get a settler/city unless that's turned off. I'll be in no hurry to speed the tech pace as I want horses & impis to be valuable as long as possible. It would be nice to be out of despotism when my GA hits, but unless I'm really lucky with huts, that seems unlikely.
 
As a very first reaction, maybe move scout East and hope for BGs. If BGs just out of sight maybe settle in place, but I have a good feeling about settling either 1 E or 1 S. Settling 1 E would give inner ring cities on the coast which could be ok. So basically all is decided by first scout moves ...

About the horses and impi combo - personally I never spend shields on defensive units, so that excludes impis. I am more for horses escorting more horses :D

Research depends on who our neighbours are. Alphabet if I dont think it will be easy to trade for.
 
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