COTM 22 pre-game discussion

If this is indeed our start, then I am certainly going to play this one. I have not played in quite some time and I have missed it. Time to dust off the ole' PC and get ta' crackin'! I'm taking the galley all the way around on the viable squares and then making my move. I would hate to go straight east and then later find out that there is a land west with bonus grasslands, cows, rivers, all sorts of luxs, hills with gold....you get the point.
 
since everyone seems to be heading W, I might try to go E instead ... hoping y'all turn out to be victims of reverse psychology
 
since it seems this isn't a joke, I think moving the galley around the coastal squares to see what is around makes sense, but it seems obvious that we will go east eventually. Settling 3 or 4 turns late will be quite the handicap on this game, though the free galley and exploring it can do will make up for it.

In fact, if there is land E-E-SE, then moving the galley to the north and loading doesn't hurt at all - you will still unload the settler and worker on turn 2 - since you can't load and unload on the same turn...

The question is - do you spend an extra turn searching or not? settling turn 3 or turn 4 probably doesn't make that much of a difference - we will be behind the AI anyway...
 
I see a cow in the fog SSE.

(Somebody has to post that ever time).
 
So the big debate becomes is it worth spending 5 turns to explore versus 1 turn to head east?

C22_Open.jpg
 
ainwood said:
BTW - to confirm - if your galley sinks with your settler in it, then it is game over - in case there were any doubts.

since AINWOOD SAY THIS, I change my mind ,and will sure follow the safe route.:blush: :blush: :blush:
 
I think taking 5 turns is too much time - this isn't a random map, it's one designed. There is an obvious clue to go east, but you can do some limited exploration by sending the galley NW, N, NE, and if anything interesting shows up - assuming land is E, E, SE, that gets your settler there at the same time.

Of course,if you just go E, E, SE, you may be able to find a better spot faster....

I'm going E
 
How about differential naval movement? :p
 
WarDance said:
How about differential naval movement? :p

Good point, I didn't consider it.

Coast 3 mp
Sea 2mp
Ocean 1mp

How many do galleys start with?

EDIT: Or does COTM games use differential movement?
 
I think with differential naval movement galleys start with 6 mp's.
 
I just went back and checked the details on the last 4 or 5 GOTM and COTM games. There is a note on the GOTM games that diff. Naval move is Off during that time. There is no mention at all on the COTM games.
 
I figured it would be. Would probably be fun on this map though...
 
Did you see the Conquest boni? It´s The Wheel and Iron Working - iow the ability to see horses and iron right away. Evil forboding... :scared:
 
socralynnek said:
Are the traits and normal starting techs still secret?
Mystery unraveling.....

We have at least Bronze Working is one of our starting techs, since Conquest gives Iron working as bonus. That means we're scientific as one of the traits.

Unless I'm mistaken, that leaves us as a possibly modified version of one of these: Persia, Russia, Greece, German, Babylon, Korea, Sumeria, and Ottoman.
The Byzanthines have a Dromon which replaces the Galley, so we're not them.

I hope that we have a Unique Swordsman, which would make sense with the free Iron Working in conquest, so that would be Persia with the Immortal. How fitting can this be? Industrious as second trait being Masonry as second tech. Those Atlantians used to build big, right?


I think East is a probably a Barbarians trap or not a brilliant starting position. Actually, I think the nearest land is North East. Psychology speaks and says that the clue lies in either the West or the North. North has a slightly longer bit of Coastal, so it will probably be less favorable than West, but I'm going to explore there first anyway. I hope to settle there in 3 turns, or sink.



I don't know what challenge I'll take. Atlantis reeks of an Open Cultural Win, but if we go with the Conquest we can immediately build Swordsmen/Immortals to stick with the superior weapons theme of the Atlantians.

Uhm... I can't wait to get home to check this one out. I think I'll go try something in between Cultural or Conquest in the Open Challenge and see what the world gifts me, but I may reconsider and go for Conquest.


How's that for an analysis? ;)
 
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