COTM11 Pre-game discussion

The very small land area at the initial picture worries me a bit, since the core around (well not much to build around) the palace will be small. But if it is a 'normal' (or a probable) pangea, it might be beneficial to move the settler five, six times north.
I will either do that or prepare for a very early palace jump.
 
Abegweit said:
My problem with using Hwacha's is that I don't expect to ever build any. I may change my mind about VC if I can't pull off a wonder GA. We'll see how the game develops. Hwach'as should be loads of fun but Regent is not the right level for them.

Unless everyone else is on a single land mass and we Navigation to get to them.
 
ainwood said:
60% ocean? Makes me think that we are either on a very long peninsula, or we're on a short-one, cut-off by (say) greeks or carthage or something else with a strong early defender....

Or a Great Wall? ;) N/NE definately has possibilities, though it does slow down our initial growth, I think this can be made up.
 
A'AbarachAmadan said:
Unless everyone else is on a single land mass and we Navigation to get to them.

Obviously this would change things...

However this is pangea and, from reading the entrails which Karasu has left spewed over this thread, I believe we are on the continent.

My current guess is that we are on a short peninsula and that some civ is dead north of us. Once we get past them, we're home free. Another guess: the Predator handicap is AI pikemen. Ugh! Or worse... more wall guards :eek:

edit: just noticed your next post :scan:
 
Why bother with pikemen, just put Carthage & Greece directly north and the Hoplites & Numidians will serve the same purpose.

As for my start idea, I thinking 1 SE and settle, worker SE to mine & road then to cow for road. Researching writing at maximum, then COL & Philosophy for the Republic bonus. Build order will be curragh, warrior, curragh, settler, Colossus. Hopefully city #2 will find a nice settler factory location to the north. The capital will be my 20K city, hoping for Colossus, Great Library, HG & maybe MoM as my AA wonder targets.
 
Gee, 20k sure is becoming popular, isn't it? I was considering jumping back into the COTM scene here, and heading maybe for Diplo or Space fastest finish.
 
I doubt there will be fresh water just out of sight, and I can't see moving out of range of the cow and game, so I don't think I will waste a move sending the worker north. I will start with settler SE to settle, worker straight to the cow. Build will be curragh, granary (with game chop), worker, warrior, and then I will have a 6-turn settler/warrior factory if we have land to explore or a 6-turn settler/curragh factory if I need to send many sailors to their deaths.

Research will be pottery followed by Republic slingshot at maximum.
 
Bed_Head:

Gee, 20k sure is becoming popular, isn't it?

Somehow a domination / conquest game on Regent seems a little overkill and Space Race wouldn't be much of a race, so that leaves only Diplomatic :lol: , 100K Culture (not sure if there's enough land for that) and a lengthy histographic :cry: as other choices, so 20K was kind of a default for this one for me. Besides a quick game would allow me more time for GOTM42, SGOTM7, Bed_Head07 and additional HOF attempts.
 
bed_head7 said:
Gee, 20k sure is becoming popular, isn't it? I was considering jumping back into the COTM scene here, and heading maybe for Diplo or Space fastest finish.
Funny, I too am tempted to play this one. I've started the last 4 or 5 GOTM/COTM, but haven't finished one. Maybe this is the one :)

This seems tailor made for a fun romp. I am thinking that a Hwacha blitz might be the right way to go for a fun game.

I don't know if I'll be able to finish this one, but the idea of playing with a bunch of Hwacha sounds like fun to me.

Maybe make it an "all artillery" game or something like that.

Possible self imposed rules.
1. My units can only attack red-lined enemies. (Forces artillery use)
2. My military must always be at least 50% artillery (Once math is discovered, can't build any more normal units till we reach 50%)

Note: these rules aren't to make it harder. They may not have that effect. Just to force me to play around with artillery in a way I don't normally do.

As for the start:

1. As has been pointed out, we have lots of shields and a good food supply. We can't build a 4 turn factory, but a 6 turn factory sharing the game every 3 turns is a given.
2. The start is solid, so I will go back to the golden rule.

cracker said:
When you consider the option to move rather than settle, it must generally be based on a significant gain in position that will offset the loss of ten points of score plus the first turn’s value in growth, production, commerce, and research.

We have here a solid starting location, so I see no reason to go searching north. We are commecial, which will offset any disadvantage we have due to not having a centrally located capitol.

In order to have the option for an early curragh, SE seems like the clear choice for settlement. My worker will work the cattle first, then either on to a BG or up to chop the game forest depending on the timing of my full out "Pottery" research.
Build wise I'd lean toward Warrior -> Curragh -> granary. If the warrior finds a great food bonus to the north, I'd probably switch to Warrior -> curragh -> (warrior or curragh) ->settler.

Food is power.
 
Jeffelammer: There's not much the worker can do to the cattle except build a road (mining would be lost to despotism penalty and there's no fresh water for irrigation).

I do like the idea of an artillery based game. I think I'll adopt that constraint for the rest of my empire and let Seoul concentrate on culture. Another goal will be to get an early MGL for a palace move to a more central location, so I'm hoping to find iron or horses nearby, or else it'll be archers & catapults against the AI (which might have been Karasu's intent all along).
 
I just realised something! This game will be released on Sakura's Birthday! :)

I'll see if I can pull off a medal in an unspecified random win condition (hopefully by being the only one to try it)...
 
denyd said:
Jeffelammar: There's not much the worker can do to the cattle except build a road (mining would be lost to despotism penalty and there's no fresh water for irrigation).
Maybe I'm smoking something, but isn't that a regular grassland under the cattle?

By my calcs, that would mean a base 2/0/0 with a 4/1/0 base with the cattle, minus despotic would be a 3/1/0 base square. In that case Mining and road would take it to 3/2/1.

If it is a BG and I missed it, then you are absolutely right.
 
denyd said:
Jeffelammer: There's not much the worker can do to the cattle except build a road (mining would be lost to despotism penalty and there's no fresh water for irrigation).
Huh? That doesn't sound right. A cow gives 2food 1shield bonus. Mining it will give you a second shield. It has to be 3 or greater before you lose 1 to despotism.
 
The blind man concedes his error. :blush: That shield dot turns out to be a piece of the cow.

New plan: worker to cow to mine & road then to BG to mine & road.
 
davidcrazy said:
for a 20k goal, has anyone thought about getting the construction asap so that we can get the aqueduct to support 6 more workers (+12 shields or so)?
that is quite a boost. maybe we should consider a slingshot to construction instead of republic unless there's some way else around.

i just want to bring this topic up again since no one answered it yet due to its insignificance. but i am quite worried about it.
 
Abegweit said:
Are you saying that Sakura is/was an April fool??

Well????

BTW, who is/was Sukura?
Here's the description of Sakura from my favourite CCS site. Sakura is the main character in Card Captor Sakura... she's also the girl in my avatar.
 
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