G-Minor LXXI

Why would you conclude that? Because his finish time was 15 turns faster with Petra/DF and coastal cities, when I had neither of those advantages? Therefore I "can't read good strategies and adopt"? :P

i dont think tommy was commenting about your finish time, but the fact that you dont take the free settler early, which i must say i really dont understand myself, i consdier this very policy to be the strongest in the entire liberty tree, and the sooner you get it, the stronger it is.
 
i dont think tommy was commenting about your finish time, but the fact that you dont take the free settler early, which i must say i really dont understand myself, i consdier this very policy to be the strongest in the entire liberty tree, and the sooner you get it, the stronger it is.

Oh absolutely, it's the best thing about Liberty. I just don't like that opening for SV. I feel like full Tradition is a stronger SV opening unless you're Poland or something. And if you're not opening Liberty, but rather diving into it after Tradition, then it makes sense to use the settler as the closer in the endgame for a GS or GE after you no longer care about it affecting your point requirements for spawning them. Pisa is the only one I want early, because the +25% is worth the bump in the cost of a GS.

If I fully open Tradition, and I'm running high culture, I've got 2-3 policies before Rationalism. And later, if I'm kicking ass and win WF, I'm going to have extra policies. So, I'm going to have an extra tree to dip into, which is, for me, either commerce, patronage or liberty. (Or exploration on continents, but whatever)

So, grabbing the golden age and reduced policy cost earlier, but saving the GS for later isn't as illogical as it might seem, because you're not going to finish both liberty AND tradition before Rationalism without poland. And the free settler is the one policy that doesn't benefit you if you've already filled out tradition. That's my logic anyway.

I mean, correct me if I'm wrong tommy, but your mixed liberty/tradition guide is specifically for poland for a reason. I never heard him suggest it for Korea before.

Although, on king, with Oracle being almost a guarantee, and many of the culture wonders being easy to get, maybe opening with the free settler for SV isn't so crazy.

/shrug
 
I agree with Cromagnus, on King.

OCC Full tradition give you NC early. With Collective rules, I have NClater. So it doesn't make a real difference.
With Liberty, you get Pyra, 2 free settlers is nice. With 3 to 4 settlers stole, you don't bother to build them.
But, with early 2nd and 3th city, I have to manage early unhappiness. On Pangea or Fractal, it's not a problem. On Continents or large island, it's an issue. It's less lux and less AI.
On king, it's easy to manage AI settlers, so it's not a problem to settle later. And with good spots, growth is not a problem.

I tried last night with Egypt (20 % for wonders), Babylon (desert bias start and GS) and Poland (free SP). Large islands aren't a good map for fast SV, specially if you need astro to meet other AI. On continents, you are bad with no coastal city. If you don't meet all AI, you cannot go into word congress. On king, AI don't explore the map. You can't wait them like on Immortal or Deity.
On Pangea/fractal, you can meet all CS sooner. On other type, sometimes satellites show me those hidden CS.

T160 is a great job. You had to reroll a lot to have a such nice start and map.

With Poland, Tradition/liberty let you a GSfor late game with liberty finisher. It can make it. The problem is I roll a large islands map and I'm trap alone. Another T180 win...
Despite this, food cargo ships really rock.
 
I agree with Cromagnus, on King.

OCC Full tradition give you NC early. With Collective rules, I have NClater. So it doesn't make a real difference.
With Liberty, you get Pyra, 2 free settlers is nice. With 3 to 4 settlers stole, you don't bother to build them.
But, with early 2nd and 3th city, I have to manage early unhappiness. On Pangea or Fractal, it's not a problem. On Continents or large island, it's an issue. It's less lux and less AI.
On king, it's easy to manage AI settlers, so it's not a problem to settle later. And with good spots, growth is not a problem.

I tried last night with Egypt (20 % for wonders), Babylon (desert bias start and GS) and Poland (free SP). Large islands aren't a good map for fast SV, specially if you need astro to meet other AI. On continents, you are bad with no coastal city. If you don't meet all AI, you cannot go into word congress. On king, AI don't explore the map. You can't wait them like on Immortal or Deity.
On Pangea/fractal, you can meet all CS sooner. On other type, sometimes satellites show me those hidden CS.

T160 is a great job. You had to reroll a lot to have a such nice start and map.

With Poland, Tradition/liberty let you a GSfor late game with liberty finisher. It can make it. The problem is I roll a large islands map and I'm trap alone. Another T180 win...
Despite this, food cargo ships really rock.

well i rerolled like 10 times, but it didnt take more than 5 minutes
 
I mean, correct me if I'm wrong tommy, but your mixed liberty/tradition guide is specifically for poland for a reason. I never heard him suggest it for Korea before.

I wrote several times after that its better/on par with full tradition - a bit depending on circumstances.

And i think the lower the lvl the better the mix is, less money to buy settlers, less competition for CS, less competition for early game wonder.
All favours the mix a lot, u just free up the hammers for settlers into things which are more useful in the long run as finishing tradition 15 turns more early.

Units for CS quests and scouting, and wonders.

well i rerolled like 10 times, but it didnt take more than 5 minutes
just like it was the case for my assyria 190t win.
If u know what u r looking for rereolling can be quite fast.
Still the rerolling is the main reason why i dislike hof and prefare gotm and mp mirror maps.
 
I agree with Cromagnus, on King.

OCC Full tradition give you NC early. With Collective rules, I have NClater. So it doesn't make a real difference.
With Liberty, you get Pyra, 2 free settlers is nice. With 3 to 4 settlers stole, you don't bother to build them.
But, with early 2nd and 3th city, I have to manage early unhappiness. On Pangea or Fractal, it's not a problem. On Continents or large island, it's an issue. It's less lux and less AI.
On king, it's easy to manage AI settlers, so it's not a problem to settle later. And with good spots, growth is not a problem.

I tried last night with Egypt (20 % for wonders), Babylon (desert bias start and GS) and Poland (free SP). Large islands aren't a good map for fast SV, specially if you need astro to meet other AI. On continents, you are bad with no coastal city. If you don't meet all AI, you cannot go into word congress. On king, AI don't explore the map. You can't wait them like on Immortal or Deity.
On Pangea/fractal, you can meet all CS sooner. On other type, sometimes satellites show me those hidden CS.

T160 is a great job. You had to reroll a lot to have a such nice start and map.

With Poland, Tradition/liberty let you a GSfor late game with liberty finisher. It can make it. The problem is I roll a large islands map and I'm trap alone. Another T180 win...
Despite this, food cargo ships really rock.

That's exactly what happened to me. Great start turned out to be a large islands map, didn't meet half the civs until astronomy and due to bad luck, my caravels took like 15 turns to find the last civ, so world congress wasn't founded until t120. I had research labs up on t130, but did not find coal or aluminum until I hit satellites. I spent half the game with 4 unused copies of a lux that I couldn't sell, and eventually abandoned when I realized I would have to capture multiple CS or enemy cities to get coal and aluminum. Translation: Shuffle sucks lol. And unfortunately, the best coastal starts are usually large islands. ;)

I think tommy has a good point about the difficulty making it more viable to open liberty to the free settler. I mean after all, there's no doubt (in my mind) that getting cities out earlier is the best thing about Spain. But, what I have a problem with is the happiness. If I want to settle next to a mountain, and preferably a coastal mountain, chances are I can't also plant that city on a lux. My AI neighbors don't have their resources worked yet, so I can't trade lux for lux even if I manage to get tons of early workers. So, I've found it better to start with 2-3 cities, go for NC, then plant 2-3 more. But, I have to admit, my best starts have been the ones where I founded more cities earlier. (And had the luxury, so to speak, to do so, because I was able to plant settlers on unique luxes) But, I just hate re-rolling enough to find a map where I can get mountain/coastal (at least in expos) as it is, and hoping to find a unique lux in that spot as well is just too much re-rolling. Luck is luck though.

Speaking of luck, Murphy's Law was in full effect. I tried Spain, and finally got the Aztec start I wanted (mountain coastal river spots)... but no wonders to be found anywhere, so I restarted as the Aztecs, and found Eldorado immediately... but no freshwater near mountains... hahaha.

I agree with tommy, the re-rolls are my least favorite thing about HOF. But sometimes the HOF games are more interesting than the GOTM, sometimes the other way around. I tend to play whichever I find more interesting. :P
 
If u know what u r looking for rereolling can be quite fast.

This is simply not true for a gauntlet game. It's true for a game where you're not trying to best a very competitive #1 time, but not for this. You need a great start. Desert mountain river start with good hills for petra and lots of freshwater farms is quite uncommon, let alone a nearby coastal mountain expo with freshwater farms, good hills and multiple fishing boats, but even if all that weren't epic, random is random. You can easily go 20 or 30 rolls without starting near desert or mountain, let alone both, and I have. Sometimes your first roll is epic dirt. Sometimes you get nothing but junk for 10 or 20 rolls. And I don't just mean "average", I mean *your entire island is smaller than a 3rd-tier expanded city* kind-of-bad. Shuffle makes normal random look forgiving. At least you know whether you're on a pangaea or not with other map types. :P

Gotm is more fun in that regard, because I'm not super into re-rolling. Generally I prefer to finish out a game, but when it becomes clear that I'm not going to beat the time I've already posted in the gauntlet in a prior run, it feels like a waste of time to continue. And that makes it feel like a waste to even play past turn 50 if the dirt isn't epic. Kind of takes the fun out of it for me. :(

But I'm not digging on the OCC diplo thing, so I haven't tried the most recent one. Besides, I like the HOF's records and tables and stuff. :D
 
seems like kleskeren actually was avle to read good strategies and adopt, while u arent.

Not a very nice thing to say, and not very true either.

I have to say I've gotten more interesting strategy ideas, entertainment, and food for thought from Cromagnus' forum posts than from any youtube channels or strategy guides.

The fruitful discussion is one of the things that makes the Gauntlet/HOF games very interesting. Snarky comments and bragging posts don't really add to the discussion in my view, but to each his own :).
 
On an unrelated note, am I the only one who hears Jimmy Cliff every time you select Babylon at the civ menu? :lol:
 
How many cities should you have? I did four, but I barely made the cut (325 finish), probably fumbled a few other things as well.
 
Speaking of luck, Murphy's Law was in full effect. I tried Spain, and finally got the Aztec start I wanted (mountain coastal river spots)... but no wonders to be found anywhere, so I restarted as the Aztecs, and found Eldorado immediately... but no freshwater near mountains... hahaha.

:lol:

Exacly my games in this gauntlet. What the game can make to annoy me. Humm, this barbs camp spawned where I want to settle my second town, coal on 4th ring (and I realize you can have access to alu or uranium from CS as soon as you reach the tech, not for coal of course), this prophet on my railroad so I miss one turn to send a spaceship part to my capital. Of course, I cannot speaking about fail click with scout or archer which deal damage on a worker. So next turn, my ex-futur worker go back to his home having a drink and think about my feeling : «ok, at least 3 turns lost, so I lost 30 to 40 turn, time to load another map.»

I had a god salt start and a petra start. In this two games one only lux in an area of 12 tiles. A lot of salt or silver, but only salt or silver. :lol:

Last try after 30 mn of jungle reroll for Babylon, Incas, T190. :blush:
 
Just finished on turn 182 with Spain on an islands map using King Solomon's Mines and Great Barrier Reef, which was fun. Also discovered at least another two natural wonders first, so got 2000+ gold from natural wonders alone. To help things along, the AI left all the island goody huts alone, so I got a free tech late into the game when I started exploring just to kill barbarians.

https://patrick.dark.name/screenshots/civilization.v/g-minor.lxxi.screenshot-spain.1.turn.1.jpeg
https://patrick.dark.name/screenshots/civilization.v/g-minor.lxxi.screenshot-spain.1.turn.182.jpeg

I incorporated klaskeren's strategy into mine which made for an improvement, although I apparently need to be more careful on shuffling specialists to make sure I don't get great merchants; I had three of them spawn. I eventually removed the gold specialists to make sure I was getting great scientists.

I also incorporated the idea to wait on Oracle until Rationalism. That turned out to be a mistake; as soon as I started to build it, America finished it causing me to lose out on a policy.

Would have been better if I had started by a mountain, but I was tired of clicking "Restart" ad nauseum. Also didn't help that none of the AI were friendly until the end game (for research agreements) due to a dearth of resources and an island map. Last try, all seven AIs befriended me with six doing research agreements throughout the game. (Still did a poor turn 193 end in that one though since I built too many cities and didn't discover any natural wonders first or build on one.)

To make matters worse, five AIs were opposed to Sciences Funding. Even using diplomats, I couldn't get any of civ except the neutral one to agree to vote for it, so it got voted down. Last time I managed to get three to vote against their interests and it passed.

Also couldn't find coal, so the factories and +25% science bonus got delayed.

Blah, I just had to abandon an islands-type map where I had labs stocked by t130. Satellites revealed that the only coal and aluminum to be found was either on CS islands that were too small to place expos 4 tiles from the CS, or inside enemy territory on other islands. And no one was even in the industrial when I got Satellites. So much for that... too bad, I was on a record pace (for me anyway) despite two of my cities being in tundra and having no observatories... that's how awesome cargo ships are. But islands suck. :P
There seems to be a loophole: if a city-state doesn't have an improved source of coal or it's under a mismatched improvement (like a farm), you can gift an improvement to the city-state for 200g and get the coal immediately. If coal spawns under a mine improvement though, you won't get anything even if allies.

The gifting process seems buggy, also. I used a great general in one game to annex improved coal from an allied city-state that wouldn't gift it and got a notification that the city-state had just acquired coal and was gifting it to me... which was amusing since it was already part of my territory at that point.

klaskeren said:
(lets see if i can remember :D) Trad opener -> liberty opener -> +1 prod -> free settler -> legalism -> monarchy -> landed elite -> aristocrachy -> oligarchy -> rationalism opener -> secularism -> humanism -> free thought -> order -> +2 monument happy -> 33% gold discout on buildings -> 25% science from factory -> 25% GP generation -> mine and city production -> +1 gold from science buildings -> 1 GE 1 GS from order -> +50% from RA -> Free worker liberty -> golden age liberty -> +1 happy from trade routes.

[...]
Ty for all the info. I went into the Patronage tree at the end. Seemed more worthwhile to get the science from city-states policy.
 
How many cities should you have? I did four, but I barely made the cut (325 finish), probably fumbled a few other things as well.
My impression from my last game is that three cities are better than four. From what I've read, each city you build will up the price of techs by 5%.

Toward the end, the techs cost ~6500 science with three cities and I don't see how a fourth city can make up the additional science cost without adding turns since it'll only generate somewhere between 100 and 200 science a turn at that point (versus 325 more science in costs if the fourth city is built). Then again, great scientists you get from the city might make up for it assuming that you micromanage specialists to produce them.
 
Tradition/liberty mix seems obviously the best choice on quick speed, for example, you culture costs are reduced, i think maybe its (25-15)/25=40% reduced (from first policy at least) and then look at for example tradition opener, you will get trad opener fast, then you get 3 culture in capitol early! this is huge!, would be equivalent of 4.2 culture/turn on standard, also the liberty culture is 1.4 culture on standard, you get faster through opening policies on quick comparatively, and if you go pure tradition, you probably have to pick 2 policies in other trees than rationalism, while if you go for mix, you can open rationalism right away, perfectly timed. The Trad/liberty mix is much better timed on quick than standard, (without poland) because your early culture is higher.
 
This is simply not true for a gauntlet game. It's true for a game where you're not trying to best a very competitive #1 time, but not for this. You need a great start. Desert mountain river start with good hills for petra and lots of freshwater farms is quite uncommon, let alone a nearby coastal mountain expo with freshwater farms, good hills and multiple fishing boats, but even if all that weren't epic, random is random. You can easily go 20 or 30 rolls without starting near desert or mountain, let alone both, and I have. Sometimes your first roll is epic dirt. Sometimes you get nothing but junk for 10 or 20 rolls. And I don't just mean "average", I mean *your entire island is smaller than a 3rd-tier expanded city* kind-of-bad. Shuffle makes normal random look forgiving. At least you know whether you're on a pangaea or not with other map types. :P

Gotm is more fun in that regard, because I'm not super into re-rolling. Generally I prefer to finish out a game, but when it becomes clear that I'm not going to beat the time I've already posted in the gauntlet in a prior run, it feels like a waste of time to continue. And that makes it feel like a waste to even play past turn 50 if the dirt isn't epic. Kind of takes the fun out of it for me. :(

But I'm not digging on the OCC diplo thing, so I haven't tried the most recent one. Besides, I like the HOF's records and tables and stuff. :D

i really don't think that i had good expansion spots in my game TBH, of course you can plant costal cities with most starts, its not a big deal to be coastal, you lose out on farm spots anyway, my capitol spot was amazing obviously, but my first expo spot, while it had mountin, didnt have many nice tiles to work, and my second was all the way behind another civ many tiles away, you will always almost have a good expo spot this far away, my third and last expo was a normal nonriver (though with some river tiles nearby) nonhill coastal start, which was only coastal because i planted another coastal city, not a lot of stuff there other than grassland.
 
That explains why I keep getting more policies before rationalism than I expect. I noticed that not everything is properly scaled by 2/3. For example, you get 66 gold per city from the religious belief instead of 100. Which is correct. But then universities cost 480 instead of 440. (660*2/3)

Similarly, one faith CS buys you a pantheon. Lots of little bugs like that. But I don't know for sure that 3/turn is broken, because every 2 turns on quick equates to 3 turns on standard. So 6 culture every 2 turns is actually like 6 every 3 turns. But they also round the policy cost to the nearest 5, sort of.

So, the first policy is 15, instead of 16.3333. The second policy is should be 26.6666., etc.

So you're probably getting some bonus points in there... ?

One thing that is definitely different (IMHO) is that you need more scouts to find everyone by the equivalent standard time. Any delays are much more significant. It makes sense though that with movement rates the same, but 50% more time passing while you move, that you'd need 50% more scouts, so 3 instead of 2. But that hoses the early build queue... But that extra scout... Well that certainly favors liberty. But only if you get a culture ruin. Waiting 15 turns for your first policy is horrible. And you absolutely can't go monument first on quick because you need to scout ASAP. Sucky dilemma. :P
 
That explains why I keep getting more policies before rationalism than I expect. I noticed that not everything is properly scaled by 2/3. For example, you get 66 gold per city from the religious belief instead of 100. Which is correct. But then universities cost 480 instead of 440. (660*2/3)

Similarly, one faith CS buys you a pantheon. Lots of little bugs like that. But I don't know for sure that 3/turn is broken, because every 2 turns on quick equates to 3 turns on standard. So 6 culture every 2 turns is actually like 6 every 3 turns. But they also round the policy cost to the nearest 5, sort of.

So, the first policy is 15, instead of 16.3333. The second policy is should be 26.6666., etc.

So you're probably getting some bonus points in there... ?

One thing that is definitely different (IMHO) is that you need more scouts to find everyone by the equivalent standard time. Any delays are much more significant. It makes sense though that with movement rates the same, but 50% more time passing while you move, that you'd need 50% more scouts, so 3 instead of 2. But that hoses the early build queue... But that extra scout... Well that certainly favors liberty. But only if you get a culture ruin. Waiting 15 turns for your first policy is horrible. And you absolutely can't go monument first on quick because you need to scout ASAP. Sucky dilemma. :P

in my game i went scout -> monument -> scout
 
in my game i went scout -> monument -> scout

I've been opening Tradition, so I haven't been building monuments at all. I've just re-rolled for culture ruins. :P

But, yeah, with a mixed liberty start you'd probably need to do what you did. I'd probably go scout-monument-scout and buy another scout or warrior to augment scouting.

Edit: I also was playing as Spain when I started going for 3 scouts. They pay for themselves and then some with Spain!
 
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