GOTM-05 Pre-Game Discussion

DaveMcW said:
After thinking some more, I wonder if it's better to go searching for food resources before settling. With a scout it should be easy to find multiple food bonuses on great plains, assuming ainwood hasn't removed them all.
i agree totally. with the increased hammer/shield requirement, it's more important to find a high-food production area for the 1st city, especially with Russia starting with two worker-related techniques.
 
ainwood said:
Can't remember, off-hand. Its whatever the default it (ie - I haven't changed it).

When starting a custom game, you have to check "allow cultural conversions after conquest". IMHO, the standard, and a good way to balance against no culture warlords. Unless you're so commited to war you wipe the original civ out.:D
 
Wow, Warlord eh? Ainwood sure wasn't kidding when he said this game would be slightly easier than the last one :lol: I don't think I've ever played on such an easy level before, other then when I spent 20 mins playing on the tutorial when I first got Civ 4. (After that I jumped straight to Noble).

I think I'll use this game to just have a totally relaxed, not-bothering-to-think-about-anything game that I can play when I'm half asleep.

Some challenges for the experienced players...

- Build every single possible wonder (not sure if great plains has any sea squares? If not, some wonders won't be possible)
- Have your cities and road network spell 'GOTM' in big letters on the map
- Make every other civ friendly to you
- Found every religion
- Get a cultural victory with not 3 but 6 cities reaching around 75K simultaneously
- Gift every 2nd city you found to the AI
- Gift every 2nd city you found to the same AI player

Or a competition to see who can...
- Get the most advanced technology from the Oracle
- Get the most highly promoted single unit
- Get the most great engineers (and keep them all, so you can show off a screenshot with them all alive at the same time)
- Research up to and including Future tech while missing out as many 'real' techs as possible
 
IMHO, Emperor to Warlord is a suspiciously large drop. I smell....

1) an April Fools' gag

OR

2) some very twisted, monstrous modifications to the map. No resources, at all, anyone? Who knows?

At any rate, seems to me it's worth playing anyway just to find out! I suspect that all of you who are contriving ways to make this game more interesting will find out that Ainwood already beat you to the punch!
 
Dr Dinkindunkin said:
IMHO, Emperor to Warlord is a suspiciously large drop. I smell....

1) an April Fools' gag

It's probably a typo. Where it says 'difficulty: Warlord', it was supposed to day 'difficulty: Deity'. Ainwood'll probably notice the mistake any moment now and correct it.
 
I think I'm going to do this one, now that I have time to do a GotM. This will be my first one ever (I wanted to do some for Civ III, but never got around to it). I've only played a few games, so I'm glad for the low difficulty. I just have to be careful to never reload. Hopefully I won't forget that that rule exists...
 
DwarvenGiant said:
Oh, yes. This is my 1st post in Civ Fanatics.
Welcome to CFC [party] :band: [party]
BUT I think you ment this post to go in the "GOTM-04 Final spoiler - everything else!" thread, not this one.

To move it I would recomend editing your post, removing the text (but storing it in a text editor such as notepad). Then reply to the intended thread and paste the text in.
 
Great Plains are pretty predictable.

Assuming Ainwood didn't add the mountain manually, we'll start in the western quarter of the map. In all my testgames, the easternmost mountain was the 11th or 12th tile, counted from the left border of the map.

The rest of the starting tiles, especially the lack of forests and hills, further indicates that we start in the southern corner. Which means there are almost no resources except for copper/iron, but an abundance of desert and floodplains.

I'll move the scout NE, settler onto the plains hil...but not sure yet if I'll actually buid the capital there. If yes, building order will be scout-worker, using the flood plain tile to grow to size 2 first (scout 7 turns, growth 9 turns).

Not at all sure what to research and whether to farm or cottage spam...
A second town will be a high priority, so contrary to my favorite opening strategy, I'll probably use the forest immediately to chop a settler at size 2 (unless the plains hill reveals a food resource).
 
The starting screen shot has been removed!! I reakon ainwood is moving us into the middle of a massive desert, just to make it more interesting :)
 
Ok, I've run thru some test games really fast with auto workers auto civs and not much thinking. I might just go for the fastest total real time this time around. A 3 hour game is possible.

The barbs show up in force around 1AD if you don't fog bust the rockies.

This difficulty plays like civ3. ICS is the best strategy as the resources are more defined and there are rarely the mega good city sites. x---x---x---x would even work on this level as your cities won't go beyond 10 before you win.

The AI has no idea about wonders. The CS Slingshot->Mace is almost too easy.

Expect to be pretty hammer deprived.

You can hold an absurd number of cities and stay at 100% sci with finanical + warlord.

Sub 1AD conquest?
 
REX is alive and well in my practice games.

I experimented with building 2 scouts to pop goody huts. Assuming there's huts, this could be a fun strategy.

On average, I popped 10-12 goody huts with my scouts. In my last game, I got 2 settlers, 1 worker, 2 scouts, 1 warrior, gold, and 2 techs.

I advanced so fast I attacked Hatty with axemen when she had just started to build archers. Kept her two cities (I had 4 when I attacked).

Oracled the CS slingshot in about 1200 BC, fyi. Just nasty.

I retired as it was pretty obvious that my 20 axemen city raider 2/3 SOD was pretty much going to destroy everything.
 
culdeus said:
The barbs show up in force around 1AD if you don't fog bust the rockies.
Yeah but it is amazing to have so long untill they show up.
culdeus said:
This difficulty plays like civ3. ICS is the best strategy as the resources are more defined and there are rarely the mega good city sites. x---x---x---x would even work on this level as your cities won't go beyond 10 before you win.
I found that founding them as to have as many cows as possible per city worked well. Also a bit further out gets you closer to the dom limit sooner. With the creative cultural bonus it makes for good cities early.
culdeus said:
The AI has no idea about wonders. The CS Slingshot->Mace is almost too easy.
Yes. I even have thought about trying to do it for feudalism. Perhaps get alphabet first?
culdeus said:
Expect to be pretty hammer deprived.
I found with the cows you could get a fair few early.
culdeus said:
You can hold an absurd number of cities and stay at 100% sci with finanical + warlord.
How does finacial help you stay at 100% science? I found that the scouts made a big difference, you can get a lot of gold from huts.
culdeus said:
Sub 1AD conquest?
It is going to be an early one!!
 
It will be tough to have the patience for Cossack's as the temptation to conquer with Mace (or Knights) will be great.

I have played as Catherine before, and the Cossack truly is dominating. I usually build a bunch of Knights and turn science almost completely off after learning MilTrad (at least until I have enough cash to upgrade all of them in one single turn). And then the carnage begins.
 
What's REX?
 
kingjoshi said:
What's REX?
Rapid EXpansion. It is a term for the early stage in earlier civs when you had to prioritize getting otu settlers as soon as possible before all the land is claimed. The maintainance system in Civ 4 fairly effectively limits it.
 
btw if anyone fancies a less-boring-than-normal cultural win: On this level, if you build lots of early wonders/culture-generating buildings in your key cities, you should be able to go for a cultural win without using the culture slider much, so you can still keep your science up. For extra fun, you could even try lots of late game conquest with the most up-to-date units, and see if you can get a cultural victory to pop through while you're in the middle of your wars.
 
In my test game it was really hard to wait for cossacks. With swords I easily took two civs, then settled down to organize the empire. I could have kept going. In the beginning, my first and only scout wandered about popping huts - 3 settlers, 1 scout, 2 techs, 1 map, and gold. If I'd payed attention, I'd have gotten lots of wonders. But, the CS slingshot was super-easy to get. After that, I beelined to gunpower and military tradition, skipping all irrelevant techs. I had one city in the rocky mt foot hills with 4 cows, 2 floodplains, 2 grasslands, and lots of hills. With the Heroic Epic, it could build one cossack every other turn. With the Taj Mahal and two Great Leaders I triggered a double golden age and conquered the world. It was like a hot knife through warm butter. I never met a unit more advanced than a longbow.

I'm playing another practice game to see what a cultural strategy will be like. I might be possible to get every cultural wonder in one of your three core cities.

If people play a really well-managed game, there should be some astonishing scores and times. This will be really fun to read in the spoilers.
 
Samson said:
How does finacial help you stay at 100% science? I found that the scouts made a big difference, you can get a lot of gold from huts.

Sorry, meant "near" 100% science. You can bounce back and forth between 90 and 100 pretty easy as you take cites no problemo.

Key strategy question for early game. You'll have an AI north and to the SE. Should you:

a) Harrass one or both with either worker steal or camping?
b) Leave them be as they will be no match for your maces and taking their cities is cheaper than pumping settlers?

War wearniness is non-existent I have found. At least not so much to change any plans.
 
Back
Top Bottom