GOTM-05 Pre-Game Discussion

JerichoHill said:
I think, unless Ainwood has really modded this...once I get axemen up, im just going pure military...pedal to the medal.

Maybe I'll try milking!

I'm betting the mods are:

No huts
No Iron/bronze within 20 tiles of start
Horses maybe 10 tiles away

That being said I'm gonna give BW a shot just so I can plan future cities. I need to check the pedia to see if mace's require iron or if they are good to go w/ just bronze.
 
Macemen take either copper or iron. Samurai take only iron.

I pretty much sucked it up at last months game - I survived and Alexander didn't, but that's about all I can boast about. I'm looking forward to this month's game.

Plains maps are a pain though - there just isn't that much in terms of interesting hills, features and resources to really build a diverse set of cities. Plus, if rivers are sparse, then city growth could actually be minorly problematic without the health bonus.
 
I wouldn't be surprised if Ainwood heavily modified this one. No resources within 15-20 tiles!! ;)
 
Drool said:
Wouldn't think you would need any bonuses for a warlord game.

:yup: I wonder what tech I should research to reveal the most important Russian strategic resource - natural gas.
 
What differences are there between Warlord and harder levels, say Noble (that one is "even" between you and the AI?) The ones I THINK I am aware of are -

The AI needs more hammers for buildings (how many?)
The AI needs more beakers for techs (how many?)
The AI needs more food to grow city size (how much?)
You get better results from huts
Barbs apear later
The maximum "number of cities" maintainance is lower (how much?)

I suspect them need more culture to get border expansions, but I am not sure at all. It is possible that the top three are the other way round (you need less, rather than the AI needing more). Is anyone sure?
 
Samson,
I was playing around on great plains warlord last night and it seems to me that we require less vs. the AI needing more of X (food, hammer, culture).

I had never played a game on warlord or epic, however, when going through the motions and evaluating requirements for new techs, production, city growth, etc. it felt like I was playing on normal speed, when in fact I was playing on epic. I did not check the numbers needed for said events. I suppose the easiest way to find out would be to hover over the hammers when making a settler. Do they cost 100 hammers or not? Or the first cultural border jump. Does it cost 10 culture or not?



Looking forward to this though. Haven't had civ IV for very long and had avoided GOTM's because they were always above my skill level. I was hoping for an april 'prince' game since that is where I am comfortable playing at. I tried GOTM 4 earlier this month and had a rough time, so there was nothing worth submitting.

In thinking about a strategy for april's game, I'm leaning towards a CS slingshot to crush the map w/ macemen early or work on expanding east (if the masses are correct here in guessing the game starts in the sw corner of the map) towards the grasslands to make use of catherine's financial trait. I'm not certain that's really necessary though on warlord.

Of course, the map could be modded so we're playing on a resource free post-apocalyptic barren desert full of barbarian mutants, something resembling Gamma World, if you remember the RPG.

One more thing I thought was weird. My captial city grew to 2 in last night's practice game. I was working my city square (given), an unimproved grasslands and a grasslands with a cottage on river. To me, that's a total of 4 commerce, however, the city was generating 13 beakers. I'm not sure why but I'm guessing difficulty played a role.

And one more question for the masses: Earlier in the thread people were talking about settling on the plains/hill for the extra production. I thought every city founded had a city square producing 2F, 1H, 1C. Is this incorrect? thanks.
 
I'm sure that your hammer etc. costs are the same as on noble to monarch. I'm not sure if the AI is handicapped at all regarding costs; actually I doubt it. I'm sure that your maintenance costs are slightly reduced, and I think that diplo is somewhat easier.

Barbs may appear later, but nonetheless they can be a big problem. In some of my testgames I had to fight one axe or sword nearly every turn between 1AD and 1000AD (roughly).

BTW, anyone going for pure chariot conquest?
 
johnny_rico said:
One more thing I thought was weird. My captial city grew to 2 in last night's practice game. I was working my city square (given), an unimproved grasslands and a grasslands with a cottage on river. To me, that's a total of 4 commerce, however, the city was generating 13 beakers. I'm not sure why but I'm guessing difficulty played a role.
No. Palace=8 commerce, and I guess the unimproved grassland was on a river, too. That's 8+3+1+1=13. Perfectly normal.
And one more question for the masses: Earlier in the thread people were talking about settling on the plains/hill for the extra production. I thought every city founded had a city square producing 2F, 1H, 1C. Is this incorrect? thanks.
There's a thread with details somewhere, but as a rule of thumb:
Plains + Hill = +1H
Production resource on plains or hill = +1H
Food resource on grass or floodplain = +1F
Commerce resource near river = +1C

So one of the best city centers is a stone or marble plains hill, giving 2F3H1C.

Note that Ivory counts as Production resource.
 
Mooncusser said:
Plains maps are a pain though - there just isn't that much in terms of interesting hills, features and resources to really build a diverse set of cities. Plus, if rivers are sparse, then city growth could actually be minorly problematic without the health bonus.
actually, if the start is similar to the one in the practice game (and it sure seems to be) ten all the cows make for great food/hammer resources early on to power some expansion...plus, you get free workers and settlers from huts...BUILD ANOTHER SCOUT!!

edit: sometimes a cigar is just a cigar ~ perhaps the map is simply an unaltered Plains map on warlord
 
I played another test game using the practice maps.

Again, same strategy...worker/scout spam, get bw, find target.

I again got up to 4 cities, but no settler help this time from huts...just tons o gold.

CoL Slingshot. got confused.
got buddhy too. Isabella died around 1000BC when my first axemen stack attacked, took two cities.

now its 500BC and ive got two uber stacks of axemen and Cyrus is about out (1 city left, no defense really)

A pre-1AD conquest could certainly happen
if ainwood hasnt fricked with us
 
I think a roughly 500AD lactose-free conquest will be my goal. I've been able to optimize my conquest speed by.

-Declaring war on 3 AI right away and camping on them
-Using road crews to pave my path to AI's destruction. I put down more roads than the AI does in their own land. hehe
-Control barbs with mounted units and crossbow later.
-Raze every city and keep to a x----x----x pattern with settlers. Holding AI cities is a waste of military units because workers are needed to pave the way for my SOD to other civs. I'm optimizing for speed, not score.
-Use the first two cities as commerce centers and then farm/watermill/mine the rest for production cities.
-Build only the oracle for CS.
-SODs of 3 mace 1 cat can take down all cities. Use medic scouts instead of cities to heal.
-No world wrap so be wary of getting too many troops cornered.
-Ideally take a clockwise swirl starting in the rockies and then sweep to the north and then back around finally to the ozarks with a second army taking out the gulf at the same time.
 
thanks Karmina, I forgot about the 8 commerce from the palace. You're probably right about the unimproved grassland. Odds are it's on a river.

Wouldn't a plains + hill = +2H, one for the plains and one for the hill?

Pholkhero and Jerichohill, you mention a practice map? Is there somewhere to actually download one? I was just setting up custom games according to ainwoods parameters.
 
Hmmm - I personally don't think emperor is too hard, but the start position for the last GOTM was really nasty; right between the Greeks and the sea and success was highly dependent on the AI moves, ie luck.

Still, this one should be a refreshing change of pace. With the level that low, early domination will be my route.
 
This one should be fun! Never played on warlord.

Lotsa good ideas here. I think I better do a practice game using one of the sample maps in the thread.
 
I played a practice map and the 4 squares in the top left hand corner were surrounded by mountains! (Would love to get a screen shot up)

In about 500 AD a barbarian appeared and every turn I got the 'enemy has been sighted' message - drove me insane. It wasn't until I got an attack helicopter that I could finally kill him.
 
johnny_rico said:
Samson,
I was playing around on great plains warlord last night and it seems to me that we require less vs. the AI needing more of X (food, hammer, culture).

I had never played a game on warlord or epic, however, when going through the motions and evaluating requirements for new techs, production, city growth, etc. it felt like I was playing on normal speed, when in fact I was playing on epic. I did not check the numbers needed for said events. I suppose the easiest way to find out would be to hover over the hammers when making a settler. Do they cost 100 hammers or not? Or the first cultural border jump. Does it cost 10 culture or not?
I have just opened one of the example games posted in that thread over there ->.

A settler costs 125. It is usually 150 on epic? So you get a reduction. However a Barracks costs 90, that is what it usually is on epic is it not? So we get a bonus on units but not buildings. That is interesting, and makes the early war strat look even more promising. For reference, a warior cost 18, I cannot remember how much they are supposed to cost.

Culture expansion is at 15, same as usual epic. Growth from size 1 to 2 is at 33 food, I cannot remember what it is usually, but that seems about normal to me. Reaserch for mystism is 87, again I do not know if that is usual.

I wonder if this is that same as the bonuses the AI get at higher levels. I am supprised they do not get a bonus for building or growth,

BTW, hope this isnt a second post
 
Samson said:
A settler costs 125. It is usually 150 on epic?

No, in v1.52 Epic, all of the units cost 1.25x the Normal cost, while buildings cost 1.5x the Normal cost. This is true at all difficulty levels.
 
Thanks DaviddesJ. So the next question is, are the costs equal for the AI.

Going to download the practice games and work through the oracle slingshot. It's something I've yet to accomplish but have only tried a couple of times on prince games. It seems like you need a lot of trees to get it done seeing as how you can't have marble (masonry/quarries) if your looking for Civil Service. Don't mean to digress but I'm curious how feasible this is in on warlord difficulty. Hoping to get alphabet and trade back for the religious techs.

Anyone know what an SoD is? It usually seems to be in reference to warfare posts so my guess is 'stack of death' or something along those lines.
 
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