GOTM 10 - Please Read

ainwood

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When making the map for GOTM-10, I had some issues with the editor that I didn't pick-up until it was a bit late.

Its not a game-breaker, but I suggest that those of you who don't play with the "show plot yields" option turn it on....

The issue should then be fairly obvious, but for those who haven't yet started the game, please don't explain it here.

And thanks to those who suggested I advertise this error. :)
 
Ehrr...I've some trouble in the translation, sorry :)
Do you mean the grid?

Thx
 
I thought that was just another way to help us out on a high level. I noticed it when I had a settler active because it shows the yield displays automatically, so even if people don't see this to turn it on, there's a good chance they'll see what we're not talking about.
 
mike p said:
I thought that was just another way to help us out on a high level. I noticed it when I had a settler active because it shows the yield displays automatically, so even if people don't see this to turn it on, there's a good chance they'll see what we're not talking about.

I spotted it when I had a settler active too. My son had a good laugh at the terrain description when I put the cursur over it.
 
culdeus said:
What happens if you settle on one of "those" squares?
probably your settler dies of indigestion :crazyeye:
 
I hope someone will explain this once the contest is over. Apparently I missed whatever it was!
 
I imagine you'll only have to wait until the first spoiler is up.
 
Originally Posted by culdeus
What happens if you settle on one of "those" squares?

2food, 1hammer, 1commerce
 
Since people will be reading this thread, it's worth mentioning that the HOF mod has a slight bug in these GOTM settings. Attempting to fix the hammer overflow with slavery bug, an error was introduced that in some cases eliminates production overflow from whipping altogether! If you know about it in advance, you can understand it and play with it so that it barely affects your game, but if not, then you may lose a substantial amount of whipped production. More on the matter in this thread:

http://forums.civfanatics.com/showthread.php?t=184688
 
Those tiles are working as intended ;)
 
godotnut said:
If you know about it in advance, you can understand it and play with it so that it barely affects your game

That doesn't really seem true. It looks like a lot of work to minimize the effect of the bug, and it's going to significantly constrain how you can use slavery, even if you're willing to accept the extra micromanagement.
 
DaviddesJ said:
That doesn't really seem true. It looks like a lot of work to minimize the effect of the bug, and it's going to significantly constrain how you can use slavery, even if you're willing to accept the extra micromanagement.

Well, basically if you whip close to the hammer break-offs, then there is little overflow and little lost production. I'm a fairly fastidious micro-manager, so maybe this seems like less work to me than to some.

Also, I'm not a heavy whipper, and I don't try to use the previously described bug that gives too much (instead of too little) production. If one's strategy heavily emphasizes slavery, then the loss would be more substantial.

Personally, if I had know ahead of time, I would have still used the mod, because I think the improved advisor screens more than compensate for the loss if minimized. I would, however, have whipped differently, looking to always whip as closely as possible to the cut-off so that there was little overflow.
 
Ainwood,

I just finished the game, but I want to make sure it's still submittable. After I noticed the special terrain, I sent my settler there and saved the game. I messed around with a new map in worldbuilder to see what improvements or settling on the tile would do, and then when I loaded up GoTM10 I sent my settler to the wrong the tile via misclick and settled in one fell swoop, despite taking all that time to check out the map.

Does reloading to repair a misclick in this case disqualify my game? I got no additional information from the misclick other than confirming that I am, in fact, a bonehead.
 
godotnut said:
Well, basically if you whip close to the hammer break-offs, then there is little overflow and little lost production. I'm a fairly fastidious micro-manager, so maybe this seems like less work to me than to some.

It seems like a lot of work to me for precisely the same reason that managing production in Civ3 was a lot of work. If you want to avoid overflow, then you have to plan ahead how many hammers you are going to produce by the time of the rush, which could include micro-allocating citizens to increase or decrease hammers on the previous turns. Or parking partial construction projects in the queue until it's time to pull them out and rush them. The whole idea of production overflow is to do away with all that.
 
Now I'm totally confused. I've opened the game, not actually started playing, but turned show yields on and carefully examined each square that's visible before you begin playing - to try and figure out what this thread is about. But every square is showing exactly the yields I'd have expected of it.

Either I'm being totally blind or whatever this thread is about doesn't apply to the area visible at the start. I just hope it's the latter, otherwise I could be about to make a big mistake in my first-city-decision. (And of course, because this is outside the spoiler thread, noone's even allowed to say which one it is :crazyeye: ).
 
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