GOTM 115

Please indicate your choice of the mix of rivals you would like to see

  • All non-aggressive

    Votes: 0 0.0%
  • All aggressive

    Votes: 0 0.0%

  • Total voters
    5
  • Poll closed .

Ali Ardavan

Mathematician
Retired Moderator
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Messages
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Location
Michigan, USA
I have recently designed this interesting map, called 7Walls, that I have not played and would like to suggest for a special occasion GOTM.

The map is very large, flat, narrow, and tall. There is no South pole ice cap. The human player starts near the south pole on a 1-tile island. There are a few slightly larger islands nearby. The 6 AI rivals all start near the North pole. There are 2 medium size islands touching the North pole each home to a rival civ. There is another medium sized island a little bit further south also home to a rival civ. Finally there is a huge island further south home to 3 rival civs. All of these islands have fertile land, particularly the huge one. There are 7 walls separating these 4 islands from the tiny islands near the South Pole. Each wall is made entirely of mountains and spans most of width of the world: attached at one end, small opening at the other end. The small openings alternate on left and right side. This means that the only sea route from South to North is a looooong spiral. The walls are two tiles thick, so while it is possible to build cities on them the cities cannot act as canals.

The challenge is for the human player to win (by either method) without the most powerful tools commonly used: rapid initial expansion and incessant trade.

In my opinion, there are three ways to play this map. One is against all nonaggressive rivals. Would the AI, through expansion and cooperation, get so powerful to win the space race?

The other is to play against a mixture of nonaggressive and aggressive rivals with the nonaggressive ones inhabiting the larger more bountiful islands. In this case it would be a 3 way race: humans, nonaggressives, and aggressives. It would be interesting to see who gets the upper hand when.

Playing against all aggressive AIs would be a third possibility but my guess is that in this case there would be incessant fighting in the North allowing the human player to slowly work their way towards a space win.

Starting save is here

GOTM_115.jpg
 
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do you first want a discussion which AI option we should pick. I like the second option....the mix of non aggresive and aggresive.
I do want a discussion and my preferance is the same as yours. More specifically it would be Mongols and Greeks each in their own medium-sized island at North Pole. Germans in their own medium-sized island further South. Babylonians, Aztecs, and Americans on the huge island. Human player would be playing white.
 
Magic had chosen the 7 Walls map described in response #92 above by me for the next GOTM. Please indicate your choice of the mix of rivals you would like to see:
1. All non-aggressive
2. Some aggressive, some not
3. All aggressive
4. Don't care
See #92 for more discussion. My own choice is number 2.
 
HAPPY BIRTHDAY !! Magic
 
I was hoping more players would vote. But so far, with only 3 people voting, the votes are all for the same option. While the voting is still open, I am moving on with the design of the game. Here are more details:

Human player will play white. Rivals will be Babylonians, Americans, and Egyptians on the huge continent; Germans in the middle; Greeks and Mongols on the islands touching north pole.

Game will be a scenario at deity, restarts on, barbarians from villages only. Human player will only get one settler, rivals each get two settlers. Human player will have no starting techs. Rivals each get 6 starting techs. All of them get alphabet, Code of Laws, Ceremonial Burial, Masonry, and Horseback riding. The sixth tech is unique to each rival as follows:
Babylonians Map making
Germans Math
Egyptians Mysticism
Americans Writing
Greeks Wheel
Mongols Warrior Code

Comments are welcome.
 
Ali: I haven't voted, mainly because I don't quite get the idea, and therefore don't have any real opinion. It sounds like a zig-zag path, rather than a spiral [correct?], but if the map is thin, I don't see how the zig-zag will have much effect. I have enjoyed your special maps in the past, so I hope play this one too; am just a little lost on the concept for now.
 
Peaster, you are right. I should have said zig-zag. But either way, it is not a big deal. The main points are:
1. There is very little land available around the South Pole where the human is
2. Rivals have access to huge amount of land
3. There is a long winding path to the rivals
4. Rivals start at a significant advantage: 6 starting techs and an extra settler

Please vote, even if it is "do not care".
 
So, we have diety, with only 1 square of land? I hope we have at least 1 or 2 whales. It doesn't sound like much fun if we don't. Waiting 40 turns to build the ship and then another 40 turns to build a settler just to move off the island sounds pretty boring to me.

Also, without any specials, growth will be extremely slow.
 
haleewud, we actually get 4 whales at the starting position. There are also 3 other small islands nearby all reachable with a trireme and each one of them gives you a 4 special site. Thus, one way to play this game is as an isolationist civ with only 4 cities.

If you want to try what you described, try playing on large earth map starting in Hawaii. I once did that and the resource seed was such that I had no specials! My capital could produce only a single shield before republic and after that zero because I needed to support a boat! It was a memorable OCC.
 
Game of the Month 115: October 2010

attachment.php


Game Settings:
Civilization: Russians
Map: 7 Walls 40x250 custom map; Flat; Known
(Known map means that you are welcome, indeed encouraged, to open the initial save in the map editor and look at it. You can refer to this map at any point in the game.)
Difficulty: Deity; Scenario
Extra difficulty: Human player will only get one settler, rivals each get two settlers.
Barbarians: Villages only (-50)
Restarts: On
Rivals: Babylonians, Americans, and Egyptians on the huge continent; Germans in the middle; Greeks and Mongols on the islands touching north pole.

Starting Techs:
Russians: None
Rivals each get 6 starting techs. All of them get alphabet, Code of Laws, Ceremonial Burial, Masonry, and Horseback riding. The sixth tech is unique to each rival as follows:
Babylonians Map making
Germans Math
Egyptians Mysticism
Americans Writing
Greeks Wheel
Mongols Warrior Code

Games will be due on ? (I let Magic set this one, but we will get more than the usual one month)


Please be sure to follow the submission guidelines when submitting your game (please do not send your files in a .zip file. Attach them directly to your e-mail with your name in the save file).


Please sent the savegames only to civ2gotm@gmail.com.

Have fun.
 

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There is a Civ2 bug that is applicable to this game that we all need to be aware of. When Civ2 checks to see if a trireme is at shore or not it checks all its neighboring tiles but not the tile itself. This means that if you end the turn of your trireme in a single-tile-island there is a good chance it will be lost. There are two ways to avoid this: one is to park your trireme outside, the other is to go inside while you have movement points left and then fortify your trireme.
 
Since this is a known map game, everyone can and should develop an initial strategy prior to getting started. I should have mentioned this earlier, but nevertheless, here is mine and I love to hear about that of others'.

The clear choice for SSC is the capital.
First production ought to be a warrior to allow time for mapmaking to be researched. Next production shall be a trireme taking the warrior to the wall for hut hunting. Next we shall produce a settler.
Research goals are: Map making, Monarchy, Trade, and Seafaring.
Plan to build 14 cities. Four on the islands and ten on the wall. Four will be at 4 special sites with 2 fish and two gold. Four will be on a gold. The eastern most one will be 2 special: fish and gold. The western most one will be 3 special: two fish and one gold. The four on gold should be built earlier to take advantage of the arrow boost.
Even though Pyramids and Lighthouse are both very important in this game, given the initial lead of the rivals I doubt if I can get those plus Colossus, Hanging Gardens, and Marco. Of these Marco is most important followed by Colossus.
 
Ali, in your initial strategy decision, did you decide what your ultimate victory condition would be (conquest, landing)?

I also decided that Moscow (the capital) would be an excellent choice for an SSC.

My strategy involved building one city on the north and south of each wall and connect those cities with roads (and later railroads). This would allow each pair of cities to act as a transfer point across each wall. Of course, I did choose my city sites to use the special terrain squares as much as possible.

I also do not like to take chances, so I knew I would not be forcing a crossing between wall 1 (farthest south) and wall 2 until I either got the Lighthouse or Navigation (for caravels).

My ultimate victory condition was to build the largest spaceship possible.

I have been playing for quite some time and have almost finished. I will be posting some information about my experience in the spoiler after I finish.
 
Ali, in your initial strategy decision, did you decide what your ultimate victory condition would be (conquest, landing)?
No I did not and that was deliberate. I was going to see what happens and how the AI progresses. This game is very unusual in that the rivals start at a significant advantage (extra settler and 6 techs); something that the normal gave never gives you.
My strategy involved building one city on the north and south of each wall and connect those cities with roads (and later railroads). This would allow each pair of cities to act as a transfer point across each wall. Of course, I did choose my city sites to use the special terrain squares as much as possible.
Did you plant other cities on the southern most wall or just those needed for transportation?
I have been playing for quite some time and have almost finished. I will be posting some information about my experience in the spoiler after I finish.
You do not have to wait till you are done to read or post in the spoiler. I will typically wait till I know the map, which in this game is right from the start. I am not done yet myself and have posted quite a bit in the spoiler. Come on over and do not wait for getting done.
 
The only cities I placed on any of the walls were those used for transportation.

I know that I don't have to wait to finish before posting on the spoiler, but I am about 1 turn away from finishing, so I want to finish and then collect my thoughts for a little bit before sharing.
 
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