GOTM 17 Pre-Game Discussion

Is there any way this can be played with Warlords installed? I just got it and would like to install it. Is there a checkbox I can check somewhere to make it play as if Warlords was not installed?

Thanks
 
Your warlords install will be a seperate program to start.. you can still start the old civ4 program with warlords installed
 
Am I misinterpreting something, or is the screenshot showing the production values for a bunch of black, unexplored, tiles to the east and northeast?

It looks like there was originally a unit on the hill 2E 1N, and it was relocated by the admins, but we can still see what was previously visible from that hex.
 
It looks like there was originally a unit on the hill 2E 1N, and it was relocated by the admins, but we can still see what was previously visible from that hex.
That's what I was thinking too, and I presume it was the scout since there is no blue circle on that tile ... which leads me to wonder, why was it moved? This realization coming on the heels of ainwood posting that he tries to make it so that no one can "get lucky" by moving initial settler to a location whose advantages aren't obvious after the first move makes me think there must be something significant to be revealed by moving the scout, probably W-NW, but I suppose the same reasoning could lead you to think a SW-SE move might show something too. But I think I'm going W-NW 'cause it looks more promising.

The same reasoning also makes we wonder how good that 2nd blue circle could be -- moving the scout away from there suggests not much. So almost certainly not risking wasting the turns to go there IMO.
 
What are the odds on the Persians being just around the corner? I bet Ainwood is waiting for 300 to come out here next week. We were the Persians in WOTM7 and we are the Greeks in GOTM17. No coincidence, surely.
 
This game MUST be played in patch version 1.61. We will NOT accept any games played under any other patch versions, and you can't play it in warlords!

Further, it MUST be played using HOF mod version 1.61.010.

Is this right? On the HoF page, it says the latest version is 1.61.011. Why do we need to use an older version?
 
No plains hill for me: adventurer class gets a workboat so it seems pretty likely there's a sea resource to the west!

I'm tempted to explore W with the settler first (since I won't want to settle in place), and if disaster occurs and there are no clams/fish/crabs send the scout SW-SE to spot extra resources in the south. The settler could then move SE-SE again to settle on the forest on turn 3 if there are southern bonuses.

(PS, I'm not playing adventurer, just using the adventurer bonus as a point of inference)
 
What are the odds on the Persians being just around the corner? I bet Ainwood is waiting for 300 to come out here next week. We were the Persians in WOTM7 and we are the Greeks in GOTM17. No coincidence, surely.

There could be another civ close by but it would probably be the exception. I ran a bunch of test maps with only 5 AIs and found on average the closest civ is 20 tiles away.
 
No plains hill for me: adventurer class gets a workboat so it seems pretty likely there's a sea resource to the west!

Ainwood also gave Agriculture as an Adventurer bonus. Maybe he's thinking earlier farming of the rice for food and using the workboat for early coastal exploration as the bonuses. The blue circle to the north does suggest there is some resource up there.

Ainwood hasn't disclosed the archipelago option chosen. I'm wondering if he picked Tiny Islands from his hint that a strong navy is not optional.
 
No plains hill for me: adventurer class gets a workboat so it seems pretty likely there's a sea resource to the west!

Perhaps the workboat will be on the east coast.

There could be another civ close by but it would probably be the exception. I ran a bunch of test maps with only 5 AIs and found on average the closest civ is 20 tiles away.

Other civilizations are likely manually placed, not selected and placed by the computer.
 
Perhaps the workboat will be on the east coast.

I'd guess (hopefully in an educated way) that the workboat will be one square east from the scouts. My reasoning is that there the boat offers least help concerning the initial settling dilemma. If the boat really IS there I'm most probably going to use it as an explorer towards the island(s) in the east.

And yes, I'm going to take the Adventurer Class because it now seems almost certain that this is going to be the first Civ4 game I'll ever finish - or more likely be finished :scared:
 
Ainwood hasn't disclosed the archipelago option chosen. I'm wondering if he picked Tiny Islands from his hint that a strong navy is not optional.

Thats just a quote from the Computer when you choose Archipelago as a map type. So I woukldn't interpret anything into it.
 
With a lighthouse that freshwater lake will provide 3 food, sort of a 2nd food bonus. Sailing will be a must, so we might as well build a lighthouse early...

Like others have said, it looks like our best chance for a sea resource and hence a strong capitol lies to the NW. I'll definitely consider settling there after exploring a little.
 
Based on the adventurer bonus I think it would be best to move the settler. I assume the work boat is given to serve a purpose, and the original settler location has no sea resources that I can see.
 
the original settler location has no sea resources that I can see.

Is 2W 1N water, or land? This will be obvious when the actual save file is available (if it's water then you can see the waves moving against the coast).

I would guess that the workboat will be positioned in a location that reveals a seafood resource. But we (non-adventurer players) don't know where that will be.
 
But doesn't it also seem likely that the workboat was added for exploration and/or helping to get the circumnavigation bonus of +1 sea movement?
 
I would guess that the workboat will be positioned in a location that reveals a seafood resource. But we (non-adventurer players) don't know where that will be.

Actually, its directly due-east of the scout. Reason being that, call me paranoid, but people may load the adventurer save to try and get a heads-up on where to settle.

As a general announcement, please note that we would consider this (loading adventurer save to see more of the map) against the rules.
 
Reason being that, call me paranoid, but people may load the adventurer save to try and get a heads-up on where to settle.

As a general announcement, please note that we would consider this (loading adventurer save to see more of the map) against the rules.
I suppose it is no more paranoid than asking us not to post shots of modern resources in the final spoiler (where reading condition is completed and submitted?) :crazyeye: I always find that non-sequitur sadly amusing.

Maybe worth posting the prohibition of this abuse of the adventurer save in the overall rules list and in the disallowed exploit thread?

dV
 
@DaviddesJ, if you wouldn't mind sharing this, I'm curious how you evaluate whether to accept the Challenger Class save in this situation. How does the extra tech affect your game? Are there benefits that you will try to take advantage of?
 
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