GOTM 40 Pre-Game Discussion

Hmm - fairly uncertain which way to go here. I'm thinking either NW or N or SW.

Since I want to try ICS, I may well go N, because then I can get another city SW2.

I *think* we should have a few squares (say at elast 3 or 4) before we hit tundra, but I am concerned that we (a) will have restricted access to resources, (b) stuck far away from good land. I think MM *might* be pretty important here, to get off a limited landspace....
 
I have a feeling that this will be the reverse of GotM39. In that one, we were on the main continent and our main rival was the Chinese on the small continent.

This time I think we'll be the ones on the small continent.
 
I thought the default was 7?

Remember, GOTM 39 was supposed to be Pangaea. So we'll be on the small island off of the small continent.
 
QwertySoft said:
I thought the default was 7?
8 civs = player + 7 rivals.

Remember, GOTM 39 was supposed to be Pangaea. So we'll be on the small island off of the small continent.
If you go into the editor, and generate a number of maps on different settings, you will often find pangaea that looks more like continents, continents that look like archapelago, archapelago that looks like continents, continents that look like pangaea etc etc.

IIRC, GOTM 39 wasn't actually modded too much.
 
It was the way you worded it. You answered a question about "rival civs" and said the default was 8. (Yeah I'm being picky. It's my job.)
 
why are there so few replies about the strategies? for a newbie, that'll be very useful. but for the unexpected settings, continent doesn't mean too much and i guess so it won't be useful to talk about the poissible gameplay...
 
Any chance of seeing the return of the Minoans or Atlantians in this game?

As for Golden Ages, I'm thinking of Colossus and then a late build for the Great Library to use my GA to try and snatch the early MA wonders (Sun Tzu, Leo's & Bach) and well as getting a significant tech lead on the AI. Hoping to find nearby horses to use for a knight/cavalry rush once by GA is over to secure the balance of my continent. Then we'll have to see whether Space, Diplo or Domination is the preferred victory course. I've been playing a couple of HOF culture games and am burning out on packing in 200+ cities on a continent.
 
davidcrazy said:
continent doesn't mean too much

Continents does mean something. Normally it will be two landmasses separated by ocean. On each continent there will be between 3 and 5 civs (that is on a map with 8 civs total). A landmass (being continent or pangea) also can consist of a landmass and an island. The island and the actual landmass will be separated by coastal waters only. For example the pangea from GOTM39.

So you can savely assume by this map being Continents you can meet between 2 to 4 civs without having to send suicide galleys.
 
Some thoughts about this map.

Us starting far north with water W and S, I'd say MiniMe's remark to settle E looks more attractive than wandering to the N. Settling E would be more central if there is more land to the E. And when we are on an island I'd expect the main continent to the S. In that case the northern cities on the continent will still be close to the capitol.

On the other hand the abovo is all speculation. From what one can see now, NW will garantee a strong capitol position. But it will probably be a quite excentric position from the rest of the empire. So one needs to make a choice. And if one should walk a few turns, as suggested by someone, before making the choice?

I can't say. One thing I'm pretty sure of, if you're going for 20K the 1 NW is a very good spot.
 
denyd said:
Any chance of seeing the return of the Minoans or Atlantians in this game?
Not unless ainwood decides to invite the wrath of the anti-mod brigade, since they don't appear in standard PtW.
 
Redbad said:
I can't say. One thing I'm pretty sure of, if you're going for 20K the 1 NW is a very good spot.

Yes. All I have to decide is whether to put the palace there or the 2nd city. Doing 20K without a palace prebuild is scary, but we're on regent, so I might give it a try.
 
As adverse as I am to moving the settler, I think we are going to take a walk in this GOTM.

I had intended on going for 20K so based on Redbad's comments ;) I want a city 1 NW of where we are. But I think I would prefer it to be my second city so that I can have a palace prebuild going if necessary.

That means moving the starting settler E (stay on coast) or move twice SW. Moving the worker NE won't show me anything I don't already know. (Those three tiles are forest for sure.) I think I'll move the worker N to clear as much fog as possible. Then decide if the settler is going E or SW.

If we are truly trapped on a tiny island, with my 20K on the river to the NW, a palace jump would seem to be in order after 20K builds the FP. (I've got to go find a thread to tell me how to do that.)

Going for 20K would also mean a Colosus, Great Library triggered golden age if all goes well.

Good Luck all
 
OK. I've never done a palace jump, but I think I get the idea.

Build FP near your capital.
Move lots of units into your intended capital.
Move everything out and sell everything in your capital.
Abandon your capital. Capital jumps.
Build a new city where your old capital was.
Build a new ring around your new capital.

Basic idea, correct? I'll need to review so I really understand it, but if I'm missing something really fundamental, slap me with a wet salmon.
 
What you have posted sounds correct to me but I think a lot of players will use a Leader to rush a Palace to newly conqured lands as well. One happy side effect of this is that if you jump your capital into a rivals old capital and it has a couple of wonders and say 12 citizens the city can not flip because your palace is flip proof. This should also help your other newly aquired cities in the area from flipping as well.
 
Markus5 said:
Build a new ring around your new capital.
No wet salmon from me, it's just worth mentioning that you may be able to save most of the effort implied in the above step if you choose the time and place for your palace jump. If you choose a good ex-AI capital for the jump, and wait until they've developed it nicely for you before you take posession, then several of your cities will already be in place with roads and terrain development, and the AI does tend to build in rings, so you may not have too much rework to do to optimise your new layout.
 
@Markus5 (& Controlfreak) Maybe you will miss something. I bet your biggest jumping problem will be the risk that you accidentally jump palace to your 20K city (if you'll have one). Culture influences how a new palace location is determined, though to my knowledge no one has shown exactly how.

At any rate, I believe ainwood's Trade Assist can calculate new palace location for you in advance, right?
 
@Markus5 -
This is also one of the things I've learned (Mostly from Alan) about the Initial set up for your 1st core: Build it tight. What I have been doing is building the intial core at distance 3 and 6. then find a spot for the Newly jumped palace (in someones already made core like Alan said) that spread out more, the further the better actually. This will hugely improve your corruption in both of your cores.
 
That sounds like just the idea for my current game. I have 67 panzers sitting on Rome's border, and I think they are cruisin for a bruisin. They marched just about all their cavs and riflemen across my land to take two Japanese fishing villages. I can just pick them off deep inside Germany, and then march into Rome. If I get a leader, build a palace in Rome. If not...
 
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