cracker
Gil Favor's Sidekick
This thread is a bonus Pregame discussion for experienced GOTM players and new players alike to discuss the specific choices that Conquest Class players will have to make in deciding how to use their extra starting bonuses.
Gotm20- Spain will be a deity level game in terms of productions and cost factor difficulties.
The decisions to discuss here will be somewhat independent of the starting map position in the Gotm20 game and will first need to address the issues of how the Conquest Class players will be able to use their added starting bonuses to put them in the best possible position to keep pace with the Open Class players on a path to enjoying the rest of the game.
Conquest Class Players will begin Gotm20-Spain with the following bonuses:
The Immobile Defender: The Fortress Unit
Conquest Class players will have access to build 1/3/1 defender units at a cost of 10 shields in any of their towns or cities. These units will be immobile and cannot move or attack. The ability to build the units will become obsolete with the discovery of the technology of Bronze Working and the units may be upgraded onto the Spearman-Pikeman-Musketman unit chain to gain mobility at some future date. Technically you may build as many of these units as you desire but this may not be a wise strategic decision since they will have a maintenance cost, can serve only 1 or 2 limited purposes, and could take away resources from other priorities.
Chests of Gold/Shields: The Treasure Chests
Conquest Class players will have three (3) chest of gold/shields available to them at the beginning of the game. These chests have the ADM statistics of 0/0/1 but cannot move through mountains or jungle. The intent here is to allow you to positions the chest of gold/shields with your settlers to gain an early production boost to support the strategy of your choice. When you use the "disband" command, each chest of gold will deliver you a yield of up to 10 shields that can speed up the production of units and/or improvements in your town(s).
Galleass: Gunpowder Rowing Ships
These naval units are included as a bonus incentive unit in the middle ages to reward Conquest Class players who successfully reach the Gunpowder age. There may or may not be any strategic value to the Galleass naval units. Galleass ships require Saltpeter and cost 40 shields to build. They have ADM statistics of 2/2/2 and bombard strength of 2 with a range of 1 and rate-of-fire of 3. Their firepower gives them the ability to sinke weaker ships at close range and bombard multiple targets in a single tun. Galleass may be upgraded to standard Frigates by recycling their cannon. Again you are strongly cautioned that there may be no strategic value to these units depending on the specific circumstances in your game.
None of the Rival civilizations in the game will have access to the fortress defenders, treasure, or Galleass units.
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What would be some good strategic uses where Conquest Class players could apply these special bonuses to help stabilize their early game play so that they can focus on some of the same strategic issues and techniques that will be discussed in the Pregame discussion thread?
There are a number of options available and how are these options influenced by the Civ Specific Traits of the Spanish Civilization?
What are some of the risks and benefits of the various options?
Gotm20- Spain will be a deity level game in terms of productions and cost factor difficulties.
The decisions to discuss here will be somewhat independent of the starting map position in the Gotm20 game and will first need to address the issues of how the Conquest Class players will be able to use their added starting bonuses to put them in the best possible position to keep pace with the Open Class players on a path to enjoying the rest of the game.
Conquest Class Players will begin Gotm20-Spain with the following bonuses:
- one extra settler (so a total of two starting settlers)
- one extra worker (so a total of two starting workers)
- the ability to build immobile 1/3/1 defenders (see below)
- three (3) chests of gold that can be used to purchase 10 shields each (see below)
- 50 extra gold units in their starting treasury
- future build access to the Galleass at Gunpowder (see below)

Conquest Class players will have access to build 1/3/1 defender units at a cost of 10 shields in any of their towns or cities. These units will be immobile and cannot move or attack. The ability to build the units will become obsolete with the discovery of the technology of Bronze Working and the units may be upgraded onto the Spearman-Pikeman-Musketman unit chain to gain mobility at some future date. Technically you may build as many of these units as you desire but this may not be a wise strategic decision since they will have a maintenance cost, can serve only 1 or 2 limited purposes, and could take away resources from other priorities.

Conquest Class players will have three (3) chest of gold/shields available to them at the beginning of the game. These chests have the ADM statistics of 0/0/1 but cannot move through mountains or jungle. The intent here is to allow you to positions the chest of gold/shields with your settlers to gain an early production boost to support the strategy of your choice. When you use the "disband" command, each chest of gold will deliver you a yield of up to 10 shields that can speed up the production of units and/or improvements in your town(s).

These naval units are included as a bonus incentive unit in the middle ages to reward Conquest Class players who successfully reach the Gunpowder age. There may or may not be any strategic value to the Galleass naval units. Galleass ships require Saltpeter and cost 40 shields to build. They have ADM statistics of 2/2/2 and bombard strength of 2 with a range of 1 and rate-of-fire of 3. Their firepower gives them the ability to sinke weaker ships at close range and bombard multiple targets in a single tun. Galleass may be upgraded to standard Frigates by recycling their cannon. Again you are strongly cautioned that there may be no strategic value to these units depending on the specific circumstances in your game.
None of the Rival civilizations in the game will have access to the fortress defenders, treasure, or Galleass units.
-----------------------------------------------------------------
What would be some good strategic uses where Conquest Class players could apply these special bonuses to help stabilize their early game play so that they can focus on some of the same strategic issues and techniques that will be discussed in the Pregame discussion thread?
There are a number of options available and how are these options influenced by the Civ Specific Traits of the Spanish Civilization?
What are some of the risks and benefits of the various options?