Gotm20-Spain CONQUEST Bonus Pregame

thanks cracker... you made me jump on deity. I

I have played emperor for the first time on GOTM19 and won!! (thanks to amazing set up of land from the guys)

Now Deity was for me out of reach since I am not a war person and AI on deity are way too "cheating".. now with the bonus.. it gives newbies like me the small adge to get us in the game..

with this maybe next time I won"t need the bonus.. :-))
thanks and this time I don"t miss the deadline.. :-(..
See you guys in a month.. for the result
 
I'm probably the last to get started, but conquest bonuses have given me the nerve to try GOTM20. Thanks cracker!

I hope to survive to 1000AD, and I plan to stay pacifist. I'll start by scouting briefly with the chests and settle the NE hills for the defensive bonus.

I can't decide what to do with the chests. It depends on the map. With close neighbors, I'll probably apply them toward IDs or Temple/Granary. But if we have an uncontested expansion area, I am toying with the idea of turning the chests into a headstart on the Pyramids. Our bonuses seem tailor made for this: 'free' city, extra sheilds, cheap early defenders. Possibly a fatal gamble, but I may try. It could cause AIs to waste a lot of shields if I time it right. (I hate it when this happens to me...this may be my only chance for revenge). And as a pacifist, I have to grow all of my own citizens - no capturing cities - so granaries are crucial. Anyone know if a 30 shield headstart would be enough on Deity? Does the AI have to pay full price for wonders at Deity? And will the chests disband toward ANYTHING you are producing, or just units/improvements? (I don' t know how to run a test on this.)
 
Elandra - Don't plan on the chests for building wonders. I'm betting they wont add sheilds to a wonder. (I'm playing in the Open Class so I cant confirm but I think the game mechanics are like disbanding an infantry for 25sheilds. (or whatever it is)) Disbanding units do not add to the wonder production.
 
Do the Galleass have the same limitations as Galleys when it comes to sea / ocean travel?
 
Originally posted by denyd
Do the Galleass have the same limitations as Galleys when it comes to sea / ocean travel?
You can determine this inside the game by looking at the pathfinder trace as it draws across different types of water terrain. The Galleas can bombard and kill sea units at close range but its range of movement is 1 shorter that Caravel or Galley.

The unit can travel in any place that a caravel may go but its reduced movement rate makes it much more susceptible to "accidents" until after navigation (or magnetism) is discovered.
 
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