Gotm22-Vikings PreGame Discussion

Originally posted by Dianthus

Come on, where's your sense of adventure :). I, too, have never won a 20K culture...

Truth is, I've never won a Conquest victory either. And all my GOTMs have been Space or Diplo wins, so Conquest is just as much a new frontier for me. :)

I haven't decided yet. Maybe after the first couple of scouts get out and about I'll be in a better position to decide - but I want to learn to walk before I try running.
 
Originally posted by Yndy
There’s also the other way to get a 20K victory: kill everybody and then wait for the 20K victory. You won’t get the fastest victory but you’re sure to get it.


:lol:

Straight to the point, I would say... Good plan indeed!! ;)


I think 20k on a high level with an Expansionist civ is going to be very tough. The Archipelago map should make it easier to keep a slow tech pace, though.
Incidentally, I almost guessed it right in the other thread... :cool:
 
What I need in a bonus for this one is a pre-established city with about 15K of culture already in it.:lol:
 
Does this add-on download fix the problems of GOTM- 21 full dl?
If it does, I'll dl it.
 
Sounds stupid, but what is a 20k victory?
I'm a Mac-user and I think we only have the possibility to 20k since the 1.29b2 upgrade from Brad. I never played for the 20k and Gotm22 will be my second.
So one of my towns need 20k culture points and nothing else, wright?

Klaus
 
okay, I will probably play conquest again ( I did win gotm21, but seriously doubt I would be in top 50%, and I would not know until after I start game) Cracker says that on that the conquest starting bonus is 1. your 1st city is already built for us and we have another settler. This leads me to believe that the starting location could be possible for a 20K victory, or the second city on the coast near by, could?

I think that the best way for a 20K victory with this civ would be to go to war early and often. Being a militaristic civ is good for getting great leaders from battles and using them to build your wonders would be the best bet to get a 20K.

I hope that there are horsies on this piece of land nearby, I really think they could be usefull early in the game.

So, I have to agree with Yndy, that the best way is to kill everybody :hammer: and just wait for the 20K(hopefully getting it before domination or just staying alive;))

There ya go, my thoughts and from a person who has only won 1 gotm in 5 tries, so take it for what its worth:lol:
 
Originally posted by Delta House
Sounds stupid, but what is a 20k victory?
I'm a Mac-user and I think we only have the possibility to 20k since the 1.29b2 upgrade from Brad. I never played for the 20k and Gotm22 will be my second.
So one of my towns need 20k culture points and nothing else, wright?

Klaus

You got it. 20K culture points in one city. Players don't have to go that route unless they want to qualify for the tournament though.
 
I'm starting to think that even though this is again the hardest difficulty I've played, that I down right suck at naval expansion games, and that I have never even attempted to win any Culture based game - that the best bet is to go for the Cultural win.

Why? The starting spot is most likely an island, which will hinder a militaristic early expansion. Naval exploration is a must, or else you will fall behind in the tech race. If you have a navy protecting your shores, then you could get away with going straight for buildings instead of defensive military units. That will boost your culture over time. Being on an island will also mean less likeliness of war, or at least in-your-face war, which is also good for culture growth.

Plus, why not? Throw caution to the wind & let's rock! :band:
 
Danger Will Robinson...New guy spouting ideas, plus I've never gotten a 20K victory so this will be a new challenge.

First I'm not sure whether I will play Conquest or Open class. The demigod level sounds difficult since I'm only at a regent-monarch level right now. So I may go for Conquest again.

From what I've read, if you are going for a 20K victory, you will need a great location for your wonder city hopefully on the coast and on a river. I will also be looking for some shield producing terrain in the city footprint.

I think I will move my warrior to the mountain and then unless there is something great from the view, I will move my worker east to see where the river flows to. I'm sure that the delta area of the river may have some potential for a wonder city.

The tech researching path is something I'm having difficulty with. I suppose it would be best to go for Bronze working first, since you could then go for the collossus. I've also read that an early temple is very helpful due to the 1000 year bonuses. So I'm trying to decide whether it should be BW or CB for the first tech.

Question about naval movement. Since our galleys will have 6 movement points, with the other restrictions:

Quote from Announcement:

Movement Cost for "Coast": increased to three (3) move points per tile
Movement Cost for "Sea": increased to two (2) move points per tile
Movement Cost for "Ocean": unchanged at (1) move point per tile
Naval movement rates for all units are DOUBLED (example: Galley is now 6)

Does that mean that moving along the coast you will only get two tiles of movement or 18 tiles of movement? It sounds like the former.
 
Sir Bugsy,
Those of us who played Predator in gotm21 now know exactly how the ship movement works. The answer to your question is the former. A ship can move two coastal tiles in a given turn....provided you do not move out into a sea or ocean tile inbetween.

...moving 18 coastal tiles in one turn would be insane!
 
Originally posted by Sir Bugsy
Does that mean that moving along the coast you will only get two tiles of movement or 18 tiles of movement? It sounds like the former.
Rather than answer your question (because I can't remember off the top of my head and can't be bothered to work it out :)), can I recommend you look at the Gotm21-Melee - PREDATOR Naval Movement thread? The PREDATOR class had a preview of this new Naval Movement last month, and as a result this thread contains the views of most of the best players, well worth reading!
 
Some thoughts about tech pace and worrying about island isolation :
  1. A high tech pace is not as important for 20K Culture as, say, Space Race or Diplomatic. If you want to win as soon as possible then a high tech pace may be handy to enable building of cultural wonders ASAP, but if all you want to do is win then the key is to aim for the 20K Culture before any of the AIs can win by any other method. It may be more important to stop the AIs winning and just let the 20K happen (?)
  2. The AI is very bad at organising over-water attacks, most likely far worse than the most inexperienced human attacker. This means it should be easy to defend any land gained, and that attacking an isloated AI should mean they will get little help from any allying AIs.
  3. It's a lot easier to hold territory than to gain it from an AI, so it may be important to quickly search out any uninhabitted islands. Finding uninhabitted islands before the AIs could also yield quick advances via popping goody-huts.
    [/list=1]
 
The new coastal/sea movement sounds cool. Finally it will actually mean something to hop out to sea and then end up in coast. I usually do that anyway, so I can see one extra tile out, but now it has extra meaning.

The Great Lighthouse is going to be worth alot more now also, because it will speed exploration more than usual.

I'd also be interested in the specifics of "Demigod". In what ways is it inbetween Emperor and Diety?

EDIT: I'm not going for 20k, BTW. I want conquest. :mwaha:
 
Dianthus & Rabies,
Thanks for the thread, but there were several questions the writers had that were never answered.

1. Did the Great Lighthouse add just one tile? Every tile counts so I'll go for the G Lghthse anyway.

2. Did the AI and squid have the same movement? So was it possible to out run a squid?

On another point, The conquest players are getting an etra spearman so I don't think we maybe isolated on an island. If we that's great, but I'm not going to count on it.
 
Originally posted by Sir Bugsy
1. Did the Great Lighthouse add jst one tile? Every tile counts so I'll go for the G Lghthse anyway.

It adds one movement to all ships AND it lets you end your turn in a Sea tile - that will be important in this game.
 
@Sir Bugsy,

1. Hmm...I did capture the GL..and forgot how it affected my ship movement...I'll have to go back to a savegame..unless somebody pipes in sooner.

2. Again..my memory is hazy. I don't think the AI was affected...I remember one Instance where I came accross and attacked it..because I did not want to chance out running it..and I had a better chance beating it on teh attack.

The spearman for conquest players may be there to help vs barbarians.
 
Originally posted by Sir Bugsy
1. Did the Great Lighthouse add jst one tile? Every tile counts so I'll go for the G Lghthse anyway.
Yes. I think this was mentioned in the thread, but more important than the 1 extra movement is the sea trade. I remember in GOTM17 (my 1st) being confused when I found a lux on an island, settled there, rushed a harbour, and it didn't show up on my main island. It turned out that there was sea inbetween the lux-island and my main-island :(. So, for the trade across the sea to work, I needed either the Great Lighthouse, Navigation or Magnetism to be any use!

Originally posted by Sir Bugsy
2. Did the AI and squid have the same movement? So was it possible to out run a squid?
The safest bet for this is to check the 'pedia on starting up the game. There have been some tweaks to the Squid/Volcanoes over the months. Bear in mind that even if the movement is the same the Squid has quite an advantage in being able to safely end a turn in sea/ocean.
 
20K victory is interesting, but my warmongering skills really need practice, so I think I'll be going for domination.
I'm currently playing a Deity SG with the Vikings, and imho the berserk unit is inferior to the knight for overland fighting. So I'll build berserkir only for direct naval assaults, and take some horses along on my boats if I need to go further inland.
I'll go for the Lighthouse only if my first or second city can be a settler factory (should be).
One thought on the opening location : if you want to send your scout to the northern mountain, does it matter whether he goes NW-N or N-NW ? The tiles you see after either first move will also be visible from the mountain top.
 
Originally posted by Ambiorix

One thought on the opening location : if you want to send your scout to the northern mountain, does it matter whether he goes NW-N or N-NW ? The tiles you see after either first move will also be visible from the mountain top.

Only slight difference I can think of is that if a distant hill or mountain is visible after the first move. If there's a hill or mountain far to the north east or the west, then the different combination might yield an additional visible tile.

As for the squids versus ships thing, I have no idea. Only time a squid came near me I had a stack of 4 galleys to make the blighter behave himself! As this happened in a coast area, I can't comment on the movement difference.
 
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