Gotm24-Korea Pre-game Discussion

Originally posted by ControlFreak
kryszcztov@ you still planning on staying on the hill?

Yeeeeeeaaaaaaaaah !!! :mad:

I carefull read all your explanations, guys, and have to agree with you about NW spot being able to do the wonderful factory (TM Qitai). BUT : I also see that the starting location has 7 potential grasslands, if I can see well under the forests and the fog. Out of 7, there MUST be 1 bonus grassland. Otherwise, cracker, I'll kill you !!! :lol: I know it's a gamble, but it's a fair gamble, even with cracker modding our starting position. I also know it will take some time to clear forest until I find a bonus grassland, but it can be done.

Don't forget it's not just a matter of expansion and QSC points. My goal isn't the QSC, I use that as a good warm-up for my game, but the goal for me is clearly the Medal. And in this game, that means to use all my 21 tiles wisely. I don't want any of those unimproved coast tiles in the Industrial Age.

So now it's a matter of luck and time. The trick for me will to build as many workers as possible as fast as I can to search for the bonus grassland tile. :goodjob: Talk about searching for Easter eggs... :lol: I hope the site to the north will have a little more bonus to help build workers quickly... and I hope there will be a lot of room to expand for this wonderful factory to be useful.

OK, now I'm gonna ask cracker by PM where this damn bonus grassland is ! [phaser]
 
I settle on the starting spot and probably won't bother with QSC. I submitted 3 QSC so far and haven't seen any results, so I feel like sitting back and just play the game without tabs.

I will build close and let other cities join the food feast and I want barracks in the capital early. If a couple of cities can use the food tiles now and again, they can grow to a nice pop and I will build barracks there too.

A coastal city will have to start a wonder early tho and get either Colossus or the Great Lighthouse.

The initial scouting will be interesting to see where we are. I don't think we are alone and trading will be important, so hopefully we have another lux or two closeby.
 
I'll probably settle on the hill and irrigate / road the three wool. My first settler (after a couple of warriors are sent scouting) will go N NE and settle using the irrigated wheat. If I'm correct that would give me 2 5-turn settler factories. This is a large map and I'll try to grab as much land as possible in the early going. Research will be pottery-writing-literature, hoping for a shot that the GLib. City 3 will build a barracks and spearmen for the multude of settlers and cities 4-up will build libraries and workers. My hope is to get 15+ cities by 1000BC and have trading contact with a couple neighbors. These plans may go completly by the wayside if this turns out to be a 60 tile island (which is my biggest fear), if so it's beeline to map making to get some boats with settlers/spearmen out adding to my empire. I think getting a couple of more luxuries might be a real key to winning this game. If we've got a couple of trading partners, keeping up on tech won't be too hard. I hope to download tonight and get started ASAP.

:beer:
 
Hello,

Does anybody have a comment on the relative diffidculty of starting on Open vs. Predator levels. I played but did not submit last month's GOTM on open and had large troubles with barbs. others who played on predator where the ai had more units had less trouble. Does anybody have any thoughts on this -- I don't usually play with raging barbs.

RRnut
 
If I'm correct:

Under despotism with industrious

Irrigated Wool on plains is 3 shields & 3 food
Irrigated Wheat on plains is 2 shields & 3 food
Chopping a forrest is 10 shields and takes 3 turns
Roading plains takes 1 turn (plus 1 to move onto tile)
Irrigation on plains & grasslands takes 2 turns
Mining on plains & grassland takes 2 turns

Also does anyone know the link to a post listing the various parameter changes for the different difficulty levels (AI unit bonus, AI build bonus, barb variations & AI research levels, etc).

Thanks for the help

:beer:
 
oops...thanks...I'll need to re-evaluate my opening moves. It would have been a big surprise when I started cussing out the lazy worker for not getting things done on schedule.
 
You might want to relook at this too:

"Irrigated Wool on plains is 3 shields & 3 food
Irrigated Wheat on plains is 2 shields & 3 food"

Irrigated Wool on plains puts out 3 food / 2 shield
Irrigated Wheat on plains puts out 3 food / 1 shield

In desp.
 
Doesn't settling on a hill provide two shields?
 
I have implemented a minor revision to the start position for this game to eliminate the exploitive difference that has been introduced by the freebie irrigation through the hill in PTW.

If left untouched, this difference might create a difference in opening move strategies that I think we would find undesirable for the sake of comparison and discussion. Regardless of with option is right (ie. was the bug in Civ3v1.29 or is the bug now in PTW) our objective is to keep the game play decisions as close as possible.

The gross and net gold, food, and shield output of the start position is essentially unchanged by making this revision.

To equalize the software discrepency a segment of river was added and the SW Wool was switched to a Cow.

The Baaaaaaaaa is now a Mooooooooooo!!

gotm24_start_position_med.jpg


I'll respin the start files in preparation for releasing the hounds!
 
It's still a baaaaaa! in that pic cracker.

edit: look, it was a sheep. I swear it was. I can tell a sheep from a cow. Honest. He must have swapped the file. I'm not crazy. really :)

And are you redoing all the start positions, or just the ones for one version. I assume the former, but I wasn't sure exactly what you meant by "equalize the software discrepency".

Glad it came up in discussion here before we started.
 
Originally posted by MadScot
And are you redoing all the start positions, or just the ones for one version.

No Madscot, I am just randomly redoing two of the 9 start position files so that it will create the maximum amount of confusion and discrepencies. :p
 
Originally posted by MadScot
It's still a baaaaaa! in that pic cracker.

edit: look, it was a sheep. I swear it was. I can tell a sheep from a cow. Honest. He must have swapped the file. I'm not crazy. really :)


Don't worry, I saw it too.
This change will slow down our worker one turn when going back to the N wool, so the change would need to be made in both versions.
 
hehehehe

that's what I would have done. But I'm mad. (We need a mad smilie) I just wondered if you were changing vanilla only.

Now I'm trying to decide if the cow changes anything. Don't think so.
 
Grrr... now I have to replan. I may want to settle in place with the river there. But thanks for the change :)

P.S. I am still unsure about when the corruption kicks in, but it is definitely more than 10. I will have to test before playing since it will affect where I will settle. My hunch is that it is after 12. Palace has a default of 4% corruption if I remember correctly.

And good to see everyone thinking :D
 
Im aiming to get a good rcp 5 setup rather than an idealistic capital city. I think tis better to have bonuses distributed amoungst several cities rather than all in one megacity.

I will move east, then north east, i will be on a river and have access to 1 wool by the time my worker gets a road there.

My second city will be on the coast (assuming its coast not lake) and get the wool and cow.

Third city hopefully 5 tiles north west with access to the wheat.

Again, hopefully, the southern city will be clear ofthe mountain range.

Im gambling that we arent starting on a peninsula and the other cities required for ring city placement distance 5 will fall into place.
 
It only costs a turn if you go SW first. If you go N and come back, the cow isn't roaded so it's a full move to the cow anyway.
 
Madscot,
The turn I'm referring to is as follows:
SW irrigate-road
SW irrigate-road
NE-NE-N to wool in one turn before the additional river. This gets broken up by the new river, and we end on the capitol.
 
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