Gotm25-Mongols Pregame Discussion

Originally posted by Justus II
The possibilities for using the combined arms of these different UUs is awesome. My only fear at this point is that we must be facing some kind of supercharged opponents, as I know this cannot be the cakewalk that it sounds like.

I think it might be a cakewalk, once you assemble your horde, if you use them appropriately. It was certainly a cakewalk for the historical Mongols. The catch may be in the difficulty level - it's getting to the key techs in reasonable time that is the main challenge.

I was also thinking that the blitz ability has to be weighed against the overall weakness of the individual unit - in other words, how many times do you want to attack with a weak unit, even if it can? I only have to think of how many times I've lost tanks on the second blitz effort to think twice about abusing this ability.

Edit: thanks for the catch, Svar.
 
Originally posted by Txurce
I only have to think of how many times I've lost cavalry and tanks on the second blitz effort to think twice about abusing this ability.

My cavalry doesn't have blitz ability only tanks and MA.
 
I did a quick Deity pre game. All my production was directed to military, and I finished with domination without a single library, aqueduct and only a few marketplaces. This was with the weak default PTW Keshik. I recommend all you builders try something different in this game and just go for domination/conquest, with all those UUs it shouldn't be so hard, but interesting and it will be fun!
 
First off, what great work by the GOTM leadership. The new units look terrific and the new scenario they present is a very thought provoking one.

My first thoughts on the starting location, is lots of food but not many shields. This may be the case for a couple of small cities, without granaries replacing a single 4-turn settler factory.

I think I’ll move the worker SE to start and the scout W-W to see what’s about. I’ll probably settle my first city NE of starting tile. My initial goal will be to build a couple more scouts to get a quick understanding of the surrounding terrain and who my neighbors are. Trying hard to find as many huts as possible to push my minimally funded science. I’ll probably go for The Wheel first as it should be the cheapest available tech. If I can get the Alphabet either through trade or hut, then Writing will be tech # 2. Between building settlers, I’ll try for a barracks in each city followed by veteran archers for MP duty. My initial expansion goals will be on a north-south axis, hopefully finding a coastline to form a solid defensive rear position for my expansions. The exception to this will be in trying to claim horses and iron as soon as possible. My only AA Wonder target will be the Great Library. If I get it, I’ll turn off science to build an upgrade bank account. If I find myself crowded for either space or resources, an early archer/horse based war is very possible. This should be the third game in a row with less than three naval units

Government wise, I see a get to monarchy and ride it a long way. With the despotism penalties gone, our starting point will probably produce settlers to the end of the game. An early FP near the core is a good probability, with a GL induced capital move happening to create the second core. This is probably not an RCP game.

My probable war strategy, will be to raze opponents smaller cities to remove the culture flip possibilities and to increase the slave population I’ll need to connect my soon to be vast empire. Once the satellite cites are gone encircle the core and quickly reduce it’s production capabilities and take away one large city at time until the are gone, then move on to the next target. I’ll try to stay on honorable footing with the other AI and maybe enlist an ally or to reduce their science pace. Depending on the layout, it might be possible to remove an AI or two before they meet anyone else.

For my attack plans, probably use 2/3 Turghaut Cavalry for stack protection and 6/8 Ordu Archers bombarding to soften up the target, followed by either Korchin or Bagatur attacks to complete the conquest.

Of course, we could end up on a 12 x 12 island with no iron or horses, then it all changes!!! Somebody (besides Cracker), will know in about 8 hours. :D

:beer:
 
I'm wondering whether this steppes settler business means that you upgrade the unit to a steppes settler, or whether the unit has settling ability. If the latter, then it will be very exploitive - move two squares into AI territory, then settler. This creates room for the next to move another two squares into the next territory, settle etc. Would make blitzkreig a scary reality; but an exploitive one.
 
I'm thinking this Steppes settler is a small (5-10) charge (maybe even free) upgrade from the current combat unit to a non-combatant unit with settler ablility.

My plan is to raze most AI cities and then fill in their spots later with retiring military units.

:beer:
 
Quote:Originally posted by denyd
"Of course, we could end up on a 12 x 12 island with no iron or horses, then it all changes!!! Somebody (besides Cracker), will know in about 8 hours."

At what time is the saves aproximately avalible for download?
GMT +?

Is that time also the deadline for submitting finished games?

Its been 1:st for an hour and i'd like a peek at my yurt before nap time ;)
 
We will wait an extra hour to give our friend Drazek a small lesson in expected standards of conduct and patience. ;)

Posting obnoxious "where is it" messages is one of those signs that one may not be paying minimal attention to the things that are available to do all around you in preparation for the real game when it is available.

Past experience has shown us that, quite frankly, those players who are in such an infernal rush to play the game that they fail to take advantage of all the tools that are available around them, end up rushing through the game, playing like total crap, and then can barely contribute coherently to the discussion that follow and or accompany the game.

Be a thoughtful player and thoughtful person. Your whole outlook on life will be enhanced.
 
Originally posted by cracker
We will wait an extra hour to give our friend Drazek a small lesson in expected standards of conduct and patience. ;)

Blah, I _already_ played a pre-game and the nice Halloween treat game, well, ok, now I'm going to sleep. Perhaps I'll score well after this. Heh, what a thought. :)
 
The only reasons why I rush through the game is to
A)Get it done and have time for those things I should be doing instead of civving
B)be finished in time for the Medal Play games

Either that, or I'm just having SOOOO much fun!

EDIT: please, I dont want to be a nag, but THE ANTICIPATION IS KILLING ME! I'm going crazy. But this will be worth the wait, I'm sure.
 
Game files should now be available for all versions of the Gotm25-Mongols game.

gotm25_splash.jpg


Just a few quick reminders to make sure you have a successful game experience:
  • Do not fail to read the readme.txt file that is included with every downloaded package that contains the game starting save files.
  • Players in all versions of the PTW software will need to manually replace their copy of the Pediacons.txt file that is located in the gotm25 scenario folder before playing.
  • Players in Civ3v1.29 version of the software will need to make certain that the downloads for Gotm21, Gotm23, Gotm24, and Gotm25 are installed before playing. These downloads fully upgrade your game software to include the equivalent of all the PTW civilizations and unique units.
Remember, that if you have any technical difficulties, contact me by PM or email and include the version of the software you are playing as well as the exact filenames of the gamepacks that you have downloaded and installed plus the exact filename of the starting save game zip file that you have tried to load.

Good luck, and have fun hacking and maiming your way to the preordained birthright of the Mongol people.
 
I got booted from the game PTW version1.27? I tried to build a Gospodar horseman. gave me a no horseman/horsemandeath.flc file. I didn't know where to post this so I hope it's ok here. I just copied the flc file from the standard horseman file, hope this works. I was playing the open version, save file.
 
I have a problem with a missing (so called) Anda Awordsman, yes, "Awordsman", probably a typpo, furthermore, after i copied the folder "Anda Swordsman" and renamed it (together with the .ini file in it) the Awordsman-way, and tried again to build an "Awordsman", there where more missing files (the fortify.wav file).
What should I do (not build swordsmen? :lol: )

Moderator Action: PM me with specifics of your game and the Anda Swordsman issue and then I might have a chance of hunting down the source of the problem. - cracker
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Have the same problem with all UU's.
Also when they are build i get dumped.

Sad but true....
 
Ladies and gentleman,

Posting behavior like this instead of sending me a PM has almost no value because it does not get the information to me quickly to solve any potential problems.

It also creates spin off problems and potential confusion.

PM me with the specifics of your software version and the specific version of the game you are playing and I will loacte the problem if one exists.

Thankfully users name "ltccone" and "Hyland" PM'd me as requested and this gave me the info needed to locate a typo in the Gospodar.ini file here is a tiny 1k zip that contains a copy of the Gospodar.ini file that corrects the typo:
 

Attachments

I also have an error with the Anda Swordsman.
the game looks for
\Art\units\Anda Awordsman\Anda Awordsman.INI instead of
\Art\units\Anda Swordsman\Anda Swordsman.INI (which is the file I have in this directory)

thanks a lot for your work cracker

EDIT : sorry I didn't see other post speaking about this pb
 
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