MB4 - GOTM24 Redux [ptw]

mad-bax

Deity
GOTM Staff
Joined
Jan 24, 2003
Messages
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Game Announcement

Victory Condition - Conquest

Here is the >>save<<

Final Scores- Courtesy of Space



Jason Scores
Roster PTW - 6198 in 1788AD
Roster A - 7594 in 1715AD
Roster B - 7840 in 1585AD

This game is now completed.
 
To make Ted feel more at home...Tally Ho!

:beer:
 
Thanks denyd :)

Just signing in MB.

I'll have to go and do the dreaded download thing now so I that I can meaningfully discuss the start with you all :D


Ted
 
Hmm, last game we had the actual SG threads in the GOTM - Quick Games forum. Guess it will work this way but it's an adjustment, so if I come up and don't post got it, please PM. :crazyeye:
 
Just checking in.
Should be loads of fun.

Quote
"Will play a little harder than Emperor."

Does that mean we are playing Predator? Or Demi-God?
 
Our Start


Looking at the picture, I'll move the Worker (Alice) NW first and see what's downriver. Unless something magical is revealed the only options for the Settler seem to be settle where we are or move SW.


Ted
 
Originally posted by Shevek

Does that mean we are playing Predator? Or Demi-God?

The answer is "neither". So far as I understand it cracker has made adjustments to the game to reduce the tech rate so we get to play with the new units for longer, some of the changes are advantageous to the AI others not. On balance, the AI will be able to learn techs "relative to us the humans" faster than at emperor, but slower than on deity.

I hope that answers the question well enough.

Daveshack: You can just subscribe to this specific thread.
 
I am posting the game a day early so I can go out and get pi**ed tomorrow. The save is in the first post.
 
The opening picture doesn't give any 'must' reasons to move if that spot counts as on the river and any other location would be at least 2 moves away so I think that is as good as any place.

Ted, once you get started would you post the characteristics of the Oda and what techs we started with. Trying to figure out what the UU is and what could kick off a GA is mystery we'll need to solve early on. If the Oda are Japanese with UU=Samurai, Military & Religious, then Taoist Mysticism research might be the best selection, unless we don't expect any expanionist AI, then maybe Terra Cotta. I do expect to make early contacts, so the other first level techs can probably be traded for. Probably a couple of warriors (or scouts) to start with for exploring and contact.

Hoping to hear from you soon.

:beer:

Edit: Remove oops in reading map directions...
 
Hello to the entire team and lets kick some tail. Thanks again for the invite. I saw in earlier posts a question on suicide galleys. Was the question resolved and secondly, if I remember, ODA was up in the N and west of the island in about the worst spot to send a galley to find Korea. I look forward to seeing this unfold.
Can anyone give me some pointers on the logging of turns. I have tried it by myself but I soon find that I want to get on with it. 10 turns should not be bad and I guess I'll notate each click and decide what to include.
 
Checking in, I'm here now :)

I'd say plant the settler, and then if it uncovers anything, move the worker that way, otherwise move it to one of the plains, and irrigate the plains. Irrigation is faster than mining, so we can get a 2/1/1 square in 8 turns including moving there, as opposed to 10 turns for moving to and mining a grassland.
 
@Barbslinger - The suicide galley question was not solved but somehow left hanging. The idea was to prohibit suicide galleys since most players know where to find the other continent. But no decision was made so I assume it is allowed.

The start location is not exactly brilliant but manageable.
The best land is probably towards NW along the river. The south looks rugged. So I second to move the worker (Alice??? :lol: the little guy does not look anything like an Alice. But Alice it is ;) ) NW or possibly W. We might consider moving the settler to the hill SW (depending on what Alice will reveal). It is better to defend, on the river and brings the goats S straight into the city radius, meaning an instant 2/2 tile without improvements.

Do you think that the slowed tech pace ought to change how we research? Will 40 turn gambits still be possible? Actually, will 40 turns still be the max number of turns to research a tech? The announcement only said :"Maximum tech rate will be 5 turns/tech" . I read that as meaning we cannot research faster than 5 turns. Any thoughts?
 
Let's try to avoid using advance knowledge of the map or other civs in the game, and play it like it's a completely new game.

I'd assume the maximum tech rate = 5 turns equates to the editor setting "Minimum Research Time" being set to 5. This will mean that the base research rate is not modified, it just slows it down later in the game.
 
I'm facilitating this game, not making the rules. I offered my opinion on suicide galleys, but I am not going to enforce anything on anyone. It's not my game, it's yours. So I guess it's a matter for your own conscience, and how much you want to win. ;)

Do you have room for another player on your team? Again, completely up to you. I'm trying to persuade people to join the CIVIII teams now as they have smaller rosters.
 
Got it

playing soon.

@MB
We already have 7 players on the team which I think is about the limit. We might squeeze one more player in but that would be it.


Ted
 
Alice NW - reveal Lambs on plain & Dyes in forest

As I see no immediate benefit in moving I settle in place.
Azuchi founded - Warrior

Well we start with Martial Arts & Burial Rights which suggests Religious and Militaristic. Temples & Barracks are discounted so I'd say we are definitely Militaristic & Religious.
Research Alphabet @20% (50 turns @ +3gpt)

1 - 3950BC
Alice mine
Well we aren't Industrious as mining is 6 turns :)

...

7 - 3650BC
Alice mine - road

IBT Azuchi Warrior (Alan) - Warrior

8 - 3600BC
Alan N

9 - 3550BC
Alan N

IBT
Azuchi borders expand

10 - 3500BC
Research 10%
Lux 30%
Alice road - N
Alan N - coast to the North & East

11 - 3450BC
Alice irrigate
Alan W

IBT
Azuchi Warrior (Bert) - Settler

12 - 3400BC
Alan West
Bert S

13 - 3350BC
Alan W - spots more coast
Bert SE

14 - 3300BC
Alan SW
Bert S - spots Cow to the East

15 - 3250BC
Alice irrigate - road
Alan S
Bert S

16 - 3200BC
Alan SW
Bert SE

17 - 3150BC
Alan S
Bert E - spots river with sheep on plains

18 - 3100BC
Alice road - NW
Alan W - meets Tokugawa who are up Bronze Culture and The Wheel but down Martial Arts
We could buy Bronze Culture for Martial Arts, 50gp + 2gpt - too rich for me, I decline
Bert SE - more sheep on river plains

19 - 3050BC
Alan S
Alice road
Bert SE - looks like coast to the SE

IBT
Azuchi Settler - Barracks

20 - 3000BC
Settler joins Alice (heading for coast)
Alan W
Bert S
Lux 0%

The Known World


Notes, dotmap & save follow...


Ted
 
Notes
Fairly slow start I'm afraid.
I've sent the Settler towards the coast where he has several options:
a) The forest tile (on river)or
b) 2NW of his current position (on river) or
c) 3NW of his current position (not on river)
I favour option b as it's on the river and captures the Cow.
Azuchi is on a Barracks build but could be changed to another Warrior for scouting East of Azuchi. I favour the Barracks for vet units ASAP.
There's another nice river valley to the South with 2 Sheep on plains which could be the basis for a Settler/Worker factory.
We'll need to pop a few Workers in the next 20-30 turns to make best use of the Goats at Azuchi.

Dotmap Suggestions


Red - River, Cow, BGs
Green - Stepping stone to Blue, has Cow
Blue - River, 2 Sheep on Plains (Warrior is stood on 2nd Sheep)
Yellow - River, Gold in hills & Mountains, toward where Tokugawa appeared.

I think the above order of settlement is probably best. We want to get to Blue ASAP.

The save is > here <


Ted
 
Got it.
Will play later tonight.
 
TedJackson, thanks for the dotmap.
I must say I am in favour of a denser build than suggested. As I figure it we will spend most if not all of the game before hospitals and therefore do not need more than 12 reasonably decent tiles per city. If we build closer our settlers spend less time walking around and we are productive that little bit earlier. The borders are more compact and easier to defend, too.
I have made a dotmap of my own:



Sorry for not using the colours in the same order as Ted (just to create a bit of confusion, of course ;) )

1. Red - 1 tile closer to capital, on hill (defense), misses the cow (which would have to wait for cultural expansion anyway) but gets 1 additional BG
2. Yellow - same as Teds green dot
3. Orange - 1 NW from Teds blue dot
4. Green - not on river but gets cow and dye, there is still enough space for a city west on the river
5. Blue - tentative as land is still under fog, but gets 2. dye and closes off access to capital from west

It would be great to have some comments before I start to play (in about 2 - 3 hours).
 
Both dotmaps work for me (how's that for wishy-washy).

My choice would be to claim as much open land as possible in the early going. It should be a priority to get a settler to the SE to claim that cow and to the W to claim dyes. We'll need 3-4 lux to support our happy towns. We should be able to get 6-8 towns built before space is limited so I'd like to get quality spots.

We also need to find where iron and horses are ASAP. We could get caught without both and be fighting with archers :eek:

I notice that we got the Japanese traits. I wonder how many other AI on this island got the same.

I'll check back later to see what's up.

:beer:
 
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