News: 6otM 112 Announcement

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Civilization VI - Game of the Month 11
Welcome to the 112th game in the 6OTM Series! These games will allow new and old GOTM fans to try out the new features in Civ6 in a friendly environment. Participants are encouraged to post questions, stories, advice, tricks and failures in the dedicated game threads (described below). Each game will specify the Civ you will play and the Victory Condition to strive for. We will be working to refine the 6otM concept as we move ahead with the series.
Must Read!
We would like to ask you to abide by our most sacred rule: Don’t replay any turns! If you make a mistake, accept it and try to recover. To ensure fair play and prevent results exclusions, please set your Autosaves to 1 turn. In the event of a computer crash while playing, just reload to the previous save and play it as closely to how you played it the first time. Please let Leif, or Myself know (via Conversation (Private Message)) if you experienced a crash and how many turns you replayed. Gifting of cities is an exploit in a religious VC the AI cant see that it will lose if it accepts the cities. .
Civ VI - 6otM 112 Details:
Player (You): Joao III Portugal
Victory Condition:Science but all other VCs are enabled.
Difficulty: Prince
Civs/City-States (including player): 12/18
Map Type/Size: Island plates /huge
Game pace: Standard
Game Modes. Everything except Barbarian and Corps
This is where you will start:
20210601120315_1[634].jpg

Joao III's Unique Attributes:
Spoiler :
João III's Leader Bonus: Porta do Cerco - +1 Sight for all units. Meeting another civilization grants +1 Trade Route capacity. Gains Open Borders with all city-states.

Unique Ability: Casa da Índia - International Trade Routes can only be sent to cities on the coast or with a Harbor, but gain a +50% increase to all yields. Traders have +50% range over water, and can embark as soon as they are unlocked.

Unique Unit: Nau - Replaces Caravel. Unlocked by Cartography.
Common abilities: Has Sight of 3.
Special abilities: Starts with one free Promotion. Has 2 build charges. Can construct a Feitoria (Consumes a build charge).
Special traits: Lower Gold maintenance cost (2 vs. 4).

Unique Improvement: Feitoria - Built by Nau.
Effects: +4 Gold; +1 Production; +4 Gold and +1 Production to Portuguese Trade Routes to this city.
Restrictions: Cannot be adjacent to another Feitoria. Cannot be removed.

Unique Infrastructure: Navigation School - Replaces University. Unlocked by Education.
Effects: +25% Production toward naval units in this city; +1 Science for every two Coast or Lake tiles in this city; +4 Science (boosted by Rationalism policy card); +1 Housing; +1 Citizen slot; +1 Great Admiral point per turn; +1 Great Scientist point per turn.

Information about threads associated with each individual 6otM -- Must Read if you are new to our Game of the Month!
Spoiler :
Please note: If you wish to make a video of your game, please do not post any links to it until after the game submission date has passed. This is because of the potential spoilers that are created by posting before the end date. Thank you for your cooperation.
Announcement thread (this one): This thread is used to announce the game and clarify the settings and rules (don’t be afraid to ask questions). It’s also used to discuss the game before you start, and post problems with opening the save. Once you have opened the save, DO NOT POST in the Announcement thread, even non game-related information. Instead use the next thread.
Opening Actions thread: This thread is used to discuss the game's opening decisions and strategies through the first 100 or so turns. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. We encourage players to use the spoiler tags for screenshot. During the time the game is active, please do not post any information concerning the game outside of the spoiler threads including screen shots, videos, or recorded/live-cast Let's Plays on other websites.
After Actions thread: In this thread you can post the results of your game. Please state your victory/loss date and final score (preferably in the post title) and describe your path to glory in this post! Players are encouraged to provide feedback on the game. Some players like to replay the game, and although we will not record the results from a replay, you can still post your new experiences. The game will not be closed as such, but after one month, the results will be compiled, and will not necessarily be updated with reports coming in after the finish date.
Results and Congratulations thread: We will create a separate thread with the results at the end of the one month submission period (sorted by date and score). We will issue medals to the top 3 winners (based on earliest date finished). There are no long-term records kept for these results, they are just given out to top finishers to reward their efforts.




    • File Upload System
      [*]In development.
      [*]
    • This game runs for a month and ends 1 July 2021.
 

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Save file says Joao III, but it's not in the description and under the image it says Kupe.

I would settle on the geothermal vent. for a better harbor to get an aqueduct next to the campus.
 
Is there anyone who actually like zombies? (I don’t.) It would be much more interesting if there was a way to set Barbarian aggressiveness and/or birth rate. Even those defensive improvements (which I personally never use) could be included in a boosted Barbarian mode. But zombies?
 
I don't mind zombies - with 3 archers you can deal with them and later on, worse case scenario, they just suicide against your walls. In this game it might give a bit more challenge as difficulty is prince.
 
Actually just launched the game and the only game mode there is is Corporations - bad file save or wrong description?
I posted the same in the Early Actions thread. (Not supposed to post here since I played some).
 
I don't mind zombies - with 3 archers you can deal with them and later on, worse case scenario, they just suicide against your walls.

heh. I'm still struggling to fight through GOTM 111, but the problem isn't them suiciding against your walls. The problem is that when they attack enough, you lose lots of population. I must've lost at least 25 population over the course of that game so far just from zombie attacks (including unsuccessful attacks against walls), and it's impossible to prevent attacks on your city when up to 5 of them spawn in quick succession right in the heart of your territory and surround your city, as has happened frequently. Plus they are now at a mutation strength where it takes 5 hits from a field cannon to kill one.

Far from benign.

Moderator Action: Please beware of spoilers from games that are still active. You should not post about GotM111 in this thread please. leif
 
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Is there anyone who actually like zombies? (I don’t.) It would be much more interesting if there was a way to set Barbarian aggressiveness and/or birth rate. Even those defensive improvements (which I personally never use) could be included in a boosted Barbarian mode. But zombies?

I do, but not all the time. I sometimes like the extra challenge, especially when it messes with my standard play and forces me to take a different approach. I strongly agree with your statement on I'd rather see barbarian aggressiveness changes than have zombies.
 
Here we go again. Another GOTM with zombies or some other stupid boring gamemode. Not going to play this one either.
 
Here we go again. Another GOTM with zombies or some other stupid boring gamemode. Not going to play this one either.

This game does not have zombies. The description is wrong, probably a cut/paste error. Enjoy!
 
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