News: BOTM 10 Pre-game Discussion

I hope LowtherCastle's gazing skills will not fool him into something stupid (water S-SE? tut tut - it's clearly plains :lol:)
Well, I tried the test game and I can't get anywhere. I don't know WTH to do, but who cares. I'll give it a try and see what happens. I'm sure not going for some dumb religious victory. Rather die an atheist.
 
Well, I tried the test game and I can't get anywhere. I don't know WTH to do, but who cares. I'll give it a try and see what happens. I'm sure not going for some dumb religious victory. Rather die an atheist.

I've got a bit of micro management trouble. Putting hammers into a worker the first 10 turns until Fishing is discovered leads to a few turns delay to Writing, but most important: quite a lot of food less than putting the hammers into a warrior.

Assuming: Fishing, AH, Writing, Alpha => . . . => CoL, CS

With warrior (partial), then WB, then warrior (complete), then second WB, then second warrior leads to Writing on T49 @ pop4. At that time I want to start building the Library, so the worker is further delayed. When the Library is complete, I want to run 2 scientists, so the worker is not built before alpha is discovered (T85 = 1875 BC). But the worker then has lots of stuff to do...

I'll try to run another test to get the cows pastured just in time for alpha, so that the worker can mine the hill directly. That will delay alpha a couple of turns, which increases the risk that I can't trade away Writing for Mining...
 
Assuming: Fishing, AH, Writing, Alpha => . . . => CoL, CS
...cavalery and kill them all! :D

I'm not sure: too much food and a lack of hammers in that case!

if fish-anim-wrt-alpha,
then production must looks like: prebuild warrior (10 turns) - boat1 - finish warrior - boat2 - warrior - boat3 - library. Worker have nothing to do almost.
Alpha will be near 2000BC. But there will no anther settler, worker... hmmm... it looks strange for me.

And finally I do not love sea maps at all :(

There is another reason in my stupid head:
Epic game speed... settler has 2 movement as a scout... both together will be able to open a lot of map within 2-3 turns. What will we see right to the start position? Where is AI? Are they near of far from us? Will we have time to build at least one another city or not (like in last sgotm :lol:)?

Another reason:
when we are building settler, animal-mining-wrt-alpha looks better than fish - animal - wrt - alpha.

And a the same time I'm still thinking: what kind of defeat I'll prefer :D
 
...cavalery and kill them all! :D Of course!

I'm not sure: too much food and a lack of hammers!...

Sorry, I forgot to mention that I settle 1E, I thought that was obvious :blush:

That will give me 4 hills to work in the future, which will give me 16 hammers at pop7, and perhaps there's more hills in the fog? It's a very good capital, apart from the lack of gold. This is partly compensated for the clam-coins, and the hill-coins.

I tested to build the worker before the library but that delayed alpha a turn, so I will stick with my plan to complete the pasture just before alpha (library first, then worker). However, it all depends on if horses will show up in fat cross :D, or if I don't meet any AI :cry:

I also noticed that barbs show up as early as T23 (1875 BC) :eek: and that they cross borders at T63 (2425 BC).

Alpha is done around T85 (1875 BC). At that time it seems it's still possible to trade away both writing and mysticism. Well, there's only one way to find out :lol: See you in the first spoiler...
 
Sorry, I forgot to mention that I settle 1E, I thought that was obvious :blush:

are you ready to lost fresh water bonus?

I also noticed that barbs show up as early as T23 (1875 BC) :eek: and that they cross borders at T63 (2425 BC).
It seems you mean 3875))) Copypaste error.

T85 (1875 BC). At that time it seems it's still possible to trade away both writing and mysticism.

Myst is too cheap tech. It can be valid for exchange only as one more additional tech.
 
Sorry, I forgot to mention that I settle 1E, I thought that was obvious :blush:

Alpha is done around T85 (1875 BC). At that time it seems it's still possible to trade away both writing and mysticism. Well, there's only one way to find out :lol: See you in the first spoiler...
I'm not going 1E. I still have nightmares from that one GOTM which had copper on the grass next to the starting position.

If I'm going for the Alpha beeline, I want it sooner than T85, but how?
 
change leader trait to philosophical! :D
I already figured out how to hack that, but I can't figure out how to switch it back in the middle of the game.:joke:

The best I've gotten in T82. I guess that's not too bad. One wb instead of 2. Worker sits around, but so what.
 
Religion ?!?! ....

The way to win Deity is using cold steel and the "divide and own" rule. Any peaceful victory on deity is 80% pure luck because if someone(a developed deity AI) declare on you - game over.

http://forums.civfanatics.com/showthread.php?t=291139

Don't think early war is the way to win on deity in bts... Check out any of rusten numerous games as an example. http://forums.civfanatics.com/showthread.php?t=282147 here is another example of some games with charlemange on deity, although the map there is quite different. Maybe someone can pick up some tips from there.
 
This probably says it all lol:
Options: None.

Looks like I finally got the new patch to work- hopefully I can play this one to the end. Of course there may or may not be a well-worded but poorly focused and mostly subjective account of my game, devoid of foundational mathematical detail. C'est la vie I guess and good luck to all!
 
Finally decided to bit the bullet and download 3.17 to play this game; had problems with the 3.13 patch so was initially leary of a new one. Deity==suicide for me :eek:, but what the heck? I don't seem to have the attention span to play a full game, so dying early may not be so bad.

I always go with adventurer. I expect to settle in place, tech Archery immediately (expecting to lose Oracle, not wanting to run any early religion), and start building a couple of protective archers, then more workboats (not having to tech fishing). I suppose it's a good idea to explore with the first workboat, but it's also tempting to get the extra food ASAP, work the clams, and thus both tech a bit faster and grow faster. There'll be several turns where the worker can't do anything; IIRC exploring for a couple of turns before barb animals show up might be all there is -- aside from the big bonus of not having to build one, of course.

So, perhaps Arch > mining > bw > (sail if it looks like getting to the stone might be possible) > AH > writing (then run scientists until GS). Build warrior > archer > archer, chopping settler after BW > 2 more wkboats. When and whether to go for masonry obviously depends on whether getting to the stone seems feasible.

Not feeling so great today so probably not start until tomorrow -- maybe someone can comment on Adventurer strategies before then? Though y'all have probably started and so can't post here; let's hope for a helpful late-starting expert player.
 
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