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News: BOTM 103, Deity, starts 10 March

Discussion in 'Civ4 - Game of the Month' started by Deckhand, Mar 6, 2016.

  1. Deckhand

    Deckhand Procrastination at its finest GOTM Staff

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    BOTM 103: Charles of France.



    Charles de Gaulle of France. I wanted an Industrious leader for this deity game and Charles has only starred once. You start with Mysticism to build your charismatic monuments. The starting area has been buffed.
    There is an Emperor level Adventurer save but no Challenger save for this game.


    Game settings:
    Playing as: Charles of France
    Rivals: 5 AIs
    Difficulty: Deity
    Starting Era: Ancient
    Speed: Normal
    Options: No barbarians, no goody huts, no random events
    Victory Conditions: All enabled

    Map settings:
    Map: Fractal
    World Wrap: Cylindrical
    Mapsize: Worldsize_standard
    Climate: Climate_temperate
    Sea level: Sealevel_medium


    Charles is Industrious and Charismatic, and you start with Mysticism, The Wheel and Agriculture.

    The Industrious trait gives +50% wonder production and double production speed of Forge

    The Charismatic trait gives +1 happiness/city, and -25% experience required for unit promotions

    Unique unit: Musketeer (replaces Musketman)
    The Musketeer benefits from: 2 movement points. This compares with the Musketman which has: 1 movement point.

    Unique Building: Salon (replaces Observatory)
    Observatory that Provides a free Artist specialist.

    Starting screenshot

    This is the start of the game (click for a bigger image):




    Note - any espionage-culture victories will be counted as cultural victories.

    Adventurer Class bonuses:
    Emperor level


    To Enter the Competition:

    This competition will open at 00:01 am on 10 Mar 2016, server local time (UTC-6:00). From that date and time, you'll be able to get your chosen starting save >>>here<<<.

    Submit the save after your victory (or defeat) here, by 11 Apr 2016.

    Here is a link to a list of the differences between Vanilla, Warlords and BtS.

    Software Versions

    Windows: This game MUST be played in Beyond the Sword (NOT Civ4 Vanilla or Warlords), patched to version 3.19, and with the BUFFY mod version 3.19.003 installed. You can download the BUFFY mod here. Players using Windows Vista or Windows 7 are encouraged to read the notes on Vista fixes here.


    Macintosh: This game MUST be played in Beyond the Sword (NOT Civ4 Vanilla or Warlords), patched to version 3.19, and with the Mac BUFFY mod version 3.19.003 installed. You can download the Mac BUFFY mod here.

    While playing...

    Remember - for your entry to be accepted, it MUST be your first attempt to play this game, and you MUST NOT replay any turns. If you make a mistake while playing, you have to live with it, learn from it, and carry on the game without replaying.

    We will open 'spoiler' threads during the month for players to discuss what happens in their games. Do not discuss any details of your game outside those threads.
     
  2. Rusten

    Rusten Deity

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    Having such a sweet start + no barbarians should make this playable for almost everyone. Don't worry guys, it's only deity!

    Not much to discuss on where to settle.
     
  3. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    I like clear SIPs.

    Initial thinking :
    Capital probably shouldn't produce very many workboats at the beginning of the game.
    At least 1 but maybe not even 2, if another coastal city can be settled.
    But then :
    Having a 3H city tile eases workboat production, so maybe the capital can afford the workships.
     
  4. Rusten

    Rusten Deity

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    Not having to invest in barb defense also makes early work boats more viable.

    I'll probably be looking for an early city with overlap here. Maybe 3S1W of the capital. Can work clam immediately and then get gold and help grow cottages for bureaucracy. The capital doesn't need all the food either.
     
  5. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    True about no barbs.

    Investing in boats would depend on timings for settlers/workers/wonders :)
    Starting with Mysticism is a nice headstart.
     
  6. Pangaea

    Pangaea Rock N Roller

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    Very nice start :) Also good with two early happiness resources.

    Deity is tough, but this start should make it more manageable. Same with no barbs. They can be brutal at times.

    Initial thought: Quick worker, farm irrigated corn, and then mine Gems after teching Mining early on.
     
  7. Deckhand

    Deckhand Procrastination at its finest GOTM Staff

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    Changed start location to plains hill and added stone. Added land tiles W of fish and E of corn, added gold (iirc), added river to irrigate corn.

    I enjoy the discussions of where to settle. Some day I will make a map with some choices.
     
  8. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    I can understand that. And I'll understand it even better if you're thinking about discussing the early trade-offs between different positions.

    If I had to rephrase my minimal wording : it's the wild uninformed gambles that pay off that make me uneasy, not the clear SIPs in themselves, although they solve the issue entirely (thinking random maps).



    @Pangaea :
    Mining first tech needs consideration, if it's what you meant. It's a headstart towards Bronze/Masonry/Priesthood.
    However, just for the sake of mining, you don't need it until t15 (produce worker, farm corn).
    Fishing first is a valid alternative. (better be checked but... 15 turns ? That's close.)
     
  9. LowtherCastle

    LowtherCastle Deity

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    The picture shows stone. What gives?
     
  10. Pangaea

    Pangaea Rock N Roller

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    Yes, I didn't necessarily mean Mining first. Fishing first may be better, and then start a workboat after the initial worker. No need for loads of warriors with barbs off. Don't know how that timing would work, possibly some dead/build-roads workerturns between completing the farm and getting Mining online for the Gems.
     
  11. Deckhand

    Deckhand Procrastination at its finest GOTM Staff

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    my mistake, fixed
     
  12. yyeah

    yyeah Emperor

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    SiP looks clear like BiC mentioned.

    But i was thinking about this start and theres so many plays/decisions. :goodjob:
    How to not overextend wih wonders :hmm:.
    I want SH, going mining ->mansonry isnt bad then, this opens up The Great Lighthouse and with this amount of forest allso Mids. Witch are not bad because if we have Marble, and i supose we do, i want The Great Library as well.

    Great spot for Oxford, NE and GT i realy like building GT in such a spots.

    Another thing which iam thinking of is TGL and ToA never done that but maybe i try it, with this amount of food this could be interesting :).

    And this is only the begining :rockon:
     
  13. Folket

    Folket Deity

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    I will probably build pyramids for failgold. will give me 450 gold to fuel my research for education.

    Stonehedge looks good with this start.
     
  14. yyeah

    yyeah Emperor

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    Heavy micro game.
    With that many wonders potential this will be hard decision when to invest in to failgold.
    One can ezy overextend and have not enough settlers/workers unless one overleap.
    But does one wants to make this beautiful Capitol not so beautiful is a diferent story.
    Theres 1 great spot for overleap, iirc Rusten mentioned about it.
    But i personally want rest of this food in my capitol. 1 help city is allways good but more is debatable i want this Cap huge anyway.
     
  15. LowtherCastle

    LowtherCastle Deity

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    The one issue I'd point out with this start is that careful analysis probably shows one best start for the first 20-25 turns or so. In other words, all games ought to start the same. Ironically, buffing starting positions often makes for more variety rather than less because of so many choices. Here there aren't really choices, if I'm not mistaken.

    A typical choice would be wb or worker first? Here, the worker is done so fast and the wb can't even start till Fishing is teched that there's really no choice. The worker then farms the corn. No alternative. Then mines the gems. No alternative. That forces early Mining, but Fishing comes first because building a wb for the fish tile comes immediately after the wkr's done, which is before Fishing on a Mining-Fishing tech path. So the tech path is Fishing-Mining. No alternative.

    I examined a Mining-BW tech path, skipping the wbs altogether at the beginning. No good because earlier Slavery doesn't help with only the corn improved. Too little food.

    And so on...

    In short, a crucial factor for the mapmaker is deliberately and carefully designing choices in the opening game.

    Please don't take this as a criticism. I like this opening. :)
     
  16. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    One of the best leaders in the game
     
  17. Pangaea

    Pangaea Rock N Roller

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    I actually kinda like that there is a clear settling decisions. Means everybody are off to a similar start and that a somewhat random choice in T0 will not decide much.

    That said, the settling discussion in 101 led to a fair few options, so games like that can be interesting too. It's good to have both types of starts in different games. Since this is Deity, it's probably better to have a clear choice here.
     
  18. ikotomi

    ikotomi Prince

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    TGL can be very strong on Fractal, but since it is pretty random, you might get a more continent like map.
     
  19. Jastrow

    Jastrow Deity

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    Note on Moai...

    It costs 100 hammers (after we research masonry).
    Assuming we consistently work 3 seafood tiles, it nets 3 hammers per turn.

    This means it pays back for itself in ~34 turns.

    Certainly worth considering.
     
  20. ikotomi

    ikotomi Prince

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    Even faster depending on when you trigger a GA.
     

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