News: BOTM 12 Pre-game Discussion

After running a few map tests and one full test game [for space race only]; a couple of things I noticed:

High probability of a civ directly to our east (I'll be running E-SE with my warrior to try and make contact), close enough for convenient worker steals (this is based on multiple map regens and comparing relative positions of civs).

This map type is grassland rich but only a moderate amount of food resources. It's definitely a cottage spam map. Almost every single city is grassland (with multiple long rivers).

Traditional (at least my version of traditional) production rich cities are few and far between. Definitely worth keeping a few heavily forested cities for mid/late-game lumbermills/national park.
The best early game production cities look to be multiple mined grassland hills cities with a couple of food resources. Very very few plains hills. The coolest thing I noticed about working grassland hills (rather than a few plains hills) is that you can work twice as many, which means twice as many random resource pops!!! fun stuff =D (clearly I'm new to this map type, so I'm easily amused).
My main production city was working 9 grassland hills, a few map regens shows that this should be pretty typical.

There is potential for a large variation in civ density across the map. Knowing our luck this will be one of the oddly generated maps with us jammed in between civs, while two rex happys civs on the far side have all the time and room in the world to expand >.<

The donut width allows for two well spaced inland cities, or three cities across with 2 of them being coastal on opposite sides.

Space race games will probably be entirely self researched. The AI just can't keep up.

Rexing will pay for itself pretty quickly if you get those cottages down early. There's usually plenty of room on this map and it's all good land. As long as you get pottery before your economy crashes you should be able to recover from anything >.> I think I was too cautious in my test game.

Something that worked well for me was to grab Confusionism from COL and spread it to the nearest neighbour without a religion and make him my BFF. It's a nice map to have a friend blocking off one entire border. Not because you're afraid of him, but because it saves hammers being "wasted" on defensive units. Latter on I just used him as a Hammer to solve my problems for me, If I saw him getting in trouble I'd gift a couple of military techs and some gold in order to help him keep the rabble in check. This leaves you free to focus on teching and saves your precious cottages from being pillaged. Just don't let him get out of control!!!!

I was able to pick up enough seafood resources to make Sids Sushi a better (ok, equal) alternative to State Property for working multiple workshops. If you regenerate a few maps you'll notice that everyone is on the coast which almost always means a high density of seafood around start locations. Grab a couple of capitals and you'll be set for later.

The mall is overpowered in late game >.< First time I've ever built one. Looked average on paper, I boggled at the uberness in practice. Every city got one.

The civil service (Bureau) slingshot proved to be well worth it. I'm now tempted to position my capital to get all 5 grassland hills, especially if I can find a food resource on the other side of that row of hills. I might spend a turn or two peeking over the other side to see, then again I might chicken out.
I ended up wonderspamming with my test game capital once I had my support cities established, it probably cost me quite a few more turns than if I'd built research instead, but wonders are soooo pretty.


Welcome PaulisKhan!
Your strategy is very sound :goodjob: and it is what I would do if going for space. Only a minor detail: I'd never workshop my capital's cottages, at least not until after I've finished researching.
The space race is research limited, not hammer limited. While you research the last techs, mainly from the capital, other cities slowly build the available parts. Building the last parts takes just a few turns.

As for CS sling, I wonder myself. Maybe test games are needed.

Thank you for the welcome =)
Although I tend to shy away from non conquest/dom victory conditions I've still paid close attention to your advice and guides. And naturally Murky Waters is mandatory reading for me.
You've taught me a lot, so thank you!

I just observed exactly what you advised in my testgame. It would be pointless to workshop the capital. Definitely research limited.

And as I mentioned earlier, I found the CS sling to be well worth it, even if I then wasted much of the hammer production on silly wonders, I got distracted by splicing a religious economy onto my cottage economy which was what got me started on the wonders in the first place :crazyeye:

My finish date was a 1936 Space victory (avoided an accidental diplo victory along the way) but the land is so good for research I'm expecting to see people knock 150 years off that without breaking much of a sweat.
I can't remember the last time I did a space race either, so my experience with getting the proper tech path is essentially zero.
Then again, as far as I could tell it's just a case of "research everything nub".

-edit- I almost forgot, given the relative paucity of hammers I found the AP to be invaluable. A guaranteed +4 base hammers in every city (and then of course you just have to go and get the SC, SM and US >.< to complete the set)
 
Any ideas for the Gauntlet? I'm out of them. Religious (or military) on a single-mass land low-level is cheesy, diplo is straightforward, culture was the previous time; Space Race?

I could learn a lot about doing a space race properly by watching this round closely, so if you have nothing better in mind....

I'd be your best friend forever!

ps. I appreciate the CRC updates, please keep them coming, although I sympathise that language is a barrier for many of the team. =)
 
This type of map is perfect for domination. you only have to worry about the east and west as long as you create a dividing line with cities. The low level means if there is another civ even remotely close, he/she can be eliminated early. The late UU/UB means you are perfectly suited to a late game push for domination. If there are no close civs, REXing six cities will be my first priority. If there is one, three cities and DoW.

Again due to the low level, a WE is reasonable even without the industrious trait, and founding a religion should be a relatively easy business.

Now that I think about it, domination or conquest shouldn't be difficult.

This one should be fun. ;)
 
I could learn a lot about doing a space race properly by watching this round closely, so if you have nothing better in mind....

I'd be your best friend forever!

ps. I appreciate the CRC updates, please keep them coming, although I sympathise that language is a barrier for many of the team. =)
Well, we have it then - straight from the new player's mouth. This month Gauntlet is Space Colony, played on Challenger.

Thanx, will try to keep posted. I sympathise that language is a barrier for you ;)
 
You're right, there's a GH there!
But DS says GHs have been removed nearby the start, maybe this is a SS before that?

Yep there was a goody hut there, it was hiding from me under the trees :). Rest assured that it will not be there when the game is released. I'll try and update the screenshot in the next day or so. Thanks azzaman333 for spotting it :goodjob:. You will now have the distinction of being universally loved by those people who dislike goody huts in games, and universally despised by those who like them :lol:
 
Don't worry, mate, you're not alone.
 
Or Spaceship/Cow Combo...really spice it up!:lol:
 
Diplo requires both military and research. Where do you plan to settle?

Research, more than military, is surely the more important factor in determining an early diplo finish, especially on low levels.

I will be going one NE onto the hill with my settler. We'll see what my warrior discovers heading NE and then probably North, before deciding where to settle.

@Lexad, why is diplo any more straightforward than SS? I would think the opposite.
 
@Lexad, why is diplo any more straightforward than SS?
Well, you can go by industrial way first or by scientific (therefore use Liber for Assembly or Radio - or Indu if you manage both). You also can try it with 10 cities or 30 - hence the different amount of warfare. State Property or Corporations. Mcromanaging the distribution of SS parts, picking at what stage to launch. While fast Diplo is just move along the CS-Edu line, get loads of GS for lightbulbing scientific techs and 1-2 GE for UN, while trading with the guys, accepting civics and spreading religion - if required.
 
Well, you can go by industrial way first or by scientific (therefore use Liber for Assembly or Radio - or Indu if you manage both). You also can try it with 10 cities or 30 - hence the different amount of warfare. State Property or Corporations. Mcromanaging the distribution of SS parts, picking at what stage to launch. While fast Diplo is just move along the CS-Edu line, get loads of GS for lightbulbing scientific techs and 1-2 GE for UN, while trading with the guys, accepting civics and spreading religion - if required.

Yeah, the tech tree decisions are more complex for SS, but don't both victory conditions face similar choices regarding the size of empire and consequent need for and use of military? I don't find micro-managing the distribution of SS parts complicated at all, myself. That's pretty simple math.

But with regard to diplo games, what about, um, diplomacy? Surprised you don't mention this at all. Personally, I find this to be the most interesting aspect of diplo games. But maybe you are assuming Moonsinger style military diplo games ...
 
Diplo is done by the books, all the diplo turns and twists have been tested there ages ago, provided with numbers, and BtS didn't bring much - unlike Space Ship. However, this is my personal opinion, and I've played SS just once in BtS, so loads of learning for me :)
 
This is an interesting start position with good spots for both peaceniks and warmongers.

Usually I go for cultural victories, but because there is such a good military start position I am toying with the idea of ringing the changes and going for a domination win instead. I wondered if someone could give me a few pointers.

The key question is how far should I plan on taking research? I normally get my domination wins (on small/tiny maps) with axeman/swordman/chariot rushes. However, I suspect that I will run out of steam on this standard donut map since a) it is bigger and b) there is no way to get at all the opponents quickly. I think someone mentioned that the navy seal was a good unit for finishing off a late game domination win, but would things go that far?

The key thing is do I need to take the research beyond swordmen (or maybe catapults), and if so, how do I get the reseach? The 1SE spot is crying out to run 4 hills; but at the same time, I am tempted to run some scientists there if I need research, though this would dilute the effect of the initial rush.

A second related question is whether to build a second city. The first city looks to be a good powerhouse and I´m tempted to run my campaign solely from this (assuming that there´s bronze or iron in them thar hills); but is this going to be enough?

Thirdly, I am assuming that I shouldn´t be bothering with any wonder building, slingshots etc - just stay focused on the military and pick up wonders from captured cities. Is this correct?
 
I'v played some diplo games in vanilla and BTS. What can I say about diplo? To my mind military diplo has no chances to be fastest. As for me it's obvious.
 
Gosha, it's Noble. You do Quechua rushes w/o Queschua :)
Take care of the new rules against self-voting!
That's what vassals are for, mate.
 
Back
Top Bottom