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[BTS] News: BOTM 140 starts October 3

Discussion in 'Civ4 - Game of the Month' started by Deckhand, Sep 30, 2017.

  1. Deckhand

    Deckhand Procrastination at its finest GOTM Staff

    Joined:
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    BOTM 140: Charles the Great of Holy Rome.


    "Charlemagne linked Europe through a network of canals and bridges, and then unified the realm ...".
    The world has been divided by waterways and some bridges prebuilt. It is up to the player to unify it.
    Spoiler more information :
    No barbarians - think of the northern civs as barbarians
    Events enabled - sometimes = this time.
    "Canals" have been stocked with seafood (normally missing from Highlands).
    You will be able to build workboats if on lake with seafood.
    When lake is big enough, you will be able to build lighthouses etc.

    17 random civs; with roughly equal area - if AIs stay in their land - don't expect that to happen;
    Regenerated the map until you were in middle and not next to the more annoying ones (think of them as barbarians)
    Often replaced mountains and other undesirable terrain and used existing lakes as part of the canals. Often added eliminated resources. You will notice map oddities. (like rivers next to water).

    Game settings:
    Playing as: Charles the Great of Holy Rome
    Rivals: 17 AIs
    Difficulty: Noble
    Starting Era:
    Ancient
    Speed: Normal
    Options: No barbarians, permanent alliances, no goody huts
    Victory Conditions:
    All enabled

    Map settings:
    Map: Highlands - edited to add dividing water between civilizations
    World Wrap: Cylindrical
    Mapsize: Worldsize_standard
    Climate: Climate_temperate
    Sea level: Sealevel_medium


    :king: Charles the Great is Imperialistic and Protective, and you start with Mysticism and Hunting.
    The Imperialistic trait gives +100% great general emergence and +50% production of settlers

    The Protective trait gives free City Garrison I and Drill I promotion for archery and gunpowder units and double production speed of Castle and Walls

    Unique unit: Landsknecht (replaces Pikeman)
    The Landsknecht benefits from: 100% combat bonus against mounted units, 100% combat bonus against melee units. This compares with the Pikeman which has: 100% combat bonus against mounted units.

    Unique Building: Rathaus (replaces Courthouse)
    -75% maintenance :king: (instead of Courthouse -50%)
    Spoiler :
    not where the rats are housed

    Starting screenshot

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




    Note that in this game, any espionage-culture victories will be counted as cultural victories.

    To Enter the Competition:

    This competition will open at 00:01 am on 3 Oct 2017, 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 5 Nov 2017.

    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.
     
    Last edited: Oct 1, 2017
  2. MarleysGh0st

    MarleysGh0st Chieftain

    Joined:
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    Location:
    Elsewhere
    17 AI!?

    This will be fun. :crazyeye:
     
  3. Dhoomstriker

    Dhoomstriker Girlie Builder

    Joined:
    Aug 12, 2006
    Messages:
    13,396
    That starting area looks nice, with plenty of Riverside squares, a decent amount of Food, and good production, giving us a good capital for any type of Victory Condition.


    With the layout of the Corn and Pig, there are actually quite a number of settling locations to consider.

    The Scout can move 1 N G Riv -> 1 NW G Riv For (1 E of the Corn), thereby revealing the remaining big fat cross squares for moving the Settler 1 NE, and better informing us about the possibility of moving the Settler 1 N.

    If a new Resource gets revealed, I'd consider moving the Settler 1 N or 1 NE, but with two of the three squares to be revealed being Forests, it's unlikely that a new Resource will be revealed.

    Moving the Settler 1 NW might net another Resource in the fog, but we could just as easily be moving away from a Resource on the GH that is 1 E of the Pig or the G Riv that is 1 NE + 1 E of the Settler, and we'd lose the River.

    Moving the Settler 1 W would be similar to 1 NW, but with keeping the unforested GH in the big fat cross while obtaining less hidden squares.


    Assuming that you are okay with losing the G Riv Corn square for the capital and saving it for City 2, you could settle on the Stone. Doing so speeds up the completion of the initial Worker by a couple of turns (10 turns + 2 turns to move the Settler onto the Stone + 1 extra turn to move the Worker toward the Pig compared to 15 turns to create a Worker by settling in place) and would gain extra Hammers going toward a Settler or even to a super-early Stonehenge if you tech Masonry early on.

    Alternatively, you could go for a real gambit and build a Settler first with the extra Hammers plus help from the Imperialistic Trait.

    Settling on the Stone would give:
    City Centre = 2 F + 3 H
    Working a GH For = 1 F + 2 H
    1 Citizen eats = -2 F
    Total = 1 F + 5 H
    Including the Imperalistic bonus = 1 F + 1.5 * 5 H = 1 H + 7.0 H = 8 H
    100 H / 8 H = 13 turns to complete a Settler + 2 turns to move the Settler to the Stone

    So, you could settle in place and build a Worker that gets completed after 15 turns, or you could move to the Stone and build a Settler that gets completed after the same 15 turns.


    That's an interesting point about seafood Resources having been added--skipping Fishing could allow for an Engineering Lightbulb gambit, while we let the AIs net the seafood Resources for us. Landsknechts are underwhelming against AIs with Longbowmen, Crossbowmen, and Macemen. However, if you go for a focused Lightbulbing path, you can probably catch many of the Noble-Level AIs without Machinery and/or Feudalism, and Landsknechts can be really fun against AIs who just have Axemen, Spearmen, Swordsmen, Spearmen, Chariots, and Horse Archers. Throw in some Trebuchets and some Roads with the extra movement point from Engineering and you have an "I win" button.

    If someone has a link to how to effectively execute an Engineering Lightbulb, I'd appreciate having it as a handy reference.
     
    Last edited: Oct 5, 2017
  4. WastinTime

    WastinTime Chieftain Supporter

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    If the added water is how I'm imagining it, all 18 players might be connected pretty early with sailing.
    That could also mean religion would spread far and fast. :think:
    Uniting the world under one religion would be a flavorful way to play Charly.
     
  5. Deckhand

    Deckhand Procrastination at its finest GOTM Staff

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    Yes.
    But it is not how you are imagining it. You forgot about the bridges.

    I think in Civ II (I?) you could have a strait and isthmus intersect
    XO
    OX
    So that you could cross either on land or sea. But in Civ IV, to allow land access, water access is blocked.
    You should be able to reach all civs without building any boats.

    Or you could put forts on the bridges and then sail everywhere.

    Spoiler threads created.

    ----
    edit, oh wait - you are just talking about trade contact; yes, the water could help with that
    water to civ to water to next civ, etc; for trade it's like a lot of prebuilt roads
     

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