[BTS] NEWS: BOTM 292: Boudica, Immortal - starts June 20

kcd_swede

Jag är Viking!½
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BOTM 292: Boudica of Celtia, Immortal difficulty
botm292civ.jpg


June 20 to July 31


Civilization: Celtia - Unique Unit: Gallic Warrior (replaces Swordsman), Unique Building: Dun (replaces Walls)
Leader: Boudica
Difficulty: Immortal
Map size: Standard
Map Script: Shuffle, Arid
Starting Era: Ancient
Speed: Normal
Options: No goody huts, no random events
Rivals: 6
Victory conditions: All enabled
World wrap Cylindrical



Just a quick unedited mystery (shuffle) map with a start too good to be true...
Boudica on Immortal difficulty.
Duration 20 June 2025 to 31 July 2025

This is the start of the game (click for a bigger image):
botm292small.jpg


Larger image is attached:
botm292large.jpg




Adventurer Class bonuses:
No Adventurer save.

Challenger Class Equalizers:
No Challenger save

To Enter the Competition:

This competition will open at 00:01 am on 20 June 2025, server local time (UTC-6:00). From that date and time, you'll be able to get your chosen starting save >>>here<<<.

Note: save will also be attached to this post on start day, as the server is not fully back in service yet.

Submit the save after your victory (or defeat) here, by 31 July 2025.

If you are unable to submit via that link, attach the file to a PM to me kcd_swede and I will upload it when it becomes possible to do so.

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 3.19.005 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.
 

Attachments

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I believe we start with Hunting and Mysticism so Fishing is probably going to be the first tech.
Fishing looks very logical, but if we go worker first maybe we end up with a lot of idle worker turns until BW is in, despite the deer. So maybe start worker, but switch to a workboat, or maybe even two, as soon as fishing is in and only then finish worker and go straight mining/BW after? I usually don't do test games but might have to think this over a bit. :)
 
Fishing looks very logical, but if we go worker first maybe we end up with a lot of idle worker turns until BW is in, despite the deer. So maybe start worker, but switch to a workboat, or maybe even two, as soon as fishing is in and only then finish worker and go straight mining/BW after? I usually don't do test games but might have to think this over a bit. :)
Yes, I can sort of recall a similar dilemma from other BOTMS with a fishy starting area and no knowledge of fishing. Agree that the worker can easily become unemployed. Maybe it could also make sense to start out by building a warrior or even a (partial) monument (for the +1 :) with charismatic leader).
 
The worker would definitely be under-employed for several 100 years if you build a worker first. I agree that Fishing first and a wb (or 2) ASAP is the way to go with this start. One advantage of the seafood over the deer is the added commerce.

Shuffle map can be anything as LC said. Sid must randomly select one of the other map scripts. Not knowing at the start what the map type is will be a nice change of pace. I'm not suggesting that all BOTMs be shuffle though... ;)
 
Yes, emphasizing exploration is always a good feature in my eyes. Plus, we start with a scout so that’s a bonus. However, with barbs turned on the random bad luck of getting your scout killed early is almost as bad as another player popping technologies from goody huts. It would be better to give every player a starting explorer instead to lesson that imbalance.
 
Looking forward to failing on this map, whatever it turns out to be. Immortal barbs won't have the chance to kill the scout as bears will eat it before barbarians spawn. Might need to chop a GWall if I can get BW before all is lost. Then no metals in the neighborhood, must defend with archers against barb axes and swords, spears will spawn before archery can be researched. And finally our neighbours will attack as soon as we are most vulnerable, teaming up against us. Happy times. Not to mention the obvious: barb galleys will pillage every fishing boat we build.
 
Looking forward to failing on this map, whatever it turns out to be. Immortal barbs won't have the chance to kill the scout as bears will eat it before barbarians spawn. Might need to chop a GWall if I can get BW before all is lost. Then no metals in the neighborhood, must defend with archers against barb axes and swords, spears will spawn before archery can be researched. And finally our neighbours will attack as soon as we are most vulnerable, teaming up against us. Happy times. Not to mention the obvious: barb galleys will pillage every fishing boat we build.
I admire your eternal optimism… 🤣

The hidden truth to what you’re saying is that it often only takes a single one of all those things you listed to undo one’s best laid plans. Generally the best antidote is an early strong military, which defends against both barbs and AIs. Beeline BW while thoroughly scouting and building your copper settler. Then hope copper appears somewhere.
 
An ounce of prevention is worth a pound of cure (or whatever the saying is).

Like LC said, an early army (even a few warriors or scouts) properly positioned can spawn bust your area (including for barb galleys) and effectively funnel the human barbs toward your neighbors. Should a human barb wander your direction, your Spawn Patrol(TM) will pick them up early giving you time to react appropriately.

There are things you can do diplo wise to prevent an AI attack. It doesn't always work and it depends on who your neighbors are. You can do things like plant a semi useless city and liberate it to an AI, do lopsided tech trades to get positive fair trade bonuses, beg for gold, etc. to delay/prevent an AI from attacking. Just be sure to pay attention to the leaderboard to see when someone goes WHEOOHRN (although I've seen an AI attack without this).

Immortal difficulty is not a sure win for me so the above is as much a reminder to myself as anyone else. ;)

Good luck to all!!
 
Follow-up to Mitch’s post.

I assume people know any unit (including barb units and animals) spawnbusts a 5x5 square, including water tiles.

xxxxx
xxxxx
xxuxx
xxxxx
xxxxx

Evidently shuffle generates a wide variety of maps from pangaea to tiny islands but always on a 84x52 grid. Shuffle also allows high/medium/low sea levels which in my brief testing varied total land tiles from roughly (500-700)/(800-1100)/(1100-1300). That’s important and we know the actual land tile amount on T0 thus we know the water tile count, which will be high. Immortal is coded to spawn 1 water unit for every 300 unowned (no culture) water tiles. 😳 But barb galleys will only spawn on coastal tiles so if there should be 15 barb galleys but there are only a few not-spawnbusted coastal tiles available, they will spawn right there, guaranteed. (Limited only by the number of spawnings per turn)

After several turns of scouting we should have a rough idea of the map layout, at least larger land masses versus smaller islands. Warning:

1. Fewer total land tiles means more water tiles means more barb galleys spawned.
2. Larger land masses means fewer coastal tiles means barb galleys WILL spawn where they can. Don’t spawnbust your coastal tiles (with culture or units) at your own peril.

Of course, galleys only spawn after the barbs learn Sailing.
 
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Hi all... tomorrow is midsommarafton in Sweden, which is maybe more important than our national day (June 6) and Christmas Eve (Dec 24) combined. Therefore, I am unable to be ready to attach the save at midnight GMT+1, so I attached it now. No penalties for getting an early start... it's only about 5 hours so hopefully that doesn't make a difference to anybody. I tried but failed to upload the game to the usual download site, and not sure when that will be possible... but @Thunderfall is working on it and everyone should be very appreciative since it is a lot of tedious work and in a difficult time with all the summer vacations and stuff, and it's all voluntary. What, you thought we are raking in the big bucks here??? :lol:
 
Hi all... tomorrow is midsommarafton in Sweden, which is maybe more important than our national day (June 6) and Christmas Eve (Dec 24) combined. Therefore, I am unable to be ready to attach the save at midnight GMT+1, so I attached it now. No penalties for getting an early start... it's only about 5 hours so hopefully that doesn't make a difference to anybody. I tried but failed to upload the game to the usual download site, and not sure when that will be possible... but @Thunderfall is working on it and everyone should be very appreciative since it is a lot of tedious work and in a difficult time with all the summer vacations and stuff, and it's all voluntary. What, you thought we are raking in the big bucks here??? :lol:
+1

Without a doubt we all appreciate @Thunderfall’s hard work in maintaining this website throughout the ages.
 
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Without a doubt we all appreciate @Thunderfall’s hard work in maintaining this website throughout the ages.
And kcd for creating yet another game to entertain us! A happy Midsommarafton to him!

I love Shuffle. Makes it feel more "authentic" to me, having to explore a totally unknown world. Full of bears.
 
Yay Swede! Keep up the good work, man! (hint hint nudge nudge)

Oh, and next time, can you please plant some veg on the deer :D
 
Since SIP is very likely here, growth chance on deer will be low, but still possible. I'm almost inclined to try not to improve the deer, at least as long as possible. If the forest were there from T0, it would be the best starting working tile in the game.

This is a tough start, but at least 2H center, and I'm thinking Fishing is the way to go cause it aint much worth building a worker first here.
 
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