News: Game of the month for Civ V - feedback appreciated

Sorry, no DLC games in order to keep them available for all players to play.

In addition, it requires me to shift files around on my system to be able to create games in vanilla. So I have no dlc anyway.

Waiting for the expansion... :lol:
:sarcasm:
 
No, sorry, DLC games in order to keep them available for all players to play.

In addition, it requires me to shift files around on my system to be able to create games in vanilla. So I have no dlc anyway.

Waiting for the expansion... :lol:
:sarcasm:

Fair enough.
I'm sure some other player could make their own "GOTM" if they wanted to.
Just as a challenge, but with DLCs.
 
First time poster, long time player. Still barely ever won a GOTM without restarting (highest is King level). Had a thought about some people's objection to the way winners are sorted out. "Time" encourages certain exploits leading to people calling for "Score" - who can be bothered grinding a turn 499 win; better have a good book to read. An alternative I thought of is "Aesthetic". As a third table of winners this category is like figure skating is to sport. An impartial group of judges give scores out of ten based on 3 screenshots and a 250 word synopsis of global history. Who can make the prettiest civ whilst still achieving the victory in sub 300 turns? Can Dave have 6 spaceship parts sitting in a forest and all the wonders built whilst two annexed cities are ages away from utopia and UN as he hammers down the door of the last cap? Will judges give more kudos to peace and happiness and avoidance of relative exploits?

P.S. How do I get a custom avatar?
 
Hi, welcome :wavey:

1. Where would we find an impartial judging panel to make such assessments?

2. You need a few more posts before you can do various things, including setting your own avatar.
 
Do we have an ETA as to when we'll be doing "real" GOTMs and not just "training series"?
 
Until Firaxis sees fit to release the contents of the game's .dll file, a mod cannot be built to support HoF or GOTM. Even after its release, it will take some time to get a mod built and tested.

Sorry, but have no idea. :dunno:
 
Until Firaxis sees fit to release the contents of the game's .dll file, a mod cannot be built to support HoF or GOTM. Even after its release, it will take some time to get a mod built and tested.

Sorry, but have no idea. :dunno:

Gee, another reason why Civ4 is still better despite the step-down in graphics. :sigh:
 
You may feel that way, and I note your opinion.

However, it really is rather inappropriate here.

Civ4 had is own unique set of issues when it first came out and it took some time for those to mature and become what you play today. We seem to have quite a few short memories sometimes.
 
You may feel that way, and I note your opinion.

However, it really is rather inappropriate here.

Civ4 had is own unique set of issues when it first came out and it took some time for those to mature and become what you play today. We seem to have quite a few short memories sometimes.

You're right of course. Sorry about that. I hereby retract my comment.
 
If you have already covered this I apologize in advance. I rarely play any speed other than marathon. I have played quite a few of the GOTM but rarely with any sort of finishing speed worth posting or abandoning due to not enjoying the quick pace of the game. Is it possible to post the GOTM original save in marathon speed also? I have ripped a few of the maps through the map editor to respeed a scenerio to marathon although I am uncertain if I am getting all cities, ruins, ect to start in the correct space and also not sure how to get city states to have the same friendly/hostile/ect. Just curious as the maps often are quite interesting and even though the standard finishing pace probably has no scaling relevance to the marathon pace it would be interesting to me to see if my city locations and relationships with the other civs are consistent with the players on the standard pace. Thank you for your efforts on the GOTM as I do find the scenerios and discussions to be helpful.
 
Sorry, but I do not really know how to do this currently in an efficient way. Civ5 is not as easy as Civ4 was with the built in WB.

To answer your question, do not see a time in the near future when we would consider doing this.
 
As you make the training games, they are "usually" fun and equal, I don't expect you to find every little niggle in the game.

For now, just delete goodyhuts equally around all AI's and mine. Or just let go of them. Hut's can make a BIG difference in any game. So no more Scarchers. I think popping Writing at turn 12 makes the game worse.

Get rid of those, even if hurts me, it would make the challenge of the new world different.
 
I agree. If I ever get Writing from a ruins on turn 12, I'll probably quit the game in disgust.

I've seen the AI get Writing on turn 4 or so, but they'll mess up. ;)
 
I have no objection to running an occasional game with no goody huts.

edit - are you saying we should have no goody huts be the standard for TSG's?
 
The only times where the AI can pop writing by turn 4 is if they got very lucky and popped pottery from the first hut then writing from the second hut or it's one of the higher difficulty games where the AI starts with several techs and their first hut gave a tech.

Here are the techs the AI gets from free.
Code:
	<HandicapInfo_AIFreeTechs>
		<Row>
			<HandicapType>HANDICAP_KING</HandicapType>
			<TechType>TECH_POTTERY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_EMPEROR</HandicapType>
			<TechType>TECH_ANIMAL_HUSBANDRY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_EMPEROR</HandicapType>
			<TechType>TECH_POTTERY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_IMMORTAL</HandicapType>
			<TechType>TECH_MINING</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_IMMORTAL</HandicapType>
			<TechType>TECH_ANIMAL_HUSBANDRY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_IMMORTAL</HandicapType>
			<TechType>TECH_POTTERY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_DEITY</HandicapType>
			<TechType>TECH_MINING</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_DEITY</HandicapType>
			<TechType>TECH_ANIMAL_HUSBANDRY</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_DEITY</HandicapType>
			<TechType>TECH_THE_WHEEL</TechType>
		</Row>
		<Row>
			<HandicapType>HANDICAP_DEITY</HandicapType>
			<TechType>TECH_POTTERY</TechType>
		</Row>
	</HandicapInfo_AIFreeTechs>

As you can see, from King thru Deity the AI starts with Pottery, which gives them the chance of popping writing with their first hut.

If you look in the Technologies XML file you'll see that only the Ancient era techs have the "<GoodyTech>true</GoodyTech>" flag. So at least the AI can't pop any of the later techs.

That said, I do think if the GOTM games ran without ruins it would equalize them a lot more. After all, one player could get very lucky with the ruins and pop several techs and culture, while another player ends up with a bunch of map reveals and barbarian locations. Thus the player with the lucky RNG rolls will have a much better early game than the one with the unlucky rolls and therefore be more likely to have a much earlier win if both players play the game exactly the same way.
 
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