News: WOTM 11 Pre-Game Discussion

I think he's not that evil - at least we're not in the hub. From the screenshot it is pretty clear that we're close to the northern border of the map - note the straight line of fog above the coast/ocean tiles 2N of the scout.
You may be right. I thought, like someone else said that we were in the south, with the desert /tundra north of the start location.

As some one else mentioned, there are no huts on the test map I made. It is easier to remove all of them when I am in a hurry, rather than trying to pick out just some of them by hand. Wouldn't you rather have the test be a little more difficult, making the real thing "seem" even easier. I do. For that reason, I also don't add any resources to the starting location. If I have to move a resource because the corresponding new tile type won't support it, I'll try and relocate it relative to the settler start position, while being careful not unbalance an area by grouping too many resources together.

After looking at my start more closely, I now agree with Conquistador 63 that the game start position is very probably in the northern half. Relative to this map type, I don't think it matters much as all civs each get a "bottle" of land.

I also noticed that I must have been in a huge hurry, because I missed on some basic tile types in the visible area.:sad: I fixed them, here is the updated start file.:blush: Also, since there was/is talk of the same map at different difficulty levels, I have included some different options.

If I missed anything else, please let me know, as next step will have to be an adjustment in my medications!:crazyeye:
 
Well, I've discovered some interesting things...
Just because its always at war, doesn't mean its fight all the time. Many of the Civs know where I am. They haven't attacked. At this level, they seem like cowards. The long distances do make early warring slow. Perhaps ferrying the units to the nearby peninsulas? Early religion is quite easy. If I remember correctly, I got Hinduism, Judaism and Christianity.
 
I edited my previous post with a fix for my test game(s).
 
I actually hope the game doesn't have any huts. In the Catherine game, one guy popped 3 Settlers and won easily in very early BC times. The ability to pop Workers and Settlers on Warlord level makes the huts too unbalancing.
 
Wait for the AI to send its units to attack you...;)

If you wait for the A.I. to attack... What is the victory condition you are contemplating? :confused:

You won't win by diplomatic, you won't win by domination, etc... You are pretty much limited by Cultural or Space.

What is the predominate victory condition players are heading for with this total war scenario??? :confused:
 
If you wait for the A.I. to attack... What is the victory condition you are contemplating? :confused:

You won't win by diplomatic, you won't win by domination, etc... You are pretty much limited by Cultural or Space.

What is the predominate victory condition players are heading for with this total war scenario??? :confused:

I wasn't being entirely serious when I made my suggestion, more pointing out that if you wait for the AI to attack you then presumably you'll have the luxury of your superior units walking over the AI's obsolete ones :D However, seriously, if you're not going for a superfast domination/conquest win, I suspect using that strategy may be useful, as it could cause the AI to throw away units, making you stronger relative to it. You don't get much war weariness from the battles in your borders, and then you can walk over the AI very easily a bit later in the game (eg. when galleons/knights/cavalry/3mpt roads/etc. mean you can go warring a lot faster). Then there's the variant da Vinci has just suggested, which I rather like (and which I imagine should be extremely effective on warlord difficulty.)

As for the strategy I'm thinking of. Oooh that depends. I'm thinking of heading for space. Cultural could be interesting though. I'm not particularly thinking of domination or conquest (or conquest-diplo) as I would imagine those would make for pretty boring games on this level. But I may change my mind. Or I may end up just not submitting since I seem to be having severe no-time-to-play problems at the moment (I'm unlikely to be submitting WOTM10 :cry: and GOTM 19 is looking iffy too) :(
 
Here is a thought ... send a settler with your attackers, found a city on the edge of the enemy, then upgrade the obsolete units on the border. Then unleash hell!

Any takers?

dV

I was thinking the same thing except maybe using galleys to ferry in the units if the enemy was just across the water.
 
Culture could be interesting.
In my test game I founded every religion except Buddhism, and built all but a few wonders.
 
I don't think I'll go cultural, I'll attempt either a military victory, diplo victory, or a space race victory...After finishing a culture victory for a recent gauntlet, I think I'm tired of culture right now.
 
Warlord level means we should be able to keep up with tech easily enough; on the other hand AW means we won't have any tech trades while AIs can and will trade with each other.
Quick speed means unit movement is slowed relative to everything else making warfare a bit more difficult.
Maybe look to acquire horses and beeline cossacks; capture a hunk of territory then decide on victory type.
Maybe look to establish one superscience city with everything else as a unit pump.
Its not going to be as easy as ordinary warlord level; maybe equivalent to prince/monarch. There are probably more noble/prince level players than emperor/immortal players so that's ok.
 
Due to no tech trading and quick speed, space race might be the hardest (er, least easy) VC. Not because of the competing AI, of course, it's just because the clock ticks too fast! Cottage-spam is the way to go!
 
Due to no tech trading and quick speed, space race might be the hardest (er, least easy) VC. Not because of the competing AI, of course, it's just because the clock ticks too fast! Cottage-spam is the way to go!

Umm, why? Surely if you research twice as fast (or whatever the factor is) and build twice as fast and grow twice as fast and generate great people twice as fast, then having half as many turns should make no difference? (Other than not being able to expand quite as quickly due to settlers moving relatively slower and I suspect whipping being harder to coordinate properly). Surely spacerace (along with cultural) will be the victory condition least affected by the quick speed???
 
On 2nd thoughts, you are right on the speed issue. However, I played a test run a couple days ago up to 500AD, focusing heavily on growth/science (1st military unit produced, not counting the MP warriors, was a maceman ca.400AD), and I still felt science was lagging behind relative to my usual games.
Must probably be due to AW - no tech trading and no foreign trade routes.
p.s. if you are having RL time constraints, this one is the GOTM to play! ;)
 
p.s. if you are having RL time constraints, this one is the GOTM to play! ;)

I always have RL time constraints !:crazyeye:

This WOTM might give a relative noob like me a chance to try a different VC, but it's more likely to end up a domination or a "self-service" diplomatic win, assuming that it is a "win" ...

Best to all,
Adama
Military Leader of the last remnant of the Human Race
 
War will be less effective with quick speed, and with warlord, conquering cities early, isnt necessary to keep up or get ahead in development. So ill think I focus hard on development, science and wonders in the beginning, and then strike when I have a strong economy, and a tech advantage.

Industrious, access to stone great for wonders. Mercantilism seems ideal with no foreign traderoutes anyway, and then Parthenon and Representation to maximize the GP points and experts.

The question is when to attack......
 
Back
Top Bottom