SGOTM 22 - Fifth Element

Since BSPollux didn't answer my question, I went ahead and looked at the game settings:

Civ4ScreenShot0221_zps2omwrex7.jpg


The only other info was Soldiers on the Demographics screen:

Rome: 12000
AI Max: 17000
AI Min: 15000
AI Avg: 16333
 
The nicest thing about AggAI + No tech trading/brokering is that some AIs will still be in stone age when we get rifles. How much crazy mapscript must have been to make conquest slower than space?
 
At least it looks like little was modified to start units. Normally AIs start with 2 archers + archery = 12k power.

It is impossible to make 15 or 17 with techs only, so I suppose an archer was added to everyone.

If we take every civ starts with 3 archers, there is only one option available --> no civs starting with the wheel, so at least no Toku this time.

4 civs with hunting OR mining, 2 with NONE of this two

(so civs PROBABLY not in play: Sumeria, Byzantium, Babylon, Japan, Ottoman, Arabia, Egypt, Mongolia, Mali, Arabia.
Also probably no mining+hunting, so no Khmer, Ethiopia, Russia, Germany

How many leaders left?)

My guess: 2 of: America, Native, Dutch, Spain, Inca - I expect Inca/Spain for Oracle blocked + Natives far away to annoy us to extreme level

4 of: Zulu, Vikings, 2nd Rome, Joao, Persia, Maya, Korea, India, HRE, Greece, England, China, Celtia, Carthage, Aztec.
In terms of being a cruel mapmaker, Vikings, Zulu is a must. I guess Celtia and Carthage also
 
The nicest thing about AggAI + No tech trading/brokering is that some AIs will still be in stone age when we get rifles. How much crazy mapscript must have been to make conquest slower than space?
Maybe not just one civ is inaccessible, but all civs are. Lots of paratroopers!
 
To be sincere - NO unit move in t0 gives us better knowledge of terrain. So we must decide if we take given spot (only +6 food for te beginning) or take a risk and settle coast hoping for seafood (it is settling on t1 or max t2).

In second case:
southern warrior 1SW
western warrior 1SW
settler 2SW

Me likes checking the coast first. Also in terms of exploration early workboat is nice
 
How many tiles has a map? Pnly peaks are ok, but having to deal with all AIs on islands surrounded by peaks is cruel
 
Well I have been convinced about the coast. Making the safe choice(s) (1N) will not win us the game but will net us another wooden spoon. So I say we explore the coast and then decide the best choice.
 
I'm worried with raging barbs that a slow start could be fatal but I see the argument for exploring.

zbg you're up as you were first to check in. I guess once we decide what we're doing it could be very small turn sets at first.
 
Well I have been convinced about the coast. Making the safe choice(s) (1N) will not win us the game but will net us another wooden spoon. So I say we explore the coast and then decide the best choice.
I hate to say it, but you're probably right. If we do what everyone else does, we will probably be outplayed and end up near the bottom. That being said, there's potentially a large upside to a coastal start, and the downside is not that significant.

Anybody else feel like gambling our entire game on the opening moves?
 
If you want to beat Seraiel elitetroops and others, you have to gamble :P
 
I found my disks. Installed and updated to 3.19. Reinstalled Buffy and it works. I just played 20 turns or so on BOTM 93 to be sure all was good. SO looks like I may be able to play some turns after all.
 
Ok, so here's a one-and-a-half turn PPP.

First of all, four warriors is going to be confusing unless we give them names. I say these:

------------Earth

Fire---------FE---------Wind

------------Water

That way our Settler is The Fifth Element :groucho::rotfl:

Anyway, T0:

Earth move 1N
Wind move 1S1E
Water move 1S1W
Fire move 1S1W
Settler move 2S2W

Nothing is revealed, so on to T1:

Water move 1S onto hill
Fire move 1N1W
STOP

From here, the ideal outcome would be to move 1W and settle and have Pig + Seafood + 2 Wine, but we'll see what we see.
 
Water should not move to hill, because its sight is blocked by forest. It should move 1SW again to reveal as much coast as possible.

The problem is with fire: either to hill to reveal grass or 1SW to reveal even more coast
 
Water should not move to hill, because its sight is blocked by forest. It should move 1SW again to reveal as much coast as possible.

The problem is with fire: either to hill to reveal grass or 1SW to reveal even more coast
Ok, when I look at the edges of the fog, I agree about moving Water 2S2W. We should probably do the same with Fire. Revealing water tiles is critical to potentially settling on T1, while revealing those two land tiles isn't likely to be important.
 
Ok, when I look at the edges of the fog, I agree about moving Water 2S2W. We should probably do the same with Fire. Revealing water tiles is critical to potentially settling on T1, while revealing those two land tiles isn't likely to be important.
unless there is corn :P
 
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