SirPleb
Shaken, not stirred.
My understanding is that we'll be playing GOTM#5 as America, with the 1.17 game patch.
So I thought a note about what to expect with the 1.17 changes might be useful for people who haven't played with 1.17 yet, and haven't been following the general discussions forum.
I'm sure I haven't thought of everything! If you have more tips please jump in with them. These notes are also a bit preliminary. I haven't played enough 1.17 to be sure of all this. But I figured better to share these thoughts now before GOTM#5 starts.
America
Expansionist. Like last month, we'll be able to build scouts and we'll be given one at the start.
Industrious. Workers complete their tasks noticeably faster. When a city is large enough, it will get bonus shield production. (Does anyone know the threshold(s) and bonus involved?)
F-15 and Golden Age. To get a Golden Age before the game is well advanced, we'll need to get it by building wonders. The wonders to match our two traits are as follows. My understanding is that we'll need to build one from each group to get a Golden Age without using an F-15. (Note: It also seems possible to do it by capturing the wonders. If you've captured at least one wonder from each of the following groups then I think the next time you build ANY wonder, you'll get a Golden Age.)
Expansionist:
* Colussus
* Lighthouse
* Copernicus
* Magellan's
* SETI Program
Industrious:
* Great Wall
* Hanging Gardens
* Pyramids
* Hoover Dam
* Manhattan Project
1.17 Patch
AI trading behaviour. The rival Civs will, once they are in contact with each other, trade things much more aggressively and frequently than with 1.16. The largest effect of this is likely to be on your approach to research.
Getting ahead in research. If you like to play to get and keep a tech lead, you'll probably find that it takes a lot more effort to do so than with 1.16, because of the more aggressive AI trading. The good news is that if you can get a tech lead, you can then play it much the same way as with 1.16. (But modify your style a bit to allow for the following notes about trading.)
Lagging behind in research. I think this has become a much more viable style of play with 1.17. Once all the other Civs are in contact with each other, you can count on being able to buy "old" techs very cheaply. If there are a lot of Civs in the game you will be able to buy old ones much cheaper than researching them.
Staying about even in research. (Learning some, trading others.) This may actually be the hardest path with 1.17. You'll have to work hard to learn some techs through research. And you won't be able to, at the same time, broker techs discovered by other Civs on different research paths.
Selling your goods. (This applies especially to tech!) Because the AIs are now very aggressive in trading among themselves, a good general rule is that if you sell something (tech, communications, maps) to one AI, you should sell it to everyone who has anything to offer for it in the same turn. If you don't do this, i.e. you sell to just one other Civ, on their next turn they WILL re-sell it to any other Civ who has anything at all reasonable to pay for it. If some particular Civ has been really squeezed dry, can't afford to even pay a minimal amount, then they won't get a trade. Actual amounts will vary depending on number of Civs. As an example though, with a total of 8 Civs in the loop, I found that Literature could be traded as cheaply as 19 gold. (Edit: Don't count on being able to BUY techs quite that cheaply! They're generally more than that. But I'm reasonably certain that the AI's have sold Literature among themselves at that price. )
Selling during the AI's turn. As a side-effect of the prior note, if an AI asks you to trade something to them during its turn, you might want to say no and then talk to them on your turn. If you make the deal on their turn, they could re-sell it around the world before your turn.
Goody huts. I don't think Firaxis has said anything about this but many people have found goody huts to be more lucrative. In one Monarch game I tried, I opened 10 Goody Huts with my scouts. Two gave me settlers. Many gave tech. Not one gave me barbarians. (But, please don't shoot me if you open a hut with a scout and it gets killed! )
Bombardment. Bombardment of cities appears to be less effective in reducing its population and improvements. It seems to still hit defensive units in the city with about the same frequency.
Pop rushing improvements. Rushing is still viable for the occasional improvement. The unhappiness resulting from a Despotism/Communism rush (and I think from drafting but I haven't tested that) now lasts 40 turns instead of 20. Repeatedly rushing in one city will quickly reduce it to a useless state. The unhappiness accumulates with 1.17 in such a way that if you do a lot of rushing in one city, you won't be able to get any citizens at all to work in that city. Combined with the longer term of unhappiness, you can figure that after a lot of rushing, a city will be useless for the rest of the game.
(Note: Pop rushing by using workers, in a size one city which is permanently unhappy, remains technically possible but is forbidden by the GOTM rules.)
Capturing enemy cities. When you capture a city, you inherit any unhappiness previously caused in it by rushing. So, depending on the enemy's government and how long your siege lasted, you could end up with a permanently unhappy city. This problem can be reduced by striking rapidly (no long siege which allows them many turns of rushing) or by striking while they are in Monarchy.
Culture flipping of cities. This is supposed to be better in 1.17, i.e. captured cities are supposed to be less likely to flip if you keep a large garrison of your forces stationed in the city. But don't count on this, it can still flip anyway.
So I thought a note about what to expect with the 1.17 changes might be useful for people who haven't played with 1.17 yet, and haven't been following the general discussions forum.
I'm sure I haven't thought of everything! If you have more tips please jump in with them. These notes are also a bit preliminary. I haven't played enough 1.17 to be sure of all this. But I figured better to share these thoughts now before GOTM#5 starts.
America
Expansionist. Like last month, we'll be able to build scouts and we'll be given one at the start.
Industrious. Workers complete their tasks noticeably faster. When a city is large enough, it will get bonus shield production. (Does anyone know the threshold(s) and bonus involved?)
F-15 and Golden Age. To get a Golden Age before the game is well advanced, we'll need to get it by building wonders. The wonders to match our two traits are as follows. My understanding is that we'll need to build one from each group to get a Golden Age without using an F-15. (Note: It also seems possible to do it by capturing the wonders. If you've captured at least one wonder from each of the following groups then I think the next time you build ANY wonder, you'll get a Golden Age.)
Expansionist:
* Colussus
* Lighthouse
* Copernicus
* Magellan's
* SETI Program
Industrious:
* Great Wall
* Hanging Gardens
* Pyramids
* Hoover Dam
* Manhattan Project
1.17 Patch
AI trading behaviour. The rival Civs will, once they are in contact with each other, trade things much more aggressively and frequently than with 1.16. The largest effect of this is likely to be on your approach to research.
Getting ahead in research. If you like to play to get and keep a tech lead, you'll probably find that it takes a lot more effort to do so than with 1.16, because of the more aggressive AI trading. The good news is that if you can get a tech lead, you can then play it much the same way as with 1.16. (But modify your style a bit to allow for the following notes about trading.)
Lagging behind in research. I think this has become a much more viable style of play with 1.17. Once all the other Civs are in contact with each other, you can count on being able to buy "old" techs very cheaply. If there are a lot of Civs in the game you will be able to buy old ones much cheaper than researching them.
Staying about even in research. (Learning some, trading others.) This may actually be the hardest path with 1.17. You'll have to work hard to learn some techs through research. And you won't be able to, at the same time, broker techs discovered by other Civs on different research paths.
Selling your goods. (This applies especially to tech!) Because the AIs are now very aggressive in trading among themselves, a good general rule is that if you sell something (tech, communications, maps) to one AI, you should sell it to everyone who has anything to offer for it in the same turn. If you don't do this, i.e. you sell to just one other Civ, on their next turn they WILL re-sell it to any other Civ who has anything at all reasonable to pay for it. If some particular Civ has been really squeezed dry, can't afford to even pay a minimal amount, then they won't get a trade. Actual amounts will vary depending on number of Civs. As an example though, with a total of 8 Civs in the loop, I found that Literature could be traded as cheaply as 19 gold. (Edit: Don't count on being able to BUY techs quite that cheaply! They're generally more than that. But I'm reasonably certain that the AI's have sold Literature among themselves at that price. )
Selling during the AI's turn. As a side-effect of the prior note, if an AI asks you to trade something to them during its turn, you might want to say no and then talk to them on your turn. If you make the deal on their turn, they could re-sell it around the world before your turn.
Goody huts. I don't think Firaxis has said anything about this but many people have found goody huts to be more lucrative. In one Monarch game I tried, I opened 10 Goody Huts with my scouts. Two gave me settlers. Many gave tech. Not one gave me barbarians. (But, please don't shoot me if you open a hut with a scout and it gets killed! )
Bombardment. Bombardment of cities appears to be less effective in reducing its population and improvements. It seems to still hit defensive units in the city with about the same frequency.
Pop rushing improvements. Rushing is still viable for the occasional improvement. The unhappiness resulting from a Despotism/Communism rush (and I think from drafting but I haven't tested that) now lasts 40 turns instead of 20. Repeatedly rushing in one city will quickly reduce it to a useless state. The unhappiness accumulates with 1.17 in such a way that if you do a lot of rushing in one city, you won't be able to get any citizens at all to work in that city. Combined with the longer term of unhappiness, you can figure that after a lot of rushing, a city will be useless for the rest of the game.
(Note: Pop rushing by using workers, in a size one city which is permanently unhappy, remains technically possible but is forbidden by the GOTM rules.)
Capturing enemy cities. When you capture a city, you inherit any unhappiness previously caused in it by rushing. So, depending on the enemy's government and how long your siege lasted, you could end up with a permanently unhappy city. This problem can be reduced by striking rapidly (no long siege which allows them many turns of rushing) or by striking while they are in Monarchy.
Culture flipping of cities. This is supposed to be better in 1.17, i.e. captured cities are supposed to be less likely to flip if you keep a large garrison of your forces stationed in the city. But don't count on this, it can still flip anyway.