TSG 293 Announcement

vadalaz

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Sep 15, 2014
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Welcome to Civilization 5 Game of the Month - GOTM #293
These games allow new and old GOTM fans to play Civ 5 in a friendly competitive environment. Each game will specify the Civ you will play and the Victory Condition to strive for.

How to play:
1) Download the savefile, then place it in the Saves\single folder. The default paths the folder are:
Windows: ...\Documents\My Games\Sid Meier's Civilization 5\Saves\single\
Mac: ~/Documents/Aspyr/Sid Meier's Civilization 5/Saves/single/ or ~/Library/Application Support/Sid Meier's Civilization 5/Saves/single/
Linux: ~/.local/share/Aspyr/Sid Meier's Civilization 5/Saves/single/
2) On the turn of your victory (or defeat), use the "lemme play one more turn" feature and save the game
3) Upload your final savefile here

Where to discuss the game:
1) Announcement (this thread) - pre-game thoughts and questions
2) Opening actions - the first 100 turns
3) After actions - post-game discussion and feedback

Game Settings:
TSG293Start.jpg

Player (You): Montezuma - The Aztecs
Victory Condition: Diplomacy
Difficulty: Prince
Map Type/Size: Highlands/Standard (8 Civs, 16 City-States)
Pace: Standard

The earliest finish date wins, with score as a tiebreaker.
Your Unique Characteristics:
UA: Sacrificial Captives:
Gain Culture from each enemy unit killed
UB: Floating Gardens (Water Mill): Gives +15% food in the city and +2 food for each worked Lake tile
UU: Jaguar (Warrior): 33% combat bonus in jungle and forest, faster movement in jungle and forest, heals 25 HP if it kills a unit
Required DLC: All DLC
Starting Era: Ancient
Required game options: None
Enabled game options: None
(You may turn on/off Quick Combat/Quick Movement using the game options menu at any time during gameplay.)
Game Version: This game was created in Civ5 Brave New World version 1.0.3.279

MUST READ!
Our most sacred rule: Do not replay any turns!
If you make a mistake, accept it, and try to recover through game-play. To ensure fair play and prevent results exclusions, please set your Autosaves to "1 turn". In the event of a computer crash while playing, just reload to the previous autosave, then play on the same way you played it the first time. Please let Leif or me know (either in the forums or through Private Message) if you experienced a crash and how many turns you replayed.

This game runs through August 17th 2026

@The_J
@Blake00
 

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Aztec, my favorite civ, and a salt start too! Having played them so often, I'll admit to feeling some pressure to do well in this game. Diplomacy can be tricky though; miss a particular timing and your finish time gets pushed back ~25 turns. Do I dare attempt a 1-cycle approach here? In previous games that always seemed completely out of reach.
 
I hope that is a lake, if so, we may get 3 lake tiles
 
Start on the Wine if you got it! I'll move the Jaguar to the hill to the south just to make sure but likely will settle on the Wine. Puts the Deer and the other Salt in the 3rd ring but I can't resist settling on calendar resources when it even half way makes sense.

Edit. Actually what does the grassland wine yield with a plantation? Is it 2f3g? Or does it lose one of the food so it’s only 1f3g? If it’s the former it’s worth not settling in it. But if the latter, I definitely settling on it.
 
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Start on the Wine if you got it! I'll move the Jaguar to the hill to the south just to make sure but likely will settle on the Wine. Puts the Deer and the other Salt in the 3rd ring but I can't resist settling on calendar resources when it even half way makes sense.

Edit. Actually what does the grassland wine yield with a plantation? Is it 2f3g? Or does it lose one of the food so it’s only 1f3g? If it’s the former it’s worth not settling in it. But if the latter, I definitely settling on it.
Not settling on the hill is a hammer lost, though. Granted, instant access to salt gives back the hammer for a few turns, but as for the wine, I don't think I will be working it anyway until maximum growth is achieved and it can be picked up quickly.
 
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Nice, a new GOTM, I was already refreshing the page the last few days :)
Prince difficulty -> workers come out slowly -> more difficult to steal -> build them myself early.
Settle in place seems nice, looks like it will get stone works and there is a good chance for horses, so also circus.
Floating gardens should be a focus, temple of artemis is a nice complement if it's possible to get, maybe even in the first expand?
I will try to get 5-6 cities to at least pop out enough CS.
Have to remember to build wealth endgame, to have enough gold for CS buying.
 
Not settling on the hill is a hammer lost, though. Granted, instant access to salt gives back the hammer for a few turns, but as for the wine, I don't think I will be working it anyway until we maximum growth is achieved and it can be picked up quickly.
Yep, upon rethinking SiP is better for sure. And I tested it, Plantation on grassland wine yields 2f3g, good enough. I just have a reflexive reaction to settle on calendar/camp luxes, especially when they’re in a river 🤩
 
Yep, upon rethinking SiP is better for sure. And I tested it, Plantation on grassland wine yields 2f3g, good enough. I just have a reflexive reaction to settle on calendar/camp luxes, especially when they’re in a river 🤩
It saves a few turns for improving the tile, but settling on a hill gives you +1 hammer from the first turn. So I always try to settle on hill if possible. If it has a mining lux, aweseome, but if not it's still better than anything else IMO
 
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Prince difficulty -> workers come out slowly -> more difficult to steal -> build them myself early.
Don't forget more units for barbarians - maybe that's just a me problem though. I might start scout, scout, shrine, worker, (archer or maybe a scout if one upgraded and returned), (jaguar or archer), then (settlers possibly interrupted by workers).

Other initial thoughts -

If going for a 1-cycle diplo win, I think we want a delayed printing press?
* 30 turns for first set of proposals
* 10 turns for world leader
* 3 turns for host votes
* 2 turns for proposal/leader votes
* 1 turn since you don't win until the turn after the world leader vote

That looks like Turn 153 for a T199 win. I think the council forms the turn after printing press, so aim for 152?

With that goal and knowing it's prince difficulty, it shouldn't be too hard to get Sistine Chapel, Forbidden Palace, and Leaning Tower. Aim for Sistine ASAP for the culture boost (engineered if practical but otherwise max hammers). Then Forbidden (hopefully in an expansion) since Printing Press should be delayed a bit.
 
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Don't forget more units for barbarians - maybe that's just a me problem though. I might start scout, scout, shrine, worker, (archer or maybe a scout if one upgraded and returned), (jaguar or archer), then (settlers possibly interrupted by workers).

Other initial thoughts -

If going for a 1-cycle diplo win, I think we want a delayed printing press?
* 30 turns for first set of proposals
* 10 turns for world leader
* 3 turns for host votes
* 2 turns for proposal/leader votes
* 1 turn since you don't win until the turn after the world leader vote

That looks like Turn 153 for a T199 win. I think the council forms the turn after printing press, so aim for 152?

With that goal and knowing it's prince difficulty, it shouldn't be too hard to get Sistine Chapel, Forbidden Palace, and Leaning Tower. Aim for Sistine ASAP for the culture boost (engineered if practical but otherwise max hammers). Then Forbidden (hopefully in an expansion) since Printing Press should be delayed a bit.
It should be 49 turns since you discover PP, not 46: each time the Congress advances era, the next vote is delayed by 2 turns, not 1.
e.g. if the first vote is scheduled on T160 and you discover Radio T159, when the vote counter is 1, then on T160 you'll be prompted to select the new leader, and on T161 the new leader will be announced, with the counter being on 1 again; the vote will take place on T162, two turns after the initial scheduling.
 
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