WOTM 06 - First Spoiler

Difference was huge and completely unexpected actually developing considerably later in the game around 500BC when it all became so clear.

It was clear to me, earlier than that, that I was in a big hole, research-wise.

I do like not knowing exactly what to expect. I think back to the old days of some of the Civ3 GOTMs, with new resources and hacked-up map features. For me, there's a lot to be said for that approach, over the approach of completely public settings and "test games" where everyone knows exactly what to expect.
 
From my point of view, challenger setting should be hurder then mainstream, but have opportunity to score higher score then mainstream game. Then they will be played, because all this people who like beating newbies on easy setting will have to choise between easier game but risk falling behind or hurder game and chance to win.

That would make to mach more interesting Gotm.
 
I also took the challanger route and was unpleasantly surprised at how quick the AI teched. I found in the rare event I was able to get a tradable tech (I beelined alpha--no, then drama), the AI was only willing to give me half price.
So I had to partially research IW to get it in trade for drama. Obviously my lack of experience with the difficulty led to some poor choices--I knew IW was important, I should have self researched it instead of trading for it like I would normally. When I could bulb phil, only one AI didn't have it in around 200BC. The half price (might be 60%--that would be consistent with lilnev's numbers) trading was really the killer.

Not sure if I'll finish this one--only hope is cultural and I'm just miles behind where I was in the inca gotm. I'm not wild about those games--you play a lot of hours and hope you don't get swatted like a flea by the AI.

That said, I like the concept of raising the AI difficulty--this was just too tough (for me).
 
I do like not knowing exactly what to expect.
I agree, however, I think that works better if the overall level ends up being lower so you have a chance to recover from the inevitable errors that causes.
 
From my point of view, challenger setting should be hurder then mainstream, but have opportunity to score higher score then mainstream game.

Well, I don't think this has ever been the case, nor should it be. The challenger option is for people like me, who want a harder game and don't particularly care about their score.

I will concede that perhaps this one is too hard. I agree with ungy---I'm not sure I'm motivated to finish. But, I still think it's good to have variety. A standard Monarch-plus-half-level wouldn't have been interesting enough for me to even start.
 
Challenger games should be comparable to contender games. If you want a deity game you can just play it on your own. I do prefer the harder GOTMs, but the competition is more important for me. I am perfectly fine with hard challenger penatlies, for example I played GOTM-15 without the free worker, which is quite a lot. But this time I decided its a bit too hard, so I took contender. Looks like it was the right decision.
 
If you want a deity game you can just play it on your own.

But this misses the whole point. If I play a deity game on my own, no one else is playing that game, and I can't compare or share experiences with them. If I play a challenger GOTM, then I can compare my game, and discuss it, with all of the other challenger players (as we're doing here). So it's much different---and better.

Anyway, as I said, I much prefer this to a monarch-plus-a-bit GOTM that I wouldn't even bother to open. That's just my one vote.
 
But if its uncomparable to contender, then its effectively a different game. Its the same as running two different GOTMs in parallel. It has been suggested before and perhaps it does makes some sense.
 
But if its uncomparable to contender, then its effectively a different game

I think that's true, and it's always been true (even going back to Civ3 days). Note that in Mutineer's preferred protocol where Challenger offers better score potential than Contender, that's just as true. There are still a lot of advantages of running one GOTM as opposed to two (or three) completely separate ones. The pre-game discussion can basically be shared by all. The map, the exploration process, the interactions with neighbors, are all likely to be similar. So there's still a lot of shared experience.
 
DynamicSpirit said:
(btw looking back at the map, it struck me that the tile with the goody hut would've made a cool city site with 2 irons, gems, and tons of food from the seafood and lakes. But of course that only works with hindsight, since most people will probably have already settled round there before they discover iron working.)

I don't understand what you mean. Where else would you settle? It seems an obvious place to put a city, even before the iron is revealed. The only alternative spot would be on the iron itself, and I would count it unlucky if you did that, but I would think that most people would get IW before Sailing.

Don't worry, that was just me being dim. I didn't register that even without the iron, that would've made a very good spot for a city. Shame, that might've disadvantaged my game somewhat that I hadn't noticed that spot.

(I got sailing before IW btw, because I was hugely prioritizing trading posts and I was hoping to get IW as an alphabet-trade).
 
I did as well, I actually got IW in a trade for Alpha...unfortunately, I assumed that I would be able to get access to iron simply be having it mined and roaded inside my culture boundaries, alas, that was not the case...leading me to require a second city on the second iron :(
 
That's what I thought, but it turned out that although I could work it for some reason it didn't count as my having the resource. Those mountains prevented me from connecting it by road to the city, and it seems maybe being able to take a resource along sea-coast inside your borders comes before being able to take a resource along lake-shore inside your borders -- the sea-cost side of the iron was outside the border, but the lake-shore was inside. I thought it would count as accessbile via the lake shore, but apparently not.

In any case, I ended up founding a city on top of the second iron on the small island to the south to take the nearby crabs, and definitely provide the iron resource.


I too discovered the same thing when I was practicing with Celt WOTM in preparation for WOTM5. I built a city across the coast to work the Iron but even after mining and roading, it was not connected. I later found out you need a city on the isolated land to connect any resources. Either case I never considered that spot by the hut since I already had a city NE of the Gem and did not want to share 3 tiles.
 
Why not???

Indeed, why not? I think the missing piece for a lot of us, myself included, is that we failed to visualize the lake tiles as 3f tiles when there is a lighthouse in a city on the south sea coast.

Thanks for the lesson, DaviddesJ. :)
 
Why not???

Good question. Actually it was 6 tiles, but from what I have been reading, it seems best to have just a handfull of cities with little overlap and as many population as possible. So since I was not focused on any type of Victory at the begining (even now for that matter), I wanted to maximize my workable tiles and get the economy going. The 3F+3C tiles are my bonus food tiles for my Gem City and I am working both iron tiles on my island city. The biggest regret is that I do not have any bonus food for the iron City.
 
I'd probably put a city there even if both iron resources were deleted, just to work the clams. I suppose I might put it on the 3-square island instead, in that case. Overlap is not really bad. In the early and middle game, your cities aren't big enough to work all of the tiles anyway, and in the late game, you can always choose the best cities to grow and just leave the "extra" cities relatively small.

Another reason I liked putting a city next to the iron is that it creates the equivalent of the Panama canal, through the middle of the island. Makes it easier to move ships around, although, admittedly, it's not a big deal.
 
After playing WOTM 3 several times for practice and not submitting the Zulu game because crashing about dozen times due to extremely lucky spread of Hinduism to all but the Koreans, I think I am finally ready for this game. Oh yeah... not founding early religions this time.

The Lofty Plan: Get Machinery from the Oracle, build the Pyramids, use the GE to build the Great Library and light bulb to Astro and win....somehow....domination?....Diplomatic?.....Space Race??...Who knows. Oh yeah forgot circumnavigation. OB with all and trade freely.

The Execution: Settled on the spot build a WB, Worker, Warrior, Settler, Warrior and the Oracle....well tried to build the Oracle. Learned mining, Ah, BW, The Wheel, IW and others. Priesthood was in there somewhere. Well, The Oracle adventure lasted may be 3 turns when someone built it.:cry: Well the Pyramids will be available in a few turns. So lets get another settler out to claim the second gem; the first settler had claimed the gem site nearby and using two cottages and sharing a mine with the capital. When the Pyramids were available started building it. Every time the Cap go into unhappiness, we would rush a building or a unit that require two pop and rush to get extra hammers for the Mids. When it was possible the Pyramids were rushed on the turn before 100 BC :D and had the first and only crash so far. (I keep on forgetting to turn graphic quality to medium and the peuter would ofter crash when the Wonder movie starts.)

At 500 AD, Ragnar is at the bottom of the scoreboard, running research at 100% with 5 good cities and almost caught up with all other cives in Technologies. We are up at least one tech on all others at 1000 AD. We did build the Great Library and about to get Astro for free via Liberalism. Meanwhile we were investigating all the cities with just 2 boats the Romans circumnavigated the map.:mad: Playing Civ4 at 2AM can do things like this.:lol:

The Future: Not decided yet. I do have a personal issue with Huayna for beating me to the Stars in GOTM14 and he keep going back and forth between pleased to cautious all the time. But my best bets are to go get the American Lands since they have the Colossus and GLH. They are so far away. But some thing need to happen. What???? Will I be able to finish by submittal time?:eek:

Cleaned up Turnlog:
Spoiler :
----------------------------New entries----------------------------
Turn 0 (4000 BC)
Nidaros founded
Research begun: Mining

Turn 11 (3670 BC)
Tech learned: Mining
Buddhism founded in a distant land

Turn 12 (3640 BC)
Research begun: Animal Husbandry

Turn 21 (3370 BC)
Nidaros finishes: Work Boat

Turn 25 (3250 BC)
Scout promoted: Woodsman I

Turn 29 (3130 BC)
Tech learned: Animal Husbandry

Turn 30 (3100 BC)
Research begun: Bronze Working

Turn 34 (2980 BC)
Nidaros finishes: Worker

Turn 35 (2950 BC)
Nidaros begins: Work Boat

Turn 47 (2590 BC)
Hinduism founded in a distant land

Turn 48 (2560 BC)
Tech learned: Bronze Working

Turn 49 (2530 BC)
Research begun: Mysticism

Turn 51 (2470 BC)
Nidaros finishes: Work Boat

Turn 52 (2440 BC)
Nidaros begins: Settler

Turn 58 (2260 BC)
Judaism founded in a distant land

Turn 59 (2230 BC)
Tech learned: Mysticism
Scout loses to: Barbarian Warrior (1.20/2)

Turn 60 (2200 BC)
Research begun: Meditation
Research begun: Priesthood

Turn 62 (2140 BC)
Nidaros finishes: Settler

Turn 63 (2110 BC)
Nidaros begins: Warrior

Turn 64 (2080 BC)
Contact made: Incan Empire
Nidaros finishes: Warrior

Turn 65 (2050 BC)
Nidaros begins: Settler

Turn 67 (1990 BC)
Uppsala founded
Uppsala begins: Barracks

Turn 70 (1900 BC)
Nidaros begins: Warrior

Turn 71 (1870 BC)
Tech learned: Meditation

Turn 72 (1840 BC)
Nidaros finishes: Warrior

Turn 77 (1690 BC)
Nidaros finishes: Settler

Turn 78 (1660 BC)
Nidaros begins: Warrior

Turn 79 (1630 BC)
Tech learned: Priesthood
Nidaros finishes: Warrior

Turn 80 (1600 BC)
Research begun: Masonry
Nidaros begins: The Oracle

Turn 87 (1390 BC)
Tech learned: Masonry
Warrior defeats (0.80/2): Barbarian Warrior

Turn 88 (1360 BC)
Research begun: The Wheel
Research begun: Pottery

Turn 89 (1330 BC)
Nidaros can not continue: The Oracle
Nidaros begins: The Pyramids

Turn 91 (1270 BC)
Haithabu founded
Haithabu begins: Monument
Nidaros grows: 5 and riots

Turn 93 (1210 BC)
Nidaros switch to: BarracksRush with 2 pop
Nidaros finishes: Barracks

Turn 94 (1180 BC)
Tech learned: The Wheel

Turn 101 (985 BC)
Tech learned: Pottery

Turn 102 (970 BC)
Research begun: Iron Working

Turn 104 (940 BC)
Uppsala finishes: Barracks

Turn 105 (925 BC)
Uppsala begins: Worker

Turn 108 (880 BC)
Haithabu finishes: Monument

Turn 109 (865 BC)
Haithabu begins: Granary

Turn 117 (745 BC)
Contact made: Russian Empire Been Watching this border for a while to see who.

Turn 122 (670 BC)
Nidaros begins: Granary Nidaros is about to grow so we will rush a building.

Turn 123 (655 BC)
Nidaros grows: 4
Nidaros finishes: Granary 2 Pop rush.

Turn 124 (640 BC)
Tech learned: Iron Working See two Iron sources. We need to get a city on the Island. So we need a Galley.
Uppsala finishes: Worker

Turn 125 (625 BC)
Research begun: Sailing
Uppsala begins: Warrior

Turn 135 (475 BC)
Tech learned: Sailing

Turn 136 (460 BC)
Research begun: Writing

Turn 138 (430 BC)
Uppsala finishes: Warrior

Turn 139 (415 BC)
Uppsala begins: Trading Post

Turn 141 (385 BC)
Tech learned: Writing

Turn 142 (370 BC)
Research begun: Mathematics
Nidaros begins: Galley

Turn 145 (325 BC)
Nidaros finishes: Galley

Turn 146 (310 BC)
Confucianism founded in a distant land

Turn 148 (280 BC)
Uppsala grows: 3
Haithabu finishes: Granary

Turn 149 (265 BC)
Haithabu begins: Worker

Turn 150 (250 BC)
Uppsala begins: Settler

Turn 156 (160 BC)
Tech learned: Horseback Riding Thank You Sid.
Tribal village results: technology
Haithabu finishes: Worker

Turn 157 (145 BC)
Haithabu begins: Trading Post
Tech learned: Mathematics

Turn 158 (130 BC)
Research begun: Currency
Tribal village results: map There is a reddish bourder to the south

Turn 159 (115 BC)
Nidaros finishes: The Pyramids Finally we can rush the Pyramids take no chance.

Turn 160 (100 BC) The game crashed due to insufficient memory. Crap.
----------------------------New entries----------------------------
Turn 160 (100 BC) Load the Auto save. No moves were done before crash due to Wonder VIdeo.
Nidaros begins: Settler

Turn 161 (85 BC)
Haithabu finishes: Trading Post

Turn 162 (70 BC)
Haithabu begins: Barracks

Turn 165 (25 BC)
Christianity founded in a distant land

Turn 170 (50 AD)
Haithabu finishes: Barracks

Turn 171 (65 AD)
Haithabu begins: Library
Haithabu grows: 4

Turn 173 (95 AD)
Nidaros finishes: Settler

Turn 174 (110 AD)
Nidaros begins: Trading Post

Turn 175 (125 AD)
Uppsala finishes: Settler

Turn 176 (140 AD)
Birka founded to claim both iron tiles. I chopped the forest on the tile before settling since this is a very low production island. Got 14 hammers at Nidaros.
Birka begins: Trading Post

Turn 180 (200 AD)
Bjørgvin founded To claim both horses and pig.
Bjørgvin begins: Trading Post

Turn 181 (215 AD)
Tech learned: Currency

Turn 182 (230 AD)
Research begun: Alphabet

Turn 183 (245 AD)
Haithabu finishes: Library

Turn 184 (260 AD)
Haithabu begins: Axeman

Turn 186 (290 AD)
Nidaros finishes: Trading Post

Turn 187 (305 AD)
Nidaros begins: Library
Uppsala begins: Settler
Contact made: Roman Empire

Turn 190 (350 AD)
Tech learned: Alphabet Time to trade and catch up....almost.
Nidaros finishes: Library

Turn 191 (365 AD) A lot of Trading this turn
Research begun: Literature
Nidaros begins: Market
Tech learned: Polytheism
Tech learned: Agriculture
Tech learned: Archery
Tech learned: Monarchy

Turn 192 (380 AD)
Contact made: Indian Empire

Turn 194 (410 AD)
Tech learned: Literature

Turn 195 (425 AD)
Research begun: Feudalism

Turn 196 (440 AD)
Birka finishes: Trading Post

Turn 197 (455 AD)
Birka begins: Granary

Turn 199 (485 AD)
Uppsala finishes: Trading Post
Haithabu finishes: Axeman

Turn 200 (500 AD)
Haithabu begins: Work Boat
 
I'd probably put a city there even if both iron resources were deleted, just to work the clams. I suppose I might put it on the 3-square island instead, in that case. Overlap is not really bad. In the early and middle game, your cities aren't big enough to work all of the tiles anyway, and in the late game, you can always choose the best cities to grow and just leave the "extra" cities relatively small.

Another reason I liked putting a city next to the iron is that it creates the equivalent of the Panama canal, through the middle of the island. Makes it easier to move ships around, although, admittedly, it's not a big deal.

I wished I put a city on the Horse Island too. Wait, I still can. I may just do that if I do not go annexing another large island.;)....Actually that may still be very helpful even during annexing process. Thanks.:goodjob:
 
When it was possible the Pyramids were rushed on the turn before 100 BC :D and had the first and only crash so far. (I keep on forgetting to turn graphic quality to medium and the peuter would ofter crash when the Wonder movie starts.)

You can turn off the movies entirely in the options. I'd forgotten they even have Wonder movies.
 
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