News: Civ VI 6otM07 Announcement

leif erikson

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Civilization VI - Game of the Month 7

Welcome to the 7th game in the 6OTM Series! These games will allow new and old GOTM fans to try out the new features in Civ6 in a friendly environment. Participants are encouraged to post questions, stories, advice, tricks and failures in the dedicated game threads (described below). Each game will specify the Civ you will play and the Victory Condition to strive for. We will be working to refine the 6otM concept as we move ahead with the series.

Must Read!
We would like to ask you to abide by our most sacred rule: Don’t replay any turns! If you make a mistake, accept it and try to recover. 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 save and play it as closely to how you played it the first time. Please let Leif know (via Conversation (Private Message)) if you experienced a crash and how many turns you replayed.

Civ VI - 6otM 7 Details:
Player (You): - Harald Hardrada - Norway
Victory Condition
: Science but all other VCs are enabled.
Difficulty: Immortal
Civs/City-States
(including player): 8/?
Map Type/Size: Continents/Standard Size
Game pace: Standard

Game options:
Start - Ancient Era
Enabled - Goody Huts, Barbarians

Game Version:
This game was created in Civ6 vanilla version 1.0.0.56.
Game Requirements: vanilla version of Civilization VI.

Here is where you will start:
6otM_07_start.jpg


Norway Unique Attributes:

Spoiler :
Harald Hardrada's Special Ability: Thunderbolt of the North - Allows coastal raiding for all naval melee units.

Unique Ability
: Knarr: Units gain the ability to enter Ocean tiles after researching the Shipbuilding technology. Naval melee units heal in neutral territory. Units ignore additional movement costs from embarking and disembarking.

Unique Unit: Berserker: Norwegian unique Medieval era unit. 4-tile movement if this unit starts in enemy territory. +7 Combat strength when attacking and -7 Combat strength when defending. Requires the knowledge of Military Tactics to build.

Unique Unit (Harald Hardrada): Viking Longship: Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. 4-tile movement when in coastal waters. Requires the knowledge of Sailing to build.

Unique Building: Stave Church: The Norwegian unique building replacing the Temple. Required to train Apostles. Holy Site districts get an additional standard adjacency bonus from Woods tiles. Requires the technology of Theology, a Holy Site and a Shrine to build.



Information about threads associated with each individual 6otM -- Must Read if you are new to our Game of the Month!
Spoiler :
Please note: If you wish to make a video of your game, please do not post any links to it until after the game submission date has passed. This is because of the potential spoilers that are created by posting before the end date. Thank you for your cooperation.

Announcement thread (this one): This thread is used to announce the game and clarify the settings and rules (don’t be afraid to ask questions). It’s also used to discuss the game before you start, and post problems with opening the save. Once you have opened the save, DO NOT POST in the Announcement thread, even non game-related information. Instead use the next thread.

Opening Actions thread: This thread is used to discuss the game's opening decisions and strategies through the first 100 or so turns. Here you can post questions related to the game and share your achievements/anger/frustration/victories while you play. We encourage players to use the spoiler tags for screenshot. During the time the game is active, please do not post any information concerning the game outside of the spoiler threads including screen shots, videos, or recorded/live-cast Let's Plays on other websites.

After Actions thread: In this thread you can post the results of your game. Please state your victory/loss date and final score (preferably in the post title) and describe your path to glory in this post! Players are encouraged to provide feedback on the game. Some players like to replay the game, and although we will not record the results from a replay, you can still post your new experiences. The game will not be closed as such, but after one month, the results will be compiled, and will not necessarily be updated with reports coming in after the finish date.

Results and Congratulations thread: We will create a separate thread with the results at the end of the one month submission period (sorted by date and score). We will issue medals to the top 3 winners (based on earliest date finished). There are no long-term records kept for these results, they are just given out to top finishers to reward their efforts.


File Upload System
In development.


This game runs for a month and ends February 15th, 2017.


The save is attached below .
 

Attachments

  • 6otM07_Science_Norway_1000 BC.Civ6Save
    341.9 KB · Views: 761
I would think that the swamp would be the ideal spot for the campus to get the mountain and rainforest adjacency bonus, and the holy site to the left of that for the mountain and forest bonus. Which means that this may be the first Civ6 gotm where I didn't settle in place.

Also, you would lose the early sailing bonuses if not on the coast, so I'll have to send the warrior due north to see if that is coastline.
 
This 6otM will get me to play Norway for the first time, so thats good. I have feeling that I'm going to struggle with this one.
 
I'm tempted to settle on the copper. That will let me put the campus on the marsh with 2 jungles adjacent. Plus I can work the marsh to grow and have a 3 hammer tile in the first ring. I can chop the jungle south of the copper for an aqueduct later on.
 
It's about time I give this a shot. I've played along some GotM's, but this time it's for real.

Warrior moves NW to check if it's a river bend or coast. Settling NE across the river is also a possibility, it would give three obvious improvements: rice, wheat and copper (after a border pop for the wheat and copper, unless going one more tile that way). Settling on spot gives copper, rice and.... cotton? Not ideal IMO. I'm not sure how many border pops you get by the time your first worker comes up, hmm.

I might even roleplay a little and actually build some boats this time!

Religion... I don't think so. Although it would be nice to spread the joyous message of "boatbuilding". And maybe cleanse some heathens who refuse to build boats.
 
Why does the save file name say 1000 BC, and not 4000 BC? Is everything ok?
 
There's 9 cogs in the unimproved tiles south of the settler.. it's hard to justify moving away from those towards anything visible in the other directions. On the downside there's no guarantee of the first worker hitting the crafts inspiration without buying a 3rd-ring tile, and there's

If the warrior reveals maybe 2 good tiles and coast that could be a possibility, but if it's just coast and grassland the stone + rice isn't as good as in place.

I'm tempted to settle on the copper. That will let me put the campus on the marsh with 2 jungles adjacent. Plus I can work the marsh to grow and have a 3 hammer tile in the first ring. I can chop the jungle south of the copper for an aqueduct later on.

Interesting! Wouldn't the housing cap put a real limit on getting the first settlers out? I suppose you could use a builder to get to pop 4 or 5 with chops. You could concentrate on working the high cog tiles and not even worry about natural growth. Even less likely to hit the crafts inspiration easily though.

Settling on the cotton could be a wildcard option - 3 improvable tiles (wheat, rice and the hill) in the 2nd ring, plus an extra 3 gold. But a real risk of having low production depending on what's along the river.

Tricky one. In place seems safe but not amazing, copper or cotton possibly better but risky.
 
vanilla version, does it mean i have to dissable both dlc's??? (Poland and vikings)
 
I would think that the swamp would be the ideal spot for the campus to get the mountain and rainforest adjacency bonus, and the holy site to the left of that for the mountain and forest bonus. Which means that this may be the first Civ6 gotm where I didn't settle in place.

Also, you would lose the early sailing bonuses if not on the coast, so I'll have to send the warrior due north to see if that is coastline.

This is likely a dumb question, but if I chop down the rainforest later in the game, do I lose the adjacency bonus for the campus?
 
Perhaps we'll find the great barrier reef a few tiles north, that would explain the science victory condition :lol:
 
Its clearly a bend to the NW, you can see the river on the edge of the fog.

I wouldnt be suprised if the other end of the river also wasnt coast, intersting as i assume Norway has a coast start bias normally.
 
I will move my warrior NW before settling, but unless there's something really good up there I will settle in place. I've never played at immortal level, and Norway is kinda weak anyway; I don't expect this to go well. :)
 
OK, first shot at a Immortal Game as Norway, how bad can it be?
 
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