Is that character a variant? (I just love getting asked that in channel.) - Charis

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Two Heads Think Better than Three

You can oracle monarchy pretty fast if you go straight for it. Then exp might be worthwhile for the health, too.
If you know what I mean.
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Er, on Deity (and Immortal to a lesser extent) the unit costs and the inflation from those costs negates that as an effective strategy. And those units can't even leave the city, and soak up a lot of hammers. It's not a good choice IMO. Maybe Seven feels differently about that though.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Ok, sounds like financial, organized, charismatic, industrious and pyramids are all better than usual then.
If you know what I mean.
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(February 23rd, 2013, 11:28)zakalwe Wrote: Ok, sounds like financial, organized, charismatic, industrious and pyramids are all better than usual then.

So Mackoti's kind of game then? smile
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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(February 23rd, 2013, 13:51)Sareln Wrote:
(February 23rd, 2013, 11:28)zakalwe Wrote: Ok, sounds like financial, organized, charismatic, industrious and pyramids are all better than usual then.

So Mackoti's kind of game then? smile

FIFY
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Relevant reading for those that are interested in the barb stuff: http://forums.civfanatics.com/showthread.php?t=299483

EDIT: Posted this in the wrong place. Would some moderator please delete this post for me?
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Mackoti and I discussed picks last night / this morning. Couple of thoughts:

* CRE and PHI are stronger in this setup because the buildings they discount (libs/unis) are stronger when one player can be the techer, plus they both help get an early academy which is huge (and helps to reach currency faster). Both obviously need to be on the techer.
* FIN is generally strong; it's probably just as good for the gold guy, because running >50% metaphorical team slider seems unlikely or at least no more viable than running less than 50%.
* We initially thought SPI would be good for the non-techer, but if the techer is PHI this is less appealing.
* IND is appealing as there is a bit higher quality in wonders since it's a team game. Especially, in some setups Stonehenge is really amazing. But not with CRE.
* With 4 starting techs it's more reasonable to get a religion from t0. In this case it's nice to have a SPI player to get full benefit for free. Also fits best if they are the funder in case we get a shrine - then it would be in their capital, which is probably the best gold-producing city in the game.
* Going with above, one example pair is pericles and mansa musa. We don't like mansa musa so much in the abstract but I think in this particular situation he would be at his best.
* Another option we considered is elizabeth, preferably paired with an IND leader who will get stonehenge.
* ORG is probably an OK filler trait too, and of course EXP.

I am pretty convinced that pericles or elizabeth will be great here for the techer role (willem too but I assume he will be banned. we didn't consider the "top four" to be options).
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Creative ball courts might be nice.

Pericles as a techer sounds compelling.
If you know what I mean.
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CRE is less useful though because you aren't going to be spamming cities around the map. Libs aren't going to be working at full efficiency until you get Currency and the higher costs mean a lower slider anyway. Saving 45 hammers on the lib isn't that much different to getting a cheaper granary and growing earlier. And with the slider generally dropping low, and academy is less useful prior to Currency. Any strategy that wants to use an early academy is still limited by the time to Currency, and barbs will have a huge effect on that (resources need finding and hooking, needs cities which cost too much to easily afford).

FIN works for either techer or funder and depending on the land (and coast) can enable one or two extra cities early on whilst still having the same beaker output. After Currency so long as the team does not have more gold than the techer requires at 100% science it doesn't matter who is FIN, but if you do have more gold, expand more (and it's Immortal/Deity, not hard to break the bank).

Picking IND basically means that from T0 you have a chosen strategy; that doesn't matter so much if the starts are visible.

A shrine would be a smart choice, because you only need 1 shrine but can spread that religion to both players. This also synergizes well with CHM and IND (Henge>shrine).

Though really all the theory crafting depends on what the pick order and starts look like...there are easily 4 different and viable starting strategies.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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(February 23rd, 2013, 11:21)Krill Wrote: Er, on Deity (and Immortal to a lesser extent) the unit costs and the inflation from those costs negates that as an effective strategy. And those units can't even leave the city, and soak up a lot of hammers. It's not a good choice IMO. Maybe Seven feels differently about that though.

Yeah, the unit costs on Deity are actually the thing that has the single highest percentage increase from difficulty levels like Prince. On prince you pay $0.6 per unit above your supply cap, but on deity you pay a full $1. So hereditary rule has limited value.
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