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.
Is that character a variant? (I just love getting asked that in channel.) - Charis |
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Two Heads Think Better than Three
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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.
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.
Ok, sounds like financial, organized, charismatic, industrious and pyramids are all better than usual then.
If you know what I mean.
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?
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).
Creative ball courts might be nice.
Pericles as a techer sounds compelling.
If you know what I mean.
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. (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. |