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

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[PB28 SPOILERS ] Fenn Presents: A Comedy of Errors

(June 22nd, 2015, 22:39)Fenn Wrote: Good to have you on board, Cheater Hater!

From what I remember, India's been pretty unpopular in the RtR games. I'm leery of needing to research Mining/Agri/AH to improve all the cap's resources; our quickly-made Fast Workers will probably be spending early turns roading while we wait for techs to finish, and we'd still be short Hunting, Bronze Working and a religion.

China might be good here; could tech AH/BW straight away and so be able to improve/chop every tile in the capital's BFC. An EXP leader would be handy in that case so that our worker labour can keep pace with our tech rate. Maybe pair it with CRE or AGG to allow us to tech to Cottages early? Korea would be decent backup as the other Agri/Mining civ.

Arabia's a possibility too; tech AH -> Mining -> BW -> and then either to Pottery or a religion. Still shares India's problem somewhat - we need three worker techs and Arabia only gives one. Madrassas (backed by Creative) may be worth it anyway, our capital has enough food to support a couple of Priests.
Again, I'm losing track of what's in the various RTR versions, but I thought Mysticism was removed as a starting tech from all civs in 2.0.7.6? The changelog doesn't appear to confirm that, but that's not updated that much (and it's way too big and poorly organized for its size).
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That was in 3.0.0.1 and SMEG
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Didn't want to hold up the snakepick deliberating over my civ choice for a casual game, so I just went with China.
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(June 23rd, 2015, 11:58)Fenn Wrote: Didn't want to hold up the snakepick deliberating over my civ choice for a casual game, so I just went with China.
I thought we were more solid on Joao than a civ?
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I thought about it this morning and imo Agri/Mining is more important for us to have early on than both EXP/IMP; we definitely want one of those traits but I'm not certain yet that Joao's the best choice here.
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You know if Joao is taken, Mao would be just fine - Drill CKNs sound like a fun thing to drop on a neighbor. But Exp/Pro has probably even less lategame economic power than Exp/Imp...
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Customs House vs. Drill/CG1 infantry? About even I'd say.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I hope I don't start next to wetbandit - Pro Inca doesn't sound easy to deal with.

Wonder if Stonehenge is worth considering. It'd be a boon for getting our cities up and running, and the combination of Exp + good amount of forests to chop wouldn't make it take up too many turns. On the other hand several of my opponents start with Myst and I'm not sure when I'd fit that in on my tech path, since I'd like to get cottages going soonish. Maybe the Myst guys will all psych each other out long enough for me to grab it. lol
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And we're off! Password is 'lyric'. For the first turn I moved the scout NE-NE, then of course settled in place. Things look like so now:



Working the Wheat instead of the 2/2/0 hill adds a point of commerce but makes the Worker a 10-turn. Most importantly, I need to think of a naming theme. nod
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Can you turn on tile yields?

I don't have a preference between the wheat and forest deer--we're only getting the one EXP hammer either way. Of course, a sim would help this decision, but this was supposed to be a casual game--then again, wasn't GJ supposed to be supplying a sandbox?
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