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

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[Spoilers] This Perfect Place

Just realized I should probably wait on deciding until after I see what other people got (if we do get to see that), since knowing what is/isn't available might change things. But then I thought about it some more and realized that it probably wouldn't change my decision. Mao is a good leader, and I wouldn't want to risk it on a random reroll, even if better ones are available. Khmer will always be lackluster, regardless of what else is available.
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Your new civ is England.
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OK then, England. Better UU and UB, although they both come pretty late, but my traits are best suited to the early game anyway, and the Redcoat is good with PRO, while the Stock Exchange can hopefully help me compete with players who have good eco traits.
Fishing and Mining not as good starting techs as Hunting and Mining, but not terrible. After a few sims I found an OK opener, not quite as good foodhammer-wise as a Hunting-Mining start, but better commerce-wise, thanks to that whale lake.

Still haven't quite decided, I will think on it some more.
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OK, I'll lock in Mao of England

Edit: And I would like a Joey-sim, since the one I threw together yesterday is undoubtedly sub-par. Thanks a lot for all the effort you're putting into this Joey.
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Your sim: http://media.rhizzone.net/civ/pb32/pb32_...wordWBSave

Put this save in your "Worldbuilder Saves" saves directory and load it by: Single Player -> Play a Scenario

Good luck!
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  • Dreylin and Auroarcher - Zara Yaqob (Cre/Org) of Egypt (Agriculture/Wheel/WarChariot/Obelisk)
  • AdrienIer & Mardoc - Suleiman (Imp/Phi) of Aztec (Hunting/Mysticism/Jaguar Warrior/Sacrificial Altar)
  • Jowy - Joao (Exp/Imp) of Russia (Hunting/Mining/Cossack/Research Institute)
  • Ichabod & Bobchillingworth - Wang kon (Fin/Pro) of Byzantium (Agriculture/Wheel/Cataphract/Hippodrome)
  • AutomatedTeller - Gilgamesh (Cre/Pro) of Ottomans (Agriculture/Wheel/Janissary/Hammam)
  • Molach - Tokugawa (Agg/Pro) of Mongols (Hunting/Wheel/Keshik/Ger)
  • Mr. Cairo - Mao (Exp/Pro) of England (Agriculture/Fishing/Redcoat/Stock Exchange)
  • Gawdzak - Louis XIV (Cre/Ind) of Persia (Agriculture/Hunting/Immortal/Apothecary)
  • BRickAstley & Pirate Blood God - Shaka (Agg/Exp) of Vikings (Hunting/Fishing/Berserker/Trading Post)
  • Boldly Going Nowhere - Darius (Fin/Org) of China (Agriculture/Mining/ChoKoNu/Pavilion)
  • NylesStandish - Charlemagne (Imp/Pro) of India (Mysticism/Wheel/FastWorker/Mausoleum)
  • yuris125 - Pericles (Cre/Phi) of Germany (Hunting/Mining/Kannon/Assembly Plant)

So this is the competition. Over the next hour or two, especially if we're slow to start, I'll give my evaluations of all the leader/civs. I can't exactly give impressions of the players, since this is my first pitboss, and I haven't read nearly enough of the previous pitbosses that had these guys to make any sort of judgement.

Generally though, none of these picks jumps out as particularly bad, and while none are super-powerhouse combinations (that I can see atm) there are a number who I would very much not like to end up neighboring.
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Enemy Analysis

Dreylin and Auroarcher - Zara Yabob (Cre/Org) of Egypt (Agriculture/Wheel/WarChariot/Obelisk)
Not a particularly fantastic set of traits, CRE is good, but not as good as it was in BTS. I think that this combo's main advantage is in the double production speed of a number of important buildings. Libraries, Lighthouses, and Courthouses are all essential infrastructure for the main core of an empire heading into the Medieval era, while Observatories and Factories are very useful if the game progresses that far. Egypt is an early game powerhouse: War Chariots are terrifying, and the Obelisk has it's uses, mostly for getting an early shrine. This is a civ I do not want to be neighboring, simply because of the WC. But unless Dreylin and Auroarcher can leverage their early-game advantages into a strong position later on, I think they'll fall behind.

AdrienIer & Mardoc - Suleiman (Imp/Phi) of Aztec (Hunting/Mysticism/Jaguar Warrior/Sacrificial Altar)
This is an interesting one, while none of the traits combo with the UU or UB, starting with Myst is probably useful for a PHI civ who want to leverage that advantage ASAP. Potential for an Oracle, esp. with only one IND competitor, and only one other civ that starts with Myst. The alternative of course is to ignore PHI early on and just use IMP to get out a bunch of cities and then try and smash some heads in with Jaguar Warriors. The UB is actually pretty nice, cheap courthouse that allows you to whip more often, which can be quite an advantage if this map has as much food as I suspect it does. Another civ I don't want to neighbor, both for their ability to out-expand me, and for the Jaguar Warriors. Played well, that PHI trait can also help these guys long after their Jags become obsolete.

Jowy - Joao (Exp/Imp) of Russia (Hunting/Mining/Cossack/Research Institute)
I like this combo a lot, EXP and IMP together are fantastic for early game rexing, and the Cossack, like my Redcoat, helps out in the mid/late game when you're not building workers or settlers any more. I have no idea how good the RI is, since I don't really know how important universities are in MP games like this. I actually won't mind neighboring Jowy, with the potential to expand beyond his capabilities to defend, which can lead to a useful classical/medieval era conquest, as well as potential opportunistic strikes early on.

Ichabod & Bobchillingworth - Wangkon (Fin/Pro) of Byzantium (Agriculture/Wheel/Cataphract/Hippodrome)
This is one of the scarier combos. FIN/PRO are great eco traits both early on and much later, while the Cataphract is still very good. The Hippodrome is pretty bad, but eh cataphract makes up for it. Starting next to these guys I would really want to get ahead of them early, because I do not want to be behind them in production or tech when they get to Cataphracts.

AutomatedTeller - Gilgamesh (Cre/Pro) of Ottomans (Agriculture/Wheel/Janissary/Hammam)
CRE isn't quite as good an eco trait as FIN or EXP, but it's still a good pairing with PRO. Together they can allow AT to make aggressive early city plants and defend them, thanks to PRO archers and CRE borders. The Ottomans are a middling civ, if there's plenty of happy resources on this map the Hamman loses a lot of its value, while the Janissary has a pretty short window of effectiveness, and can be neutered by getting muskets of one's own, and are much better defensively than on the attack. CRE borders means I do not want to neighbor AT.

Molach - Tokugawa (Agg/Pro) of Mongols (Hunting/Wheel/Keshik/Ger)
The scariest combo in pure military terms, although unfortunate (for Molach) that he ended up with a UU that doesn't get any bonuses from his traits, but Keshiks are strong enough as it is, and AGG makes his Gers cost half as much. AGG/PRO in RtR also provides pretty good eco bonuses that go well with Keshiks. PRO lets him build his cities up faster in preparation for Classical-era war where Keshiks can really dominate, and AGG helps him keep up in tech after his conquests. Number 1 on my list of opponents I do not want to end up next to, and if I do, I might consider a pre-emptive strike.

Gawdzak - Louis XIV (Cre/Ind) of Persia (Agriculture/Hunting/Immortal/Apothecary)
Decent set of traits, especially being the only IND civ in the game, it's pretty likely that a lot of the wonders are going to go to Gawdzak. Persia is a decent civ. The Apothecary's extra health probably wont have an impact until the industrial era. Immortals are annoying for PRO civs like me, since it will force me to get spears instead of PRO archers to defend from early attacks, and for that reason, not someone I want as a neighbor.

BRickAstley & Pirate Blood God - Shaka (Agg/Exp) of Vikings (Hunting/Fishing/Berserker/Trading Post)
This is a pretty scary combo. Shaka is a great leader in RtR: I've already mentioned how much I like EXP, and AGG only makes sea-borne Berserkers that much more dangerous. If I start near them, I will have to watch out for that, either by investing in defenses for all my coastal cities, or trying for local naval superiority, which is slightly easier now that Trading Posts no longer give Nav 1, but will still require significant investment.

Boldly Going Nowhere - Darius (Fin/Org) of China (Agriculture/Mining/ChoKoNu/Pavilion)
Darius is great eco leader, but its bonuses wont really have an impact until later in the game, late-classical to early-medieval. Which just so happens to be when China's UU comes into play, which can be very powerful used correctly. The CKN is great, both offensively and defensively. The Pavilion is pretty useless unless you're going for a culture win (which I think is harder in RtR?). Agri and Mining are still fantastic starting techs. I'm fairly neutral on how I feel about BGN as a neighbor.

NylesStandish - Charlemagne (Imp/Pro) of India (Mysticism/Wheel/FastWorker/Mausoleum)
Charles is a great leader for early expansion, but personally I value workers more than settlers for that purpose: more cities isn't as useful as better cities, and with better cities one can match well with IMP's settler production bonus. PRO makes it hard to puniss that fast expansion however, and while he may not get EXP bonus on building workers, he does get the Fast Worker to make up for that. Fast Workers aren't as good in RtR as they were, but they're still pretty useful. Their most important ability remains: being able to move onto a forest and begin chopping in the same turn is huge. If I start next to Nyles I'd probably want to be pretty aggressive in settling towards him, to pre-empt him doing the same, and if I see the opportunity I will strike.

yuris125 - Pericles (Cre/Phi) of Germany (Hunting/Mining/Kannon/Assembly Plant)
The other PHI leader in this game, and while he doesn't start with Myst, his civ is very much geared towards the later game, so it's likely he'll try and use PHI as soon as possible. CRE isn't as good when paired with a non-eco trait like PHI, so I don't think that this is someone to be scared of early on at all, but I don't want to be the one to fall beneath a horde of cheap Kannons while Yuris sets of one golden age after another. Potential for an earlier conquest/attack before he can really take advantage of either PHI or his UU and UB.


General game plan:
I know that I'm an underdog here, this being my first PB, so my main priorities are going to be making myself as unpalatable as possible. I'll expand relatively cautiously, build enough units, and generally just do my best to survive long enough to get Redcoats. That said, I will not hesitate to attack is I see an opportunity, I have no desire to be a passive participant in this game, and while I don't think I will win (or even survive to the end), that doesn't mean I wont try to win.
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So here we are, capital of Wild Child planted on the PH, worker begun, and scout Raven on his way.

Raven is going to head SW-SW from there. Looking around, that is the only direction from my start that isn't either jungle (SE and NE) or coast (NW), so SW is likely going to end up being where my second city will be. Also, my worker will end up SW of Wild Child when the settler pops out.
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A question: In my sim it states that Hunting will take me 11 turns. 9 beakers a turn, 96 beakers in hunting, 11 turns seems right.

But in the actual game, it says it will take 10 turns, despite no change in my beakers per turn, or the cost of beakers.

Is this because I get a slight bonus from the number of other civs with hunting that isn't visible in my beaker output, but still shortens the time to research hunting? And if so, what are the specific numbers behind that? How can I measure it?

I don't know much about tracking the other players through the demos or score or other stuff and I hope to learn some of that during this game, so any answers/tips/advice/etc. is very much appreciated.
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You get a "free" beaker added to your total every turn, as long as you have at least one city. This is why when you put the slider at 0 it doesn't say you'll never research the tech, but that it will take *insert large number* turns, because you're always getting at least that 1 free beaker every turn.

In your case, add a beaker to the 9 commerce your turning into science, and you're really making 10bpt.
Suffer Game Sicko
Dodo Tier Player
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