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Okay, let's finalize that:
1. Darius
2. Peter
3. Fredrick
4. Asoka
5. Brennus
6. Monty
7. Joao
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What's the unique benefit Asoka offers?
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(March 16th, 2016, 12:48)greenline Wrote: What's the unique benefit Asoka offers?
Asoka is paired with the Aztecs, which means getting the Sacrificial Altar for quick whip happiness recovery. Not saying it's the best option out there, but can definitely inform the type of game we play.
Thanks for confirming the list , CH!
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Whipping doesn't seem that valuable when you have enough happy to grow your cities to size 11 off the bat...
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Quote:Pindicator: Boudica (Agg/Chm) of Russia
If the goal is to rush early, why go with a unit whose only bonus is 25% versus attacking units? You can't really do much else with those traits or that civ until labs are unlocked.
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OK all, here are your 7 competitors! Analysis and possible Tier Lists to come:
REM: Julius Caesar (Imp/Org) of Japan
Scooter: Montezuma (Agg/Spi) of Germany
Pindicator: Boudica (Agg/Chm) of Russia
CH'DZ: Peter (Exp/Phi) of India
Gaspar/Noble: Darius (Fin/Org) of the Dutch
Boldly: Asoka (Spi/Org) of Aztec
Dreylin: Gandhi (Phi/Spi) of the Khmer
First, let's take a note of the how the traits were distributed:
3 - Spiritual: This was more than I expected, but it means that these 3 will be versatile in the late game. Which makes it all the more important for us to make the most of our early game advantages.
3 - Organized: Cheap maintenance should certainly come into play this game as our empires grow, and several have bet on that.
2 - Philosophical: Early research boost with Representation to start. I am glad we have this one, and can't wait to see how we make it work. I also think I may have misspoken about it's early usefulness -- we'll find out soon.
2 - Aggressive: I rated this trait pretty low, but we'll need to be on guard if we see Scooter or pindicator up or down our coasts due to the cheap Drydocks.
1 - Financial: Noble/Gaspar got the spoils on this one, and should be well practiced on it by having this trait in PB27. But that's just about all I can say about that, for several reasons.
1 - Expansive: We were the only ones who secured this trait, and in the best possible way. Our discounted FWs should roll out fast and furious, building those tall cities that CH (and I actually) are so fond of.
1 - Imperialistic: REM is surprisingly the only one to net this trait, consider 4 of our choices offered it. But this trait was not paired well with the other 3 civs, so look for REM to exploit this advantage to boost his REX tendencies.
1 - Charismatic: pindicator cornered the market on this trait, the one I consider least useful in this context. Add to that greenline's observation about the Cossack's slim military advantage, not to mention there are no Horses showing on the 9x9. Should be interesting to see how this goes for him...
Surprises
No Vikings or Redcoats this game, which is fine.
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(March 16th, 2016, 23:00)Donovan Zoi Wrote: 3 - Spiritual: This was more than I expected, but it means that these 3 will be versatile in the late game. Which makes it all the more important for us to make the most of our early game advantages.
You can do quite a bit of civic swapping early on as well, I think. Alternate between Representation and UniSuff to grow cash with Rep merchants and then spend it on settlers while growing cities. Could be pretty powerful.
Quote:3 - Organized: Cheap maintenance should certainly come into play this game as our empires grow, and several have bet on that.
+ the cheap factories
Quote:2 - Aggressive: I rated this trait pretty low, but we'll need to be on guard if we see Scooter or pindicator up or down our coasts due to the cheap Drydocks.
+ the easier to get Commando units.
All of the picks seem defensible to me except for Pindicator's. Maybe I'm just bad and missing something here
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Weighing the Decisions
After seeing the results, I was curious what the consensus picks may be. So I made a spreadsheet of everyone's choices, with 7 points for the 1st choice, 6 for 2nd and so on... Here is what can be drawn from the above:
- SPI was highly weighted, gaining the top 3 point totals for civs that boast the trait. Scooter really wanted SPI, exhausting his first 4 picks to cover it! So look for them to be a late game juggernaut. (yes, I said them, as I just noticed that Sullla has been contributing equally to his thread. RED ALERT!)
- Asoka was the only pick to end up on all 7 lists, mostly as a fallback but eventually going to Boldly.
- Monty (well, Germany if I'm honest) fared nearly as well, only dismissed by Noble/Gaspar.
- Pindicator had the distinction of securing a non-consensus pick in Boudica of Russia, and interesting choice with no Horses in sight. What does he know that the rest of us don't?
- Though only picked by 4 players, Japan surprisingly ended up being the most hotly contested civ with two 1st's and one 2nd. I am sure most of this is the IMP/ORG combo, but I'll have to revisit the Shale Plant to see what the big deal is there.
- I am also surprised by the popularity of the Khmer, and Dreylin will be the only one to compete with us for PHI dominance. I mean Barays are good, but it seems like it will take a while to have a need to build them.
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Quote:I mean Barays are good, but it seems like it will take a while to have a need to build them.
Every city starts with an aqueduct/baray in this era.
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(March 16th, 2016, 23:04)greenline Wrote: (March 16th, 2016, 23:00)Donovan Zoi Wrote: 3 - Spiritual: This was more than I expected, but it means that these 3 will be versatile in the late game. Which makes it all the more important for us to make the most of our early game advantages.
You can do quite a bit of civic swapping early on as well, I think. Alternate between Representation and UniSuff to grow cash with Rep merchants and then spend it on settlers while growing cities. Could be pretty powerful.
Quote:3 - Organized: Cheap maintenance should certainly come into play this game as our empires grow, and several have bet on that.
+ the cheap factories
Quote:2 - Aggressive: I rated this trait pretty low, but we'll need to be on guard if we see Scooter or pindicator up or down our coasts due to the cheap Drydocks.
+ the easier to get Commando units.
All of the picks seem defensible to me except for Pindicator's. Maybe I'm just bad and missing something here
Good points all, greenline! What you'll find interesting (and ultimately maddening) about my posts is my stream-of-consciousness style of reporting and tendency to miss the obvious at times. So it is really great to have you here to fill in the gaps.
You are right about SPI early on, especially since it will likely come into play on the very first turn of the game as we make our initial choices. I also didn't think about how far down the line AGG Gunpowder goes, all the way to Mechanized Infantry. Talk about a totally devastating Commando unit, especially with railroads.
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