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

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[SPOILERS]Boudica of Rome and Gawdzak ask: "Raise your what?"

T8

Slowcheetah(Napoleon of Vikings) got a tech this turn,can't figure out what.

HAK(Wang Kon of Spain) got this:



Wut?
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T13




Worker finally finished this turn,going to the riverside grasshill to mine for 1 turn then cancel.Pasture the Cows when AH comes in.Capital grows to size 3 and finishes the warrior in 6 turns,then start on a settler.

Still haven't met anyone yet.
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T15

My horses:


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T17

A couple pictures:



Capital grew to size two,Cow is improved next turn.



Demos,Top GNP is HAK I'm pretty sure with his holy city culture.



Top 5 Cities,HAK is the one who grew to size 3.Parkin and Kuro grew to size 2,Parkin grew last turn and Kuro grew this turn.



More land revealed,there's a nice river here.Good news because spots for good commerce cities are scarce from what I found so far,now just need some food here.

Now note that I still haven't met anyone yet.This is almost definitely a consequence of the change regarding scouts being 1-move until hunting.This is a big change to scouting in scout starts in two ways:

1)Scout loses speed in scouting,obviously this will means you can cover the same amount of land in half the amount of time on flat ground.

2)Lose the number of options of moves that doesn't severely endanger the scout.By severely endangering the scout,I mean by ending a turn with a scout on flat ground.Moving from defensive terrain to defensive terrain is not always possible(or optimal to scouting),this is a big problem because you can't just run away like a 2-move scout if you encounter a barb. This problem is exacerbated when barb warriors start to spawn.

So in other words,not only does a 1-move scout will scout less land but it is also more like to die resulting in even less land scouted.

Scouting is very important in Civ 4 for several reasons.

1)Information. For every game,you need to know where you can settle,who your neighbours are and other information so you can plan your strategy.

2)Espionage. For every turn you don't meet another civ your 4 base espionage is simply wasted. Early game there's no easy replacement for these lost resources.

The goal of changes to Hunting in the Tide of War mod is to make Hunting less of a bad starting tech compared to Agriculture.

In base BTS,Hunting is simply inferior to Agriculture in almost every way as a starting tech. In ToW,Agriculture cost is reduced to be the same as Hunting and Scout lose 1-move. Does this makes the techs balanced?Obviously if you have Corn,Rice or Wheat at the start you want Agriculture.If you have Deer,you want Hunting. However,if you have Pigs,Cows or Sheep,what's better?Hunting or Agriculture?As stated above,I think the effect of Hunting on scouting is non-trivial. Is Hunting a better tech now if you need Animal Husbandry to hook up food?Well,that's why we are playing in this game.
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T18

First the the good news:



Will work the lake for a few turns to get BW 1 turn faster before worker finishes a mine.

Now the neutral news:



Some analysis:

From the score,only GermanJojo and Mack haven't grow to size 2 yet. Mack seemed to went Bronze Working first(he got his first tech at T15 or so IIRC).He is Productive and Imperialistic,so he probably wanted to go BW to chop workers and settlers,that makes sense.So from the demos,he is probably the one working hammer tiles and not growing (rival worst crop yield) and is currently chopping a worker or a settler. GermanJojo was the one who moved on T0,and didn't go Bronze Working first(he has discovered a tech in my T13 screenshot) and he still haven't grew to size 2 yet.Was his move worth it in the long term?We'll see.At least both players have Imperialistic and will have less problems getting out settlers.

Slowcheetah on the other hand,grew a pop and discovered a tech. He is the Vikings(Fishing/Hunting) and he has discovered 3 techs so far.We are on T18 so that means there is ~180ish total beakers(or is 170?) researched for each player.So did he go Agriculture-Mining-Wheel?Or did he go Agriculture-Mining-Mysticism going for a Hinduism run?(Buddhism founded) Not sure it's possible to do Mining/Wheel/Mysticism with the tech cost on this map(Huge/Monarch). I hope(for his sake) that he doesn't go for the religion,because he is playing as Nipples(Charismatic/Organized),he doesn't need the happiness that badly and going for an early religion would slow down an,in my opinion,already slow starting leader.

Now the bad news:



A fucking bear. WB tells me I have 65.2% chance of survival.But like they say in Hunger Games: The odds are never in your favour.

I will do an opponent analysis once I meet someone,but we have to meet them first!
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The scout dies.
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T28

Settled our 2nd City this turn:




You can see our copper locations too,pretty convenient.
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T31

The corn at WTF2Shens is hooked up:




Which means I'm back to food leader:




Someone is in anarchy,I'm in Slavery now as well.

Now I looked at the game again I think I may have made a mistake in where I settled my second city. It may have been better to settle 1 Southwest of the corn. I should've sandboxed that possibility,but I didn't because I just started playing Hearthstone last week. smoke Where I did settle however enabled me to share the cows,so it's not all bad.
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T33




Someone founds Hinduism, pretty sure it's Kuro(Toku/India). So our 2 civs starting with Mysticism have founded the 2 early religions.

Found a nice dry wheat which will be a 5/1/0 tile with AGR and it's at a spot that fits well with our dotmap.

Demos:


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T37




Grew 2 pops and got Pottery last turn giving us a big score increase.

Put a chop into a granary at WTF2Shens and will be 1 pop whipped to completion.

Capital builds a settler and will be 2 pop whipped,will settle uh T43 I believe.
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