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

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RBP3 Lurker Discussion Thread - No Players!

So rego's team is building two more settlers right now, with nothing but a paper thin force of warriors (some getting killed by lions) to support 4 cities? I have to say it would be pretty funny to see them punished for overly eager expansion in two games in a row!

If I were in this game, with my noob skills, I'd go all-in on an axe or chariot rush for sure. One of my neighbours is bound to be underdefended, as I think nearly all players in this game are. (Nobody has archery, only a few have hunting, even.)
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WilliamLP Wrote:So rego's team is building two more settlers right now, with nothing but a paper thin force of warriors (some getting killed by lions) to support 4 cities? I have to say it would be pretty funny to see them punished for overly eager expansion in two games in a row!

If I were in this game, with my noob skills, I'd go all-in on an axe or chariot rush for sure. One of my neighbours is bound to be underdefended, as I think nearly all players in this game are. (Nobody has archery, only a few have hunting, even.)
Yep, that would be fun. It doesn't automatically translate to a victory though. On this map and difficulty setting, identifying and founding a few powerhouse sites and growing those few cities quickly seems to be the way to go initially.

Krill's gameplan is unique in two ways:
1. He actually has a gameplan
2. His plan is focused on how to win the game in the later stages, not just on how to build a good position early on.
I have to run.
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By the way, is anybody following Rome's thread? What's the situation diplomatically there? I think I saw something earlier about an alliance with Sumeria (Exploit), but lately that relationship seems to have soured?
I have to run.
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Inca are still planning on rushing Ruff with axemen, but Ruff smelled the rat immediately, and he has copper and soon archery.

I must honestly say I'm surprised to see Jowy being the voice of reason on the Incan team - unfortunately for them the others aren't listening.

Jowy Wrote:Guys, Ruff asked for a NAP about 22 hours ago. Honestly I don't think we can stall it until our attack. He's gonna figure it out and be prepared, unless we sign the NAP and then break it. Maybe we should rush the purple civ instead? Considering it's Rome and they're right next to us it might even be preferrable to go for Rome than Aztecs!

AH definately next.
I have to run.
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novice Wrote:Inca are still planning on rushing Ruff with axemen, but Ruff smelled the rat immediately, and he has copper and soon archery.
Not so sure about that. It will take him a while to expand borders (at least 15 or so turns w/o religion spread) and hook it up (TW will take 12 turns according to one of his posts). And with that AGG Quechua right next to the tile it will be very hard to protect his workers. That said, I don't think that the Incans can achieve more than some kind of choke. Unpromoted axes vs. archers in a Holy City? Maybe their successful rush in RBPB2 has made them overambitious...
novice Wrote:Yep, that would be fun. It doesn't automatically translate to a victory though. On this map and difficulty setting, identifying and founding a few powerhouse sites and growing those few cities quickly seems to be the way to go initially.

Krill's gameplan is unique in two ways:
1. He actually has a gameplan
2. His plan is focused on how to win the game in the later stages, not just on how to build a good position early on.
You nailed it there. Run a few albeit strong cities, get in a teching alliance and expand slowly. Even if the Incans get that Holy City it probably will do them more harm than good considering the distance maintenance.
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Well, this is interesting. Exploit sent this to at least regoarrarr and Ruff who posted it in their threads, and presumably everybody or almost everybody he's contacted.

Quote:With the advent of Writing, the Tech Peddler nation has created the first advertising flyer for its wares. I have BCC'd everyone since some members of this mailing list have not met one another in game.

Tech Peddler Products

Technology
The Tech Peddler nation is pleased to announce that on Turn 72, it's flagship line of technology products will be made available for sale. Technology products include (with beaker costs): The Wheel (108 ), Agriculture (108 ), Mining (90), Pottery (144), Animal Husbandry (180), Bronze Working (216), Writing (216), and Alphabet (540). More technology products will be added to this list as they become available.

Mercenary Units
The Tech Peddler nation maintains a large variety of military units which are available for sale based upon production cost in hammers with a 10% premium for unique units or for each unit promotion. Tech Peddler is also willing to accept military units as part of payment for its other product offerings. Note: the trade in military units requires open border agreements to facilitate the exchange of units and will come with a negotiated NAP clause of variable length depending upon the strength of the units sold.

Tech Peddler Fair Trade Policy

The Tech Peddler nation believes in open markets between all civilizations and as such makes its products available to all civilizations in the world that are not currently at war with Tech Peddler. Tech Peddler does reserve the right to refuse to trade with nations who refuse to reciprocate the sale of their technologies to Tech or who engage in activities that are clearly hostile towards Tech Peddler however every diplomatic effort will be made to resolve such barriers and resume normal trade relations.

The Tech Peddler nation believes in trades of equal value with neither party subsidizing the other. As such trades will be structured so that goods of equal value are exchanged (for instance 100 beakers of tech for 100 beakers of tech). To facilitate the exchange of goods based upon different units of measurement, Tech Peddler has developed an exchange system for the most common barter measurements (beakers, gold, hammers). In the event that a trade of equal value cannot be arranged then the difference shall be carried over as a credit towards the next trade deal.

Tech Peddler Exchange Rates

The base exchange rate formula used by the Tech Peddler nation is: 20 beakers = 4 hammers = 5 gold = 1 gpt for 10 turns

This formula is open to some negotiation for variation with individual civilizations based upon a variety of factors including bulk buys, repeat business etc.

As always customer feedback is appreciated.

Kind of funny but intriguing to see a trading table in the style of a Civ 3 AI being run by a human in Civ 4 multiplayer. darrelljs commented that the exchange rate undervalues gold, but I'm not so sure. Beaker:gold skew is typically 1.75:1 in the classical era (academy and library). So if "Tech Peddler" researches one tech and then sells it three times for cash, he comes out ahead. And he should get sales, since for his customers, that exchange rate is more attractive than a typical 1:1 tech trade.

It's also quite inviting for civs to use trait abilities to trade into that system. An Imperialistic civ should be trading settlers as hammer credit, Aggressive civs trading promoted units, and so on.

Really wish Exploit was posting along in a thread here so we could get an idea of what he thinks he's doing with this.
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That's a very interesting approach. It'll be fun to see how, if at all, it impacts the tech consortium Krill's organizing.
RBP2: globally lurking

RBP3: globally lurking
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Things are definitely heating up... hammer
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Black lines: Borders between major (de facto) alliances.
Cyan lines: Borders between (de facto) suballiances inside larger alliances.
Red lines: War fronts, actual or planned.

[Image: rbpb3alliancemapt57.png]

If somebody wants the background map to make their own mashups, here it is:
http://img97.imageshack.us/img97/7155/rbpb3map.png
I have to run.
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Portugal are looking for horses, their scouts missed it by one tile:
[Image: portugalhh.png]

That would also be a great front city according to Krill's specifications.
I have to run.
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