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I like Empyrean a lot. Mostly because of Chalid, which unfortunately is not really feasible for this game I'd think, since it would lock us into one religion and Religious Law is very expensive. But Ratha are definitely nice units and mobility is very key. Going for it directly wouldn't be a bad idea, not totally sure it's the best way to go though. But there are many economic techs on the way, and it lets us take CoE with relative ease as well (mostly to enable Undercouncil, but Nox Noctis could also be very useful). Not sure if Nox Noctis invisibility is actually invisible to hawks, I'd like to test that if we're going for it.
Basium would be very attractive if I could play him.  Has that been discussed? Wouldn't be too outrageous if Hyborem is going to be played by Krill...might be very overpowered though, with a two-man team. If he's going to be AI, he'd probably be worth getting once we get Fanaticism. He could be annoying and get in your way with city placements and whatnot though.
We definitely want Fanaticism early if possible, to keep our options open and to intervene in geopolitical events if necessary.
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NobleHelium Wrote:Basium would be very attractive if I could play him. Has that been discussed? Wouldn't be too outrageous if Hyborem is going to be played by Krill...might be very overpowered though, with a two-man team. We agreed on human summons. Krill for Hyborem and if someone doesn't have a dedlurker Sciz is unspoiled to take over Basium. So this would not be a problem.
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Give all your cities to Basium and keep three core cities for the cultural victory? Would be fun to watch.
On religions other people might get, Amelia could go OO to get two hero archmages for the tech cost of one at arcane lore (Hemah + Govannon). Don't think either you, her, or anyone else has a motivation to grab fishing quickly on this map though, but maybe keep it in mind to snipe the OO holy city for cultural purposes a bit earlier than normal?
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Mist Wrote:I'd love to, but it would leave us undefended. Worth risking?
Forgot to respond to this. I meant close enough to the capital that you can return at any time. Now that I think about it though, scouts are 2 move...one could potentially get to the capital and raze it in two turns from the time when we spot one. What's the time to the second border pop? We are still in Religion, yes?
Also, I don't think having a second early archmage is much different from one early archmage. You are right though that researching one extra tech would be easy to do at that point, but she could still do it even if OO has been founded.
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NobleHelium Wrote:Forgot to respond to this. I meant close enough to the capital that you can return at any time. Now that I think about it though, scouts are 2 move...one could potentially get to the capital and raze it in two turns from the time when we spot one. Warcried Hippus scout moves 3 tiles per turn. Making it even harder to spot early and avoid.
NobleHelium Wrote:What's the time to the second border pop? Due on t25.
NobleHelium Wrote:We are still in Religion, yes? No. Swapped to Nationhood on t0.
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[SIZE="4"]Turn 6[/SIZE]
We grew at end of turn. It gave us 4 points.
We're the first civ to grow which means people in front ( Sareln, Mackoti ) went worker first.
June 11th, 2011, 01:46
(This post was last modified: June 11th, 2011, 02:19 by NobleHelium.)
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Okay, did another sim. Warrior first looks largely irrelevant, I can put up a very similar (possibly superior) opening with a warrior first. It could be that I'm getting better at this and worker first is still better, but whatever.
Before hitting end turn on 60, as before. Putting the mine up before chopping really helped, I think. I'm not sure what I did differently than last time but the EC built in 5 turns this time due to being size 6, allowing me to work the plains forest and plains hill. Too bad that hill isn't forested.
Academy went up turn 58, which allowed RoK to finish at EOT.
Main differences: after the warrior finished, I swapped to full production on the worker to get it out ASAP. (Previously I kept working both river dyes.) With 2 turns left on the worker, I swapped back to the dyes since it doesn't slow down production of the worker, but cuts down on Calendar research a lot. This lets me finish Calendar right before I finish the farm, letting me switch to Agrarianism the turn that the farm finishes. Then I go down 1S, put a turn into the plantation, then cancel and build the two river plantations. On the way back up, put one turn into the road, then finish the third dye. Before the third dye plantation was completed, I worked the 2/1 forest tile before swapping over. (Growth to 5 means the 2/1 tile is worked again.) Mysticism comes in one turn before growth to 6, I swap over to the 1/2 forest (keeps the 1 turn growth). Place new citizen on the 0/2 hill to get EC out in 5 turns.
After that, build lots of roads (Road the hill, the forest below the city, and then start roading north to the river since the second city will be at the incense. Spend last turn available putting one turn into the road NE of the city, then get back onto the hill next turn to start the mine.) while researching to Mining. Start settler after EC. Build mine and then farm-chop the roaded forest to get the settler out faster. Send worker back up north (complete NE road on the way, using the free worker turn), then farm the wheat. Settler plants the same turn the wheat farm is finished. Worker goes to plantation the incense, putting one turn into the road on the tile in between, finish afterwards for trade route.
As you can see, I've started a Temple of Kilmorph. Probably being too aggressive here, and obviously the whole plan goes haywire at any point RoB hits, but if it works out like this it'll be pretty easy to complete the temple. 5 hammer overflow from the settler (since I can fire the sage the previous turn), giving me a bonus turn (base production is also 5 before multipliers). We already have an extra warrior here, and building another warrior may incur a maintenance cost (the GS cost 1 gpt until I made an Academy, but we have an extra pop now). The temple gives us 3 gpt with God-King and lets us run a priest for Tablets of Bambur if we want. Plus we can build disciples for new cities. Finish the temple, build second worker (4 turns with overflow), then probably build more defense. (May not be necessary if we have a good sentry net since we can hammer out warriors quickly at this point.) Worker goes to cottage the other riverside forest, once that chop comes in we can put it into a third worker to hook up the silk and cows. That's why I'm researching Education after RoK, AH can wait until after that.
Man, maintenance on Immortal is high. Also note that I kept the warrior/scout pair alive, since we have our initial units out as our picket fence. Maintenance should be accurate, assuming the size of the map is correct. Did you check the world wrap? You can tell immediately in FFH I think.
Just noticed there's an error in the sandbox, the wheat should be plains and not grassland. And the silk too.
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NobleHelium Wrote:Man, maintenance on Immortal is high. Also note that I kept the warrior/scout pair alive, since we have our initial units out as our picket fence. Maintenance should be accurate, assuming the size of the map is correct. Did you check the world wrap? You can tell immediately in FFH I think. No, there's nothing in the options. But my bet is toroidal wrap, due to placement of treasure islands.
NobleHelium Wrote:Just noticed there's an error in the sandbox, the wheat should be plains and not grassland. And the silk too.  This is not an error. Both of them are on grass in game, probably to make capital near starting tile more desirable.
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[SIZE="4"]Turn 7[/SIZE]
Warrior and Agriculture finish at EOT. We're first to a tech. It's worth 11 points.
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I meant checking the world wrap by scrolling the map. Scroll left/right and see if you can get it to wrap around, north/south, etc. I think you can check this from the beginning in FFH.
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Map's stuck at the edges, so no wrap at all.
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Tested it again, looks like you can't tell from the beginning after all. Must be something later on that triggers it...no idea what though. Either way, the minimap should zoom out once we get it.
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