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[SPOILERS] 2metraninja's diffident introduction to RB

So, here is my spoiler thread for the RB Pitboss 9. As the newest kid on the street, I hope to at least survive till maturity. Despite all the glorious fruits life has got to offer - acne, shaving, premature ejaculation... and your first divorce.
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Your Start. Good luck.

   
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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What are your thoughts on the various civ/leader combinations?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Good luck 2metraninja, you've played a fair bit of other multiplayer haven't you? I'm looking forward to your fresh take...
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(January 10th, 2013, 18:18)Merovech Wrote: What are your thoughts on the various civ/leader combinations?

Right. Thanks for asking, but I have not much to comment on those. Not that I dont have opinion, but it is more about me believing there is not real bad leaders. Yes, there are normal, good and few great leaders, but always with conjunction to a given strategy or player's style. What I always believed is that you must play the traits and play the map you are dealt. So I can say only how much I like given leader personally. Other thing is traits are way more important than a nation for me. Starting techs are also important, but there we go more in to the map - what good is agriculture when the start offers cow and a pig? Once again, play what you are dealt.

I will still give my opinion on the combos:

Twinkletoes: Isabella of France - EXP/SPI is solid combination. France is not my favorite nation. Musketeers are good in that they can run with knights.
Commodore/Brick: Augustus of Inca - IMP/IND solid combo again. If the map have enough room and forests IMP can shine. IND is a bit nerfed, as there are 3 out of 7 IND leaders in the game. Inca's UB is one of the best in the game in my opinion. Half a trait worth UB.
Jowy: Pericles of Khmer - CRE/PHI is great combo, which I personally like a lot. Only PHI leader in the game, which is cool. CRE is killer with good land available. As a bonus - the so much feared WEs.
AutomatedTeller: Hannibal of Native America - CHA/FIN - not at all bad. FIN on his own is good to make up for the so-so in my my opinion CHA. Dog soldiers to make neighbors tech archery.
Cornflakes/Q: Huayna Capac of Zulu FIN/IND + Impis and Ikhandas - maybe the best leader and nation out there. Not much synergy, but who needs it if you have those traits and nation?
2metraninja: Sury of Mongolia CRE/EXP - never played him, very strong leader if played right. Here is a chance for me to benefit from him. Keshiks and Gers can be good if the map is forested/hilly. Otherwise...
Azza: Louis of Rome - IND/CRE sounds to me as many wonders stolen from the other IND guys possibility. Azza said something about Praetorians in his spoiler thread title, but first saying that out loud gives hints, second, Praetorians shine with AGG, with IND/CRE, they will be only a distraction.
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(January 10th, 2013, 16:06)Sareln Wrote: Your Start. Good luck.

(January 11th, 2013, 07:46)Old Harry Wrote: Good luck 2metraninja, you've played a fair bit of other multiplayer haven't you? I'm looking forward to your fresh take...

Thanks Old Harry and Sareln. Yes, I've played games under different rules and conditions in many sites. I hope to have the chance to show myself worthy in RB too.
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(January 12th, 2013, 04:03)2metraninja Wrote: What I always believed is that you must play the traits and play the map you are dealt.

thumbsup
I'm looking forward to this thread!
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(January 13th, 2013, 14:42)pindicator Wrote:
(January 12th, 2013, 04:03)2metraninja Wrote: What I always believed is that you must play the traits and play the map you are dealt.

thumbsup
I'm looking forward to this thread!

Me too! Good luck 2metraninja!
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Thanks Pindicator and Yossarian!

Here is something to look at at last for you and all other who might be interested.

So, here is where I started:

[Image: civ4screenshot0073.jpg]

Not bad, but nothing spectacular either. I moved my settler 1 tile east in the hope I will see something really great over or in the water. Crabs there were, but also the body of water was way too big for me to settle there, so I took the walk of shame back inland and settled on the second turn with 2 agriculture resources in BFC:

[Image: civ4screenshot0102.jpg]

I had luck with exploration - the most first hut gave me second scout and the third hut gave me third scout. The third hut gave me small sum, but it is still better than silly map over the ocean (not that I see oceans here, but you know what I mean). So, I have good vision on the land and this last turn just saw the first other nation borders:
[Image: civ4screenshot0169.jpg]

You can see TT's borders in the top right corner.

I was afraid to start with worker, as I saw someone is building something with 3 hpt - most probably warrior, but then decided to take the risk. As one friend of mine said later: it is worth to take the risk and have strong empire than to play it safe and be mediocre. Now after my explorations and seeing there are 18-20 tiles between capitols, I am way less concerned about being warrior rushed. Also, I have whole army of scouts to serve me as far sentries.

I see Stone right under TT's nose and nowhere near me, which I am sad about, but who knows, might turns out this way is better.

So far so good. Land looks good, my leader is very strong and I am relatively optimistic about the near future.
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Yeah, not going worker (or occasionally workboat, and very rarely warrior while teching fishing for an all seafood start on a non-fishing civ) first sets you so far back on the growth curve that it's almost economic suicide. Going warrior first is very, very rare on RB, so you shouldn't have to worry about defenses anyways.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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