Sandbox declares us the winner on turn 10 (no opponents, and I forgot to turn off victory conditions, oops).
And then I forgot to take a screenshot of early sim results, but oh well.
Quick sim to turn 31 got us 2 workers, a warrior, size 2 city, a settler at EoT 30, and 31 hammers of overflow for turn 31, which could be an Ikhanda if we wanted. Burned 3 forests for it, we could just chop 2 and then not have much overflow at the end as an option to. Mining -> BW -> AH, which completes for T31 as well so we'd be able to know where copper and horses are for that settler.
Not sure if there's a more efficient use for the 1st worker I'm missing, I improved the pigs first and then corn, which completes just before BW comes in for chopping. Also didn't spend a turn in Anarchy, figured we could find a turn while the settler is moving somewhere.
(June 28th, 2018, 19:12)masterjason Wrote: Sandbox declares us the winner on turn 10 (no opponents, and I forgot to turn off victory conditions, oops).
And then I forgot to take a screenshot of early sim results, but oh well.
Quick sim to turn 31 got us 2 workers, a warrior, size 2 city, a settler at EoT 30, and 31 hammers of overflow for turn 31, which could be an Ikhanda if we wanted. Burned 3 forests for it, we could just chop 2 and then not have much overflow at the end as an option to. Mining -> BW -> AH, which completes for T31 as well so we'd be able to know where copper and horses are for that settler.
Not sure if there's a more efficient use for the 1st worker I'm missing, I improved the pigs first and then corn, which completes just before BW comes in for chopping. Also didn't spend a turn in Anarchy, figured we could find a turn while the settler is moving somewhere.
I declare us the winner of this game, Turn 0!
Here after i get done with dinner ill see what i can do for a sim.
How do you feel about a Farmers Gambit? Who would you like to have as a neighbor? How would you rank the competition?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(June 28th, 2018, 19:12)masterjason Wrote: Sandbox declares us the winner on turn 10 (no opponents, and I forgot to turn off victory conditions, oops).
And then I forgot to take a screenshot of early sim results, but oh well.
Quick sim to turn 31 got us 2 workers, a warrior, size 2 city, a settler at EoT 30, and 31 hammers of overflow for turn 31, which could be an Ikhanda if we wanted. Burned 3 forests for it, we could just chop 2 and then not have much overflow at the end as an option to. Mining -> BW -> AH, which completes for T31 as well so we'd be able to know where copper and horses are for that settler.
Not sure if there's a more efficient use for the 1st worker I'm missing, I improved the pigs first and then corn, which completes just before BW comes in for chopping. Also didn't spend a turn in Anarchy, figured we could find a turn while the settler is moving somewhere.
Still simming, but i found that BW arrives before the corn is done by about 2 full turns. However in my sim, i have EOT Settler/animal husbandry turn 30. 2 workers, 1 warrior, corn/pig done with mine being made on the plains hill next to cap.
Moving further down the line as far as simming goes, turn 50. 39 beakers ( with only 1 city planted so eh.. ) into writing. 3 workers, 3 cities, and 1 settler just produced. 3 total warriors.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
(June 28th, 2018, 20:35)superdeath Wrote: Still simming, but i found that BW arrives before the corn is done by about 2 full turns. However in my sim, i have EOT Settler/animal husbandry turn 30. 2 workers, 1 warrior, corn/pig done with mine being made on the plains hill next to cap.
Moving further down the line as far as simming goes, turn 50. 39 beakers ( with only 1 city planted so eh.. ) into writing. 3 workers, 3 cities, and 1 settler just produced. 3 total warriors.
I'm seeing that too now, I was apparently misreading my notes, BW comes before corn is done. I would hope 3 cities +settler at turn 50 would be competitive. Obviously we have no idea where Copper and Horses might be, and either of those being in the BFC would potentially mess up improve any plans.
(June 28th, 2018, 19:48)superdeath Wrote: How do you feel about a Farmers Gambit? Who would you like to have as a neighbor? How would you rank the competition?
Farmers Gambit fits how I usually try to play the first 75-100 turns of a SP game, some of that obviously depends on neighbors.
Opponent comments:
Coeurva and OT4E -- Shaka of Rome
As you mentioned, Agg/Exp is great for expansion, while also being good in combat and the eventual city maintenance reduction that helps continue to power the civ later on. Praetorians are not something to ignore either. OT4E has multiple games under their belt, and I want to say Coeurva has been involved in PB games in the past as well, so there's a ton of experience there. shallow_thought & Hitru -- Ghengis of Persia
+production on Settlers will likely see them with the early city lead. Aggressive again gives a combat edge and reduced maintenance with those extra cities. Immortals are a scary UU, as you said, thankfully our UU counters them. Seems like a potential early rush. Both shallow_thought and Hitru have some prior experience, I believe both are involved in PB38? (no spoilers) Magic Science & Mr. Cairo -- Mao Zedong of Inca
Cheap Granaries and cheap Workers, likely the fastest out the gate at pure growth. UU probably comes too early to make a major difference unless they're going to immediately rush someone, which I don't think is likely because they'll likely focus on growth. Terraces are one of the best UB's in base BTS, it seems like they aren't as good in RtR because of both the loss of one culture, and the fact that barracks also grant a culture point. superdeath & masterjason -- Boudica of Zulu
This is us, Agg as several others are, with Charismatic to go with it for happiness, +library, and a faster promotions. Our UU counters mounted units and moves as fast or faster than they do, allowing us to chase down enemy horses and giving much more mobility in general. The Ihkanda lets us stack in even more city maintenance reduction and can be build at half cost. superdeath has a couple games under his belt, this is my first foray into MP here. RFS-81 & haphazard1 -- Pacal of Mongolia
Exp/Fin gives us the only leader without a combat trait. They'll have faster workers, and if they can keep up, financial will give them a big boost later on. The Keshik is a decent UU, however our Impis directly counter them. The Ger, like most UB's, isn't too much to write home about. Charriu & Zalson -- Toku of China Agg/Pro will give them some free promotions on their units, along with the other bonus mentioned above. China's starting techs are great, and the UU is pretty good as well. All in all not too bad a combination.
In terms of neighbors, I think RFS-81 and Charriu would be best for us, while I think Coeurva and shallow_thought will be the threats to win the game.
i almost think that we should rush Coeurva/OT4E before they get to praetorians.. Even if they cannot break through our defenses... they will eat at least 1 neighbor during their era. If we start near them, something something horsearchers... If we start near someone going full farmers gambit we have to punish them. ON TOP of all this thinking, being Zulu and agg, we should be near tops in city count along with genghis/persia.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
tomorrow night ill post some screenshots, but atm i settled, moved the scout a couple times and found a decent spot for a 2nd city. We have 2 choices, on the coast for naval access, or south one tile for possibly more production. 2nd city will have wet corn, and be able to steal pigs. more posts to follow when i get time.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
I think expand left for the first city, or two possibly.. then to the right, then go towards center?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
That works, unless there’s some really good land in the fog nearby. Either spot for city 2 looks good, guess it depends on whether we want another coastal city or not. Copper location could affect that too naturally. I’d probably lean to the southern position for stronger production.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.