Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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PB81 - Continental Drifters (TBS)

Looking forward to obsessing over some civ again. smile
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hi TBS! dropping in to say:

tier list tier list :D
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I haven't really kept up with the most recent games, so a tier list is a shot in the dark. One shouldn't turn down free lurker interaction though, so my best guess for the two continents is:

TBS
Naufrager
MJMD
Dreylin

Xist
Superdeath
Gira
Greenline

I probably go into the game as the favourite unfortunately, thinking about maybe going for later game traits to not look too strong early.
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How much are you planning to report? Will having dedlurkers encourage you to report more? smile
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Would be great to have you on board Thrawn! I hope to update fairly regularly, but not every turn. More ded-lurkers would have the desired affect if you're sticking around too Zed-F. wink

Regarding early game traits, I think I'd be quite comfortable taking two early ones and snowballing. I think I've done that a lot, whereas I think the only game I took two late traits was PB18 with Phi/Spi. Which was not really a normal game at all. So the novelty is one thing pushing me this way.

It is a good point though, that if we are essentially a 4 player game for a long time, the threat of a dogpile is a bit diminished. 

I had a look at the CTH traits again.

I still really don't like Agg and Pro. Though if we can't trade with the other continent until Astro then Pro at least gets some decent value. They do have the novelty factors too.

Phi is probably the trait I think is the best, though I play it too much. Those two things are probably linked. I think Cre is really good too with getting the library bonus back. All the others are at a similar level. It's not like those two are super far ahead either but I think they shade it for me. If we end up on Emperor difficulty then that's a point in favor of Org.
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Sure, count me in as a ded-lurker then.

PRO is pretty good in CtH, though of course it varies depending on whether the map, variant, and your civ suits it. PRO is best if you expect trade routes to feature heavily in your income stream, relative to other income sources, and it’s kind of a build-around pick as a result.

America has recently been the darling of PHI trying to break it, but circumstances haven’t really lined up for anyone to do that just yet. At some point it’s bound to happen, though, in the right game for it.
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I’m personally not very chuffed about CRE. There are enough other ways to get culture efficiently that spending a whole pick on CRE seems like a waste. But it does mean you can afford to be more aggressive in settling your borders.
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Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Thanks Tarkeel! Had some thoughts jotted down before seeing the start, going to have a think about it now.

Pro is essentially 1g per city, until we hit currency when it becomes 2g per city. Plus it has some ok late game scaling, but it's a long time away. Most early game traits give roughly 30h to a city in their earliest phase when it hits the snowball the most. I'd consider 2g per city competitive with that if you got the full value immediately, but not when Currency is so far away. And the extra gold is less important after Currency too, free gold is most helpful before that. Even that analysis is assuming we never get foreign trade routes.

I had forgotten about America, we could play that. I've played a SP game with it and I definitely think it's broken.

On a smaller map, where the you are forced to build more military relative to the size of your empire I can see Agg getting somewhere. But fundamentally, some of the power budget for Pro and Agg has to go to the promotions and I really don't value those. It is a hammer multiplier on military, but if you're building enough military for that to be valuable then something has probably gone wrong, or it's an unusual game type.

The main things you will see people do with GP is golden ages, bulbs and trade missions in the mid-late game. I think GPs in the early game are underestimated though, particularly when combined with Phi.

With early scientists you have
-Academy
-Maths Bulb, on the way to Currency
-If you already have an Academy then even settling the GS is quite good too (especially if you get the Mids)

If we do go for Phi America, I'd love to try for Mids and settling a bunch of GS. 

Its harder to get any other type of GP in the early game, but they're generally even better than the GS options: GM - Trade Mission or Currency bulb, GE - Rush Wonder or Machinery bulb, GP - Shrine.

Just to try illustrate settling the value of a settling a GS, since it would probably be a bit of a contentious decision. Suppose the first GS goes for an Academy and the 2nd is settled (in practice we might go the other order). Then the settled GS is getting 10.5bpt and 1hpt. How many hammers would you pay for a building that does that? 200h seems like a very reasonable number, even ignoring potential growth in the future from more mulipliers/Rep. If we are paying 200gpp for that then 1gpp=1h. And each Phi scientist is getting you 7.5gpp = 7.5h, 3b. That's an amazing tile we'd love to work.

In general, everyone tries to get even better value from the Great People, so gpp are more valuable than that. But the thing with Phi is we want to start getting value from our trait quickly so we need to find good uses for them as early as possible. Especially if you combine with the Pyramids and even more free gpp from America I think settling can work really well. Late game with Oxford/Rep/Emancipation/Factories it scales to 6hpt, 29bpt. Talking myself into this combo here ... crazyeye

Regarding Cre - there's always the fear when you pick it that you'll just be settling first ring resources and won't need the border pops. But almost every time I have picked it, it's allowed me to settle a different dotmap that gets more resources in each city. Even vs other border popping methods like missionaries, allowing you to save those hammers for later helps the snowball, and getting the 2nd ring resources 5t faster is quite valuable too.
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Like I said, you need the right circumstances for PRO to be good. Generally those circumstances amount to -- I don't really have access to other good commerce sources besides trade, and I've picked a civ that is designed to maximize trade. For instance if you're on a water map or a very dry map, you might not be able to have many cottages. Maybe you've got a limited pool of leaders to pick from and your preferred econ traits aren't there. Maybe someone else is more likely to get a key economy wonder than you due to their picks earlier in the pick order. These kinds of things can magnify the value of PRO, because having more early hammers isn't great if you can't pay your maintenance costs anyway. But if every option is on the table and you expect to have lush land, PRO isn't necessarily a top pick; instead, it's situational.

Re: CRE -- yep, it makes things easier. Does it make things enough easier compared to other traits and approaches? Even if you aren't willing to just settle first ring spots, why not consider CHA for cheap monuments and get more than just a library bonus? Why not consider Stonehenge? There's more than one way to skin the culture cat. Generally speaking I'm skeptical of CRE unless you have a ton of synergy. CRE/PHI America is one way to get that synergy... but there are also other traits like SPI that pair well with PHI and are worth considering, even though it could lead your plans in a different direction.

Everyone who's tried America so far has found that there are devils in the details of the game they were in -- they got rushed and killed, or there was a skill issue, or they got out-scaled by other civs, or the map just wasn't right for it for whatever reason. Someone will break it, eventually. Could it be this game? Maybe. If you want PHI + Pyramids, America does offer some novel options. You can theoretically build a quick Library for colourless GPP while teching toward MC, then when MC comes in you can build a forge, hire an Engineer specialist for a turn when the GP is about to pop to guarantee a GE, then use him to rush 'Mids.

To be clear, I'm not against America, or against CRE/PHI America... I just think there are other fun options too. But if it's what you want to try, cool beans. smile
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