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[SPOILERS] BRick goes for a diplo win with Genghis's Vikings

[Image: Genghis.JPG]

Bear in mind that nothing is guaranteed, I reserve the right to fold, spindle, and mutilate, or even start over from scratch. I'm probably too lazy to actually do so for a 99% random map, but screenies aren't promises.
EitB 25 - Perpentach
Occasional mapmaker

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Uhhhhh.....

[Image: picture-3.png]
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Is it me or do our land amounts seem crazily low?
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Actually, i think I would like some rego-style spamming.

GENERIC YELLING ABOUT SUBOPTIMAL STARTING CONDITIONS
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If we start by Pooter, can we devote the entire game to revenge after PB5? that would be fun. wink
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And I promise I'll start posting content soon.
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(October 26th, 2012, 23:18)Qgqqqqq Wrote: WOuld building units faster then they strike actually work?
Its an idea i've always wanted to try...

Well, it works, in a way. You can only lose 1 unit per turn due to strike, so, theoretically, you can do it by building more than 1 unit per turn. Pratically, it's impossible.

Regarding the starting land, at least we start with fishing. I hate fishing starts because I never now if it's better to go WB or worker first. In this case, I guess worker first works, while teching agriculture and probably mining -> BW next. Bah, only 1 hill pre-sailing... This is as shitty as it can get for a Imperialistic civ. We're going to have to rely on slavery hammers for our imperialistic settler bonus. 50 hammers from a 2 pop whip are 80 hammers for us. Sounds good enough, I guess...

Probably try Great Lighthouse and a fast sailing to settle islands.
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(October 27th, 2012, 00:35)Ichabod Wrote: Probably try Great Lighthouse and a fast sailing to settle islands.

I would agree, but there's the problem of having 5, yes 5!!!!!! Industrious civs here. I'm quite scared to try any big Wonder plans I think.

I'm writing up a leader/civ summary post atm.
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(October 27th, 2012, 00:35)Ichabod Wrote:
(October 26th, 2012, 23:18)Qgqqqqq Wrote: WOuld building units faster then they strike actually work?
Its an idea i've always wanted to try...

Well, it works, in a way. You can only lose 1 unit per turn due to strike, so, theoretically, you can do it by building more than 1 unit per turn. Pratically, it's impossible.

Regarding the starting land, at least we start with fishing. I hate fishing starts because I never now if it's better to go WB or worker first. In this case, I guess worker first works, while teching agriculture and probably mining -> BW next. Bah, only 1 hill pre-sailing... This is as shitty as it can get for a Imperialistic civ. We're going to have to rely on slavery hammers for our imperialistic settler bonus. 50 hammers from a 2 pop whip are 80 hammers for us. Sounds good enough, I guess...

Probably try Great Lighthouse and a fast sailing to settle islands.

You eventually start losing more units to strike the longer the strike goes on. Each turn of positive cashflow resets the counter.
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(October 27th, 2012, 00:48)BRickAstley Wrote:
(October 27th, 2012, 00:35)Ichabod Wrote: Probably try Great Lighthouse and a fast sailing to settle islands.

I would agree, but there's the problem of having 5, yes 5!!!!!! Industrious civs here. I'm quite scared to try any big Wonder plans I think.

I'm writing up a leader/civ summary post atm.

Yeah, better forget wonders, especially the nerfed GLHouse. But early exploration/settling of islands could be a nice thing to try. Or mass production of galleys for a Berseker attack later.
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