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Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[SPOILERS]Boudica of Rome and Gawdzak ask: "Raise your what?"
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If you are a player/dedlurker in this game please leave now.
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Hello everyone,as you can see I'm new and this will be my first game here. I played a fair bit of single player in Civ 4,but never played a multiplayer game before,so don't be surprised if I make a lot of mistakes in this game.
Lurkers,feel free to ask any question and offer advices. I will do my best to be receptive to your opinions. Oh and this is not a smurf in case anyone's wondering. Tides of War v1.21 notes
So what trait and civ do I want here?Let's take a look at some of the changes:
FIN: +1c on tiles with 3c or more Financial got nerfed very hard here,it is now pretty much crap in the early game unless you are on a river,even then it's not that strong compare to the other traits. This nerf also takes away the commerce boost on coast until compass which is a pretty big deal imo. FIN is now pretty much a late game trait and I feel it's almost like organized except without the cheap buildings.So I dont want to pick it here. EXP: Double speed granaries, +2 health (no harbor or worker bonuses) nerfed still good. CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum) nerfed,but still keeps the free border pops and cheap libraries although no longer to dominate border with neighbours early. PHI: +150% gpp, double speed universities slight buff,nothing too interesting here. IMP: +100% GG points, +50% settler production, and double speed markets and banks new cheap buildings,make both buildings a good investment early. I'm not sure how strong this trait is. CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers) 3 happiness,that's quite a lot in the early game,which means you can pretty much whip like crazy in the early game provided you have the food. Speaking of food.... AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more Food is king in Civ 4 and more food is definitely good provided you can do something with it. PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production the hammer boost is pretty trivial here,early game it makes plain hill mines 5h, which means they are actually worth working now. The worker boost seems pretty significant here. If I'm not mistaken you can double whip a worker,overflow 30 hammers and if you put the overflow into another working you get 45 hammer into a second worker. So it's basically 2 pop for 2 workers?That seemed very strong to me. Boudica (CHM/AGR) is probably the strongest leader here in this mod.More food for more whips early game while having 3 extra happiness to work with. CHM being the only real military trait now,you do not want to mess with boudica early game,because she can whip out a massive army and crush you. So I will definitely pick Boudica if I can. If not I think I will look to pick one of either CHM,AGR or PRO traits. Not that I think they are the best traits (I think organized might be the best trait) but I really want to try them out. Regarding civs,many of the stronger unique units are nerfed. The only exception here is Byzanzium,which retain the powerful cataphracts. Byzantium is not like by many because of the bad starting techs (Wheel/Mysticism),however I don't think those techs are as bad they once was. Wheel and Mysticism are now tied for the most expensive starting techs (60 beakers),and due to agriculture(40 beakers) being dirt cheap now,you are only 5 turns behind agriculture/wheel civs. So we might look to pick Byzantium. Mali might actually have the best starting tech now, having 2 useful starting techs (Mining/wheel),you will be up 10 beakers on Agriculture/wheel civs and up 20 beakers on Agriculture/Mining. Overall this mod is less punishing for civs with bad starting techs. The other civ I'm interested in playing is India.Fast workers are nerfed,now 75 hammers. This might seem a lot and it is. So if I want to play India,i would definitely pair it with PRO,that seems worth it for me. Too bad there is no PRO/ORG leader. This is a list of my preferences: Leaders: Boudica AGR/CHM Tokugawa AGR/PRO Hammerabi AGR/ORG Gilgamesh PRO/CRE Washington EXP/CHM Ragnar FIN/AGR Alexander PHI/AGR Qin Shi Huang IND/PRO Montyzuma AGR/SPI Civs: Mali India (only with PRO) Agriculture/Wheel civs:France=Ottoman>Egypt=Babylon (Any leader) Sumeria now has Agriculture/Mysticism. Byzantium Aztec Rome
Map Details:
Torusworld Huge map 44% seas, Inland Ocean 100 tiles wide by 36 tiles tall 1 random improvement per 20 tiles Pitboss, normal speed. Monarch difficulty Barbarians on. No Tech Trading No vassal States No tribal Villages No Random Events Unrestricted leaders Tech cost Scaling Medium Distance Maintenance With those settings in mind, here are the tech costs for the Ancient Era: [list[*]]Agriculture 46 [*]Hunting 46 [*]Fishing 60 [*]Mining 60 [*]The Wheel 75 [*]Mysticism 75 [*]Archery 75 [*]Priesthood 75 [*]Pottery 107 [*]Meditation 107 [*]Masonry 107 [*]Polytheism 140 [*]Animal Husbandry 140 [*]Sailing 140 [*]Bronze Working 174 [*]Writing 174 [*]Monotheism 174[/list]
Some thoughts on the start:
honestly this looks like a really slow start here.Not only do I need fishing,I also need AH for the cow.This means starting techs here will be critical. The scout is at an awkward spot,where it cant reveal anything useful (1move unless you have hunting).I pretty have to settle in place here. The good news is that I do have a forested plains hill,which means if I SIP and go work boat first,I can get out a 5t workboat with PRO(7hpt),overflow 7h into a worker.Work 6f fish,and get a 6t worker(9 food hammers pt with PRO) just in time for AH to finish and improve the cow.That doesnt sound too bad. So I pretty much need to pick a hunting/fishing or agri/fish civ here and a Productive leader with the above plan. The laked fish is acutally lighthousable(this is not a word),so it will be 7 food and 8 food with AGR if I'm not mistaken. Netherlands:yuck Native America:yuck America:even more yuck Vikings:good pick considering this map has decent amount of water.and I can actually scout with my scout.Moving 1N,1NW. So I might actually consider first picking the Vikings here.. Meh just my initial thoughts gonna go sandbox abit.While I dream about a wet corn 2E of the cow
Math is wrong. 7 turn worker. The overflow from the wb is only 5 hammers which is rounded down to 3 hammers, which will then give 4 hammers into a worker.
Generally, looking at getting up a lake (!) fish, I'd be looking at "Not Productive" because that's such a huge chunk of your worker hammers coming from food.
Lake fish, plains hill, PHF next door does mean Fishing is pretty much 100% a given. But might want to consider Potugal/England/Rome/Carthage/Japan as well. Or Spain if you just want beakers.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (April 21st, 2014, 12:41)Krill Wrote: Math is wrong. 7 turn worker. The overflow from the wb is only 5 hammers which is rounded down to 3 hammers, which will then give 4 hammers into a worker. thanks for noticing,the rounding and whole overflow from multipliers thing really confuses me. (April 21st, 2014, 12:45)Commodore Wrote: Generally, looking at getting up a lake (!) fish, I'd be looking at "Not Productive" because that's such a huge chunk of your worker hammers coming from food. That's a good point,fish/mining gains me total beakers but will be slower to AH.Not sure if we can get to AH in time for the worker to improve the cow in time with the commerce from the fish.Not good at tracking the beakers in my head with the pre-requites. But i will definitely try this out as well. and yes Spain would be pretty disastrous with this start. or we could always role-play the barbs for a few turns.
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