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[Spoilers] StarDoor wonders what he's doing here

Oh boy. I'm starting to think that this might be a bad idea. How can I compete with these experienced RB players? Casual or not, this is gonna be a hard game. Especially since I'm not familiar with this mod. I'm calling it now: Some obscure change will probably screw me over in the most hilarious way.

Well, as long as I don't get last place, I'll consider this a success.
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Civlopedia is your friend - as are lurkers for generic questions.

My top tips for RtR: for snake pick, check CIV & Leader changes closely. Always keep an eye on civics, they are shuffled and powered up in RtR. Oh, and Open Borders, map trades & tech visibility are shuffled too. Workshops are also more viable early than in BtS.
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(June 8th, 2016, 19:40)Dreylin Wrote: Workshops are also more viable early than in BtS.

Understatement. RtR workshops are the best thing that's ever happened to mankind
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your start

[Image: start9.jpg]

tiles in the fat cross of the settler won't change

don't fog gaze or i will make angry gazelle noises at you until you stop
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Preliminary thoughts:

It seems like Expansive is now the most powerful trait. It doubles the production of four buildings and gives +35% hammers to workers and work boats, a significant improvement to its vanilla bonuses. The +2 health is still largely irrelevant.

On the other hand, Financial was completely destroyed. It has severely limited usage now that river tiles don't count. Also, Creative doesn't give double hammers to libraries anymore, so it looks like the previous top-two traits were brought to their knees.

Aggressive is looking a lot more appealing with the whole -25% maintenance.

Charismatic now gives +2 happiness, so it's also more viable.

I'm not sure how useful Imperialistic will be yet, since the map details (like size) haven't been revealed. I'm guessing it'll be pretty powerful, though.

Industrious is unchanged, but it could still be helpful with the double-speed forges and faster wonders.

Here are all the leaders with Expansive:

Washington - Expansive, Charismatic
Mao - Expansive, Protective
Bismarck - Expansive, Industrious
Suryavarman II - Expansive, Creative
Pacal II - Expansive, Financial
Mehmed II - Expansive, Organized
Joao II - Expansive, Imperialistic
Peter - Expansive, Philosophical
Isabella - Expansive, Spiritual
Shaka - Expansive, Aggressive

Mehmed was already taken, so as of right now I'm ordering them like this:

1.) Shaka
2.) Joao
3.) Washington
4.) Bismarck

The others are backups.

Now for the civs.

Since I have two hunting resources and one agriculture in my capital's radius, my priorities are those two techs.

Civilizations with both:

Persia - Agriculture, Hunting
Zulu - Agriculture, Hunting

Civilizations with at least one:

America - Fishing, Agriculture
Arabia - Mysticism, Agriculture
Aztecs - Mysticism, Hunting
Babylon - The Wheel, Agriculture
Celts - Mysticism, Hunting
China - Agriculture, Mining
Dutch - Fishing, Agriculture
Egypt - Agriculture, The Wheel
Ethiopia - Hunting, Mining
France - Agriculture, The Wheel
Germany - Hunting, Mining
Greece - Fishing, Hunting
Holy Rome - Hunting, Mysticism
Inca - Agriculture, Mysticism
Khmer - Hunting, Mining
Korea - Agriculture, Mining
Mongolia - Hunting, The Wheel
Native America - Fishing, Agriculture
Ottomans - Agriculture, The Wheel
Russia - Hunting, Mining
Sumeria - Agriculture, The Wheel
Vikings - Fishing, Hunting

That's a lot. Here are the ones I'm focusing on:

Arabia - Starts with Agriculture, which is good, though Mysticism is probably the most useless of the starting techs. The Madrassa is 20 hammers cheaper (70<90) and gives twice as much culture (4>2) as the library. Since the creative trait no longer doubles library production, this is the only way to speed them up. Camel Archers are useful too, since they give a withdraw chance to the most powerful medieval unit. Overall, I'd say this is a strong choice.

Ottomans - Starts with Agriculture, which is good, and The Wheel, which is decent. Janissaries are incredibly strong if I can use them against pre-gunpowder armies. Hammams are also good, as they give +2 happiness during an era short on happiness and are double speed with Expansive. Probably the strongest of these civs.

Persia - Starts with both of the worker techs I want. Immortals are strong with that +50% against archery units, but they come pretty early and I'm not sure I'm prepared to wage an ancient/classical war. Apothecary comes pretty late and only gives +2 health on top of the usual Grocer bonuses. Pretty strong pick, but its main advantages are the starting techs.

Zulu - Starts with both of the worker techs. Impis are decent, but spearmen aren't usually the dominant attacking force. The Baracks-replacing Ikhanda is quite interesting, giving -20% Maintenance for the city it's in. They're also double-speed with Aggressive, essentially making this a 30-hammer monument+barracks+2/5-courthouse. I'd say this is the second strongest pick.

As of right now, I'm ordering them Ottomans>Zulu>Arabia>Persia. I'll keep thinking in the meantime, so this could all change. Also, I'm definitely open to suggestions and advice.
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Hey y'all,

Here's your sim. Sorry it took so long; I got very sick and then had to travel, so I sorta forgot. frown Anyways, good luck!

http://media.rhizzone.net/civ/map_fixed....wordWBSave
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Okay, there are seven hours on the clock and I need someone to log in for me. Any takers?
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It's just 2 turns? Any specific instructions and what's your password?
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It's just one turn. I'm not entirely sure what my workers' progress is. The one near SNES should build a road if he's done with the pasture. If the one near Game Boy is done with the pasture, he needs to move southwest to the sheep. There's also a worker on a forest hill between NES and Game Boy who needs to build a road. The newly-built scout in Game Boy should move toward the region north of NES; it doesn't need to be that specific. The warrior in NES just needs to fortify. NES should start building a settler. I think I just finished researching Pottery, so Game Boy should start building a granary. Otherwise, Game Boy should start on an axeman. I don't think SNES finished its production this turn, but if it did, start a granary, or if that's unavailable, a worker. Finally, start researching Fishing.
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The password didn't work for me.
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