Welcome to my 2nd ever pitboss! And I'm only 52 turns into the 1st!
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[Mjmd #52 no players] Working on the Homestead
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I sort of felt obligated to play because I had provided some very minor feedback in this mods creation. Mainly I tried to keep number of changes from becoming overwhelming for newer people like me! Plus I'm working from home right now sooo seemed like a good time.
Charriu wanted pick thoughts which means going over some of the mod changes. Full mod thread https://www.realmsbeyond.net/forums/show...p?tid=9939 for those curious. I'm just going to highlight stuff I care about. Feel free to skip; I'll put together a short pick list and thoughts after. Techs Mechanics Traits Civ changes; mainly for Charriu to read later.
So picks. 1st pick is India. If India is taken I would take a leader. As stated in my wall of text I am taking a mysticism civ and those drop off pretty fast after India.
The smart pick is probably either Victoria (Imp/Fin) or Pacal (Exp/Fin). Unlike PB51 where there was a pt system, it is prob a slightly larger map, and there aren't as many greens I think I'll go with the classic pick 1 early game trait and 1 late game trait. I honestly think Imperialistic and Expansive are pretty close with this mod which is a good sign for the mod. Imperialistic starts snowball sooner, but cheap granaries are a hell of a drug. Imperialistic has the partial military focus to help defend my rexing vs expansive don't worry about health until coal plants and then only slightly. Then there is the maybe not smart pick but HELL OF FUN pick of whatever new leader is (IND/PHI). How green do I want to be . No early trait but instead you get a trait that wants you to build things that aren't good for early snowball..... but man does it look fun long. Do a specialist economy based off of early settled great people. Is it good? Someone has to find out right RIGHT!!!....... I'm not going to lie if India is taken I want to do this sooo bad.Mysticism civs to consider if India taken: Honorable mention Korea which I'm playing in PB51. Due to the slow start of mysticism civs I think I want wheel as my other starting tech just for early beaker value (I do love value) and to speed up myst civs slow start. Agriculture being cheaper really helps mysticism civs. Means either Arabia or Byzantium. If I don't go / get IND/PHI leader then Arabia for getting an early prophet (after scientist) might be nice plus its good for early border culture battles. Extra happiness from Byz theater replacement is nice, plus guaranteed to have horses. Byz also has better unique unit even with the nerf and buff to Arabia. Prob Byz over Arabia but will see. Holy Rome is the other one I would consider. That UB is soooo good; if I felt more confident in my early game I would be very tempted (honestly still am). If we get starting pics before picking I would feel better about it. Would not pick with the IND/PHI as that's quite enough slow; Byz would be the pick then.
I would vastly appreciate it.
For instance my last post was at 5:30am after baby woke me up. I was too much in a magic the gathering mindset of value. Holy Rome is definitely better civ with its UB and wheel can wait until after AH or BW. Holy Rome has 1 food tech and closer to AH. So here is my current pick order in order of how I would take: 1) India - Victoria (Imp/Fin) 2) (Ind/Phi) leader I should really look up the name of (pure fun factor pick and hell maybe its good)- Holy Rome (not amazing synergy except maybe oracle code of laws) 3) Holy Rome - Victoria (not that I think order matters if I'm this late in the pick order) Pacal would be back up to Victoria in both cases. Not sure what leader I would take after that. Give me your hot takes; sure Charriu would appreciate later.
Alright happy to be on board. I saw your feedback posts in the main CtH thread and thought you had some solid ideas. Let's just make sure we keep any PB51-specific info properly spoiled
![]() Traits/uniques are a bit tough to evaluate in a vacuum, but I suppose we'll have to if there's no screenshot of the start. Do you want to play as generically strong a combination as possible, or try a particular buffed/changed idea? Going for the IND/PHI leader would certainly be novel, though I don't know if I could argue that it's the most-winning play, for example. As for Mysticism, my gut feeling is that one raw commerce isn't going to make a substantial difference in the opening, certainly not as much as a +1h or +1f start. I think you'll shave a turn off your second tech (or maybe first if you open with AH or BW), and sure it pays for itself in under 60 turns due to prereq multipliers, but with Agriculture cheaper, I would prefer the flexibility of a Mining/food-or-Wheel start, even with slightly nerfed Slavery. EDIT: I went back and checked the changelog and I guess Slavery wasn't actually changed yet? I thought it was going to 25h-per-pop. Guess I should probably actually download the mod!
Playing against you in PB51; my ded-lurker there is playing in this one. I promise nothing at 5am when the baby wakes me up but will try my best. Also won't hold punches against either.
So I am looking at testing changes and obviously want to have strong combinations. I think India is just still probably the best civ in a vacuum. It also is a mysticism civ. Yes +1F or +1H would be better, but I'll take what I can get. Ind/Phi is something the designers specifically left out so not only is it fun, but its never been done in a pitboss. If I have an extra chunk of time I might try to do a test game. Have to do a little more than opening sadly to test that combo. Seems really strong though especially with change to philosophic (needed mind). Idea would be to settle multiple great people, go pyramids, go rep, run even more specialists. This also naturally goes with myst for stonehenge prob after city 3. I think Imperialistic is fairly comparable to expansive now early and financial is still good long so I think Victoria is strong. Imperialistic would especially help offset India increased hammer on worker. Both in timing get cities out but also can chop and 2 pop whip 2nd and 3rd city and after each overflow into worker. As far as civs go unless its a tight map which it doesn't sound like, I prioritize economic buildings over UU (india gets an econ unit so its fine). My thoughts on doing Arabia and Byz were definitely early morning thoughts. Civs with best econ / development buildings in approximate order: Mali, Holy Rome, Zulu No particular order: Korea, Aztec, Carthage, English, civs with happy buildingsNow I will say I tested Holy Rome for PB51 and didn't like that it sometimes resulted in wasted worker turns early. With the extra commerce hopefully this is reduced even more as well as reduced cost in agriculture*** (I can't emphasize how big this is). All myst civs probably still vulnerable to rushes but that is partially why Charriu implemented extra commerce. I honestly think with reduced agri cost it isn't needed, but will take 60+ extra beakers starting out. If I'm really late in the pick order and Holy Rome is taken and I can get Victoria or Pacal of Mali probably would do that over a meh myst civ. Shoot out your 3 most busted combos you can think of; you don't need to justify. Just due diligence for Charriu.
Perhaps not busted, but fun pairings:
- CRE/SPI Aztecs with less clunky starting techs, buffs to Serfdom and Vassalage, and an overall stronger civic swap cycle - EXP/IMP Khmer with peerless UU and cheap Baray/Stable for a late-Classical timing attack - CHM/IMP Mongolia, skip Barracks for quick-and-dirty 2-promo Keshiks when you just really don't want your neighbor to have fun And for the new trait pairs: - ORG/PRO probably scales worse than FIN/ORG but the trade route modifier is not an insignificant bonus. Maybe play with Mali and politely tell your neighbors to leave you alone and come back in 150 turns. - CRE/CHM is a bit clunky admittedly, but this is a contender for most flexible early game now that EXP workers are gone. Settle wide-apart and plan to grow tall, maybe pair with Maya for cheap Ball Courts? - IND/PHI you've already discussed a bit, it's not my cup of tea for multiplayer for being such a slow starter. I'd probably skip most of the Ancient wonders and just try to grab as much land as possible, then leverage National Wonders and GPP in the midgame to look to make plays. Pair with Egypt perhaps for the strong early game, and succumb to avoid the temptation of going for Stonehenge + Obelisks
Someone is going to do EXP/IMP of Khmeer. Your CHM/IMP Mongolia also sounds good. Tighter map with less players I would be interested in both. I'm not really a war monger at heart although I will war. I also know I lack the MP battle experience some of these people have. Part of the reason I'm favoring IMP over expansive is just to get a partial military trait even if expansive might be better development overall.
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