Whoa, looks like a tough one to me.
So, we're looking at a 12t worker, which means after 13 we need AH ready. Can someone tell me how tech costs are modified on a standard sized map? I can look it up only tonight, but I vaguely remember from 49 that first column techs costed 54b, so that would be a factor of 1.35? So, AH at 135 beakers, 113 raw with one prereq, or 97 with both. Including the free beaker, we'll research with 12 bpt, 13 with Mysticism.
So in fact, with Mysticism we shouldn't actually need Hunting nor Agri, if my tech cost assumption is correct (ofc I'll double check before committing to a pick). But without Myst we're one turn short, interesting.
If we need more research, we could also pick India and have a 14t worker
(ofc that comes with Myst so if my calculus is correct it wouldn't be needed)
Wheel would be nice to have to get a road towards the pig while the worker is moving, as otherwise crossing those hills/forest could always be a bit messy for the micro.
Do we go through Hunting or Agri (or both, if we have at least one of them at the start)?
- Hunting makes the scout invulnerable vs animals, which is huge I feel. Also likely that there's an early happy resource close by.
- Agri might not be immediately useful as we don't need a fast and might not for the second city either. We will need it somewhat soon for Pottery though, assuming we don't build the second city for seafood and pig sharing.
--> so right now I think Hunting has priority. We have 4 turns to scout before committing to a tech, right? Also if we start with either we can research the other and still get AH in time.
Also, if we have to research something before AH, does that delay BW too much in turn? (Say, if we start bordering Zulu)
So, assuming I'm correct in my assumptions, civ list:
- Persia (H/A) - I don't really like the uniques
- Zulu (H/A) - nice uniques, but wants AGG pretty strongly. Do we want that?
- Khmer (H/M) - Mining is good, Ballistaphant has str 8, UB is situational even with EXP.
- Mongolia (H/W) - excellent techs, good with CHM (And Cyrus), but with 90-100 tiles per player the map might be too large for Keshiks?
- Byzantium (M/W) - should barely work techwise (wheel is good), unnerfed UU!!, UB buffed to still be rather useless. Game plan rather evident for everybody.
- Egypt (A/W) - good techs, great UU but probably too early, early prophet could be nice if SPI (Brennus?)
Discarded: India (FW not terribly useful here), Vikings, Arabia, China, Maya, NA, France
Now, which traits are good here?
- the cap doesn't have terrible amounts of food, which limits CHM somewhat, but should still be good
- not that many forests, but with the tundra nearby there should be no PB49 jungle hell (also not piggy in the middle again). Also just two hills. I'm unsure whether IMP will work here
- Cheap granary seems appealing, but as said that's nearly always true for me.
- wine and SPI go well together?
- that river seems to hold more flood plains for a 2nd or 3rd city, good for FIN? We might not get that much coast though
-PRO would likely require an early road, as settling on the river doesn't share food and may be on top of FP. Well we will want the early trade connection anyways, but moreso with PRO
We're third in pick order, and naufragar eccentrically picked Spain first (also tells me that these starts are very much not mirrored
), so we likely can choose on half freely, but have to be flexible.
Possible combinations that I'm seeing:
1 Shaka or Boudicca or Ragnar of Zulu (civ first)
2 Washington or João of Khmer (civ)
3 Cyrus of Byzantium or Mongolia (leader)
4 Justinian or Charlie or Churchill or Cyrus of Byzantium (civ)
5 Brennus or Izzy or Justinian of Egypt
How would you rate those, assuming they're technologically viable?
Could a kind lurker please confirm or deny my assumptions about tech costs?
Cross post with Rusten, but that was also about tech cost.
So, we're looking at a 12t worker, which means after 13 we need AH ready. Can someone tell me how tech costs are modified on a standard sized map? I can look it up only tonight, but I vaguely remember from 49 that first column techs costed 54b, so that would be a factor of 1.35? So, AH at 135 beakers, 113 raw with one prereq, or 97 with both. Including the free beaker, we'll research with 12 bpt, 13 with Mysticism.
So in fact, with Mysticism we shouldn't actually need Hunting nor Agri, if my tech cost assumption is correct (ofc I'll double check before committing to a pick). But without Myst we're one turn short, interesting.
If we need more research, we could also pick India and have a 14t worker
(ofc that comes with Myst so if my calculus is correct it wouldn't be needed)Wheel would be nice to have to get a road towards the pig while the worker is moving, as otherwise crossing those hills/forest could always be a bit messy for the micro.
Do we go through Hunting or Agri (or both, if we have at least one of them at the start)?
- Hunting makes the scout invulnerable vs animals, which is huge I feel. Also likely that there's an early happy resource close by.
- Agri might not be immediately useful as we don't need a fast and might not for the second city either. We will need it somewhat soon for Pottery though, assuming we don't build the second city for seafood and pig sharing.
--> so right now I think Hunting has priority. We have 4 turns to scout before committing to a tech, right? Also if we start with either we can research the other and still get AH in time.
Also, if we have to research something before AH, does that delay BW too much in turn? (Say, if we start bordering Zulu)
So, assuming I'm correct in my assumptions, civ list:
- Persia (H/A) - I don't really like the uniques
- Zulu (H/A) - nice uniques, but wants AGG pretty strongly. Do we want that?
- Khmer (H/M) - Mining is good, Ballistaphant has str 8, UB is situational even with EXP.
- Mongolia (H/W) - excellent techs, good with CHM (And Cyrus), but with 90-100 tiles per player the map might be too large for Keshiks?
- Byzantium (M/W) - should barely work techwise (wheel is good), unnerfed UU!!, UB buffed to still be rather useless. Game plan rather evident for everybody.
- Egypt (A/W) - good techs, great UU but probably too early, early prophet could be nice if SPI (Brennus?)
Discarded: India (FW not terribly useful here), Vikings, Arabia, China, Maya, NA, France
Now, which traits are good here?
- the cap doesn't have terrible amounts of food, which limits CHM somewhat, but should still be good
- not that many forests, but with the tundra nearby there should be no PB49 jungle hell (also not piggy in the middle again). Also just two hills. I'm unsure whether IMP will work here
- Cheap granary seems appealing, but as said that's nearly always true for me.
- wine and SPI go well together?
- that river seems to hold more flood plains for a 2nd or 3rd city, good for FIN? We might not get that much coast though
-PRO would likely require an early road, as settling on the river doesn't share food and may be on top of FP. Well we will want the early trade connection anyways, but moreso with PRO
We're third in pick order, and naufragar eccentrically picked Spain first (also tells me that these starts are very much not mirrored
), so we likely can choose on half freely, but have to be flexible. Possible combinations that I'm seeing:
1 Shaka or Boudicca or Ragnar of Zulu (civ first)
2 Washington or João of Khmer (civ)
3 Cyrus of Byzantium or Mongolia (leader)
4 Justinian or Charlie or Churchill or Cyrus of Byzantium (civ)
5 Brennus or Izzy or Justinian of Egypt
How would you rate those, assuming they're technologically viable?
Could a kind lurker please confirm or deny my assumptions about tech costs?
Cross post with Rusten, but that was also about tech cost.

(more of an argument in favour of Cyrus than Brennus)