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(June 6th, 2022, 22:44)sucksatciv Wrote: Fin seems like a trait where you want to be in golden age as early and often as possible in Close to Home because then you'll have way more 3 commerce tiles, and you'll want to work riverside cottages mainly in golden ages so that they grow to hamlet that you work regularly
That's not how FIN and golden age works be it CtH or BtS. The extra yields from golden age are applied after the FIN yield calculation.
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(June 6th, 2022, 22:44)sucksatciv Wrote: Phi is the trait that I've had most success with in single player, but I would suspect it takes too long to get going in any multiplayer game unless you get people to leave you alone long enough even with the bonus increased to 150%.
PHI is definitely an economic trait, but I'm not used to playing it, as it usually requires specific bulb-paths to pay off. In the right hands it's very powerful.
(June 6th, 2022, 22:44)sucksatciv Wrote: Char seems like a good war trait long term, but I think it would be better to have a trait like cre or fin that helps your start than char.
CHA will allow you to whip more at the start, and on some maps the extra hap will actually matter. Don't discount the cheaper monuments either.
(June 6th, 2022, 22:44)sucksatciv Wrote: Ind's utility varies a lot based on start and opposition, a very situational trait, I think we're playing without WWs in this playthrough though so it will be less useful.
IND is mainly about the forges; the are so much easier to 2-whip than 4-whip.
(June 6th, 2022, 22:44)sucksatciv Wrote: Org is the strongest late game trait because of the reductions to upkeep and because of the boost to courthouse and factory production.
Agreed; but in multiplayer it more-or-less allows you to win one espionage war of your choice.
(June 6th, 2022, 22:44)sucksatciv Wrote: Exp seems like it is a lot less strong in Close to Home because of no boost to worker production and for that reason is probably a weaker trait in this mod.
The main boost is actually cheaper granaries, to allow an earlier whipping cycle.
(June 6th, 2022, 22:44)sucksatciv Wrote: Spi is not a good trait on its own, but is amazing at complimenting good traits and UUs.
Don't forget that some civics are boosted in CtH, indirectly boosting SPI.
(June 6th, 2022, 22:44)sucksatciv Wrote: Pro seems situational as well, I think the boost to domestic trade routes could be used to justify extra island cities though if islands are a thing on this map.
It's easy to underestimate the extra commerce from PRO. It's mainly a thing in the early stages, or later on when you have too many trade routes for foreign partners. Island cities are indeed great here.
(June 6th, 2022, 22:44)sucksatciv Wrote: Agg is the most fun trait for singleplayer in my opinion, in singleplayer the biggest advantages of this trait are that you can make strong fogbusters to fight barbs and also the ability to choke and rush your neighbors, and the reduction to unit costs allows you to maintain a massive horde early on in close to home, agg is a one trick pony in that it helps you early rush but if your rush fails or the game lasts a long time you'll gradually fall behind in eco. Agg is slightly weaker than the other traits.
AGG is great at making other players leave you alone.
(June 6th, 2022, 22:44)sucksatciv Wrote: Fin seems like a trait where you want to be in golden age as early and often as possible in Close to Home because then you'll have way more 3 commerce tiles, and you'll want to work riverside cottages mainly in golden ages so that they grow to hamlet that you work regularly. I think its a strong trait still.
FIN is still the best pure commerce trait, but it's passive nature can be boring.
(June 6th, 2022, 22:44)sucksatciv Wrote: Cre seems good because of the boost to early libraries, which is a big boost to research, the boost to culture is also good for extra vision, time and defense in MP, so it helps if you have an ultra-aggressive neighbor, in general Cre makes the game easier for you and is one of the strongest early game traits but falls off hard late game. Imp is another situational trait that helps you expand early if you have a high production, low food start, the great general emergence is nice if you pair it with a good UU.
The two main benefits (as I see it) is that you can place cities better, by not settling next to the food all the time. You can also win cultural border wars; see Mjmd vs Vanrober in PB62.
(June 6th, 2022, 22:44)sucksatciv Wrote: I think Imp is situational, and slightly weaker than most other traits normally, but probably slightly stronger on this format.
The power of IMP is very dependent on the map, but it's also helpful to see it as "any fresh size 4 city can whip out a settler as needed".
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Alright, so I didn't check the thread yesterday and woke up really confused today. If I understand correctly, the spawn posted above is my spawn and my choices of starting civilizations are Mongolia, Spain, India, Native American, and Babylonian, while my choices of leaders are Mehmed, William, Boudica, Ragnar, Shaka, San Martin, Lieu Ye, Brennus, and Catherine. Mehmed is obviously going to be my choice of leader, but I'm not sure which civ to choose, I'm gonna boot up the mod and refresh myself on what these civs get in this mod before locking in my civ and leader.
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(June 8th, 2022, 07:49)sucksatciv Wrote: Alright, so I didn't check the thread yesterday and woke up really confused today. If I understand correctly, the spawn posted above is my spawn and my choices of starting civilizations are Mongolia, Spain, India, Native American, and Babylonian, while my choices of leaders are Mehmed, William, Boudica, Ragnar, Shaka, San Martin, Lieu Ye, Brennus, and Catherine.
Correct.
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I'm really leaning towards Mehmed of India, especially as it fits the playstyle I have adopted recently. Although I'll wait for a second opinion before I lock it in.
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I think of all my choices, Mehmed of India is by far the easiest for this start, do you think that's a good choice? India is the only mining civ I rolled, and their fast workers will make improving the hills more efficient. Do you think i should beeline AH or just Ag-BW-Pottery-AH, if I pick India I'll be inclined towards the latter, also as India my workers will get the improvements my capital needs up earlier than my other choices so I can focus on chopping, I can mine the plains hill sheep while waiting for AH, I think I'll go for double worker start, first worker can improve corn, build second farm, and second worker can build mines, I build warriors until size 4 or 5 and then chop out settlers, that's a rough idea of what I think I'll do.
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I'm a global lurker, so there's limits to what I can say. India is considered one of the better civs, if you can wrangle the worker micro. There's a lot of forests in this starts, but quite a few are on hills where India's bonus doesn't matter. Mehmed of India doesn't sound like an obvious mistake to me.
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Mehmed of India sounds like a very solid choice, and just the right pick for a first game
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Just don't forget that the fast worker is now 2 move with mobility instead of 3 move
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