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Sian Wrote:lets take a look at the Rooster
1) luddite / pindicator: Suryavarman of Zulu
Dangerous Pick in my opinion, able to Rex with the best of them, with Ikandas to support it with their lowered maintainence, and impis for highly mobile defense against any funny business, likely aiming to use the earlygame power as leverage to get a strong point for the late game
2) mackoti: Pericles of Greece
Kinda questioning this pick, not that either of them, isolated is bad, but they aren't really supporting each other, he's effectively playing restricted while the rest of us mix and match between the leaders/civs
3) novice / spacemanmf / sevenspirits: Isabella of Egypt
not the most logical combo IMO but Bella is strong and War Chariots is mathematicly proven (on Civfanatics) to win handsdown against Immortals in every way it counts, except a very small window for Archer citydefenders (which is no promotions, no culture, no hill, no nothing)
4) sian / ichabod: Hatshepsut of Ottoman
Got my preferred Leader (after Sury which we knew beforehand was unlikely to get) together with what i've seen is one of the stronger MP civs ... nothing to cry about
5) fierce: Cyrus of HRE
Boggles me lots, no synergy between leader and civ, except for UB everything here is sub-par and the UB aren't strong enough to make or break a game
6) yuris (+ nicolae carpathia): Louis of Byzantium
Given that they were last pick they certainly didn't get shortsticked to the degree that they could have been, the only Industrius civ so they have first pick at the wonders and early Forges which could make them dangerous, and if they get the room to do it, their UU's is very strong (although still demoted slightly by the need of slugging Siege with them since Spies are banned), the only one which would be able to withstand them given relative tech parity would be us since we have Janis
Given this i'd (with my limited knowlegde) list the players this way
1. Luddite
2. NoviceSpaceSpirits
3. Yuris
4. mackoti
5. Sian (given my underdog status since i'm not an experienced MP player by any account)
6. Fierce
Hi mate, i'll take a shot at the worldbuilder file now, see what i can do.
As for your rankings above, it's always nice to see peoples opinions but i do think you over-value UU and UB too much in relation to starting techs.
In most games, most UU/UB are irrelevant. Civ is such a snowball game that any little advantage at the start helps. Also, Ikhanda are pap and Impis are overrated. On that basis, i would rate these picks:
1. Nosevenspace
2. Yuris
3. Sian
4. Mackoti
5. Luddite
6. Fierce
Please note, that's purely ranking on their choices, not on their skills. I haven't seen yours, Yuris', or Fierce's play before. Of the remaining three, the above list is pretty accurate in my opinion of their skill (i.e. Nosevenspace -> big gap -> Mackoti -> big gap ->Luddite)
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T0- only 'correct' move, with your traits would be to move W-SW to the plains hill.
T1- work floodplains. build worker. tech AH.
T9- worker move 1SW and farm. Tech mining. Build warrior. Work floodplains.
T12- complete farm. Change tile to work farm.
T13- Size 2. Stop building warrior, start settler. Work farm and floodplains. Worker move 1 NW into forest.
T14- finish mining. Tech BW. Worker 1N onto cows. Begin pasture.
T16- pasture completes. Switch tiles to farm+pasture.
T17- Worker 1E.
T18- Worker E-SE.
T19- Worker farm
T20- Settler 2E. Finish warrior (if diplo was in, would be a worker instead  )
T21- Settler NE. Begin worker.
T22- Settler city 2. Work deer. Build warrior.
T23- Worker finish farm. City 2 work farm.
T24- Finish BW. Revolt to Slavery. Worker S,SW. Tech fishing.
T25- Worker2 move NW. Worker1 chop. Build settler.
T26- City2 finishes warrior. Build worker. Worker2 chop.
T28- fishing complete. Tech hunting. Worker1 move N. City 2 pause worker and start workboat.
T29- settler completes with sweet overflow. Build warrior or worker (by this point, its hard to say in advance as the situation would depend on the situation with enemy units etc. 20 hammers to put into something though.
Worker 1 chop. Worker 2 move 1N. Settler buggers off somewhere. City2 whip workboat.
T30- Worker 2 chop. I settled city3 but that depends on location. City2 continue worker. Will go to turn32 for comparison with ichabods.
T31- workboat nets fish. Work fish tile.
T32-Hunting complets. Onto pottery. worker completes. Chop completes into whatever.
At end of that turn you could have another worker+warrior if thats what you were building from cities 2+3. Total at eot.32 = 3 cities, 4 workers, 3 warriors.
city sizes of 2,1,1 but all three are prep'd to grow. (if you farm northern FP rather than southern one in the above worldbuilder, then city3 would be ready to grow also. However, as city 3's location is undetermined, i didnt bother to re-work it).
I would point out that with players in this game the calibre of Nospace, you need to take risks. If they play a regular game and you play a regular game, they'll lose as they're better (than both you and me). Therefore, if i were playing, i'd try the most audacious of farmer's gambits as shown above. I guess it depends what you want from the game. Personally, i would be playing to win, in which case try the above. However, if this backfires and you do get early aggression- you will lose early and come last. I'm a gambler and would take the risk but if you are just after a solid placing in your first game, then perhaps this plan would not be for you.
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Pretty nice turns, Kyan. I never thought about going AH first.
The problem with a big farmers gambit is emperor with barbs on. One barb archer could be our doom if we are spread out this thin. Of course, we'll probably have copper/horses really close.
But we have our first doubt -> go Mining -> BW first or go for AH. I haven't tested this properly yet, so I'll leave the decision to Sian, since he's the lead player.
Thanks for the help, Kyan.
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Ichabod Wrote:Pretty nice turns, Kyan. I never thought about going AH first.
The problem with a big farmers gambit is emperor with barbs on. One barb archer could be our doom if we are spread out this thin. Of course, we'll probably have copper/horses really close.
But we have our first doubt -> go Mining -> BW first or go for AH. I haven't tested this properly yet, so I'll leave the decision to Sian, since he's the lead player.
Thanks for the help, Kyan.
No worries. It's just an option and gives you something to ponder. If you can survive, and *if* is the key word there, this way is far superior for the long haul. Of course, you get a decent chance of dying early
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So, I've played turn 2 today. I wanted to talk with Sian about what to tech (AH or Mining -> BW), but I didn't find the time. I went with AH due to Kyan advice (and his very good turns in the sandbox). After some thinking, it really seemed as the best choice, since we're going to spend a lot of time at size 2. We lose some pre-requisite beakers, but food and hammers are way more important in the early game.
Here's what our scout found in the north:
Fish + irrigated rice. Could be a good city, could be 2 decent cities. We'll have to see. Together with the eastern city, we could settle this 3 very quickly, since they are highly defendable. The good thing about the eastern city, if we settle it first, is the trade routes without roads, the possibility of sharing tiles and the very strong deer tile. But we can scout more before deciding anything.
Also of note is that Fierce was the only one settling on turn 1. Interesting. I think all the starts are very similar.
The south (I'm currently exploring with the warrior, but I think he shouldn't go that far).
The tile 1SE of the warrior is a grassland without fresh water, so the water we can see is coast. That's interesting too. West seems to be the only direction to find land, we are surrounded by water in the other directions. So exploring that way is a priority.
Demographics:
I can't say if Fierce is working a 1 commerce tile and teching a tech with no pre-requisite or if he's not working any commerce and a pre-requisite tech. Probably the former, because he starts with hunting + mysticism. If the starts are similar, I think he'll tech fishing and then a religion.
I'll focus the exploration on the west, most likely. What do you think, Sian?
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yeah ... seems exploration towards the west would be high on the list, getting an explorer galley would be wise as well due to the mountain just north of the waters
Going from the idea that the map should be fairly even for all players (no reason not to believe it being such) and that we can allready see coast to the north, east and south, then i'd guess that the other players is either somewhere to the north and south of us linked by land bridges, or that we're semiisolated with sea access (cue the mountain off the waters to the north) to everyone else
and yes ... AH-Mining-BW looks like the best way to go, given that we settled inland where Hunting aren't that critically important (although its still not a tech that we should leave hanging for ages)
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by the way ... something we way forgot
Naming Theme?
My initial idea for a naming theme would be Anime shows
Love Hina
One Piece
Naruto
Bleach
Gundam
Death Note
Code Geass
Negima
Mai Hime
Haruhi Suzumiya
Lucky Star
etc.
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Sian Wrote:by the way ... something we way forgot
Naming Theme?
My initial idea for a naming theme would be Anime shows
Love Hina
One Piece
Naruto
Bleach
Gundam
Death Note
Code Geass
Negima
Mai Hime
Haruhi Suzumiya
Lucky Star
etc.
I'm not very familiar with anime shows (I used to watch Dragon Ball and Knights of the Zodiac when I was a kid), but I'll go with what you prefer. Should I name the capital "Love Hina"?
Ah, and when can I expect you to play the turns? I can go on playing them for a while, but I don't want to take the game away from you.
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Ichabod Wrote:I'm not very familiar with anime shows (I used to watch Dragon Ball and Knights of the Zodiac when I was a kid), but I'll go with what you prefer. Should I name the capital "Love Hina"?
Ah, and when can I expect you to play the turns? I can go on playing them for a while, but I don't want to take the game away from you.
Yes please
on the expectation of me being able to take the turns ... as soon as Lenovo sees fit to be done with the maintainence my computer need (HDD went boom ... currently the one that sold me the computer, their insurence company and Lenovo is discussing who's to pay how much and how) ... when that is *shrugs*
August 23rd, 2011, 13:58
(This post was last modified: August 24th, 2011, 08:12 by Ichabod.)
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Some pictures from turn 2:
First, the very good news: we have a pretty good spot for a second/third city with GOLD! Also clams and incense (if it was FFH, I'd be jumping in the chair, since incense is easily improved there - but this is pretty good too). Here's the picture:
The bizarre river shows that the map was edited, so maybe we are not the only ones with gold... Further evidence shows that this may indeed be a mirrored start, based on something I found out in the demos.
What should I do with the warrior, Sian? Move him 1SE to reveal more of the proposed gold city site or move it 1SW and head W, since E seems to be coast?
The scout revealed clams and jungle to the north:
And the border pop revealed more tiles to the west. There's a pretty good city with lot of grassland river for cottages and a grassland cows there. Could be our future bereaucracy capital:
The tile 1NW of the riverside grassland 2N of the cows is coast (I can tell by the little waves in the graphics).
Demos:
The highest GNP has to be a creative civ teching something with 2 pre-requisites. That's Luddicator (creative zulu) teching AH. It's the only way to make it fit. So, since everybody but Fierce settled on turn 2, maybe we have mirrored starts and everybody went for the rice + cows spot. But Fierce's capital doesn't match with this theory. He settled on turn 1 and had a 8000 land tile score. So, he had lake/coast tile in his 9 initial city tiles. The only possible first turn plant that meet this criteri would be the grassland 1NE of the starting tile. I doubt he would have settled there.
I'll updtae the sandbox with the revealed tiles and our moves soon.
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