Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[Spoilers] Ceterum Peter censet Carthaginem fore triumphatrix - Adrien + Miguelito

Should we announce Peter already ?
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(January 21st, 2015, 15:17)AdrienIer Wrote:
(January 21st, 2015, 15:10)Mardoc Wrote: I'll take Bismarck (Exp/Ind) of Sumeria.

Well now we know who's going to get the oracle

If he does, I think it's guaranteed he takes MC... which ain't bad for us regarding Confu


Quote:Should we announce Peter already ?

If you don't object I will
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With one worker and Agri-AH, we get a settler on T19, BW T21, have the farm, the pasture and a mine. If we mine the wines hill, the first chop is delayed for 1 turn (as the turn BW comes in the worker has to move onto the forest), if we mine a grass hill chopping starts right on the turn BW comes in. The capital is on size 2 and we get 7 overflow which can be put into the second worker or settler. 6 Hammers were put into a workboat or warrior while growing.

Moving on, we can get the second settler on turn 28, having built a second worker; or 27 still just one worker; or 29, with two workers plus the capital on size 3 (which is good as we want to work that mine). Edit: And, btw, with writing before pottery we can start building the library T29. This is however not counting that the second city probably will steal some food, and also worker turns.

Still not revolted into slavery in any of these scenarios. Which brings up a question, also lurkers' opinions are appreciated: Which do you consider the best time for the slavery revolt (for lurkers: in a typical game)?
I typically think it's best to do it the turn the first settler comes out, as this doesn't delay the second city, but generally the second city will not suffer anarchy. It's different of course if you need to whip the first settler.
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Btw 3/4 leaders Exp
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Yeah and 4th is cre, which I think are the two traits considered best on this site when Fin is unavailable.
I like your last sim, I'll do it this afternoon.
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There is a little trick to it: You have to build the worker with the 1/2/0 tile to get overflow which to put into the settler, as otherwise the settler has just 64/65h on turn 19 (what happened in my first run). It doesn't harm teching, i.e. we don't lose any worker turns.
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So picks are done, and I'll write down a little opponent analysis while Commodore is still working on the map.


Alhazard and Yossarian: Mehmed (Exp/Org) of Egypt (Agri/Wheel, Obelisk, War Chariot)

I don't know these players. Alhazard seems to be new to RB like I am (despite having registered two years ago), but probably he has been playing on another site before? Yossarian is more of a veteran judging by post count, but has not played in any game during the past year (the time I've been around here) afaik.

With Egypt's starting techs, they can get to pottery with cheap granaries a lot faster than us, especially in case they delay BW or AH. But on the other hand, they have to divert some research to get an early shrine. If they don't, the UB is wasted; regarding the UU, I expect War Chariots to be obsolete by the time actual fighting starts on this map. If we have barbs on the central island the WC might help them a little, but my feeling is that this UU comes too early.

Exp is good, as widely discussed here, and synergizes with fast pottery due to the starting techs. Org is a strong all-purpose trait, and cheap lighthouses may synergize with the map. As said before, I considered Mehmed the strongest choice, also for us, but thought Peter more fun, and Adrien was not any interested in playing him once again either.

Résumé: Unknown player strength, good starting techs, doubtful value of uniques, great leader


The Human Hydra: Zara Yaqob (Cre/Org) of China (Agri/Mining, Pavilion, Cho-Ko-Nu)

I lurked PBEM62, though mainly Commodore's thread, but also watched his losely. It seems he tried a bold no-units fast expanding plan with high effort in simming, which collapsed when a war chariot appeared (and he could have lost even worse if dazed had pressed on). He himself analyzed what went wrong in extensive post game posts and promised to do better next time. But actually, with the isolated start, the low-military fast expansion can work a lot better. Also a bit scary are his big bullyish friends. In 62 he was coached by Old Harry, right now retep is posting in his thread (also I suspect retep, albeit a good player, in threads focuses more on spamming than useful game advice).

China is known for good starting techs, no particular idea what they mean on this map. The Pavilion is of little interest, though they get it cheap, so maybe they'll use it in culture wars on the main island. But as Cre they shouldn't have to worry about culture anyways. As proven in other games, Cho-Ko-Nus have a very long useful life. I don't have real experience with this unit.

We discussed picking Cre a lot above. My opinion is that in can not show its full early game strength due to the map setup. But if we neighbour THH on the central island, we'll have to pay attention to maintain cultural control (especially if they start building pavilions). Org is good.

Résumé: Dedicated simmer with scary friends, good starting techs, UB considered bad in general but with synergy, UU probably good, good but probably not great leader


Mardoc: Bismarck (Exp/Ind) of Sumeria (Agri/Wheel, Ziggurat, Vulture)

The plan for this pick is evident, but it is really strong: Oracle MC, get a religion and the price-reduced courthouse on the way, then enjoy cheap forges and Colossus on this water-heavy map. So good that I wish it had occured to me. I have a little hope that Mardoc and Alhazard will be competing for the same early religion.
If he does build the Colossus and then delays Astro, it could be awesome if we manage to raze the Colossus city from the ocean with galleons.

Mardoc played in PB17 and 18. 17 was no fun to lurk, so I didn't. In 18 he did a fun Buddhism rush (first to a first-to bonus in a 34 player game), then his game didn't work out. I don't know if he has to blame his neighbour on this or himself. Got his capital razed by a spectacular galley move. Don't know if this means we cvan consider him a good target for boating (see above) or that he will be more vigilant this game.

Exp/Ind, starting techs and Ziggurat were all discussed and are strong. The Vulture... don't know, I don't think it's a very strong UU and moreover, similar to the war chariot, it may come too early in the game to matter.

Résumé: clear and strong path to follow, good synergies, starting techs and UB, doubtful UU, should get his Colossus boated
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I agree with your analysis, I'd like to add that I like chokonu for their ability to work as super catapults in the period where catas become too weak to be useful (after knights and longbows have appeared but before cannons)
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(January 22nd, 2015, 08:51)AdrienIer Wrote: I agree with your analysis, I'd like to add that I like chokonu for their ability to work as super catapults in the period where catas become too weak to be useful (after knights and longbows have appeared but before cannons)
Plus, they can collateral off of boats.

I miss bombard tanks. frown
If only you and me and dead people know hex, then only deaf people know hex.

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Yeah they're an actual unit, you can assault a city with only CKN if you want too
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