Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Grimace does it doggy style (Boudica of Japan)

OPPONENT ANALYSIS - PART I
(These are my opinions only and do not necessarily reflect the opinions of the mapmaker, host, or supreme being.)

DTAY - Augustus Caesar (IND/IMP) of Sumeria (Agr/Whe, Vulture/Ziggurat)
Leader rating: 6
Imperialistic is always a decent trait with the fast settlers, allowing you to expand faster than your neighbors, all other things being equal. The customs house benefit isn't often that big of a deal in MP since games often don't make it that far and even when they do open borders are not a given. The GG benefit, while not stellar, can be pretty useful, but the bulk of this trait's benefit is the settler bonus.
Industrious is a middle-of-the-road trait. The wonder discount can come in handy, but I've noticed in MP wonders are hard to get so it will only really help you a handful of times during the entire game. The forge discount is another one that's good, but not great. Earlier in the game when you get MC and can build forges, you typically won't put them in all of your cities because some of them won't benefit (compared to, say, the cheap granary or courthouse).

Civ rating: 8
Sumeria is a pretty good civ. The starting techs are top-tier, being good in almost any start (except maybe a Forest-hell Totestra start). The Vulture is a pretty good UU. It has a higher base power than the axe, but less bonus to melee units. This makes it more effective against archers, spears and chariots, while very slightly less effective against other axes (which I learned to my detriment in PBEM68). The Ziggurat is a cheaper Courthouse that can be made available earlier...if you want to go for Priesthood. Not a bad UB, but not a great one either.

Synergy: 4
There's no real synergy here between the leader and the civ. Of course, even without synergy these two individually remain quite good, so there are many worse combinations that could have occurred.

Player skill: 7
Dtay seems to be a pretty good player, with a strong grasp of the mechanics of the game and an ability to do well. I would categorize him as a top-tier player, but not at the top end of that tier.

Player aggressiveness: 8
Dtay definitely doesn't seem to shy away from violence, and I would definitely expect to see him start some trouble as soon as he is able to.

FINAL SCORE: 33/50
Dtay will be a contender, but if he survives to the end game will probably not be one of the winners.

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Serdoa - Wang Kon (FIN/PRO) of England (Fis/Min, Redcoat/Stock Exchange)

Leader rating: 5
Financial is nerfed in the RtR mod, which takes it from being totally amaze-balls to pretty good. Still a trait worth having, but no longer (arguably) the best. It is better now than it was in earlier versions when you didn't get the commerce bonus from river tiles. Now you still get the same commerce bonus, it just kicks in later and doesn't affect stock coastal/ocean tiles. The addition of the Quay in this version of RtR allows you to get the bonus on coastal tiles, though, which raises this trait's score over earlier versions.
Protective, despite the improvements made in RtR, still remains one of the lesser traits. It's only real benefit now is the cheap granary, which is very helpful, but otherwise it's very "meh". Unless you're the Celts building Duns everywhere, the cheap walls won't help much, and the defensive bonuses to archery & gunpowder units, while helpful on the defensive, is fairly limited. With the right civ, it's a decent trait, but it's usefulness really depends on the civ it is paired with.

Civ rating: 6
England's starting techs are not among the best. Mining, is, of course, always a great tech as it allows you to research BW. Fishing, on the other hand, is a mixed bag. If you have a seafood start, it can be really useful, but most of the time it doesn't help until you've built a few cities, when you could have researched it and would have been better off with a different starting tech.
The redcoat is a great unit. More powerful than a standard rifle, which makes it more resistant (though still vulnerable) to grenadiers and allows it to dominate standard rifles and cuirs. The stock exchange is a decent building. It shows up late in the game, but to be honest its benefit can't really be felt until the latter parts of the game when cottages have matured so that's not a bad thing.

Synergy: 6
There's some decent synergy here between the civ and leader. The defensive bonus from protective makes those redcoats even more dangerous, especially on the defense, and allows you to more easily go up the Drill line of promotions. The commerce bonus from Financial will also help boost the benefit of the stock exchange in the late game. Not the best combination, but also far from the worst.

EDIT: Revised after reading through his PB8 thread.
Player skill: 8
Sertoa definitely has a strong grasp of the game mechanics and is good at maximizing his play. He's very analytical and will probably not make too many mistakes. On the other hand, it looks like he hasn't played a PB game in a while, so maybe that will make him more cautious.

Aggressiveness: 6
Sertoa is not afraid to fight, but he doesn't seem to let emotion dictate his battles. I don't expect to see him attack someone that he is not absolutely sure will benefit him.

FINAL SCORE: 31/50
With the new information for player analysis, I move Sertoa up to the level of contender. I think he will be held back a little by his civ in the early-mid game, but if he makes it to Rifles I think he will have a good chance.
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OPPONENT ANALYSIS - PART II
(These are my opinions only and do not necessarily reflect the opinions of the mapmaker, host, or supreme being.)

Krill - Montezuma (AGG/SPI) of China (Agr/Min, Cho-Ku-Nu/Pavilion)
Leader rating: 7
Aggressive in RtR is, in my opinion, a superior trait. Since I have yet to see a multiplayer civ game in which combat did not feature, it is especially valid. Free C1 promotion for melee and gunpowder units, cheap barracks and stable, and a blanket 25% off of city maintenance. It's like half a courthouse in every city for free! And if you make it to the oil-based navy, a drydock is essential.
Spiritual is an okay trait. It's main strength lies in the avoidance of anarchy, which will save its player several turns over the course of a game, and also gives the added benefit of being able to switch in and out of civics very nearly at will. This is very helpful, but not likely to drastically affect the game outcome. The cheap temples don't often come into play in an MP game because religion is typically not much of a focus, so that's why I rate it fairly low.

Civ rating: 8
China is one of the better civs. It has, arguably, the best combination of starting techs, allowing you a lot of flexibility with your early research (do I go straight for BW?). The cho-ku-nu is a very good unit, giving a great deal of flexibility to any group of 1-movers. Though good on the defense, they are best used as an attacking unit for that lovely collateral damage. On the other hand, the pavilion is one of my least favorite unique buildings. While useful for a cultural victory and for fighting border culture wars, it serves little purpose outside of that.

Synergy: 5
Like dtay's pairing, there's no real synergy here between the leader and the civ, but that doesn't make it a bad pairing. Cheap barracks + UU = lots of fun.

Player skill: 8
Krill seems to be a pretty good player. He's definitely tempermental, irritable, and prone to take offense easily. Not usually without cause, but as a fairly laid back person myself, I find it difficult to comprehend some of things that sets people off. In any case, he knows the game very well, and is probably one of the better players I've seen.

Player aggressiveness: 9
Frankly, if Krill doesn't start a war with someone, I'll be mightily surprised.

FINAL SCORE: 37/50
Krill is probably one of the front-runners. He has a good civ & leader (even if they lack synergy) and has a lot of experience in MP and Civ IV. Plus he's the main author of this mod and knows it better than anyone else.

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Donovan Zoi - Stalin (AGG/IND) of Zulu (Agr/Hun, Impi/Ikhanda)

Leader rating: 8
I already talked about Agg and Ind, so no need to pontificate further.

Civ rating: 9
The Zulus are one of my favorite civs. They don't have the absolute best starting techs, but they're still top tier. Unless your start is without resources, you're guaranteed to have at least a few things for your worker to do, leaving you to go straight for Mining->BW, or AH if you've got campable resources nearby. Add a barracks replacement that gives you an additional 20% off your city maintenance and a quick-moving spear unit (woe betide the aggressor who invades Zulu with chariots and horse archers), and you have a great opportunity.

Synergy: 8
There is some good synergy with this combination. Aggressive always pairs well with the Zulu, giving the cheap UB and an additional 25% off city maintenance. Spam your cheap ikhandas in every city and you start with 45% off maintenance and free culture. Impis also benefit from the free C1, allowing you to give them a level 2 promotion like Shock. Industrious doesn't have any specific benefit here, but the cheap forges help you pump out your hardy combat units faster once you get to MC.

Player skill: 6
From what I've seen, DZ is an above-average player with a solid game.

Aggressiveness: 6
DZ doesn't seem to me to be particularly aggressive, though he's more than willing to war if necessary.

FINAL SCORE: 37/50
Giving the excellent combination of civ and leader, DZ has a real opportunity to do well in this game, particularly the early game when the impi is a strong unit.
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I admire your effort in writing all these up. Have you done any sims?

(August 19th, 2015, 12:23)Grimace Wrote: Without knowing anything about the player, i can't really speculate much on outcomes, but based on this Sertoa may not last until the endgame.

To that end, Serdoa is one of the better players in the history of this forum, at least as long as I've been around. Check out his game in PB8, for instance.
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(August 20th, 2015, 11:00)wetbandit Wrote: I admire your effort in writing all these up. Have you done any sims?

Yes, I have, and was going to post about it today. lol

So based on my simming, the best tech path is Agriculture->Hunting->Mining->BW->AH. Build goes Worker (while working the 1f/3h phants)->Warrior (switching to wheat, in order to grow slowly enough to hit size two before finishing)->Settler (working wheat & sheep).
Worker farms the wheat first (since he can start the first turn he's available), then pastures the sheep, then does a chop. Settler is available EOT25. I played around with several options, but that looks like the fastest.

(August 20th, 2015, 11:00)wetbandit Wrote:
(August 19th, 2015, 12:23)Grimace Wrote: Without knowing anything about the player, i can't really speculate much on outcomes, but based on this Sertoa may not last until the endgame.

To that end, Serdoa is one of the better players in the history of this forum, at least as long as I've been around. Check out his game in PB8, for instance.

Hmmm. I didn't read it in depth, but I skimmed through his posts and I agree, he's definitely good. I shall revise my analysis. And now hope I'm not too close to him. scared
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And the game has begun!

I settled in place (and so has everyone else who has played except for Gavagai (?)). Then moved my scout south, and this is what I currently see:


Hut to the SE, no new resources but nice terrain.

And my first city, "Airedale":


Building a worker and working the wheat.
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Turn 1

Moved the scout 2SE to pop the hut and got 26 gold. Also found two resources:


Clams and deer. And with the river there, this is definitely a good city site.

Surprisingly, Gavagai & REM didn't settle the first turn...on a game like this with a tailored map, it seems like that is usually not worth the delay. But maybe they found something better like gold or silver just outside their default BFC. We'll find out when I'm eliminated and can read their threads!
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Before then, do some more opponent analysis! hammer
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So demanding!

OPPONENT ANALYSIS - PART III
(These are my opinions only and do not necessarily reflect the opinions of the mapmaker, host, or supreme being.)

Automated Teller - Charlemagne (IMP/PRO) of Mongolia (Hun/Whe, Ger/Keshik)
Leader rating: 4
I've already spoken on Imperialistic and Protective.

Civ rating: 8
Mongolia is a popular civ for MP games, and with good reason. It's starting techs, while not ideal, are still really good, giving your workers something to do regardless of other techs or resources. Where it really shines, however, are the UU/UB. The Ger, which has been boosted in the newer version of RtR, gives an additional +2 XP to non-mounted units and +4 XP to mounted units. And since Mongolia's UU is a mounted one -- the Keshik -- it boosts their danger level even more. Keshiks are horse archers with the ability to ignore terrain movement costs and one first strike, making them fast and dangerous invaders/pillagers. During their heydey, they are extremely difficult to effectively defend against because of their ability to fly through terrain that would otherwise slow down other 2-movers. With Mongolia, it is necessary to prioritize HBR and you kind of have to invade a neighbor while Keshiks are still the dominant unit.

Synergy: 3
This combination actually has some anti-synergy. I probably would have passed on it, because Charlemagne is not a great leader to begin with, but is definitely not one you would normally want with Mongolia. Protective doesn't help at all, and since much of your fighting is going to be outside of your borders, the GG bonus from imperialistic won't really benefit you either.

Player skill: 6
AT seems to be a decent player...not top-tier, but he did reasonably well in PB18 and quite well in PB9. I would expect him to have a fairly strong early game, though he has the same problem that I do of slightly slower expansion.

Player aggressiveness: 5
AT seems to be very middle-of-the-road when it comes to PB aggressiveness. He has been willing to war, but definitely doesn't focus on it like some of the other players around. But he certainly does not woefully underbuild units and wait to die.

FINAL SCORE: 26/50
Were it not for the leader choice, this would be a much better setup. As it is, his only real chance to excel is to rush to HBR, deploy Keshiks, and capture enough to carry him through the rest of the game. At least protective will help him hold what he gets. My gut is telling me he's not going to beeline HBR, which means he'll probably be invaded before he gets there and be set back for the rest of the game.

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Elkad - Shaka (AGG/EXP) of America (Fis/Agr, Minuteman/Armoury)

Leader rating: 9
I already talked about Agg (awesome!), but I don't think I've talk about Expansive yet.
Expansive always seems to be a popular trait pick in PB games, and with good reason. Though I don't believe it to be quite as good as aggressive or charismatic, it is still an excellent trait. The +2 health bonus doesn't really help much until the later game, but it's also got cheap market, aqueduct, grocer and harbor, and a 35% faster worker/work boat. Often this helps expansive civs get their first worker out faster by a turn or two which can make a big difference. It also combines well with Financial for stronger market/grocer benefits.

Civ rating: 5
America's starting techs are very "eh". Fishing is only good in specialized starts where you have fish, otherwise it doesn't get used for quite a while. Agriculture is a decent starting tech, especially if your start has a farmable resource (or an AH resource as you're already on the way there).
So America's UB changed in this version of RtR to the Armoury, a barracks replacement that gives an additional +2 XP to mounted units. So it's very similar to a Ger, except available a little earlier. It'll be interesting to see how this plays out as it will make chariots REALLY dangerous. Maybe we'll see a chariot rush?
The minuteman is an OK unit. It's fairly specialized in that it gains a defensive bonus on hills and forests, which will make it a good home defender, but those promotions limit it's extra benefits. Of course, with additional promotions it can become pretty awesome (G3, for instance, gives that nice 50% withdrawal -- a horde of G3 minutemen would be terrifying).

Synergy: 7
Shaka and America have some decent synergy. Aggressive will allow you to build cheap armouries and buff your minutemen. Expansive gives a discounted work boat, which helps a lot if you have a seafood start with America's Fishing starting tech.

Player skill: 5
Elkad seems to be about on par with me skill-wise. He can do OK, but doesn't seem to do as well as the better players and, like me, probably won't last through to the end.

Aggressiveness: 7
Elkad seems to have a strong aggressive streak, though he doesn't seem as good at directing it. I would not expect him to shy away from an opportunity to invade, though.

FINAL SCORE: 33/50
A strong leader will give Elkad a good opportunity to excel here, so it's going to be up to him to grasp it. Unfortunately, he will probably fail to take full advantage of it (like I would/will) and will die somewhere in the mid game.
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(August 25th, 2015, 15:16)Grimace Wrote: We'll find out when I take over their capitals with absurdly promoted samurai !

FTFY whip
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(August 26th, 2015, 10:32)wetbandit Wrote:
(August 25th, 2015, 15:16)Grimace Wrote: We'll find out when I take over their capitals with absurdly promoted samurai !
FTFY whip

rolf
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