Other players out!
Lurkers and dedlurkers welcome!
Lurkers and dedlurkers welcome!
Is that character a variant? (I just love getting asked that in channel.) - Charis |
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kjn's Ryde (spoilers!)
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Ah, nice to be a welcome lurker. This, or something 90, 180, or 270 degrees rotated, is your start:
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Some points of interest in the thread
7: Choosing my civ 17: Setting the mood 24: Forming the initial plans 29: First micro-plan 40: The case for Skirmishers 42: How I hope this game will develop 43: First wonder planning 45: Start! 52: Naming scheme 55: Tentative final micro-plan 61: Some words on the map and cities 69: Contact with the Zulu 76: Military planning 83: Consolidated C&D until T12 87: Micro-plan as of T16 96: Standoff with Team Zulu 106: Slight micro change 117: Tactical discussion 121: C&D from a foodhammer view 133: Second city! 142: Barbs. Lots of barbs. 150: Building the Oracle 152: Wonder and tech thoughts
Pre-game thoughts
First, I don't have that high expectations for this game. AutomatedTeller and Catwalk have far more MP experience than myself. TheStick is more a wild card. I'm also quite unused to quick speed. I don't have that much of a feel for them, except that Catwalk has a tendency for wild ideas, quickly abandoned. I tried preparing by starting a few quick tiny Mirrorland games on Monarch/Emperor. One thing that struck me there was that tech costs in the early game were quite low. Instead, maintenance costs are going to be horrendous. Since each city will carry high marginal costs and the map is cramped, this means that the usual method of increasing commerce as the primary means of improving the economy is less effective than otherwise. So my leader and civ combo will need to be able to do as much as possible of the following:
The civs that give me some levels of this, especially in the early game, are Babylon, Egypt, Greece, Inca, Mali, Maya, Sumeria, Zulu Traits that are most interesting are: CHM, IND, ORG, PHI
Thanks Commodore! Feel free to come back anytime, but don't rotate things too much - I get dizzy easily.
Ok. 2-hammer plant with EXP bonus from the start. 4-strength tile in second ring that also triggers EXP. Wet rice (5F), grass hill sheep (4F), freshwater clams (5F), ie +10F at size 3, and +6 health with the fresh water. Ivory in second ring. Silver just outside the BFC. Not much production. Only one hill apart from the sheep, and then there is the forest elephant. Hopefully there is copper in the BFC, but I think lots of hammers will have to come from the whip.
Just a note, this isn't a Mirrorland script, it's a hand-drawn rotational mirror like in PBEM 34, and Emperor level makes techs actually noticable despite Tiny size.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
So, what were my thoughts on putting myself in the fourth position of the snake pick? With only four players, there are plenty of viable civ and leader choices, and I could be pretty much guaranteed to get one of each. Being in the mid position gives two things:
Of these, the second one is the most important. Evaluating the candidate civs Babylon - great starting techs, decent UU, average UB Egypt - great starting techs, excellent UU (horses), average UB Greece - mediocre starting techs, decent UU (copper), good UB Inca - average starting techs, decent UU, excellent UB Mali - good starting techs, good UU, good UB Maya - mediocre starting techs, decent UU, excellent UB Sumeria - great starting techs, mediocre UU, good UB Zulu - above average starting techs, good UU, good UB With raging barbs on, early aggression and chokes will be relatively hard to do, but not impossible. Of course, one has to deal with the barbs too. A resource-less UU would be nice, but on the other hand the Holkan is worse than a regular spearman against the very units that should be its rightful opponent.That decides my top civ choice: Mali. The 10% bonus on gold may not be much, but it will add up, especially if we can find some ways to generate gold directly (shrine, merchants, settled GPs), and skirmishers are probably the best anti-choking unit in the game. Mali should properly be paired with an IND leader, and here I think Ramesses would be my top choice. SPI allows me to run a religious economy and abuse the civics system. Roosevelt and De Gaulle are other good options. I think my second civ choice would be the Zulu. Hunting isn't that bad with the sheep and the elephants, impis can be quite powerful if used aggressively and will remain usable a long time, and the ikhanda is excellent under these conditions. Here we need an AGG leader. Alexander would be nice here, and so would Stalin and maybe Ragnar. Commodore Wrote:Just a note, this isn't a Mirrorland script, it's a hand-drawn rotational mirror like in PBEM 34, and Emperor level makes techs actually noticable despite Tiny size. Ah, it's tiny instead of duel. So 1.32 times nominal tech cost. Thanks for the clarification.
i like the idea of Ramses of Mail - here is where being 4th will help you a lot. In a 4-person game, I think that double pick will definitely be a good spot to be in.
We wouldn't have a quick farm or camp or fish available with Mali's Mining/Wheel start. Are you thinking of creating a sandbox for the start before picking? It might be good to get at least 1 of Agriculture/Hunting/Fishing so our first worker has something to do.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla kjn Wrote:the Holkan is worse than a regular spearman against the very units that should be its rightful opponent. The Holkan is better than a normal spearman against any unit without first strike immunity and identical as a normal spearman, not worse, against any unit with first strike immunity.
Merovech's Mapmaking Guidelines:
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