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[SPOILERS] Margarita and the Lurkers

Novice and I built stonehenge as egypt in pbem23. It seemed pretty great to me.
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Didn't say anything about the fact that Henge can still be a great build. It just doesn't have synergy in that instance.

I mean, I'd still pick Egypt with a CRE leader depending on what the options were, simply because the starting techs are strong, the UU is amazing and the UB still gives you options even if you don't want spam it everywhere. I might even build Henge as CRE, simply for the culture bomb effect in a front city if it were available, but then I'm a crazy person.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Slaze, I did a sandbox
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I have tested only for a couple of minutes, but agriculture + fishing start looks perfect smile. Unfortunately, most likely other teams see that, too frown.

Anyway, the beginning is very easy with these techs and flows effortlessly smile.

Techs: Sailing -> Animal husbandry
Builds: Workboat (8t), then worker (10t). Worker improves corn (5t) and the moment she arrives at the corn (2t later), the AH is researched biggrin. Production while growing is put into lighthouse smile.
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(August 14th, 2013, 18:38)Maga_R Wrote: I have tested only for a couple of minutes, but agriculture + fishing start looks perfect smile. Unfortunately, most likely other teams see that, too frown.

Anyway, the beginning is very easy with these techs and flows effortlessly smile.

Techs: Sailing -> Animal husbandry
Builds: Workboat (8t), then worker (10t). Worker improves corn (5t) and the moment she arrives at the corn (2t later), the AH is researched biggrin. Production while growing is put into lighthouse smile.

Wait what? Why are you researching sailing first? 60 early hammers for 1 food? crazy
Agri-fishing sounds bad. Better agri/wheel or agri/mining
Btw why don't choose Sury?


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(August 14th, 2013, 19:02)retep Wrote:
(August 14th, 2013, 18:38)Maga_R Wrote: I have tested only for a couple of minutes, but agriculture + fishing start looks perfect smile. Unfortunately, most likely other teams see that, too frown.

Anyway, the beginning is very easy with these techs and flows effortlessly smile.

Techs: Sailing -> Animal husbandry
Builds: Workboat (8t), then worker (10t). Worker improves corn (5t) and the moment she arrives at the corn (2t later), the AH is researched biggrin. Production while growing is put into lighthouse smile.

Wait what? Why are you researching sailing first? 60 early hammers for 1 food? crazy
Agri-fishing sounds bad. Better agri/wheel or agri/mining
Btw why don't choose Sury?

Have not decided on sailing yet, but since we are financial, coast is actually a good tile early on, so it is an interesting option. It is also one of the few possibilities to park the spare production somewhere when we grow. Warrior would be more standard, but we will not need them that early, another workboat for scouting could be a better idea, though.

Sailing early opens the Great Lighthouse path - something like Mining->BW->masonry + chopping. If we will be very lucky to land 'completely unrestricted' Willem of Dutch, Great Lighthouse actually looks very tempting to me.

We think agri+fishing may be better on this start, will test it.

We picked Willem over Sury as we believed overall FIN will be stronger than EXP (see chat with Slaze below). Although with an EXP leader and this start worker production will be much faster.
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Chats with Slaze. On leader picking:

Quote:Slaze: saw the news, FIN are dropping like flies
Maga_R: I will pick Will, unless you will make a compelling argument against him
Maga_R: Jovan and I had him at #2
Slaze: no that's fine, with 2 FIN i think that's the only thing that's a must or there won't be any left. Wil, Vicky, Liz, Huayna, those are all fine

On starting location:

Quote:Slaze: ok, well, good start
Slaze: settle in place it looks like
Maga_R: yeah
Slaze: it's a good city, i don't know it's a great Bureau cap, a very good city, very flexible w/ the food
Slaze: and we got an excellent pop 6 settler/worker pump

On starting techs:
Quote:Maga_R: have you seen what Jovan wrote me?
Slaze: I disagree with Jovan in that we don't neen mining and BW...
Maga_R: So what techs do you think we need?
Slaze: The first [settler] should be chopped...
Maga_R: would be good to test agri + fishing
Slaze: ...but as i'm thinking about i should really just test the start out, which i haven't done
Maga_R: I do not know - but it always seem a huge advantage of workboat to me that you could grow while building them
Maga_R: me neither - will likely not have time before this weekend ;(
Slaze: the boat, whoops i missed that, but as i'm not so sure how that will fit with the other worker tasks
Slaze: but we'll prolly want ag and AH first
Slaze: like jovan says fish is that important, it will come later, we want to farm the corn very first
Slaze: don't know that we need fishing
Maga_R: fish is 5f - corn is 6, but fish gives us financial 5f + 3(!)c
Maga_R: I am not sure, just would prefer to see it tested
Slaze: at least in the Cavaleiros test game it was proven that it's better to go worker first given this similar situation
Slaze: i won't know for sure until test but i'm execting that to be the case, worker first
Slaze: well, each bfc is a little different but i think it was similar choices, grain and fish
Slaze: though i think it may have been irr wheat and clam
Maga_R: were you financial in the Cav game?
Slaze: no we were Joao
Slaze: i often do 2 workers before settler (and i think chopped out 3 as Pacal MP though that was heavy forest and planned to chop much more)
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(August 14th, 2013, 19:14)Maga_R Wrote:
(August 14th, 2013, 19:02)retep Wrote:
(August 14th, 2013, 18:38)Maga_R Wrote: I have tested only for a couple of minutes, but agriculture + fishing start looks perfect smile. Unfortunately, most likely other teams see that, too frown.

Anyway, the beginning is very easy with these techs and flows effortlessly smile.

Techs: Sailing -> Animal husbandry
Builds: Workboat (8t), then worker (10t). Worker improves corn (5t) and the moment she arrives at the corn (2t later), the AH is researched biggrin. Production while growing is put into lighthouse smile.

Wait what? Why are you researching sailing first? 60 early hammers for 1 food? crazy
Agri-fishing sounds bad. Better agri/wheel or agri/mining
Btw why don't choose Sury?

Have not decided on sailing yet, but since we are financial, coast is actually a good tile early on, so it is an interesting option. It is also one of the few possibilities to park the spare production somewhere when we grow. Warrior would be more standard, but we will not need them that early, another workboat for scouting could be a better idea, though.

Sailing early opens the Great Lighthouse path - something like Mining->BW->masonry + chopping. If we will be very lucky to land 'completely unrestricted' Willem of Dutch, Great Lighthouse actually looks very tempting to me.

We think agri+fishing may be better on this start, will test it.

We picked Willem over Sury as we believed overall FIN will be stronger than EXP (see chat with Slaze below). Although with an EXP leader and this start worker production will be much faster.

Early GLH doesn't need you open with sailing, thats insane. Warriors are fine, specially with barbs on.
Agri/fishing will get you just on top of my mind, by turn 18 1 worker,1 work boat the worker on top of the corn.
Min/fishing by turn 18 will have 1 worker, 1 work boat, revolt to slavery, -1 happy face, worker on top of the corn. Plus you have cooper revealed for better dotmap if you need it.


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Sury>Willian IMO though if this map have a lot of coast...

Btw sorry if I sound to rude but you know my english is not so good that I can be polite lol
Also I dedlurking this if you people let me cool


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(August 14th, 2013, 19:46)retep Wrote:
(August 14th, 2013, 19:14)Maga_R Wrote:
(August 14th, 2013, 19:02)retep Wrote:
(August 14th, 2013, 18:38)Maga_R Wrote: I have tested only for a couple of minutes, but agriculture + fishing start looks perfect smile. Unfortunately, most likely other teams see that, too frown.

Anyway, the beginning is very easy with these techs and flows effortlessly smile.

Techs: Sailing -> Animal husbandry
Builds: Workboat (8t), then worker (10t). Worker improves corn (5t) and the moment she arrives at the corn (2t later), the AH is researched biggrin. Production while growing is put into lighthouse smile.

Wait what? Why are you researching sailing first? 60 early hammers for 1 food? crazy
Agri-fishing sounds bad. Better agri/wheel or agri/mining
Btw why don't choose Sury?

Have not decided on sailing yet, but since we are financial, coast is actually a good tile early on, so it is an interesting option. It is also one of the few possibilities to park the spare production somewhere when we grow. Warrior would be more standard, but we will not need them that early, another workboat for scouting could be a better idea, though.

Sailing early opens the Great Lighthouse path - something like Mining->BW->masonry + chopping. If we will be very lucky to land 'completely unrestricted' Willem of Dutch, Great Lighthouse actually looks very tempting to me.

We think agri+fishing may be better on this start, will test it.

We picked Willem over Sury as we believed overall FIN will be stronger than EXP (see chat with Slaze below). Although with an EXP leader and this start worker production will be much faster.

Early GLH doesn't need you open with sailing, thats insane. Warriors are fine, specially with barbs on.
Agri/fishing will get you just on top of my mind, by turn 18 1 worker,1 work boat the worker on top of the corn.
Min/fishing by turn 18 will have 1 worker, 1 work boat, revolt to slavery, -1 happy face, worker on top of the corn. Plus you have cooper revealed for better dotmap if you need it.

Gimme a break, that was just a first test lol.

Agree, we also consider fishing + mining a very interesting opportunity.

About what turn barbs will enter our cultural borders? I know it depends on number or cities and such - but approximately which turn on normal Monarch?
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