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Have we a tracker thread? It'd be nice if we did.
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Brian - could you change your thread name to something that won't be confused with the lurker thread I expect to create this weekend?
EitB 25 - Perpentach
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(June 21st, 2013, 07:40)Mardoc Wrote: Brian - could you change your thread name to something that won't be confused with the lurker thread I expect to create this weekend?
Better? If not you'll have to think up of one for me.
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Just in case you can see the forum before you have a civ computer, here's your start position:
EitB 25 - Perpentach
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OK played the turn. SIP and went for an engineer with the Wane. Scout N,NE Warrior SW, first build worker.
I'll post pics in the morning, along with some ideas re my strategy.
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Ok I got the new save and did exactly the same (slightly different order I think). So we discovered nothing new with the land and settled the capital (note pics are from last nights save, I'm actually using a different naming scheme, namely the names of celestial nebulae, capital will be Eta Carinae not Pallasgreen):
I like star gazing, and I'm in a good spot for it when the weather is nice.
And the land given looks lush as above.
Ok some mutterings about strategy
The big early advantage with the Sheaim is everybody's favourite firelighter the Pyre Zombie. To use them you get BW and build. They are axe/catapult hybrids, in the first few re-suiciding ones will collateral defenders giving you odds for subsequent PZs.
My plan of action is to get the worker techs going, some early economy (read markets), get to BW and see who I can conquer (if I can conquer early I'll drop some of the worker techs, e.g. Hunting). After that I go for my civic techs and then go for AV and see about breaking the world.
In civics I'm going to be somewhat bi-polar, at peace Aristograrianism works for me (in SP I usually cottage everything but farms are better here), and coming to war Mil State Conquest and Vassalage (and Theo if we somehow get that far). AV should handle my collateral needs and I'll have Portals (or whatever they're called) in a few cities for the special summons.
Apart from that it's the usual, build cities, build workers, build defenders and get in a bit of infra. I'm not going to micro the game, mostly because I'm too lazy but also because I'm not great recreating worlds in WB.
So basically my strategy is to use the Sheaim as they like to be used and attack early, attack hard and attack often. Hopefully it works.
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What's the plan after Pyre Zombies? I imagine they must become less useful as time goes on. And what are you thinking about for your initial techs? You said Worker techs, but what specifically and in what order? What would you prioritize? It looks like there are a lot of different resource types in the immediate area.
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My thinking is Ag>Calendar>Crafting>Mining>Exploration>AH>Bronze Working. After that I'll be going towards AV tech, and we'll see from there. I know I'm skipping hunting but IMO it is too far off my preferred path to really warrant early teching. In the mid to late game I want to unlock Aristo and the Military Civics, so Feud, Edu, Warfare and Mil Strat to unlock.
Yes the PZs lose their power late on, but the beauty of them over Axes is that they're their own collateral, and with [s]Diseased[\s] Corpses and AV Priests they have plenty of Oomph well into the end game horizon for MP.
As regards the game, I moved the warrior SW, and the scout NE>E. Next turn I pop the hut.
Demographics:
Strange soldier numbers there. I'll see if I can figure something out tomorrow. I'm guessing from GNP someone went with the Merchant for the Wane, but I think Engi was the better choice myself, as the extra gold is stored until you get more cities.
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Ok I've two turns to update. Not very much happened. My scout popped the hut:
Could have been better honestly.
This turn nothing happened except for a bit of movement. So I did a dot map:
The northern borders of Eta Carinae were drawn too far south, but I had the screenshot taken already. They encompass the cow and deer fyi. Also there is room for at least two decent sites, one 2N of the plains wheat on the western seaboard, and one near the cows directly south of the capital. As I don't know enough about either site I'll hold off on plonking markers. And of course these markers are not final.
Demogs for both turns:
![[Image: Demogsturn0002.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/EitB%2029/Demogsturn0002.jpg)
Turn 2
![[Image: Demogsturn0003.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/EitB%2029/Demogsturn0003.jpg)
Turn 3
Ok looking at the demogs, all bar one civ settled in such a way as to only have the lake as a non land tile in the BFC, probably either SIP or 1N to get the cows and deer on line first go. The other person settled, if I read the map correctly, 1E of the starting settler tile, for what benefit I do not know.
Tholal has the extra soldiers, because of Lucian. That was mystifying me until late the night before last. And either everybody went worker first or somebody played silly buggers with the citizen allocation and is not growing quickly enough,
Finally, my warrior will start to come back home in the near future. I feel a bit naked in the cap without him.
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Ok I've played a full four turns, but really nothing happened. The big highlight was finding a bower with a held wraith east of Eta Carinae. My scout exchanged pleasantries and left.
I finished my worker and first warrior at eot of last turn (7), and also completed agri. So I picked calender, and a second warrior, to escort my first settler (animals still attack). And my scout ended up next to a polar bear, so he'll probably end up like Timothy Treadwell.
I have pics but am too lazy to upload to photobucket tonight.
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