September 12th, 2014, 11:20
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Hi, Dreylin, nice to play together
I want to post a few words about arabia, egypt and religion overall. I dont think it is good idea to rush for holy building. I see a few cons in it based on my experience.
1) First of all we will have to change tech path to acquire some religion first. Egypt has no myst starting at all. And even if we pick arabia, we dont have oasis or at least lake to rush for it. Our start is good to start from worker and focus on agriculture first (if corn is irrigated especially).
2) It is hard to put half of the world in our religion in multiplayer anyway to have extra profit, so we can only expect to have income from our own cities.
3) Prophet as the first GP interacts with the Scientist and I am not sure how soon GP becomes better.
4) Early religion, your own religion makes it harder to get more religions from other players. I often make 4-5 monasteries in cap and it gives almost like another academy.
There are many possible ways to get GP later without big investments. Map is favorable for wonderbuilders. Or we can just conquer somebody who spends a lot on religion races.
I am not against Arabia and I fully understand that my idea to pick Port is somewhat extraordinary, but I have a feeling that it can work
September 12th, 2014, 11:24
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The wisest pick would be ottomans of course.
September 12th, 2014, 14:33
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We don't need wise!
I had already realised from my brief sim that going Religion first would be a mistake, but trying to time for second city settling has value. I also think that an early religion in a big game with natural spread would give a good return. As for Priest vs Scientist; yeah we'd have had to either generate one then the other or do in separate cities - yeah would need more consideration.
Anyway, we've picked Portugal, so we'd better hope there's a lot of water nearby!
September 12th, 2014, 15:37
(This post was last modified: September 12th, 2014, 16:02 by 2metraninja.)
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There is always water in RB maps. There is always a lot of coasts in RB maps. There are always a lot of resources and lush land in the RB maps. And there is always somewhat equal land for the players in the RB maps. We will be good.
September 12th, 2014, 19:44
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(September 12th, 2014, 14:33)Dreylin Wrote: Anyway, we've picked Portugal, so we'd better hope there's a lot of water nearby! Oh we have plenty of time to find water
September 13th, 2014, 06:02
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About the hut, usually I pop it with city without paying too much attention. There is only one small thing that if you receive map with scout you can get some more information to choose cap placement, while I cant imagine that we can reveal anything important with a single scout movement.
I also found out that getting exp from hut is impossible in this mod. So there is about 20% chance to get map and 5-10% to get scout.
PS: I dont say that I am happy to get map, but at turn 0 it can be not that bad.
September 13th, 2014, 08:21
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(September 13th, 2014, 06:02)OT4E Wrote: I also found out that getting exp from hut is impossible in this mod.
Are you sure about that? At least in previous versions of the mod (ones used in PB13 & PB18 for example) getting XP from huts is possible and I could not find any change to that when I scrolled through the mod description very quickly.
Anyways, good luck with the game for the whole team!
September 13th, 2014, 08:45
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I don't think we want to change the Cap placement - we want the Sheep first-ring as it's the best tile to work for building the opening Worker (we need 3h to trigger the EXP bonus) and we want the Corn 2nd ring for the first improvement. Additionally, settling on the Sugar gives us +1f from turn1, and although it might be surpassed later by Plantation income, it would be a longer time and the early benefits probably outweigh the long-term.
I think we found the city, see what else that reveals and then decide on Scout move.
September 13th, 2014, 09:16
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(September 13th, 2014, 08:21)Fintourist Wrote: (September 13th, 2014, 06:02)OT4E Wrote: I also found out that getting exp from hut is impossible in this mod.
Are you sure about that? At least in previous versions of the mod (ones used in PB13 & PB18 for example) getting XP from huts is possible and I could not find any change to that when I scrolled through the mod description very quickly.
Anyways, good luck with the game for the whole team! I am not sure, but I have done 300 test runs.
(September 13th, 2014, 08:45)Dreylin Wrote: I don't think we want to change the Cap placement - we want the Sheep first-ring as it's the best tile to work for building the opening Worker (we need 3h to trigger the EXP bonus) and we want the Corn 2nd ring for the first improvement. Additionally, settling on the Sugar gives us +1f from turn1, and although it might be surpassed later by Plantation income, it would be a longer time and the early benefits probably outweigh the long-term. Yeap. Cap placement is perfect and I dont know what can be revealed to make us change our mind.
Sugar has almost no later effect. Now it gives +1 food, if we manage to make plantation it still gives 1 food compared to green farm. I also expect that most of players have same starting position and choices. So I guess that we will see many capitals with extra food from the city tile. Surprise me that we wont... I am trying to say that mapmaker would less like hide extra resourses around cap circle and give anybody extra doubts about where to plant.
September 17th, 2014, 15:57
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Sooooo:
1) Is the corn Wet?
2) What's the password? (So I can try to log in and mess things up by accident)
3) Are we going to run some sort of theme naming scheme thingy?
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