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[SPOILERS] JR4 and RefSteel have a plan

(January 6th, 2019, 23:51)superdeath Wrote: Settings-

AI Diplo - real trade offers only with fish/fish and copper/copper style deals allowed.
Rtr mod - mod with workboat change, unless otherwise agreed upon.
Toroidal wrap. Balanced map but not mirrored. Give everyone a chance to win at t0. Leave everything else to the map maker.
Random rolls of leaders/civs. Ban on Agg/Pro

Normal RB rules of no-dickery.

Players-
Elkad
JR4
wetbandit
Superdeath
Donovan Zoi
Boldly Going Nowhere/Mr. Cairo
Cornflakes

7 players, Charriu/Commodore made map. Who will win?


Sorry for the Zulu/Inca ban. I relied on the information in Superdeath first post in the setup thread.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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@Charriu: No worries. We all had a similar chance of getting Inca/Zulu and I`m used to countering Impis.

The big question is as follows: Will the second longest-standing practical joke of Realms Beyond of us being placed next to the Zulu continue?

The longest-standing practical joke is of course

Quote:
Whenever Pindicator and Commodore play in the same game the following rules are compulsory;
1. Place Pindicator and Commodore next to each other.
2. Distribute resources and make the starts.
3. Move Pindicator and Commodore closer for maximum lurker entertainment.
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You won the pick phase, imo.
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.
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(April 11th, 2019, 12:00)Commodore Wrote: You won the pick phase, imo.

I`m not used to play Cre/Phi but I know that you are a big fan of Cre. As long as we can get off to a decent start there is no reason why we can`t win. The Sacrificial Altar has potential and Code of Laws is going to be a big tech for us.
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Truth be known, if I had realized/remembered that Agg and Pro (and thought Inca and Zulu) were removed, I would have had much nicer things to say about Pericles and about our roll in general! Also, importantly for micro stuff, my examples and concerns about wasted worker turns above are incorrect: I had managed to forget about the free beaker everyone gets every turn (once we've planted a city and aren't in Anarchy) independent of tiles, slider settings, and the rest! This means if we go Fishing first, we'll have Mining T13, and Bronze at least a couple turns sooner than my estimates (more in some cases) - allowing our workers to start chopping sooner if desired. I think there may be some other errors in there too; sorry about that.

BaII makes a good point about considering early growth (and warrior) on the fish: Doing so yields slightly fewer food/hammers overall than improving the pig ASAP, but enough extra coins that it may well be worth it. If I have the chance, I'll try to describe a (few?) more concrete (and accurate) example(s?) tonight.
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(April 11th, 2019, 12:15)JR4 Wrote:
(April 11th, 2019, 12:00)Commodore Wrote: You won the pick phase, imo.

I`m not used to play Cre/Phi but I know that you are a big fan of Cre. As long as we can get off to a decent start there is no reason why we can`t win. The Sacrificial Altar has potential and Code of Laws is going to be a big tech for us.

Mackoti was muttering about CRE being undervalued at the moment in a recent thread somewhere - he rates those cheap libraries (although I think CHA also gets that in RtR currently?). Follow that with cheap courthouses as well (although I'm quoting BTS numbers there) and that could be a strong economy in the classical era, even ignoring PHI.

I do think that you have the most interesting pick, possibly along with Superdeath's uncharacteristic EXP/PHI. I'm afraid with this few players you're probably going to have the Zulu somewhere near you though. Again rolleye .
It may have looked easy, but that is because it was done correctly - Brian Moore
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So, as (deliberately not) promised, here's an example I have tested of a working opening, incorporating Fish First and early growth to produce our lone warrior as early as we possibly can, hoping to at least get a little extra early use we can out of him, while also more or less maximizing total food and hammers produced overall:
T0: Build Workboat, tech Fishing, working the forest hill (1/2/0 - maximizing hammers)
T3: Border pop to 2nd ring; work the plains hill forest (0/3/0)
T7: Fishing complete; Workboat complete; start Mining and a Warrior. Net and work the Fish.
T11: Now size 2; work Fish + plains hill forest (0/3/0)
T12: Warrior complete; start Worker, working Fish + Floodplain
T13: Mining complete; start BW.
T20: Worker complete, start Settler; Worker begins pig pasture.
T23: Pasture complete; work Fish + Pig.
T24: Worker moves toward the desired forest
T25: Worker moves into the desired forest if not already there
T26: Bronze complete; probably start The Wheel. Worker chops.
T28: Chop complete
T29: Settler complete with 14 overflow and 4 food in the bin.

Note we could move to the hill and mine (and/or delay bronze for wheel and road) instead of moving to forest and chopping and still produce the Settler T30: The chop only speeds this up by one turn, but speeds up the next build, whatever it might be, significantly.

Our early game scouting moves will be crucial to help us decide what we're really going to do; what the Scout reveals could drive our choice of second city and everything that leads up to it.

An even more pressing question arises though: Do we have a naming scheme? A couple of suggestions if you're stuck:

1) Working from your thread title, characters appearing in the movie "Plan 9 frrom Outer Space"
Jeff Trent
Paula
Lt John Harper
Col Tom Edwards
Larry
Kelton
Daniel Clay
Eros
Tanna
The Ruler
Gen Roberts
Danny
Edith
Captain
Reverend
Man
Girl
Jamie
Vampira
Ghoul Man
Narrator
Drunk
StretcherBearer
Calder
Cape Face
Grave Digger
Phone Woman
Bible Reader
News Bearer
(Could be continued by starting over with the names of cast and crew.)

2) Working from our leader and the fact he was born far away from Aztec lands, we could name our cities for characters in the play I mentioned, which follows the many voyages of a different Pericles:

A bit about "Pericles," the play:
This play should be impossible - and is very difficult to stage, though it seems to work very well when it gets staged nonetheless - which is one of the things I like about it: Different scenes were written by different people with very clearly different writing styles. One of the authors was more or less of a hack, with stock characters going through the motions of adventures, and reading some of the scenes, you would think the play was unsalvageable.

But then it gets salvaged anyway and I find myself weeping tears of joy over the fates of characters I regarded shortly before as cardboard cut-outs colored in with crayons. This may have something to do with the fact that the other writer was literally William Shakespeare.

Dramatis Personae, more or less:
Gower
Antiochus
Prince of Tyre (Pericles, the title character)
Hesperides (Actually just called "Princess" in the play, but her father refers to Hesperides in such a context that it's possible to sort of pretend it's her name.)
Thaliard
Messenger
Helicanus
Escanes
Lords
Cleon
Dionyza
Master
Pilch
Patchbreech
Simonides
Thaisa
Knights
Marshal
Lychorida
Sailor
Cerimon
Philemon
Servants
Gentlemen
Philoten (Doesn't appear on stage but is named and important to the plot)
Leonine
Marina
Pirates
Valdes (The pirate captain, who like Philoten is named but does not appear on stage)
Pander
Bolt
Bawd
Lysimachus
Diana

(And there are a number of ways to continue the list from there if needed....)
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Sincerly, I dont know why you forbid AGG  and pro, those traits are not the best from my point of view.

I think for example CRE , IMP , PHI ,EXP beeing equal if not better,of course everithing depends of the map, but still. 

There just one trait which is better then the others and is getting better and better while the game progress.
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Sigh, I hope there is a way to connect to Zulan`s server for me. I have little to none experience with these things. But well, assuming someone can help me sort out the problem we have a lot to discuss.

Having just played as Tokugawa I was quite content about banning Agg/Pro in this game but I didn`t push for it. Getting other traits to shine is surely a good thing but I agree that Agg/Pro isn`t clearly better than the other traits. I do think that Pro is very strong but not excessively so. (Cheap Granaries AND good promos!) Let`s see how Cre fares in this game, it`s got potential, that`s for certain. I`m slightly surprised that you value Exp that much, mackoti, but you have won more games than me..

Losing just a single Worker turn is obviously better than losing two or even three. We can go Fishing first and go for a quick Settler. That second city will pay for itself quickly anyway. The naming scheme is very important and we`ll go for one of the suggested themes (just have to think about which).

Assuming we have somewhere between two and four neighbours I guess the chance of bordering Donovan`s Zulus is roughly 50 %. Oh well, we`ll live with that and hopefully outplay him in the long run.
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I thought your plan might have been a cunning one, but perhaps not... wink
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