Posts: 7,602
Threads: 75
Joined: Jan 2018
(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.
Posts: 2,914
Threads: 16
Joined: Mar 2017
@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:
Posts: 17,837
Threads: 162
Joined: May 2011
You won the pick phase, imo.
Posts: 2,914
Threads: 16
Joined: Mar 2017
(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.
Posts: 5,024
Threads: 111
Joined: Nov 2007
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.
Posts: 2,100
Threads: 12
Joined: Oct 2015
(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 .
It may have looked easy, but that is because it was done correctly - Brian Moore
April 12th, 2019, 04:10
(This post was last modified: April 12th, 2019, 04:15 by RefSteel.)
Posts: 5,024
Threads: 111
Joined: Nov 2007
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:
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"
(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:
Dramatis Personae, more or less:
(And there are a number of ways to continue the list from there if needed....)
Posts: 3,978
Threads: 31
Joined: Feb 2010
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.
Posts: 2,914
Threads: 16
Joined: Mar 2017
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.
April 12th, 2019, 12:10
(This post was last modified: April 12th, 2019, 12:11 by Zed-F.)
Posts: 2,999
Threads: 49
Joined: Mar 2004
I thought your plan might have been a cunning one, but perhaps not...
|