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[SPOILERS] scooter peruses RB's Greatest Hits

Echoing on what scooter said, Oxford is very important for late era starts. You’re beginning with no developed cottages or other tile improvements, but you get access to Bureaucracy immediately from the start of the game, plus this national wonder that increases science in a single city by 100%. A strong capital with an early Oxford is the recipe for teching quickly in late era starts. Go back and read the Khmer thread from the Industrial game, OT4E was pushing heavily for early Oxford, and only gave it up to pursue the Taj and Kremlin instead. The thing that helps us in this game is the 6 city requirement, which will slow down any of the Philosophical teams from getting universities up and Oxford in place right away. Well, maybe Suleiman’s Imp/Phi will be able to work around that, but no one else will. That gives us a bit of a grace period in the early game, and I think we’ll pick up Education fairly quickly ourselves. My tentative guess at our ideal tech path would be Nationalism, Constitution, Education (lightbulb), Printing Press (lightbulb?), Democracy.

On that note, we should be thinking a little bit about whether we want to try and set up a lightbulb of either Nationalism or Constitution. Nationalism can be bulbed by a Great Artist, and Constitution will be the choice of a Great Merchant once Nationalism is researched (since it has higher priority than Printing Press). Then we could use the more efficient Great Scientists for the subsequent lightbulbs along the Education/Printing Press research line. The problem is that I don’t know if we’re going to want to tie up precious early population on running Artists or Merchants in a period where we won’t have Representation to buff their output. What does everyone think – worthwhile or better to just concentrate on expanding first and use the better-value Great Scientists for our first few lightbulbs? Need to play around in a sandbox here to get a better sense.

To follow scooter’s point on workshops, they don’t seem viable here out of the gate. Pre-Chemistry tech, workshops are -1 food/+2 production, and that’s dreadfully weak. We can get them to -1 food/+3 production via Chemistry, which makes them semi-viable, but still only as good as a grassland hill mine, which we all know is not an especially useful file. Workshops need Caste System to give them the extra +1 production… except that Imp/Org Caesar absolutely needs to be in Slavery, and to stay there for a very long time. We aren’t Spiritual, and we can’t afford to spend much (if any) time in Caste System until a great deal later in the game. So as much as this would be a neat idea, I also can’t see it working out, and Gunpowder/Chemistry won’t help a lot on the economic side of things. By the way, if I’m posting a lot about economy, it’s because I think we have the expansion side of things essentially wrapped up. We should be able to match or beat any other team with our traits, barring something weird happening.

For tile improvements, it’s going to be a lot of farms and cottages I think. We need more techs to buff up the lategame tile improvements: Chemistry and Communism for workshops, Replaceable Parts (and eventually Electricity) for windmills and watermills. I do think we’ll build a lot more windmills in this game, which was an oversight of our team in the Industrial game, however they kind of need Replaceable Parts before they become worthwhile.

I’m pretty happy with how the snake pick has been proceding. Aside from the run on the leaders that dominated the last game – anyone else amused by how Caesar and Gandhi and Khmer are all being valued so highly? Poor Montezuma! lol - it’s mostly been what we expected to see. With no disrespect to Alhazard, I’m glad that he was the one to land Gandhi. Spi/Phi has a very high skillcap to play, and I’m hoping he won’t be able to get quite as much out of the pick as OT4E did in the last game. Mackoti with cataphracts is terrifying, but I’d rather see him take Byzantium and try to defend against them on this map that has ivory and iron right at the start, as opposed to mackoti landing the game’s best economic leader and snowballing us all out of the game with awesome macro play. Maybe we get lucky and he rushes plako or Nicolae? We can always hope.

We were discussing the Aztecs as a good pick for the Sacrificial Altar earlier, and I’m really hoping that we’ll be able to land that pick. The odds are looking pretty decent that it won’t be chosen; mackoti and Nicolae already have civs taken, and Alhazard/RMOG team have taken non-Organized leaders that don’t seem to have much attraction for the Aztecs. So if plako doesn’t take them (and they would be an odd choice with the third civ pick), I think we’re likely to have them as a possible option. The more I think about it, the better I like Sacrificial Altars for our strategy. They are cheaper than standard courthouses at only 90 production (81 production in this era), which means that with the innate forge and Organized trait they are almost a 1 pop whip (whip with Organized/forge bonuses = 67 production). More likely, a 2 pop whip with heavy overflow into something else. I also think that we absolutely can make use of the 5 turn whip anger duration here. Food costs are also reduced by 10% here in the Renaissance, so it doesn’t require as much food to grow… and we get free granaries in every city. Well, that’s kind of nice. smile Remember that it was happiness that seemed to be the key thing holding back Dreylin/OT4E in the last game, not a lack of food for whipping. Sacrificial altar would dovetail very nicely with the general setup we have planned here.

Furthermore, this looks to be another very lush and green map in terms of resources. Fertile maps favor fast horizontal expansion, while food-poor maps tend to favor building up the few spots that have decent land with heavy individual city multipliers. (Food-poor maps are also about squeezing every drop of production/commerce out of tundra and desert hellholes, of course.) I’m hoping this map will play well to our Imperialistic trait. And you know, we’ve been saying that Cylindrical as opposed to Toroidal design is a nerf to Organized as a trait, but you know what? It’s a buff to Imperialistic! Fertile map + Cylindrical shape + Prince difficulty is an invitation to spam those settlers as fast as possible. That’s why I’ve been pushing for Constitution/Representation and the Statue of Liberty route, as it allows us to accumulate per-city bonuses in the form of free specialists. Just a good fit for our overall gameplan.

It looks like it takes about 23 or 24 food to grow from size 2 to size 4 (with a granary in place and the foodbox already full). That should make it pretty easy to run a 5 turn double-whipping cycle, as we only need about +5 or +6 food to pull it off, which is very manageable on this kind of map. That’s a knight or a library or a worker with some decent overflow, every 5 turns. Growing from size 3 to size 6 for the triple whip is about 40 food, which might be possible for a 5 turn cycle in very high food cities. Note that the capital can instantly complete a settler with a triple whip (Imperalistic + Bureaucracy + forge = 82 production per pop = 246 production on a triple whip), and we probably will want to do this once or twice. Then likely grow the capital on cottages after that. Any non-capital city gets 202 production from an Imperialistic settler whip, so we can get a settler out of any other city with 1 forest chop plus a triple whip. Like I said, I think the capital gets out a settler or two initially, and then the other cities will be able to take over. We can expand *FAST*. I’m really hoping we can land the Aztecs at this point – I want those 5 turn whipping cycles.
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FWIW, I'm pretty much sold on SoL. It just complements our strategy so nicely, and it kicks in way quicker than other prizes. If we land it, we would instantly have the best economy in the game (we can get there much quicker than anyone can get to Communism), and we'd likely also be among the leaders in cities and population. That sounds good to me.

On civ, it's clear we like Aztecs. I think these are the only other options worth considering.

* Holy Rome: Rathaus usefulness and synergy is obvious. I don't think it's uber-powered or anything, but it's still something. Their impossible-to-spell but versatile Pikeman replacement UU would have a nice dual use since we'll probably want some Pikes anyway as Phract deterrent.

* Ottomans: Their UU is nice Phract repellent. Their UB may not be quite as exploitable as the Aztecs, but if you think about it, it might do just about the same thing. +2 happiness without needing to actually build anything (Aqueducts are free here) vs faster happy regeneration after building a Courthouse seems like it might kind of be a wash? If it's a wash, Ottomans are actually a better choice due to the cherry on top that is their UU.

On the Phract threat: I don't want to overstate things too heavily and bend our game around them. But in past games where they featured more heavily, the best defense against them was to have something that made you slightly less attractive as a target than somebody else. As in: why would Byzantium attack the guy with Janissaries when he can attack the guy with Muskets.

(August 11th, 2016, 10:11)Sullla Wrote: On that note, we should be thinking a little bit about whether we want to try and set up a lightbulb of either Nationalism or Constitution. Nationalism can be bulbed by a Great Artist, and Constitution will be the choice of a Great Merchant once Nationalism is researched (since it has higher priority than Printing Press). Then we could use the more efficient Great Scientists for the subsequent lightbulbs along the Education/Printing Press research line. The problem is that I don’t know if we’re going to want to tie up precious early population on running Artists or Merchants in a period where we won’t have Representation to buff their output. What does everyone think – worthwhile or better to just concentrate on expanding first and use the better-value Great Scientists for our first few lightbulbs? Need to play around in a sandbox here to get a better sense.

I only think we should try to bulb Nationalism if we want to take a stab at sniping Taj. I think whoever wins the Taj will be someone who generates 1) the engineer we'll all get and then 2) an artist to bulb it.

The glitch is that it's a really inefficient tech to bulb. We get two tech bonuses (Divine Right + Philo) to amplify natural teching, and if someone DOES bulb it and we meet them, we pick up a small known tech bonus too. Not to mention we only get like 1k beakers out of the artist if that. So if our goal is to get to race to Democracy quickly enough to snag the Statue, I think we can be more efficient with our mix of teching and bulbing. That's without getting into the messy logistics of somehow generating an artist early without Caste or PHI.

Bulbing Constitution sounds more tempting (1 prereq bonus, unlikely to pick up known tech bonus), but that's further away.
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Any thoughts on trying to take the economics merchant to bulb constitution if the person going for Lib takes Astro instead?
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I understand that Oxford is obviously a good building, I just don't know if we'll ever get six good science cities to put Universities in. Is it worth it if, say, we have three fully-cottaged cities and a bunch of production cities? Granted, I'm probably underestimating the number of cities we can get based on the Industrial game (which was shorter, and we didn't have an IMP leader), and we'll have a decent number of cities by that point. At that point, the question becomes how many turns we'll have with Oxford--50? 100?

The focus on the economy aspects of the start makes sense if we have the production and expansion locked down--that's the subtlety you don't get at two in the morning tongue

I agree with the three civ contenders, they seem fine.
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Anyone have any thoughts on the last couple of picks? Does Spi Org have enough raw power to overcome a compete lack of synergy? Is the Dutch pick just wishful thinking and hoping for a repeat of the 33 map? It seems like again no one really knows what is good in an advanced era other than "Yeah the top picks last time sound like a good idea".
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I'll have more thoughts later, but the instant react version is I think the snake pick has been completely normal and expected until that Dutch pick. I don't get that one at all. I believe we were promised at least a little bit of water in the pre-game requirements, but this screenshot makes it very clear it won't be heavily featured like it was in 33. Those coast tiles are only going to be good for the first 70T anyway. If we get to SP workshops, they're awful tiles. If the capital was coastal, Victoria of Dutch would be amazing, though. So that's a bet purely on what's in the fog I guess.

On the flip side, it means if Alhazard doesn't take them, Ottomans are suddenly in play, which I am very seriously considering. I mostly didn't expect them to last this long after Byz fell first.
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Couple quick civ comments.

* If Ottomans are available, I think they're better than the Aztecs. The Hamman strikes me as at worst a wash - +2 happy at all time with no hammer cost vs faster whip cooldown after constructing a building. That doesn't even account for their fairly useful UU.

* France and Russia are suddenly looking available. I think I'd rather really lean into whipping with Aztecs or Ottomans, but it's worth the second thought. Cossacks are pretty far away, though.

* I don't think I'm interested in HRE.
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I think the Aztecs are a much better pick that the Ottomans. Sacrificial altars are cheap courthouses that synergize perfectly with what we're doing: horizontal expansion with lots of whipping. On a lush food-heavy map, happiness is the only thing stopping us from whipping all the time. I think 5 turn whip cycles will be very powerful, and even if for some reason they aren't, cheap Organized sacrificial altars that can nearly be whipped for 1 pop are great in and of themselves.

I don't think the Ottomans are all that great. The Hamman is probably a wash as scooter said, as this map looks to have plenty of happiness and health available (plus we'll be keeping cities relatively small early on due to whipping). +2 happiness on the Hamman misses the point when comparing to Sacrificial Altars; it's not a numerical happiness issue, it's a "speeding up the whip cycles" issue. We can theoretically get much more than 2 happiness from the altars if we can set up the whip cycles correctly. This is one of those things that depends on having a very lush map (which this looks to be) and strong civ micro.

Janissaries are nice, but they do require researching Gunpowder tech, which we would prefer not to do early on. I also think that if we're picking the Ottomans for cataphract defense, we're playing not to lose rather than playing to win.

Don't get me wrong, the Ottomans are a strong civ and a good pick in this era. However, I think the Aztecs are a perfect fit for our leader and the kind of strategy we have in mind for this game. I'm not as impressed with more flat happy/health and a musket that defends better against a rush. Econ UB > solid UU for me.
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Can you talk about the math on the Hamnam vs the Sacrificial Altar? It seems like they're equal at the four whips per ten turns mark (so about one whip ever 2 or 3 turns), and you aren't going to want to whip more than every two turns anyway due to the whip penalty. There's also the fact that the Hamnam comes for free in every city, while you need to build the Sacrificial Altar in each city.* If those are a wash, then you're asking if the other benefits are worth it: a 10 hammer cheaper (4-5 after Org/Ren bonuses) Courthouse versus free happiness that applies even after you stop whipping (which we presumably will at some point?) and the Janissary (which is competing against nothing on the Aztec side).

* Mechanics question: if you whip before the Altar is built, does that penalty get reduced or not?
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I can try to do the math, but I will probably miss something. If we assume every whip is a double whip, and we whip this hypothetical city every time it is available, we get 6bhpt (base hammers per turn) with ottomans and 12bhpt with Aztecs. This means that the extra 2 citizens that the ottomans would have due to the higher happy cap would need to produce the equivalent of 3bhpt each, which seems very doable. The Aztecs also need more food to run their setup, as they need to grow their pop twice as fast. Also, each pop point for the ottomans gets to be productive for a longer period of time due to the longer schedule. If we aren't going for Kremlin we might not want to go for Aztecs.
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