Turns 18-19
We have a few things to discuss before the t20 review. First off, the recent revelation regarding strategic resources, which I really hope we can get fixed.
But, assuming we can't, here are the impacts this will probably have:
- Liberty stronger because you can plant more cities just to pick up strategic resources.
- Order nerfed because people will likely only be able to build one or two factories (Workers facilities gutted)
- Ideologies will fall later because people can't build 3 factories to kick it off, and more SP's will be picked up.
- Depending on the strategic resource situation with city-states, Cultural Diplomacy will be stronger.
- Third Alternative gets a big boost
Generally, and again, it depends on how the late game strat resources are placed, I expect that this will have little impact on the game until industrialization.
Everyone has 2 horses it seems, 4 for us. I'm actually pretty annoyed by this, I wanted to field more Cossacks than that. My UA is not going to have as big an effect because the numerical difference is smaller (8 to 4 vs. 4 to 2), and I will probably want more than 4 horse units. I'm already scrapping my chariot archer idea in favor of archers early because I don't want to tie up a horse resource for a knight later in a chariot archer. However, it's not nearly as debilitating as it will be for Yuri. I'm honestly surprised he wasn't more in favor of making sure we get the problem fixed.
As an aside, Pindicator has 3 horse resources in his part of the continent.
No though, with the general lack of emphasis on horsemen and chariot archers, the horse deficiency won't be felt for awhile. We will be feeling it around knights and cavalry though. The lack of mounted units buffs up ranged units even farther - especially crossbows.
Iron also shouldn't have a terribly huge effect, given that people don't generally build many swordsmen or longswordsman. Pindicator will be hurting, but he apparently is okay with it, so I guess it's whatever....
No though, the biggest effect of this will be that nobody can really frigate rush. I expect everyone to have 2-3 iron. For my part, I expect 2-4. This is not enough to overrun someone. After Galleasess, all ranged sea units require a resource. The lack of iron will make it really hard to attack someone from the sea as the game goes on, and to make progress people will just have to keep ramming destroyers into the city. The net effect is that it's now basically impossible to make a difference on the other continent, so you better hope the other continent doesn't have the runaway.
The effects of little coal are already noted above. It's also worth noting that it looks like ironclads could be strong on this map, but you sure as shit won't be building any now.
Modern war is going to be impossible. Artillery will reign supreme, moreso than usual. The game will probably be over by this point, so it probably won't be an issue. But with a lack of planes, tanks and advanced aluminum units, making progress against an opponent will be near impossible without autocracy. You had better be winning by that point, because the status quo will be very hard to change.
Finally uranium. I think the strategic resource issue is a simultaneous nerf and buff to Russia in general. The iron won't be very impactful. The horse advantage is nice but is less of an advantage than I would have otherwise. It would be a huge buff to me if I had got liberty. But with tradition, it's not an ability I can really leverage. That being said, if the game goes late, the uranium buff will be very nice and potentially really impactful. Twice as many nukes is nothing to sneeze at. That is so far down the road though, that it's not worth thinking about at this point
So, TL;DR version. Our 'variant' won't dramatically change game until industrialization. Liberty empires get a buff, crossbows get a buff, and sea combat is really nerfed. There will be less knights and cavalry running around, but it shouldn't be a huge deal. Modern offensive warfare will be impossible. Nerfs order, buffs autocracy. Pindicator and Yuri got shafted.
I think the reason I'm most annoyed is that if I win this game now, some players are just going to chalk it up to the variant, and won't agree with my assessment that my UA is not made dramatically stronger by this turn of events. I suppose I'll cross that bridge when I come to it. I'll play on either way, but I hope the resources can be fixed.
Anyway, those are all the impacts I can think of at the moment.
So, to bring everyone up to speed on the game:
I defogged the last couple tiles northeast of Wellington.
Not ancient ruins
Oh well.
Also of note in the shot, my other neighbor researched calendar, saving me 2 science! I started on archery. Going to finish all three partially researched techs in the next 4 turns and then go to bronze working to see where iron is. As previously mentioned, going to just build an archer instead of a chariot archer, and probably before my second settler because:
Right where I want to put my 3rd city. My scout and warrior probably can't clear it out on their own. Also of note, I passed a barb brute on it's way to Wellington.
Meanwhile:
Three man continent more or less confirmed. I'll see who the city-state is next turn. I think Capetown or Almaty. After that, I'll probably heal the scout before proceeding.
Finally finished defogging the land southwest of my capital:
I would really like to settle where the scout is. I should be able to get a settler there for t29. At that point, I can also begin ranged attacks on the barb camp.
You'll notice that brute spawned. He'll be attacking my scout on a marsh for a defense malus, but also across a river, so I should end up doing a fair bit of damage back with +40% versus barbs.
Ichabod got an absurdly early t17 Collective Rule. Luck sack. Pindicator got his second policy in Liberty as well. I'm really wondering where Ichabod will settle, and am halfway tempted to send my scout west to be annoying in case it's too far in my direction. It's worth noting though, Ichabod's capital move puts him much farther away from me and Pin than Pin and I are from each other. Just 10 tiles separate me and Pin's capitals. There are 14 tiles between Three Mountains and Persepolis, and between Chardonnay and Persepolis. Ichabod is now officially hemorrhaging gold.
Meanwhile at home:
I grew to size 5 (someone else did as well), bought the sheep, and stagnated to finish the worker this turn and then start starvation settlers. We're three turns out from Legalism, and hopefully only 3 turns out from a pantheon. Here's hoping nobody beat me to building a shrine.
Next turn I'll post the early game wrap up. In the meantime, paging Dr. T-Hawk.
Is there an overflow cap for research? Do you know?
Loved your last write up by the way. Definitely going to use the 'stay at war with the city-state' tactic and the find barb camp with a worker trick
I still need to figure out how I am going to do a worker steal. Wellington or Kuala Lumpur. They should both be building a worker soonish. Ichabod might be going to Wellington. KL is closer, and I want to conquer long-term, but it still might put out a quest for that barb camp. Then again, Wellington might put out a quest for that northern camp. Maybe I should pledge to protect it too....
Anyway, that will be a decision to be made in the turns to come.