(August 8th, 2013, 01:41)SevenSpirits Wrote: You have a lot of nice discussions here. One thing I wanted to say was: I consider EXP and India to be antisynergistic. Why?
There are two good ways to build granaries.
1) EXP.
2) Chopping.
You really want one of these in order to get new cities productive quickly. Well, a big benefit of India is it's really good at chopping, especially in new cities. So a large part of the benefit of EXP is redundant with it.
That's not to say I would complain about being India and EXP; both are top tier.
That is an interesting way of looking at it and I guess you are right, EXP and Fast Workers are a bit redundant . And it is also rather reassuring to think about it that way - I am very optimistic normally, but not crazy enough to think I would land Pacal of India :D.
BTW, with 10th team just signing up now, I am not even sure anymore I can be guaranteed a non-junk FIN leader ...
So things are getting more challenging ... and more interesting . I may get good excuse to go with Mehmed .
(August 8th, 2013, 05:32)Nicolae Carpathia Wrote: I guess your point is that without fast workers, other ways of quickbuilding granaries may gain strength
@Nicolae: Yeah, I think it is almost a philosophical question here without an easy answer: whether it is better to invest in one area and go to the limits there or spread your strengths more evenly? I was actually tempted a bit to try to go with the extreme approach and was asking if CRE Inca is indeed so bad? On the other hand, spreading your strength sounds much safer and should give more flexibility.
(August 8th, 2013, 01:41)SevenSpirits Wrote: You have a lot of nice discussions here.
Thank you, Seven . As you may have noticed, I digged up earlier your ranking system - which turned out to be for a different situation (blush).
But perhaps you could be persuaded to quantify your opinions on desirability of different leaders and civs in our situation: 10 teams, educational game (I understand room to grow), everybody starts with scouts, Plako's choice of a map and difficulty between Emperor and Monarch.
(August 8th, 2013, 13:46)Maga_R Wrote: But perhaps you could be persuaded to quantify your opinions on desirability of different leaders and civs in our situation: 10 teams, educational game (I understand room to grow), everybody starts with scouts, Plako's choice of a map and difficulty between Emperor and Monarch.
I am hesitant to provide my opinions for this situation in particular since I will be helping with the map. But I can tell you the most recent trait ratings I had. This was for a map where courthouses and lighthouses would both be good buildings.
FIN 10
EXP 9.5
CRE 8.5
ORG 8
SPI 7.5
IND 6.5
PHI 5
IMP 4.5
CHA 4
AGG 2
PRO 0
For starting techs, agriculture, wheel, and mining are the good ones, and the others are bad. Two good techs is worth about 1-2 points more than two bad techs. Strong UU and/or UB is worth maybe 1. Inca 3, India 3.5 (4 on quick).
But this is just my opinion, as best as I've managed to put it into numbers. So take it with a grain of salt.
(August 8th, 2013, 13:46)Maga_R Wrote: But perhaps you could be persuaded to quantify your opinions on desirability of different leaders and civs in our situation: 10 teams, educational game (I understand room to grow), everybody starts with scouts, Plako's choice of a map and difficulty between Emperor and Monarch.
I am hesitant to provide my opinions for this situation in particular since I will be helping with the map. But I can tell you the most recent trait ratings I had. This was for a map where courthouses and lighthouses would both be good buildings.
FIN 10
EXP 9.5
CRE 8.5
ORG 8
SPI 7.5
IND 6.5
PHI 5
IMP 4.5
CHA 4
AGG 2
PRO 0
For starting techs, agriculture, wheel, and mining are the good ones, and the others are bad. Two good techs is worth about 1-2 points more than two bad techs. Strong UU and/or UB is worth maybe 1. Inca 3, India 3.5 (4 on quick).
But this is just my opinion, as best as I've managed to put it into numbers. So take it with a grain of salt.
Thanks a lot, Seven, will ponder that . Since you have not started to work on the map yet, I hoped it was still OK to ask .
The first think that I see is that your ranking indicates that FIN is not necessary a way to go. E.g. Sury (EXP/CRE) would be ranked 3rd or 4th here, and Mehmed (Exp/Org) would be 5th or 6th.
Good picking position, should be happy about it as it allows me to get basically whatever I want - except I still cannot decide what I want . Is India or Inca worth picking first? Or should I simply pick Pacal, if only available?
Teams picking before us are relatively unknown, so they are probably more likely than others to go with some unorthodox choice, so both India and even Pacal are likely to be available at 3rd picking position. Any thoughts?
So according to SevenSpirits rough scoring - and with crude and likely to be false assumption that trait scores are additive - here are top leaders
FIN EXP 19.5 Pacal
FIN CRE 18.5 Willem
FIN ORG 18 Darius
EXP CRE 18 Sury
FIN SPI 17.5 Mansa
EXP ORG 17.5 Mehmed
EXP SPI 17 Izzy
FIN IND 16.5 HC
CRE ORG 16.5 Zara Yaqob
EXP IND 16 Bismarck
CRE SPI 16 Hatty
ORG SPI 15.5 Asoka
FIN PHI 15 Lizzy
CRE IND 15 Louis
Moreover, since India is ranked only 3.5 - and any civ with good starting techs or strong UU or UB would be at least 1, it means that the difference between having first or last civ option would be at most 2.5. OTOH difference between Pacal (1st) and Bismarck/Hatty (10th) - is 3.5, which indicates that leaders should be chosen first, which is what most people do anyway. Moreover, since we get to see the starting position before snake pick, there should be more good picks for a civ, another argument to go with a leader pick first.
(August 8th, 2013, 01:41)SevenSpirits Wrote: You have a lot of nice discussions here. One thing I wanted to say was: I consider EXP and India to be antisynergistic. Why?
There are two good ways to build granaries.
1) EXP.
2) Chopping.
You really want one of these in order to get new cities productive quickly. Well, a big benefit of India is it's really good at chopping, especially in new cities. So a large part of the benefit of EXP is redundant with it.
That's not to say I would complain about being India and EXP; both are top tier.
Doesn't the ability to 1.5-chop a granary make up for that? Mainly, I'm confused as to why you consider chopping into a granary to be less useful when expansive. I think I remember you once agreeing with the argument that ORG Sumeria/Aztec is not antisynergistic, where compared to ORG without a cheap courthouse UU, the hammers saved are less, but the overall cost of the courthouse is still lower, and I think that I see parallels here, just with time saved instead of hammers saved.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(August 8th, 2013, 01:41)SevenSpirits Wrote: You have a lot of nice discussions here. One thing I wanted to say was: I consider EXP and India to be antisynergistic. Why?
There are two good ways to build granaries.
1) EXP.
2) Chopping.
You really want one of these in order to get new cities productive quickly. Well, a big benefit of India is it's really good at chopping, especially in new cities. So a large part of the benefit of EXP is redundant with it.
That's not to say I would complain about being India and EXP; both are top tier.
Doesn't the ability to 1.5-chop a granary make up for that? Mainly, I'm confused as to why you consider chopping into a granary to be less useful when expansive. I think I remember you once agreeing with the argument that ORG Sumeria/Aztec is not antisynergistic, where compared to ORG without a cheap courthouse UU, the hammers saved are less, but the overall cost of the courthouse is still lower, and I think that I see parallels here, just with time saved instead of hammers saved.
I think the problem here is "alternative opportunity cost". I mean, cheap Sumerian or Aztec courthouses are getting even cheaper with ORG, which is great. But "alternative opportunity cost" here is that instead of making already cheap buildings cheaper, you could make expensive buildings cheaper - i.e. play a CRE leader of Sumeria or Aztec.
It seems to work the same way as IND being more powerful if there is no stone or marble on the map.
So I guess the answer to your question is that with fast chopping India can expand fast anyway, so other trait could be more useful than EXP here.