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Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[Spoiler] Sian and Pindicator misfires
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So ... Traits, after poking a bit around i believe the usual trait spectra need reviewing when playing Mediveal ... Expansive is much weaker because every city is born with Granery, and Imperialistic is much stronger because Settlers cost more.
It all very much depends on how its believed how the metagame around here is going to be (RB leans toward longer games whereas most documentation goes from the idea that its military, military, military ... specially in other than Ancient) A Open question would be if it would be best to go for a Economic game, or go for a early burn, by going for military asap If going for Economic i'd say that Imperialistic, Financial, Spiritual or philosophical looks most tempting, If going for Military its going to be Aggessive OR Charismatic (depending on if the army is going to be consisting of Mace's or Knights), Imperialistic, and prehaps Spiritual For Civ's. If going Economic, theres England or Spain as the two primaries, aiming at getting around warring at either Redcoats or Conquestiadors) If Military on the other hand the board is slightly more open ... Japan, China, Ottomans, Mongols (specially together with Charismatic for highly promoted Mounted out the door) or a bit less offensive powered one, France which can use Musketeers to keep up with Knights defending the stack or whatever it captures
Ded-lurker reporting for duty! :aar:
I'm always a fan of lining up synergistic combinations. Militarily you could see Charismatic with Mongolia for easy access to level 3 mounted units. Or Agg with France/England for drafted gunpowder fun. Economically, there's Phi with Korea's Seowons, Cre with Mayan Ball Courts, Agg with Zulu Ikhanda, or Org with a HRE's Rauthas. Egypt is an interesting idea of a civ. War chariots have one of the best power/hammer ratios in the game, so they're useful even in mass (if you can afford to have a mass of them), but if you're looking for some early Great Prophets then these are a way to get there. Not saying I recommend it, just that you could get some different possibilities there. Since this is always war I would also really consider the Imperialistic trait. Double GGs and cheap settlers will be two nice bonuses.
Suffer Game Sicko
Dodo Tier Player
given that its AW i'd say egypt is to old, on the basis that their strong point is far to early on, meaning that if people saw it taken they knew that everything was put on one board to make a WC rush
only of the ancient civs i could see going would be inca for the free 'half creative' in Terraces leaning towards england ... Fin/Imp if available? ... given that i'm last in line i should be able to get a good combo where traits and UU/B mesh together
ended up picking Victoria (Fin/Imp) of England
my gameplan (unless map changes it) would be somewhere in the lines of getting a number of cities asap (5 or 6 i guess) and then using my defensive capabilities to stay afloat while more or less Beeing Rifling/Nationalism/(Steel) for drafting a load of redcoats and Trebs or Cannons for shooting down the walls as needed
Yay, that should be a good combination for getting things up and running. Faster cities and more commerce from them.
With Victoria i would guess the first tech would be Civil Service. No guarantee of getting music first, especially with a philosophical leader as an opponent.
Suffer Game Sicko
Dodo Tier Player
It has been years since your forefathers thrived upon the distant green lands of legend. The horrific wars drove you and your people from their homeland across the oceans to this new and strange land. There are still stories circulated about those ancient lands, but you know that the true lesson of the past is that no other civilization can be trusted...from now on, there can be nothing but war until the land is truly yours.
Your start. Have fun!
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