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[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

Lib Nationalism and rush Taj with a GE. That's a classic.
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Tyrmith Wrote:That'd still be some serious fail gold, so at least you could deficit research for awhile anyway if worse came to worse.

This is true, but it would certainly be far less beneficial than an MoM golden age, so I'm really hoping it doesn't come to that. Plus denial is a big benefit really.
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Ok, things that occurred in the last 3 turns. Krill keeps asking for peace and I keep rejecting:

[Image: t182_krill.JPG]

Not really in a position to do damage, but I want to stay at war with him to encourage others to do the same. Plus I'd like him to have to invest resources into protecting himself. The north:

[Image: t182_north_galleys.JPG]

That barb galley actually trapped my settler and slowed the city down by a turn. Demos:

[Image: t182_demos.JPG]

Then on T183, the north situation:

[Image: t183_nroth_galley.JPG]

Ugh, Nakor taking another good spot. Whatever. Next we need to settle that filler spot on our first island so we can have an easy bridge to start colonizing Irene. Scarlet finished a settler this turn and I have missionaries in the area, so I can do that very quickly. Then it'll be time to colonize Irene. Finally, the big moment:

[Image: t183_scarlet.JPG]

At this point, I was just crossing my fingers. I was expecting something other than GE, which would be saved for a GA of some sort. The tech screen which I've been taking screenshots of every single turn to track any Nakor teching:

[Image: t183_techscreen.JPG]

So then T184 came in as you saw aaaaand...

[Image: t184_engineer.JPG]

Not too many times do I vigorously fist-pump over a game of Civ, but it happened last night when I logged in to see this. Quick check of the tech screen and:

[Image: t184_techscreen.JPG]

Still no Nationalism. If he doesn't have it next turn, Taj is ours. Settled a new city:

[Image: t184_newcity.JPG]

Going to need to do some renaming soon. Also killed a barb galley for the XP:

[Image: t184_galleykill.JPG]

That was probably a little reckless, but I just won a 26% dice roll so ROLL AWAY. Odds were in the 80s so it wasn't totally ridiculous, and I get a promo out of it. So that's nice.

Interesting times ahead. Next challenge is solving the tech path and determining what to do with great people. When we launch the golden age, we'll flip into Caste and squeeze out a few more great people for sure. I think I'll flip us into Pacifism for a short while too because why not. SoF can be used to squeeze a great merchant out of, so that's 1 great person. SHould be trivial to get one out of Scarlet too. So I'll try to stockpile a few great people for the second golden age. ALSO. Prioritizing techs and identifying other great people and whatnot.

1) Rifling - the quicker we get to this, the better.
2) Economics - a free merchant that can be used for a lucrative trade mission or a golden age
3) Communism - free spy (golden age material) and State Property will probably be used at some point I think.

So there's more great people to be grabbed. Unfortunately, techs will be CRAZY SLOW because they're so expensive. Also, there's a real question on what to do if we got a Merchant next. Is it worth it to make a trade mission run in that case? My gut says probably yes, even if that delays our 3rd golden age (the 2-man GA). So those are the key decisions to be made right now.
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How many turns did Liberalism take?
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NobleHelium Wrote:How many turns did Liberalism take?

Hard to gauge because I saved up gold for a bit, I sandbagged a bit, and I was also waiting to see what great person I popped. Also, tech costs are higher here than a standard game. I finished Liberalism with enough gold for 2.5 turns of 100% science, so I could have gotten it a few turns ago despite nobody else having Education.
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Don't mind if I do.

[Image: t185_nat.JPG]

Now the big moment... Did Nakor finish Nationalism?

[Image: t185_nakor_nationalism.JPG]

Nope. Rush it is:

[Image: t185_engineer.JPG]

First will be a sprint for Economics. I also have some serious GM points piled up in SoF - a pure GM pool. Once in GA, we'll revolt into Caste (and Pacifism) and I'll hire a truckload of Merchants there and pump out a GM. That'll give me 2 GMs. For sure one will go for a trade mission, probably to Nakor. I think I'll use the 2nd for my one-man golden age to double up. Haven't decided for sure though, as I should have enough time to generate another great person. If I can squeeze out 3 consecutive MoM golden ages though, that would be quite powerful. We'll see. Interesting times. Dropped off a Zerk to start exploring Irene:

[Image: t185_zerk_dropoff.JPG]

We'll very soon be settling the spot on our main island designed to be a culture bridge to Irene and then we'll try to settle as much of Irene as we can.
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Are there any techs you can still pop with that hut?
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.
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Merovech Wrote:Are there any techs you can still pop with that hut?

No, RB Mod change it so only ancient techs could be popped. That means the hut is pretty much worthless at this point. Best case scenario I'll get enough gold for .1 turns of 100% science. wink
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It would have been interesting if you could pop Astronomy. wink
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Woah, deja-vu.
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