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[SPOILERS] Nakor and Jester..Second time's a charm :)

Don't look. Really, don't look. :P
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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So I don't forget...(plus Jowry formatted this quite nicely)

Teams: (arranged by pick order)
Jowy + Qgqq - Mansa Musa of Babylon
Slowcheetah - Sury of Mali
Gavagai - Elizabeth of England
Kurumi - Mehmed of Mongolia
Dazedroyalty - Vicky of Zulu
Serdoa + Ichabod - Darius of Sumeria
Merovech + WarriorKnight - Izzy of China
Sian - H. Capac of Carthage
Nakor + CFCJesterFool - Pericles of Egypt
BaII - Zara of Ottomans


Full Settings (updated):

Map: Natural-looking, non-mirrored map by Krill! Checked by Commodore and Regoarrar.
Barbarians: On
Starting units: Everyone starts with a scout
Huts: Off
Random Events: Off
Espionage: Building spies is not allowed. The great spy infiltration action is banned, and great spies are not allowed to leave your borders. Great spies are settled or used for Golden Age.
Corporations: Off
Vassals: Off
Difficulty: Monarch
Tech Trading: No Tech Trading
Diplomacy: AI-Diplo only
Double moves: Honor rules
Bans:
War Elephants
Nukes
Blockades
Gifting except in peace deals
No AP resolutions
Statue of Zeus
Cristo Redentor
The Great Lighthouse
Leaders: Pacal, Willem
Civs: India, Inca

Definition (and explanation) for honour rules
Double moves allowed during peace-time when you do not get an advantage against another team out of it. Double moves are not allowed when in war, to prevent a situation where teams have to log-in at a very specific time. If you are planning an invasion, make sure to have turn split in mind even before officially declaring a war. The aggressor has the responsibility. Once war is declared, you are allowed to contact the other team (or teams) to create a turn split. Special agreements regarding turn splits are allowed if all parties involved agree.

Definition of AI Diplo
You are allowed to use the in-game diplomacy (resource trading, open borders etc.). You are not allowed to exchange emails, chat (in-game or outside), or otherwise discuss in-game events with the other teams. Discussion on technical stuff like turn splits, pauses, IT-problems etc. are allowed.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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And our starting location...



Not a great commerce start. The best place to settle would be on the PHF where the scout is. Hate losing a turn but the extra hammer for the city center (plus losing a food negative tile) makes up for it imo. The capital would have a grass cow (4F 2H), wet corn (6F), and 3 GH mines (1F 3H) for a respectable 13 H/turn.

At first glance, having 4 lakes, Financial would be the trait that benefits the capital the most (ORG might be tempting as well). Lakes providing 3F 3C (with lighthouse) would be a nice early boost until the 4 grass tiles could be cottaged (eventually equivalent to riverside non-financial cottages). However, I could also see grabbing Philosophical and spamming Great People since there is so much potential food. That means FIN/ORG/PHI are useful traits to have (given the start). Obviously, need to add EXP/IMP/SPI (under rated) and CRE (one of my favorite traits) to the list of traits to try for. We pick 2nd to last so my list of possible leaders is quite big. The top leaders on the 'to pick list' are :

Darius - FIN/ORG another one bites the dust
Elizabeth - PHI/FIN picked already, saw that one coming
Frederick - PHI/ORG
Gandhi - PHI/SPI
Pericles - PHI/CRE
Peter - PHI/EXP
Suleiman - PHI/IMP
Vicky - FIN/IMP yep, picked, no surprise there

However, for the fun factor, and not going the typical FIN route (plus will any good FIN leaders be left anyway when we pick), I'd like to nab Pericles as our leader of choice.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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EXP is under-rated?
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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(May 12th, 2013, 15:43)Sisu Wrote: EXP is under-rated?
No, Spiritual is under rated. EXP is fairly judged a top tier trait.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Ah, I saw
Quote:EXP/IMP/SPI (under rated)

And thought you were saying everything in that list was under-rated, hence my reaction.
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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Now I'll go into possible Civ picks. The most useful starting techs for this start imo are Mining and Agriculture. Agriculture is obvious but why Mining? The answer is it allows Bronze Working to be researched first so we can locate copper and switch to a slave economy (plus chop forests).

Secondary starting techs that would be useful would include The Wheel and to a lesser extent Fishing. Fishing might seem strange but the start (unless the scout can reveal a gems/gold/etc. hidden in the fog near the starting settler, i.e. after moving to the PH 3W of the settler) lacks commerce so working a few lakes could be useful to fund research for basic techs. I also need to include Mysticism since without it as a starting tech, doubtful I'd be inclined to go for an early religion (which I hear is real popular in multiplayer smile )

Although I have a long list of candidates, with some consideration to UUs and UBs plus how fun I'd think they would be to play, the top choices I am considering are :

Egypt - The Wheel / Agriculture
Korea - Mysticism / Mining
Mali - The Wheel / Mining
Maya - Mysticism / Mining
Sumeria - The Wheel / Agriculture
Babylon - Agriculture / The Wheel
China - Agriculture / Mining

My favorites would have to be China and Maya but I don't think they will be available. However, until Nakor weighs in, I can't really say for sure what our leader/civ target will be (nor our picking strategy for that matter). Stay tuned...
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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I agree on Pericles, should he be available.
For a civ, Egypt is pretty nice! But we'll have to wait and see....
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Our turn! Shall we pick Egypt first or pick Pericles?
I think going leader first is a better option.
Feel free to post our pick.
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(May 13th, 2013, 11:34)Nakor Wrote: Our turn! Shall we pick Egypt first or pick Pericles?
I think going leader first is a better option.
Feel free to post our pick.
Since we were set on Pericles, I went ahead and chose him first. Gogo specialist economy! I like Egypt well enough. Do we want to try for an early religion? If that is the case, wouldn't Maya be a better choice as our civ? Also, a good case could also be made for China (starts with both Agriculture and Mining) to allow us to tech Bronze Working first. No guarantees we start isolated like PB 8. I think securing copper (if available) should be priority #1. Bad things tend to happen when your opponents have metal and you don't. How do you want to play this? Religion, War Chariots or fast Bronze Working?

Imo, since the other teams picked strong (would be surprised if BAII doesn't as well), immediately beneficial economic traits, we need to be a little more focused on what we do early on. FIN/EXP/IND are very forgiving of early mistakes. We won't have the commerce to do a little of everything (at least from what the starting screen shot shows).
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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