Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] One Jump Ahead

[Image: g60gHAO.png]


Settings:

Teams: (reorganized to pick order)
Jowy + Qgqq Mansa Musa Babylonia
Slowcheetah Suryavarman II Mali
Dazedroyalty Victoria Zulu
Gavagai Elizabeth England
Kurumi Mehmed II Mongolia
Serdoa + Ichabod Darius Sumeria
Merovech + WarriorKnight Isabella China
Sian Huayna Capac Carthage
Nakor + CFCJesterFool Pericles Egypt
BaII Zara Yaqob 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
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. You are not allowed to change your unit or city names with the intention to give information to the other players. Discussion on technical stuff like turn splits, pauses, IT-problems etc. are allowed.
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Here's the start so you have something else to look than John Cena's captivating eyebrows.
We've already chosen our first round pick. Mansa Musa. Do you know why?
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Because he was clearly the best option.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Because Financial is wonderful and lack of anarchy is deceptively powerful?
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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What Commodore said.
Ok Civ comes down to if we want to go worker or workboat first.
Worker if a agriculture tech gets us AH in 15 turns (standard worker build time).
If so we go China (if at all possible) and research either BW or fishing first.
If not we get a fishing/mining or fishing/agriculture and go workboat to worker.
Fishing mining is in there so we can choose Rome smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Krill's posts made me think it's going to be a Big N Small style map. Something like snaky continents and every landmass connected by coast. Definitely a water heavy map, even if it's no archipelago. Financial was in our minds before seeing our start, and once we did, oh boy financial was a lock. Choosing between Mansa and Huayna was easy once we saw our start: low on hammers and forests, and the best wonder for the map is banned. Not to mention Mansa is probably stronger overall.
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We're going to have to choose our Civ and starting approach before getting to move the scout. If we choose a Fishing civ, then we're bound to settle on the forested hill to grab both seafoods. It's our number one option of course, but I do like the idea of moving in-land if we scout something good there and leaving the seafoods for a city in the south. We have to spend at least one turn moving in any case. Not sure about the micro yet, haven't put much thought on it, but I'm worried we run out of stuff to do with the worker.
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(May 12th, 2013, 15:21)Qgqqqqq Wrote: Fishing mining is in there so we can choose Rome smile

Are you crazy! Last two PB's I ruined for myself with early wars, now you want us to pick a Civ that's the expert in that? lol

Good Civ to go with if it's still available when the pick gets back to us
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Okay so Agriculture gets it in 13 turns.
I thought about comparing workboat and worker but...nah smile
It'd take an extra turn, and we don't have any decent hammers here so...yeah lets go with worker.
That means we need agriculture leaders - in order of preference Mining>>>>Fishing=Wheel>>>>>>>>>Anything else
Not sure how I'd rank fishing and wheel really, depends how early we want to start.
This means, based on other factors:
China>Egypt>Agri/Wheel (there's a leader picker on CFC, but I can't access it atm) or Agri/fishing.
Those I can remember are France, Dutch(!), Ottoman, and Sumeria.
Thoughts?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Sim:


Attached Files
.zip   Sim Pitboss 12.zip (Size: 22.44 KB / Downloads: 1)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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