December 19th, 2013, 13:10
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Yeah, but it's +50% but because the plains hill forest is outside borders, only get +1 hammers for 5 turns and then get +2. Worker would finish eot T10 if you go straight worker. But can't go straight worker, have to go work boat first, and at that point working a food tile to build the worker so actually have to grow to size 2 to work the hill and that delays the worker before PRO will have any effect.
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December 19th, 2013, 13:17
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Ah. I see what you mean. I was thinking about Worker first rather than WB first.. but maybe that's even worse
OK, I expect when I come home tonight I will be convinced to go Egypt
December 19th, 2013, 13:20
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do you still think Imp/Pro with Egypt by the way? We don't want Cha ourselves, do we?
December 19th, 2013, 13:37
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I think if the aim is to rush someone with 2 war chariots then might as well throw all of the eggs in 1 basket. Getting out that worker and settler (due to the multipliers) and then those 2 WC is more important than 3 happiness that will not assist in getting out those units. Not saying that CHM is bad or anything (I think it's OP) but in this instance I wouldn't pick it. IMP looks pretty strong though, cheap markets and banks is pretty damned nice. PRO speaks for itself.
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December 19th, 2013, 19:51
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Does Seven's pick of Zulu change anything? I guess we're not rushing Seven?
December 19th, 2013, 19:57
(This post was last modified: December 19th, 2013, 19:59 by Krill.)
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Well, actually, it might do.
Common meta is that capital copper is ok because can't rush people
Impi break that meta quite well
Horses are often no where near starts, which is why I suggested IMP, to settle for where ever they spawn if we didn't luck out and settle on top of them. So there is that risk that even if settling to the NW to rush someone would work out we end up right on top of Seven and all hell breaks lose.
Personally I think that Seven will not pick a CHM leader, as there are already 2 chosen, and I think he recognizes that it means CHM needs a nerf, or people have bad judgement on trait values. That means that I don't really care for the Zulu pick; I also think that Impi without C1 are shit as rushing units (still amazing defenders though). I do not have any idea what he will pick though.
Realistically, it's up to you to either choose to roll the dice on Egypt, or basically roll the dice on random leader/civs combos.
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December 19th, 2013, 20:06
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Ok. My concern is exactly that this pick means he will start getting Impis early, and will be able to defend a 2WC-rush easily. I'm not concerned about him rushing us
However, your arguments against all other options we could come up with were very convincing. If not Egypt, then what? Wang Kon of India was probably my favourite idea - and doesn't look much better, if at all. If we're rolling dice in any case, may as well get the benefit the chance of killing someone early
So, Charlemagne of Egypt it is
December 19th, 2013, 20:07
(This post was last modified: December 19th, 2013, 20:07 by Krill.)
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Well...you want to really screwball idea?
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December 19th, 2013, 20:10
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December 19th, 2013, 20:22
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Start with Hunting and pray to god that moving the scout onto the plains hill forest uncovers food, and can settle for the crab/corn with the second city.
Realistically think that means that IMP is mandatory and have to get it at size 2; don't need a second worker because can build a workboat to hook the crab.
That leaves you with a choice of Vikings (Fishing)/Russia (Mining)/Persia (Agri)/Mongolia (Wheel)/Khmer (Mining)/HRE (Myst)/Greek (Fishing)/German (Mining)/Ethiopia (Mining)/Celts (Myst)/Aztecs (Myst). Personally, I don't think there are many good choices if you choose this, but Celts are hard to crack on defence and HRE are not bad if you choose IMP/ORG
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