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Hashoosh completes his 5 year plan for domination of the Andes

Players stay out, or be forced to have an increased quota in next years 3-year plan nono
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For those who are interested in logging in (feel free) password is
jimbeam
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Good luck!
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(March 3rd, 2014, 14:28)Atlarge Wrote: Good luck!

Thanks! Haven't seen you around in the PB16 thread lately
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Welp, Stalin (Agg/Ind) of Inca. Should be interesting. Inca is anti-synergistic with Aggressive, but in a 34 player pitboss, what the hell you gonna do about it?

Nerfed terrace + aggressive barracks = frown

At least we'll have some vanilla Quechuas to go do some early hammer or maybe a choke. I'm leaning strongly towards launching a crippling choke against a neighbour in the first 30 turns, try to prevent metal hooking. Only people who can actually counter an Inca choke are Mayans or Mali. Everyone else needs to invest a lot of hammers into getting out of it.

Game plan is to use aggressive to claim an unfortunate neighbour's land, maybe combine it for an early metal casting and a shot at a strong early wonder for Ind to use via Engineer specialist.

Should be fun, aggressive will last me the whole game, Industrious not so much. Ind is actually going to be a pain to leverage on such a massive game. But hey, maybe that's what everyone's thinking and I'll land every single wonder! twirl
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I'll be rating this presently. Wait for the edit


0. Whosit Sulieman America
Pro/Spi - Agri/Fishing - Minuteman/Mall

America's still pretty weak, and if there's no water nearby he's only got 1 starting tech. One of the weaker pairs, I'd say.
Pro is still very nice, and if Whosit knows what he's doing Spi is one helluva trait

8. Azza/Washington/Arabia
Exp/Chm - Myst/Wheel - Camel Archer/Madrassa

I like the Madrassa a lot, but other than that I can't say I love Arabia. Very little robustness in their starting techs, having to tech Agri/Mining/BW/Hunting or some combination thereof to get off the ground. Expansive's good, charismatic's meh still.

18. Old Harry + Fintourist/Victoria/Aztecs
Fin/Imp - Myst/Hunting - Jaguars/Sac Altar

Imp will be very strong on such a tight map, and with Fin + cheap courthouses acting in support, this is actually a pretty good pairing. It will shine with the Base BTS animal husbandry resources, but if not they'll have a longer tech path than optimal in the early game. Jaguars are great in RBmod, with the possibility for Woody 3 swordsmen running around whacking your cities with the planned +50% city attack.

14. Ruff_Hi/Willem/Babylon
Fin/Cre - Agri/Wheel - Bowmen/Garden

Willem's still Willem, despite the nerfs that have been imposed on him. Great starting techs, solid UU and weak UB. This could be dangerous based on the merits of the leader alone.

31. WilliamLP/Sitting Bull/Byzantium
Pro/Phi - Myst/Fishing - Cataphracts/Hippodrome

RBmod has killed Byzantium full out. I don't understand why it was bludgeoned so hard, but str 11 cataphracts will still be nothing to sneeze at. Without water, this will be an awful start for William. Pro is ok, but phi will only work with a capable leader. We'll see if William's up to the task!

23. Jowy/Alexander/Carthage
Agg/Phi - Mining/Fishing - Numidians/Cothon

C1 horse archers means he can get to triple promo's with just a stable. That could potentially mean formation Horse Archers just running out fucking shit up. Jowy's quite the aggressive bugger too. Mining Fishing is adequate, not the best. Will be scary if he can leverage Phi well enough.

24. Barry Lyndon/Hatsheput/Celts
Spi/Cre - Myst/Hunting - Dun/Gaellics

Not sure how I feel about the Celts in RBmod. At least hunting's been boosted enough to make them worthwhile. G2 units running around will make hill plants the biggest headache in the world, and can subvert defensive dotmapping by allowing double-moves through hills. Might be a little scary, especially if he knows how to SPI.

15. pindicator/Qin Shi Huang/China
Pro/Ind - Agri/Mining - CKN/Pavillion

Strong starter techs, cheap granaries, and industrious forges (with cheap MC). This could mean that he has his choice of an early wonder given early chops and food hook ups if he has a grain start. Will be interesting to see how pindicator plays this Vanilla Pairing.

6. Cyneheard/Mehmed/Egypt
Exp/Org - Agri/Wheel - War Chariot/Obelisk

Cheap buildings galore and the baddest guys on the block for the first 50 turns. WC would make me keep my distance if I was his neighbour. Except, I've got Quechuas + C1 so if he IS my neighour I'll make sure to choke his horses.

4. Dhalphir/Hayuna Cupac/England
Fin/Ind - Mining/Fishing - Redcoats/Banks

No help from his traits unless he has a seafood start, and then he's in a bad place anyway. Maybe he'll go for a gimmicky FIN-Colossus for uber coasts, but he'll be toothless in the early game and if I'm his neighbour I'll rush the hell out of him. No love between teammates Dhal, you've been warned. Or not. lol

13. dtay/Mao/Ethiopia
Pro/Exp - Mining/Hunting - Oromo/Stele

Strong civ for techs in RBmod, weak UB and I'm not sure I understand first strikes enough to comment on the UU. But since they're PRO it'll be a bitch and a half to kill them in a city... Oh, and he's got vanilla Exp granaries too. Given dtay's proven skill, this could be a good pairing.

11. Qgqqqqq/Ragnar/France
Agg/Fin - Agri/Wheel - Musketeer/Salon

Ragnar's stupidly strong in RBmod, and aggressive musketeers mean a renaissance war with Qgq could get ugly. Agri/Wheel's strong as ever, this is a great pairing and I'd love to take it from his cold, dead hands.

2. spacetyrantxenu/Kublai Khan/Germany
Cre/Chm - Mining/Hunting - Kanon/Assembly

Blank civ until steel, I don't like Germany much in RBmod over BTS. Maybe they should be given an ACTUAL relevant UU or UB, right now they're still sitting at too little too late. Cre Chm is good, at least Chm doesn't want Obelisks anymore.

32. Oxybaii/Catherine/Greeks
Cre/Imp - Hunting/Fishing - Phalanx/Odeon

Wants fishfood or pastures for sure, not sure he'll get them. The CRE odeon is a bitch and a half to do anything to, and it'll make sure he can go vertical if he's able to leverage that IMP. This is a fun, synergistic pairing for sure.

21. darrelljs + Ichabod/Joao/Holy Roman Empire
Exp/IMP - Myst/Hunting - Rathaus/Landschneckt

Joao is still Joao, and HRE is great for bumping down those city maintenance costs that he can rack up. Unfortunately he needs agri/wheel/mining/bw to really start rex'ing like a madman. UU isn't all that good.

27. Hashoosh/Stalin/Inca
READ MY ANALYSIS ABOVE. OR DON'T. NOT LIKE ANYONE IS ACTUALLY READING THIS, WITH WHAT, 4 LURKERS LEFT?

34. Sullla (lurker civ)/Fredrick/India
Who's this sucker? India sucks in every version of Civ.

25. wetbandit/Montezuma/Japan
Agg/Spi - Fishing/Wheel - Samurai/Pagoda

Agg/Spi is a good all rounder, but SPI needs something strong to support it since it's a blank trait in the early game. Aggressive does carry with it the reduced city maintenance and faux-cre. Aggressive Samurai will be a hassle if we get there, and the Pagoda's a nice boost to a good building you want a lot of anyways.

Part 2: Electric Boogaloo to follow
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you have been lurked! good thoughts, keep 'em coming.
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28. Dazedroyalty/Elizabeth/Khmer
Fin/Phi - Hunting/Mining - Ballistaphant/Baray

Elizabeth is a strong ruler is the hands of a capable player, but it pays truth to the adage of being in bed with two women who both demand full attention. FIN wants cottages eveywhere, and treats every tile as a river tile for purposes of cottaging past the first stage. PHI wants heavy food surplusses for that specialist economy, and many citizens need to be spending turns not working the cottages. We'll see how he pulls it off. The UU is amazing, the UB is niche and not that great at 100h.

29. MYKI/DuGaulle/Korea
CHM/IND - Agri/Mining - Hwatcha/Seowon

In the days of yore, this would have screamed Stonehenge rush, but the changes to CHM have changed that. I don't like charismatic much, and with industrious' changes this is actually an awful pairing in a 34 player IMO. Korea is good, China 2.0 with a UU that you'll use anyway (whether or not it has the bonus against melee) and the same goes for the UB, bumping up your tech rate a little more from Universities. Good civ, weak leader. Wants oxford badly.

19. Catwalk/Saladin/Mali
Pro/Spi - Mining/Wheel - Skirmisher/Mint

Cheap granaries, protective skirmishers and spiritual. This is a game that wants to REX and be left in peace. Will be impossible to crack in an early war unless Catwalk messes up badly and doesn't take archery for some reason. I do NOT want to start next to a protective Mali. Not with my gameplan.

9. Nakor/Darius/Maya
Fin/Org - Myst/Hunting - Holkan/Ball Court

Darius is, as always, a power leader. With holkans he can't be choked in the early game, and ball courts are a great Colosseum UB. Nakor needs to grab a big enough land lead and go vertical, hard, with his Ball courts and org courthouses. This is a strong leader, let's see if the player's able to handle it.

1. Krill + Novice/ Lincoln/Mongolia
Chm/Phi - Hunting/Wheel - Ger/Keshik

Yuck, my two least favourite traits. CHM gers will be scary, and krill does seem to have a propensity for the Horse Archers Keshiks. This is one neighour you want to stay the hell away from, triple promo keshiks is downright terrifying.

17. The Black Sword/Gandhi/Native Americans
Phi/Spi - Fishing/Agri - Dogs/Totem Pole

Not a fan of native america, but Gandhi's a strong leader for a top end player. If TBS knows how to leverage both of his traits he'll be zooming along. If not he's got a blank leader for a mostly blank civ.

12. yuris125/Tokugawa/Dutch
Agg/Pro - Fishing/Agri - East Indiamen/Dykes

Toku's actually pretty good in RBmod, cheap granaries and cheap barracks means he's got two key buildings for a pittance in every city. After that if he makes it to steam power, the Dutch UB is a free Moai in every single river city, and the East Indiaman fucks shit up at Astro. Agg/Pro means if he's ever on the defensive past Gunpowder he'll be getting double promo units from drafts crazyeye

33. Scooter/Shaka/Ottomen
Agg/Exp - Agri/Wheel - Hammam/Jannisarries

Agri wheel is solid, expanisve is still solid and aggressive can hold up the early expansion of EXP. Plus, the discount on Hammams is very nice indeed. Jannissaries are great for cracking Longbows or countering Knights, they'll mess everyone up if he gets to them first, especially given that he's Aggressive so these are C1 Jans. But to use them, he has to be in a tech lead already.

20. Bacchus/Churchill/Persia
Chm/Pro - Agri/Hunting - Immortal/Apothecary

Solid starting techs, decent traits, but I'm not a fan of CHM in this mod. Pro is good, apothecaries blow and the Immmortal is pretty good if used correctly. They're one hell of a bitch to dislodge if they're covering your copper supply, especially if it's on a hill. shakehead

16. Molach/Genghis Khan/Portugal
Agg/Imp - Fishing/Mining - Carrack/Feitoria

Wants a coastal start, but Agg/IMP is a very good combo on this setup. Lots of players in tight quarters means settling races for land, and aggressive barracks/city maintenace reduction to make sure you keep that land. Mid game they can grab a good advantage at sea, and with cheap Feitorias Molach can have a third trait for his coastal cities.

26. AutomatedTeller/Peter/Rome
Exp/Phi - Fishing/Mining - Praetorians/Forum

Synergy alert! If AT knows how to Phi, the forum is a great little boost to that, especially if he's expansive and they're cheaper than usual. EXP is a great trait, let's see if he can use it to start that snowball. The Praets, while nerfed, are still highly dangerous, and with a +50% vs cities he can rush someone and bash heads in if he so desires.

7. Boldly Going Nowhere/Pericles/Russia
Phi/Cre - Mining/Hunting - Cossack/Research Institute

I love Russia, and on a map with so many civs, Cossacks will be very relevant. The RI is a nice little boost to a building you already want, while the starting techs are good. Unfortunately, PHI means he'll be on his own for the first few dozen turns with Creative, so it will remain to be seen if he can hold up the early game.

5. BRickAstley + Mardoc/Wang Kon/Spain
Fin/PRO - Fishing/Myst - Conquistadore/Citadel

Wang Kon's actually pretty good in RBmod. The nerfed and buffed traits put together for some fun times in the early game and long term staying power. He's also financial spain, so if he starts on a lake maybe he'll go for religion? The UU's awesome, a later Immortal, but the UB's got too small of a window to make much of an impact, though it is discounted via his traits. Never mind, PRO doesn't get cheap castles.

22. Caledorn/Brennus/Sumer
Chm/Spi - Agri/Wheel - Vulture/Ziggy Zags

Well this is a hard couple of traits to do well with, but it's also great if you know how to SPI, and for warfare Chm can break the late game, if used correctly. Sumer's a good starting civ, and SPI's propensity to go down the religious tree for use of its civics is rewarded with a cheap courthouse at Priesthood. This could be a fun pairing if Caledorn's up to it.

3. plako/Charlemagne/Vikings
Chm/IMP - Fishing/Hunting - Zerk/Trading Post

Charlemagne's good in RBmod, faster GG's can be broken with the CHM trait for like a zillion promo units running around. IMP means good land grab, CHM means they can go vertical after grabbing that land. Unfortunately these Vikings aren't the roided-up Naval killing machines of PB13, they've been kneecapped pretty hard by Krill&co. Still, plako's a high calibre player, let's see what he can do with this pairing. Or he could re-roll.

Who knows? Oh this is half the fun already! lol

10. Cheater Hater/BismarkZulu
Exp/Ind - Agri/Hunting - Ikhanda/Impi

I love Zulu, and I love them even more in RBmod. If they were led by Shaka this could be an amazing pairing. But they aren't. Bismarck's good, but no synergy with his civ. Impis running around mean this is a fucking annoying neighbour to have in the early game, as retep could probably tell us alright
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(March 4th, 2014, 10:35)Ceiliazul Wrote: you have been lurked! good thoughts, keep 'em coming.

Lurker number 2! Alright, pop out the champagne boys it's dancing time
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Well this sudden glut of lurker replies is going to make me have to give clues to the naming scheme

[Image: Sx9rv2X.jpg]
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