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[Spoilers] REM and AdrienIer's thread of football, spamming and blaming it on the mod

2metraninja finally chose Pacal of Portugal !

I've seen him a few times on civfanatics, and you say he's a ladder player. He should be pretty good, but as you said he'll have the weakness of those who usually plays games only till the middle age or renaissance. He did sub Ichabod (I think) near the end of PB13 so he has some late game MP experience. The long time he took to choose his civ could be a sign of indecision, we got the capital screenshots 5 days ago.

Pick analysis : Pacal is great, in BTS Pacal of Inca is my favorite combination, here he's nerfed but still super viable. He'll probably try for early pottery and use his many workers to build as many cottages (away from the rivers at first) he can get. The combination of cheap markets and grocers with fin is very strong (along with cheap banks), his tech rate will thrive if he gets to those buildings' respective techs with a strong-ish position. Portugal, while not a bad choice, is strong only in the late game, and without Imp he'll pay for those feitorias full price. Even though they're cheaper than regular custom houses it's an investment to put one in every coastal city. Once again Victoria would have been a solid choice, although weaker than Pacal until the feitoria comes in. The carrack is a nice UU but IMO not as strong as the Dutch Indianman. It can only transport 2 units and having a bunch of them in enemy territory is too obvious a plot so while it comes earlier you can't use it to properly attack someone by surprise. It seems we have yet another coastal start !
Synergy : No cheap UB, but feitorias along with Fin is strong for 2/0/3 ocean tiles and 2/0/4 coasts so I guess he can make it work.

Edit : I forgot about Dreylin who will play with 2metraninja, but I don't know anything about him.

Now Plako as Roosevelt of Sumeria

Plako was in PB2 and PB13, the two games I followed more closely, and my impression is that he's very capable but more importantly he's very flexible in his strategies. In PB2 he was defeated early and was heading for a game of irrelevance until he built the GLH and made himself an island empire that put him on par with the rest of the pack by the end of the game. His coming back from the dead (only one island city) was superb and proved a real understanding of the game. In PB13 he was clearly in 3rd place behind mackoti and scooter/pindicator for most of the game but used the known tech bonus and the difficult wars of the two leaders to be included in the final draw decision. Once again no one would have bet on him for most of the game but he eventually managed to make a come back. He has a thing for using the right features to their fullest in order to compensate for his weaknesses, and it makes him one of the most likely to win here.

Pick analysis : He picked Sumer first, which means he intends to make a strong opening this time around. Vultures are strong and Ziggurats are interesting. Vultures have the advantage of 1) defeating catapults, 2) not dying to horse archers and 3) being equal to axemen against melee units (stronger with promotions). Ziggurats being available at priesthood means he might want to grab an early religion and have a go at the oracle. He'll get them super cheap at 45h, so we may have to spend espionage towards him at first (in case we're close) because he'll get +2 per city far earlier than us.
He'll probably want to get to priesthood, spam cheap Ziggurats in his cities while building a cheap oracle in his capital. Maybe he'll end up leading the pack this time instead of having to find alternate ways to stay close to the top.

It's our turn ! ReallyEvilMuffin and AdrienIer are Mehmed of Korea.

For the other players we'll probably be the wildcard of this game. They know you have MP experience on gamespy, but how that will translate in your skills for this style of PB games is unknown. I'm probably even more of a mystery, I haven't played MP until very recently and even on CivFanatics I mostly hang around the RFC mod subforum. I hope we'll be the pleasant surprise of this Pitboss !

Pick analysis : First was Korea. You gave them a hint that we chose it partly for the starting techs when you mentioned we were considering moving the capital. Korea is pretty good because it has good starting techs (in the mod at least), a very strong UU that is far more useful in MP than in SP (it does nothing against the archers the AI loves so much, but human players will usually defend with axes) and a good renaissance UB. It's not super strong but it's definitely solid. Then we took Mehmed. Mehmed is a strong leader, exp and org are both desirable traits, with a good possibility for building wealth (cheap markets grocers and courthouses plus lower civic maintenance). But it doesn't have Phi for the cheap UB, and little synergy all around. Of course nothing synergises well with a catapult UU so it's not as bad as it sounds (It would be fun to mix UUs and UBs of different civs to use a citadel with a Hwacha, but of course the citadel comes too late after the Hwacha so it probably wouldn't work that well). The Hwacha is useful for a very long time and so are our traits.

Now HitAnyKey and Cornflakes are Boudica of Egypt

Like 2metraninja they took their time choosing their civ, but it might be less about indecision and more about discussion between the players, as it was for us. I don't know either of them, but they seem to be active members here with a good reputation.

Pick analysis : Boudica was probably the strangest pick of the round, even more so because it was the second pick of all. But it's the most aggressive leader one could take. You have cheap barracks and stables, C1 for all melee and gunpowder and early promotions. Your units will be super promoted and therefore super deadly. Egypt in itself is pretty strong, with an awesome UU and an early UB. I suppose they start with a grain resource or they'll be screwed by lack of worker techs, as they'll want to tech mysticism early for obelisks to become available (and Stonehenge is probably a goal of them). At first the synergy looks fine with this pair, as you can pump war chariots with a promo from a barrack, and you have +1 happiness from the obelisk due to Cha. But in the end many things don't work out so well. You have obelisks as a UB and cheap barracks so you're wasting one cultural building if you build both of them or waste a strong opportunity (making either your UB or part of your traits useless) if you only build one. Your trait gives you cheap stables to go with your UU but the techs for stables is the same one that obsoletes your UU because HA are stronger than WC. Agg and WC do not go together, and I believe they're either wasting a trait (in the early game at least) or a UU.
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We end this with mackoti as Frederick of China.

If I were to describe him in less then ten words I'd go with "the guy who knows how to win". He has intricate knowledge of the game mechanics both for the early, mid and end game, and knows how to use game features to WIN while most of us simple mortals use the features to get into a better spot. In chess this would be the difference between making a move that will take the opponent's queen in exchange for a bishop against a move that will force checkmate in 5. Except that, this being civ it's more like checkmate in 60 turns. With smaller known tech bonuses he would've won PB13 where he was military and tech leader for most of the game. He made a mistake underestimating Fintourist and Old Harry which stopped him from becoming an unstoppable machine but he'll probably learn from his mistakes and won't underestimate anyone this time around.

Pick analysis : As first to pick there is no doubt that he wanted China very much. Probably meaning he wants Agr/Min for his micro just like we do, and he'll use his cho ko nu to destroy someone in the middle ages. The pavillion's only use is if you want a cultural victory, we'll keep an eye on that in the late game (if we survive). Because he really likes org I wasn't surprised to see his leader pick, although I never really know how to use philosophical properly so I'm not sure how he'll play this one. Will he go for a specialist economy ? Because of a lack of Ind/Phi leader nothing synergises well with phi for a SE (maybe Cha so you can grow bigger cities with more specialists) but I'm not sure org is the best one : you'll want to be in some kind of representation/vassalage/Caste/mercantilism/pacifism and the price for those civics isn't too high (vassalage is not the most important one, it's only there to reduce the number of units you'll have to pay for with pacifism but nationhood is good too as it gives you some extra happiness to grow your cities even more).

Lurkers, feel free to comment/disagree with me !
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5th post in a row now... Let's see what traits are the most popular in this game !

Organized 5
Financial 4
Aggressive 3
Expansive 3
Protective 2
Industrious 2
Imperialist 1
Charismatic 1
Philosophical 1

People seem to agree with us about Agg Exp and Org, and Fin is still popular (even though with a BTS game there would have been 6 or 7 fins at least, and 0 Pro).
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(September 14th, 2014, 09:49)AdrienIer Wrote: 5th post in a row now... Let's see what traits are the most popular in this game !

Organized 5
Financial 4
Aggressive 3
Expansive 3
Protective 2
Industrious 2
Imperialist 1
Charismatic 1
Philosophical 1

People seem to agree with us about Agg Exp and Org, and Fin is still popular (even though with a BTS game there would have been 6 or 7 fins at least, and 0 Pro).

Sorry, all my civ time this weekend has been taken up by an epic duel online with an old friend. Over 3 hour game reaching the 1900s! Very good fun, I was constantly on the back foot and severely behind in tech being choked by an iron cap Rome but eventually managed to leverage a production advantage to a win smile

It's nice to see that people agreed with us more or less re traits. I think fin still is powerful but we wanted to play a slightly different game and also I dunno if people have perhaps appreciated the known tech bonus there will be later on. Or maybe I am overestimating it. Plus it actually makes for a weaker start in some ways. As you will not get the bonus riverside you probably should farm/workshop/watermill them preferentially as endgame that will be more powerful. However non river cottages will go 1,3,4,5 commerce, whereas riverside cottages will go 2,3,4,5. I'm not quite sure what the best play as fin would be... Cottage riverside for the initial bonus or save them for mills? That is a headache I'm glad we don't have to think about, although the snowball suggests cottage the river anyway.

Also note no spiritual. I guess unchanged got it less love and people wanted more easy to use traits. All our least favourite traits were low down too so I guess we must be onto something! smile
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I've checked the game, everything looks fine, but I'm kinda in a hurry so because we didn't discuss where to go with the starting scout I didn't play the turn, you can do it whenever you like. I'd go NW with the scout myself because there might be yet another seafood, but N is fine as well. D'you notice the ice isn't here any more but there' still a tundra in the fog so we're probably still in the southern corner.

[Image: 2dh8cu9.png]
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Hey still in work, will be a little longer. Go ahead and play the turn should you wish though. I thought that we agreed to move the scout out NW? That would be my preference to try and stick to the coast.

What is the thing they are mentioning re size though? If the tech costs aren't reduced to large we are likely to have a spare worker turn or 2 going around... Certainly pre bronze as if I remember we were right on time with bronze working, which will delay the settler a turn I think as well.
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It's corrected now, I'll play the turn.
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I don't know what to make of that...

[Image: 30sa5mq.png]
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Hmm. Pop the hut and then either SW or SE? No point saving the hut i suppose as we can't get that many great techs in this mod. Make sure we settle before we pop the hut as I think that we can't get techs unless we have a city (not 100% sure on that but not worth the risk)

Or I suppose we can just leave it until we have more moves available and head another way with the scout to try and snag a few more huts from other players? Actually I'm more in favour of that now I think about it wink
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I'm in favor of popping the tech now, else it means we have to send a unit up there later. It only takes 2 turns, and if we get BW we'll be glad we did it early.
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