God this game. I wonder just how Seven managed to sort out that code...
[SPOILERS] - Available to new home, slightly used civ, 1 previous owner
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I just wanted to comment quickly on something in your trait analysis/commentary: I liked the way you described CRE changing one's early game dotmap and expansion style (beyond the obvious 2nd ring food is now not such a problem thing).
I think one of the best things about RBMod/RtR is that you have a larger amount of traits that impact your early game and they do it all in a different kind of way. EXP workers/WBs, IMP settlers, PRO granaries, CRE for greedy land grab and flexible dotmap, AGG main. reduction or FIN cottages enabling couple additional cities before one has to get Currency or some other boost, and so on.. Especially in this case where the nature of the map is already known to players I think it's an interesting task to figure out, which of those traits gives the best tools for achieving the strongest mid-game position. Just my 2 cents, good luck!
Yeah that mid-game position around T75 is what I think each player has to aim for. Here, I think Mehmed is the ideal leader, but I think I may have to give up EXP if I have a seafood start, and due to the sheer number of tiles FIN may be a better choice.
I just want to see a starting screenshot
Not sure. All my city names are abbreviated to two or three letter abbreviations cos I'm lazy so there is a chance.
I'm kinda hoping I have the same start as last time and everyone else is shifted around.
I wanted to play Mehmed of HRE, but this is an awesome Joao of Khmer start. Hunting to hook the pigs, Mining to mine the hill 1S of the capital, and go BW first, EXP gives first worker eot T9, and IMP means I can then get settlers out eot T26 and T28 with a revolt to slavery on T25. Second worker would finish eot T22. EXP still gives cheap Aqueducts for the +1 food. I'd rather take Ottomans for +2 happy, but the food is useful here.
The issues with this start is it's going to be commerce poor unless I mine the river hills. If I'm doing that, then I want to leave my capital at size 5. It can grow up to size 7 on the pig and work the hills, wouldn't need a granary so I can delay pottery for that...the aim would be to cottage every tile, use the capital to build the workers and settlers, which means I'd need to grab as many happy resources as possible ASAP to use those tasty hills. Capital gets HE and builds the military, moving the palace else where. There is enough food to cottage the capital here, it's like cottaging plains tiles though. Quote:The issues with this start is it's going to be commerce poor unless I mine the river hills. You mean to say cottage here?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Nah, mine them. For the first 45 turns of a huge map unless you can go Pottery first you are going to be running off incidental commerce: Simply working the pig and 4 river hills will help me get to Pottery before I go bankrupt. On top of that, I think I'm going to split off either the rice or the pig (preferably the rice because that gives me wider spacing) because the capital doesn't need both until size 8.
On this start, you must start with Hunting or research it first. The rice can be ignored: with EXP/IMP mining the hill 44 of the capital gives a 4 yield tile but when building a worker it's a 5 yield tile, settler it's either a 5 or 6 yield tile depending on rounding and breakeven points. Using that for a brief burst of expansion allows a worker to migrate to the rice and start hooking that immediately once Agriculture comes in around T27 if I go BW>Agri. And I want to go BW>Agri because I need to chop forests to get out those settlers so quickly. The worker micro even matches up perfectly with both workers finishing chops on the same turn. Likely tech path for Joao here is BW>Agri>Wheel>Pottery, but if there is a seafood tile I need to hook I would fit in Fishing before Wheel. I want to settle cities to the west along the river for the free trade route and to the east to split off the rice, but that really depends on food resources. I still need to evaluate other leader options.
Point about that Hut though, it can pop a tech, but shouldn't be able to pop barbs. Any tech would be solid IMO, although I'd probably prefer a scout to Mysticism and Masonry. I think that a scout on T5 would be the best thing I could get, giving me a chance to pop a bunch more huts. Map might not be bad either if I can keep the starting scout alive. Popping BW would be best though.
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