Yeah, I don't expect to last long...
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Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
[Spoilers] Dreylin's short visit to a late Era
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(March 8th, 2016, 10:48)BRickAstley Wrote: Game Rules and Settings:
Hey man I'm super interested in this variant, are you interested in a dedlurker with minimal time? In any case what are your thoughts about picks? I sense that bulbing techs may be crucial, along with workshop spam.
Howdy! Happy to have someone to bounce ideas off - helps get me out of my more indecisive moments!
TBH I haven't put a lot of thought into picks yet, but both PHI and SPI seem like they should be pretty strong traits, while some of the other traits lose out due to pre-built buildings (I see only 1 EXP on the list). I also need to keep reminding myself that this is Base BTS since I've got the mod traits in my mind. Also ORG for cheap Factories. I took a quick look at the civics last night and got as far as starting in Merc for quick GP and Serfdom to speed Workers. But I think there's a lot of potential to want to change them as we go. (although I said that when I selected SPI for the late-era EitB game and I have switched civics exactly 0 times since saving the first 2t of Anarchy ) This is Base BTS, so Traits, UB, etc. are also as such ... i.e. not as balanced or as front-loaded as in RtR. I also checked the Wonders available, and there are only 2; Taj and Statue of Liberty. PHI Engineer into rushbuild either of these might be a strong opening, although not sure if we'd get the whole of SoL, and there's no Copper in sight. That's about as far as I've got; need to spend some more time looking at traits, but especially the UU/UB combos. (March 11th, 2016, 10:15)Dreylin Wrote: Howdy! Happy to have someone to bounce ideas off - helps get me out of my more indecisive moments! Excellent. (March 11th, 2016, 10:15)Dreylin Wrote: TBH I haven't put a lot of thought into picks yet, but both PHI and SPI seem like they should be pretty strong traits, while some of the other traits lose out due to pre-built buildings (I see only 1 EXP on the list). I also need to keep reminding myself that this is Base BTS since I've got the mod traits in my mind. Also ORG for cheap Factories. Yeah my mind is set to RtR now, it's hard going back. With the 3 pop cities the expensive settlers are a great deal so to me that buffs IMP and but yeah EXP feels a bit weak with no buildings. PHI stuck out to me immediately as a winner but I can't think of a great beeline, REX with no regard for eco and bulb the way to railroad? Cheap factories would be great in a hammer economy. (March 11th, 2016, 10:15)Dreylin Wrote: I took a quick look at the civics last night and got as far as starting in Merc for quick GP and Serfdom to speed Workers. But I think there's a lot of potential to want to change them as we go. (although I said that when I selected SPI for the late-era EitB game and I have switched civics exactly 0 times since saving the first 2t of Anarchy ) Merc and Serfdom stood out to me, with the availability of workshops I think slavery is not worth it but worker whips could be great early on. With the religion pop on t5 I was toying with the idea Pacifism to accelerate the GP, it could be a gamble depending on where the holy city pops. Emancipation is an interesting question, are cottages worth it at all when 3 hammer workshops are available? I feel like there may be some math to do here () and it does raise the question of how to generate a meaningful amount of beakers in good time. (March 11th, 2016, 10:15)Dreylin Wrote: I also checked the Wonders available, and there are only 2; Taj and Statue of Liberty. PHI Engineer into rushbuild either of these might be a strong opening, although not sure if we'd get the whole of SoL, and there's no Copper in sight. I'm not sure about a Taj rush but SoL could be great long term. As for UUs *cough* panzers *cough*.
Cards on the table, my first thought was to take Russia and go Cossack someone(s?) to death though I fully recognise that is unresolved scar tissue from PB28. Curse you wetbandit!
The thing about tech is that it may take quite a while to get to something akin to a functioning economy, by which time there's a decent chance we'll already be at war or whatever. I just don't have a feeling on how long it'd take to get to making a significant dent in the tech cost each turn. Really my only comparison is EitB46 where we're 70turns (Quick) in and no-one has researched anything yet, but we can draw whatever conclusions from that we want to or not bother due to the significant differences. Anyway, unit costs and maintenance costs are going to be a big deal in the early game as we are working crap tiles / specialists. 2 starting Workers and 3pop cities mean we're going to be working a lot of unimproved tiles early on, whipping that pop straight off into other Workers, or going with Specialists (Caste?). Civics thoughts: Rep vs. Uni Suff: +3beakers is not a whole lot on a 2-3000b tech, but will we be making enough money to rushbuy? Bureau: probably for the short-term boost Slavery vs. Serfdom: faster Workers, or whipping into them - probably depends if we are looking seriously at Specialists. (Market & Forge mean we can support 3 naturally without Caste) Merc: clear winner short-term vs. Free Market OrgRel vs. Pacifism vs. FreeRel: if we want to spread it manually, it has to be OrgRel, since SciMeth obsoletes Monasteries so there's no point building. Pacifism if we want to lean Specialist, or Free Rel if we just ignore it completely. Traits: AGG(4) - no changes, need to build Barracks & Drydocks are 1tech away. CHM(3) - no Monuments available, so only +1Happy* CRE(0) - move along EXP(2) - cheap buildings turn into cheaper Settlers and add to the cheap Workers FIN(1) - is still amazing (if you're running an economy) IMP(4) - Settlers Settlers Settlers IND(1) - Wonders(?), Forges = cheaper Settler ORG(5) - -costs, cheap Settlers, cheap Factory & Courthouse ... still great PHI(4) - doubled GPPs have immediate impact; doubled Unis maybe less so PRO(0) - oh good SPI(4) - no Anarchy is strong assuming many civics changes, which probably can be justified in at least 2 columns. Inertia in play makes this worse. * no Monuments available means there's no cheap way to pop borders unless we run Caste and use an Artist - fake edit: except we can direct build Culture so of course I'm an idiot. Leader and Civilization Pairings: (First impressions) Asoka (Spi/Org) of Aztec - holy synergistic traits with UB, Batman! Augustus Caesar (Ind/Imp) of Rome - I think the only selling point of this combo is the potential to be the only IND; not excited Boudica (Agg/Chm) of Russia - Brennus (Chm/Spi) of the Vikings - see Pitboss30 Darius (Fin/Org) of the Dutch - if you reach this Era with this combo in a standard game you're probably , but does it get going from a standing start? Fredrick (Phi/Org) of the Holy Roman Empire - two "strong" traits & (synergistic) UB Gandhi (Phi/Spi) of the Khmer - Free Baray in each city could make this a power combo Genghis Khan (Imp/Agg) of the USA - USA still sucks in Base BTS. It's an aggressive combo, but if you want aggressive why not Russia!? Hammurabi (Agg/Org) of England - The Redcoats are coming, the Redcoats are coming! Joao (Imp/Exp) of Carthage - Cheap Settlers with a capital "CHEA", also Workers; also Cothons Julius Caesar (Imp/Org) of Japan - fast expansion at low cost + Shale Plants Lincoln (Chm/Phi) of the Mongols - I guess you could pump Cavs and run someone over? don't see much else going for it. Montezuma (Agg/Spi) of Germany - Panzers (if you can get to them) Peter (Exp/Phi) of India - fast Fast Workers & PHI From the list these jumped out: Sac Altar whip-gasms (if engaged enough to take advantage of SPI) Cossack madness Free Barays with a fine trait pairing Extra-cheap settlers w/Joao JC for excellent traits & Shale Plants (+missed out on PB29) Not played with Fast Workers before (also: this is Base BTS) Tentative first-pick as of right now if you pushed me to it and I'll probably change my mind soon anyway: Gandhi (Phi/Spi) of the Khmer Quote:Map: Custom-built, skewed towards balance. ~160 tiles a player, a reasonable water presence.7 players = ~1,120 tile "a reasonable water presence" = 60-70% land? = 1600 - 1850 total tiles 40x40 to 43x43 tile squares Assume 25tiles to reach any point on the map. Summary - very unlikely to be able to conquer your way to victory without also building an economy capable of researching new techs. AKA: "aha, I have half the map but you have Tanks & Bombers & Destroyers" OK, better post this stream of consciousness and get back to work.... :
Interesting thoughts, as you say Asoka/Aztec could be amazing and I would on board with some planning. Given your summary I agree that map size determines that tech is important and add that the scouting phase will be all kinds of fun with rifles and explorers bushwhacking each other. High tech costs mean that whilst eventual tech is important you are left open to being rushed by someone doubling down.
To compare a traditional opening where you spam cities and cottage the cap and initial cities to a what may play out here, I wonder how fast we will go broke? More pop means more pay back from cities quickly, being forced to invest hammers into buildings upfront slows expansion, having all the tech we strictly "need" moves emphasis away from tech. On stream of conscious second thoughts Asoka will be the slowest opener, and with cities being a net positive from the outset (I think) that is significant. I made a basic sandbox and had a little play last night, cities grow fast with 3 pop and a granary, I see why Brick gave gems and gold at the start. It won't have the right leader and civ but it's nice to have a play around, I'll post it in a couple hours.
It's not great but you can get a feel. Sandbox
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