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[SPOILERS] scooter's Industrial Revolution

(March 16th, 2016, 11:18)Sullla Wrote: I actually think beakers will come less from Representation scientists and more from Build Research. With the amount of production we'll be getting, I expect we'll use it a lot. But yeah, some use of Rep scientists, some building of research, some commerce from resources and trade routes and water/river tiles - it makes sense to me. Agree that it'should hard to justify 50 turns of working non-Fin cottages when we can immediately grab 2/4 and 1/5 tiles instead.

Yep, and we're a stone's throw away from Factories which will further boost Build Research, and forges are free. Ironworks may effectively function as our Oxford in this game. lol
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"Sire, you've fired the entire Imperial Institute of Science! Our nation's future depends on their work!"

"Nah dude, it's cool, I got the factories pumping out glassware."
Civ 6 SP: Adventure One 
Civ 4 MP: PBEM74B [3/4] PBEM74D [3/4]
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Will probably write up a few more thoughts later, but a quick react.

1) Got Montezuma! dancing

2) I'm stunned that only one team ranked Gandhi first. I honestly wonder if that was a little bit of people outguessing themselves. Or maybe people just don't like Phi that much.

3) Nobody ended up with Brennus. Seems to me to be the biggest snubbed leader/civ. Instant Nav2 boats sounds evil. The Trading Post isn't AS powerful as it is earlier in the game, but it's still pretty strong.

4) I kind of love/hate that Pindicator went with Boudica. I was hoping someone would take that for a spin and try to make it work. It'll be uncomfortably easy for him to churn out commandos. No idea if it'll work for him or not, but I just hope he's not next to me.

5) Cheater Hater and Boldly both lost out on their top choices (Darius and Julius). I think that the leaders they actually ended up with (Peter and Asoka) are probably a little better.

Looking forward to getting this show on the road!
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Glad to see that we landed our top choice. thumbsup Now we start the long hard slog of trying to make our pregaming strategy choices hold up in practice. Thanks also to Brick and the rest of the game organizers for the setup. There were some very interesting choices on the leader/civ combos, and the fact that everyone ended up with either their first or second choice testified to how balanced the field turned out. (Or, at least how balanced the field is perceived to be right now - we'll find out! lol Industrial is such an unknown that we don't have much data to go off of yet. I still remember the early Pitboss games where I was landing India on the SECOND pick of a snake draft, haha.)

Some early thoughts on the leader/civ choices:

REM: Julius Caesar (Imp/Org) of Japan

This is the only Imperialistic leader that was picked, which was surprising to me. The other choices were Genghis Khan (Imp/Agg) of America and Augustus Caesar (Imp/Ind) of Rome, which are admittedly both weaker options. Still, you'd think someone else would want the much cheaper settlers in a late era start, right? Anyway, this combo is based on using Imperialistic for fast(er) expansion and then Organized to control the costs. And the field as a whole seemed to value the Organized trait a lot, as this is one of three teams with Org out of only seven total. We'll see how well that holds up...

I think Organized is decent in an Industrial start without being great. If cities didn't start with free lighthouses, it would be significantly better. Cheaper courthouses and factories are nice without being gamebreaking. The cheaper civics could be nice as well, especially on a Toroidal map. I think that an Organized pick suggests a rush to Assembly Line to make use of the cheaper factories, and scooter and I think that path comes out weaker than early State Property at Communism. We could be wrong about that, of course. For me, both of these traits are pretty good in isolation, but the lack of Spiritual really hurts.

Japan does have a lategame unique building in the Shale Plant, which does the same thing as a normal coal plant along with a +10% production bonus. Nice without being too big of a deal. I'm sure that REM wanted this choice for the traits, not for the civ.

Pindicator: Boudica (Agg/Chm) of Russia

This is the scariest team on the map to me. Not necessarily in terms of winning the game per se, but for having the potential to wreck someone else's game so easily. I hope that we don't draw this team as a neighbor. Aggressive/Charismatic means very highly promoted units, and as scooter said, a very real opportunity to crank out mass Commandos down the road. They need 5 promotions on Gunpowder units for that, which is 4 promotions after the free Combat I, so that's 13 XP, right? That's only 1 or 2 settled Great Generals, depending on how Pentagon shakes out. Yeouch trying to defend against a large number of them! eek Then they also have Russia, with their unique unit Cossack that kills other cavs, and the unique building Research Institute that provides 2 free Scientist specialists - free Great Library, heh. Too bad it comes so late as to be practically useless. With highly promoted units and Cossacks, this is the team that's most likely to rush early on.

Of course, that all comes at a tradeoff: there's absolutely nothing here in terms of economic power. All of their bonuses are military in nature: no Spiritual, no Imperialistic, no Organized, no Philosophical, etc. This team is probably going to have to run someone over to be successful, and I'm guessing that they intend to try. Hopefully it won't be us! (In our defense, having Aggressive ourselves makes us a much less tempting target. We can pop into Nationhood/Theocracy and get draftable rifles that come with 2 promotions: C1/C2 or C1/Pinch on demand. That makes us much tougher than your average bear.)

CH'DZ: Peter (Exp/Phi) of India

Here's your team based around use of the Fast Worker. India is a great pick in every era, and India's poor starting techs don't even matter for this game. With the Expansive trait, workers come out even faster, and Fast Workers juiced up on Serfdom civic and Steam Power are truly ridiculous.

Now the bad news: Expansive is a pretty terrible trait for an Industrial era start. Every city begins with a granary in place, and that's a crushing blow to what's normally the game's best or second best trait. Furthermore, all cities start with a forge (+25% production) and it's really easy to pop the capital into Bureaucracy for another +50% bonus to production. Therefore, in a normal game the first worker comes out noticeably faster for Expansive: it's a 25% bonus versus a 0% bonus. But in this game, the advantage at the capital is a 100% bonus versus a 75% bonus, which is much smaller in relative terms. Expansive just doesn't speed up your opening very much in these settings, not when 1 forest chop = 1 worker even for non-Expansive civs. It's simply an undesirable trait.

I'm also dubious about the benefit of Philosophical in the later era starts. I just don't think Great People are quite as useful when they're lightbulbing 1/3 of a tech and cities can produce so many more beakers compared to the early stages of the game. Plus, everyone can also run Pacifism civic on demand to duplicate the Philosophical bonus for free, which is again a lessened relative bonus. The specific Peter/India pairing seems designed to go after the early wonders; I expect this team to pursue Taj and/or Statue of Liberty, which we won't be doing. Are they worth the investment of early game resources? Hard to say since we have so little data. If that's the play that you want to try, this is the combo to do it with. I feel like that might be trying to be a little too smart, but who really knows right now.

This might be a good team to have as a neighbor if they do end up going the early wonder route.

Gaspar/Noble: Darius (Fin/Org) of the Dutch

This is the classic unmodified BTS economic leader setup, Darius with his Financial/Organized pairing. If we were in an Ancient setup, this would be a slow starting but terrifying lategame teching combo. However, with us already starting in the lategame, I'm not at all sure how well it will work. Scooter posted above and laid out the case for why cottages aren't that great under these settings. We think it's better to focus on production and pump out vast quantities of production (which can then be turned into beakers or units or whatever) rather than try to grow cottage tiles. I've made this point before, but it bears repeating: an Industrial era game simply doesn't last that long. We're only about 25 techs from the end of the tree here. I'm expecting this game to last only a little over 100 turns, maybe 150 turns at an absolute maximum. That's not a lot of time to grow cottages into maturity from scratch. You have to run Emancipation to do that, and with Slavery and Serfdom and Caste System all being such powerful options, it's hard to justify that in my mind.

Where this team really gets their advantage is in the water. Financial makes all the water tiles have 3 commerce, and the Dutch unique building Dike gives all of them +1 production. That's a Moai Statues in every city, and this map looks like it has a lot of water on it. The problem is that even 2/1/3 water tiles aren't really that great this late in the game, not when a State Property watermill can easily be a 3/2/4 tile or whatever. As nice as their water tiles will be, we think the goal is to minimize working water tiles, as the land tiles are just so much stronger with the right civics in place. And even though they have good economic traits, they don't have Spiritual and therefore won't be able to take advantage of all the civic combinations that we can use.

Like most of the other pairings, I don't think this one is bad by any means. It reflects some different assumptions about how the game will play out than scooter and I are using.

Boldly: Asoka (Spi/Org) of Aztec

I feel like this trait pairing is pretty similar to ours. Organized has more pure economic value, while Aggressive is significantly better in combat. The unique appeal of this combination is cheap Aztec sacrificial altars, which would be really nice in an earlier era. However, as we've been writing over the last week, we don't think Slavery civic is all that great in this period. The cities grow really fast, the happy cap is much higher than in earlier eras, units and buildings cost a lot more production (and therefore population to whip), and the enhanced tile yields + forges + factories mean that it's easier to build things than whip them. This pairing is still good even leaving aside the Sacrificial Altar for slaving purposes, but if that ends up being relatively unimportant, then this pairing looks a lot less impressive. As I keep saying, we shall see if that holds true.

Dreylin: Gandhi (Phi/Spi) of the Khmer

We discussed this combination a lot elsewhere in the thread so I don't have too much to say here. Like scooter, I'm surprised that there weren't more teams trying to pick this combination. It feels like a classic RB combo to me. This is another team that has a good chance of going for one or more of the early wonders, using Philosophical to slingshot the early Great Engineer into either Taj or Statue of Liberty. In fact, there's almost no way anyone can beat them to the first wonder if they really push the Great Engineer. The other hidden advantage of this combo is the free +1 food from the Baray (aqueduct replacement) that every city gets upon founding. I think that if we could have picked any combo without going through the draft, this is the one we probably would have taken. Either people share my dislike of Philosophical for these settings or there were a lot of teams metagaming the picks and avoiding this one for fear of losing the dice rolls.

I am also very surprised that no one took the Brennus/Vikings combo. That was the other truly terrifying combo, and I'm exceedingly happy that no one went for it. Poor Brennus was only on two other team lists, and he was 5th and 7th in their rankings. Maybe other teams don't value Spiritual as highly as we did. I thought this was one of the top three picks on the board, but of course I love Spiritual for this setup with a passion. flower No one took the bait on Frederick of HRE (correctly I think but another one of those classic RB favorites) or Hammurabi's Aggressive English redcoats, or Joao's expansion-heavy traits paired with the Carthaginian cothon building. Outside of Brennus' exclusion, I think these are all smart picks.

Scooter, I'll see what I can figure out with some sandbox simming. This is hitting at night for me, so most will probably have to wait for tomorrow.
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Yeah, pretty much on the same page as you on the other's picks. The fun thing about this game is that I have opinions, but I don't have a lot of confidence in many of them because this setup is so unique. Guess we'll find out.

I've got some basic great people thoughts. I've mentioned some of this before, but I feel better about committing to something now that we know we've got Spiritual. Would be curious to see what you think because all of these feels very unorthodox.

* Our first great person will be an engineer due to free forge and the general usefulness of the extra hammers early. I'm fine with just letting it pop out a pure engineer early. I think we use this Engineer to knock out around 40% of the cost of Steam Power. It'll get us pretty close to the end to unlocking super-workers.

* It'll be tricky to do because it may be impossible to get a pure GPP pool, but ideally we want a scientist second which requires a library somewhere. That'll knock out a much larger chunk of Scientific Method once we finish Steam Power.

* Finally, I'd go a step further and try to pop out an artist third to speed up Communism with a bulb there as well.

It feels pretty extreme burning 3 GP on a bunch of partial bulbs to start, but I think those 2 techs (SP and Communism) just add so much to our growth curve that it'll easily pay for itself to get them a combined 20-30T quicker. Other techs will be useful but not critical to rush. I don't think we'll want to use a 1-man GA until we've got a few more cities down (I can definitely be convinced otherwise on this though), and none of the other options are appealing. SoL would be awesome, but I don't see copper, and I also suspect it'll be in such high demand that someone else will get it. Unless we want to use Pacifism and a polluted GPP pool to try to get two quick engineers and double-rush it, but that seems too cute and too risky to me.

There's a small part of me that wants to say screw it and go all-in on racing to Communism first to snag the spy and possibly Kremlin, but our opponents are all smart and know the value too, and two of them have Philosophical which will make it easier for them to win it. Plus I think cash-rushing is actually kind of lousy here in a world where nobody's got towns, so maybe Kremlin is kind of a trap play. So right now I'm still on board with waiting until after Steam Power unless you've changed your mind.

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Theorizing aside, about first turn... It's actually pretty simple since we won't be able to uncover any tiles this turn. Tentative plan is basically

1) Revolt. I'm thinking Rep-Bureau-Serfdom-Merc-FreeReligion. The only one that's questionable is if it's worth starting in UniSuffrage to cash-buy a worker. In reality, it's only going to get us 1 worker 1 turn sooner, so I'm kind of leaning towards just using our cash to tech and slow-building stuff, popping into Slavery to whip if necessary. Thoughts on whether we'll use UniSuffrage?

2) SIP. Start either worker or work boat. Leaning work boat since crab is insta-lighthoused.

3) Move 1 explorer NW-NW, and the other probably W-SW onto pigs. Move settlers with them.

4) 1 worker goes 1W with intent to chop out a worker. The other puts a couple turns into farming the floodplains. I think we want the extra food here to really grow these cities early (especially if we're possibly swapping the pig back and forth). This tile may get paved over later. City development and worker turns are more your strength than mine, though, so I'm writing this part very much in pencil in case you've got a better idea. smile

5) Maybe do some mild exploring of the immediate corn/iron area with a rifle just to make sure it's not a dead end before returning home.
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I think you may be underestimating just how fast the tech moves on an Industrial start, scooter. After just 10 turns of play in our non-optimized sandboxes, we were already over 40 beakers/turn and pushing 50 beakers/turn. After another 10 turns of play, I expect we'll be over the 100 beakers/turn mark and continuing to grow our research rate exponentially. Due to the cost of Steam Power, I think we'll still get a Great Engineer out in time to do a useful lightbulb, and then a following Great Scientist shouldn't be too hard to produce with Pacifism + Caste System abuse. (Running a whole bunch of 6 beaker Representation Scientists won't even be a bad play, heh.) The Great Scientists are a lot better for lightbulbing since they produce 1500 beakers base as opposed to the 1000 beakers base of the other types.

But a Great Artist lightbulb for Communism? That feels like a waste to me. It's only 1000 beakers towards the tech at a point when we'll likely be over 200 beakers/turn, and the Artist specialists don't have the same value as the Scientist ones. We'd also have to hit 300 GPP instead of 200 GPP as well. I mean, maybe, it will depend on what's taking place at that point in the game, but my gut says that it's probably not worth investing the specialist turns when the tile yields for working the land are so superior. Worth keeping in mind though, definitely.

So here's what I've been playing around with in the sandbox. I agree that Bureaucracy, Mercantilism, and Free Religions are all no brainers for the first revolt on Turn 0. (We swap into Organized Religion on Turn 5 to spread our religion with missionaries, plus the building boost won't hurt either.) In the Labor column, I actually have been liking an initial swap into Slavery on Turn 0, as it allows the second and third cities to slave out an initial worker right away. They both get founded on Turn 2, they start a worker right away, and they slave them on Turn 4, with the workers popping out on Turn 5 just as we swap into Serfdom. This seems to work better in my tests than starting in Serfdom and then popping into Slavery on Turn 5, as in the former case we have more workers when we're in Serfdom civic itself. (By the way.. geez Serfdom workers! They make such a huge difference at getting the tile improvements down fast. The Serfdom + Steam Power combo is going to be amazing for us, just you wait. cool )

There's another really cool play that we can do with Universal Suffrage. We can revolt into that civic on Turn 0, and if we run 60% science, we make +8 gold on the first interturn. That then lets us cash-rush a worker to completion in the capital on Turn 1 by spending exactly 108 gold. Is this worth it? Well, the worker finishes in 2 turns this way, as opposed to 4 turns being built naturally, and it avoids us having to whip our Bureaucracy capital; kind of like getting a free whip, in other words. The downside is that it slows our teching somewhat by giving up the starting 100 gold. Then of course we go into Representation on Turn 5 in the second civic swap. Is this worth it? I'm not exactly sure, but it feels worth it to turn that starting gold into a worker on Turn 1. I don't see how else we could spend it more effectively to speed up our growth curve. This is another one of those fun little tricks that only a Spiritual leader can do.

I'll fiddle with this a little more and type up a formal micro plan tomorrow. Here's one other little thing to consider: watermills are really good tiles (2/2/1 on grassland, going to 3/2/1 with State Property later) but they can only be built on horizontal or river portions, and not on the diagonals. I believe they can also only go on one side of a river, not both. I'm finding myself having to factor this into my planning, and it's a little wrinkle I can't ever remember from past games. Fun stuff.

And even with Serfdom workers, our cities are outpacing the rate of tile improvements getting laid down in the worst way imaginable. lol
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A small but still extant extra benefit of the shale plant is that it provides power without coal, meaning Japan can run around with less of a health burden until railroads at least, and then possibly after combustion as well.
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You're probably right that I'm underestimating the tech pace a bit. One minor note though is that if we're struggling to keep pace on worker turns, running a rep scientist rather than, say, an unimproved grass forest may not be such a bad idea. But that bridge can be crossed when we get there.

One more thought with going Slavery first is that it allows us to manipulate the odds on which city becomes holy by whipping the one we don't want down one size lower. It's not guaranteed to work, but it's probably worth putting our thumb on the scale since the iron/wheat spot is probably a better place to have the extra culture. I think we should aim to have that city be one size larger than the deer/pig spot on T5.

(March 16th, 2016, 23:09)Sullla Wrote: There's another really cool play that we can do with Universal Suffrage. We can revolt into that civic on Turn 0, and if we run 60% science, we make +8 gold on the first interturn. That then lets us cash-rush a worker to completion in the capital on Turn 1 by spending exactly 108 gold. Is this worth it? Well, the worker finishes in 2 turns this way, as opposed to 4 turns being built naturally, and it avoids us having to whip our Bureaucracy capital; kind of like getting a free whip, in other words. The downside is that it slows our teching somewhat by giving up the starting 100 gold. Then of course we go into Representation on Turn 5 in the second civic swap. Is this worth it? I'm not exactly sure, but it feels worth it to turn that starting gold into a worker on Turn 1. I don't see how else we could spend it more effectively to speed up our growth curve. This is another one of those fun little tricks that only a Spiritual leader can do.

My sense is that it does sound worth it. 108 gold is normally worth more than 108 beakers due to extra science modifiers, but since in this case our cities start with markets and no library, it's actually probably worth less than 108 beakers.
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City naming theme idea: inventions of the Industrial Revolution. Seems appropriate. Any better ideas than that?
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Game is up, but it'll be at least 6 hours until I can login, possibly longer. So if you're free and itching to take a look, feel free. Otherwise I'll pop in tonight and at least fog-gaze a little to see if there's anything noteworthy nearby while we plan out our initial worker turns. Should have some free time tonight to try a couple openings.
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