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Space Shuttle Hate Thread [spoilers]

turn 1:

settled in place, worked the newly added plains forest in my cap while starting a WB. I noticed that the tech times were a bit off from my sim; AH was taking 8 turns to research instead of 7. I sent my scout down to the south to see if I could find anything:




early happy is nice, but that is a lot of water... good thing i picked dutch???
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anyways, my naming theme for this game is going to be real world spaceships and rockets, because a spaceship without a rocket is like a car without an engine, tires, or axles.




The V-2 "Vengeance Weapon" counts as being the first man made object to reach the edge of space, so it definitely warrants mention here. Designed by Wernher Von Braun during the end of WWII, it ended up killing more of the slave laborers working on it than it did Allied civilians. As far as space exploration goes, it mainly served as a predecessor to the ICBMs turned orbital rockets that would come into fruition during the Cold War, as the Nazis were not particularly interested in studying space with this thing.
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as far as micro planning for the future goes.../spam

wb will be finished by turn 5. V2 will then grow to size 2 and start a worker. Research will go AH->Mining->BW->Wheel->Pottery. Worker will pasture cows, then either farm or start chopping. If I get to finish a farm then I'll keep the cap at size three while building a second worker then whip the settler, otherwise I'll whip it and chop the settler afterwards. We'll see.
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also, how about an opponent analysis? people like those right?


Khan(Erratic, Tenacious): Mehmed of Natives:
Traits:  whip out of Pacal
Civ:  shakehead out of Celts
Player History:  shhh out of  hammer
Getting EXP/ORG in a BtS game was a steal, but his Civ is pretty much a blank outside of the start techs (maybe even worse than a blank if you get attacked by horse units and are defending with dogs). Not that you can't just ride on traits alone, of course. 
Most of Khan's games I've read seem to follow a pattern. He'll suffer some kind of aggression related blunder early on, but will determinedly crawl back into second place behind whoever was in the lead before the game ends. The exception to that was the game where he was snowballing and did some crazy things with ships in the emperor toroidal game, and the fact that people even agreed to those settings baffles me.
Prediction for this game: Khan attacks/gets attacked by Jowy early, gets set back, then later finishes the job/gets revenge with the help of me or El Grillo.

El Grillo(Methodical, ActuallyKnowsWhatTheEspionageSliderDoes): Wang Kong of Spain:
Traits:  rolleye out of Willem
Civ:  cry out of America
Player History: cool out of shades
I think Fin paired with Pro (ie JUST FIN) was overrated here, as I would generally take two good traits over FIN. Doubly so since it's paired with Spain or Arabs. Spain seems marginally better since everyone seems to have a fishing resource nearby judging by the picks, but you still have to work around not having easy access to pastures or chopping early. Citadels are junk, but Conks aren't so bad. If you can get to them. And the game isn't over. And you're not one tech away from cavs.
El Grillo on the other hand definitely played the best out of A/B imo. Especially considering he didn't have any prior MP experience. Although he didn't get much use out of Zulu (beyond Khan giving him a golden opening to raze a city  smoke ) that game, he managed to build a really strong non-FIN economy and run the table on most first-to bonuses. I'll probably end up copying a lot of the stuff he did with SPI here.
Prediction for this game: El Grillo wins convincingly.

Jowy(Cautious???, NewLeaf???): Hatshepsut of Byzantium
Traits:  nono out of Sury
Civ:  yikes out of Egypt
Player History:  Iiam
I don't like this pick much. Hatty's traits don't synergize well (free culture vs getting free caste swaps to pop borders, religious vs non religious focus, cheap libraries vs caste for scientists). Byz adds to this by having Myst and no reason to use it early, and just having terrible start techs in general. BtS phracts are terrifying but I don't know if Jowy will ever get to use them here.
I don't know what Jowy's game plan is here. Byz screams rushing to guilds and then going whip crazy, but Jowy's been trying to run a more pacifist style of games recently. I guess he just wants revenge for all those times he got rushed by phracts?
Prediction for this game: Jowy either gets trolled by Khan early and never gets to guilds, or he gets to guilds, attacks someone with phracts, gets a stack shredded by cats+pikes, and ends up going nowhere.

Greenline(Lazy, Reactive): Ghandi of Netherlands
Traits:  smile out of Lizzie
Civ:  hmm out of Vikings
Player History:  noidea out of  smug
This pick is OK. Start techs work out. Traits aren't bad and synergize. Dutch gives a potentially terrifying midgame advantage and a significant lategame production boost if it comes to that. The problem is PHI and East Indiamen both push you down a specific path (bulbs/mids, Astro rush) respectively rather then being generically strong like Trading Posts or ORG/SPI. So I'm kind of a one trick pony here, although not as much as Jowy's pick is.  alright
As for my own skill, I managed to build an OK economy despite not expanding aggresively enough, and got owned in war. I plan to fix that by expanding ferociously as I can early, and hopefully sticking to Galleons for war.
Prediction for this game: Second or third, depending on how a mids run/my bulb understanding goes.
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Played the turn again doing all the same moves as before  coffee
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early scouting:



nearby land is definitely on the bleh side. the best nearby food is pig, but there's no way to share food with the capital if I go for it. trying to share the fish gives a crappy city that can only work ivory and dry tiles, so northwest by the sheep is my best bet. 



red and blue dots are where I want to put my second city. red is the preferred option imo as it's closer and shares more river tiles with the capital, and the fur will take forever to be grabbed in a border expansion unless i get an early religion. will do some simming later
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jowy of phract's scout passed me by during an interturn, so he must be close by... this is going to be paaaainful unless i can convince him to double team someone else
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Zerg rush him?
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maybe i should so he will stop holding the turn for so long  dancing
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Hmmm. Having Ruff take over from Jowy shakes things up quite a bit, as it's far too early for Jowy's play to have created a long term plan for Ruff to follow (though he's still stuck with Byz). From what little I've read of Ruff's games, he tends to play solidly and conservatively, and has an unfortunate habit of being next to neighbors who play extra solidly and grind him down over many turns. Definitely one to watch out for with the weaker competition here, although I don't think he'll be nearly as Guilds crazy as Jowy would be in this situation. We'll see.

And even though techs looked more expensive then they were in my sim, BW turned out to come in just in time as my worker finished pasturing the cows! Sweet.
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