The Pregame Show
It's time to try another PBEM, hopefully with a better showing than my current endeavours in PBEM 3. And with that the references to PBEM 3 in this thread have ended.
This game is set up for Inland Sea and the DLC's are in play. This will be interesting. My civ choices:
- Greece/Gorgo
- America
- Khmer
- Australia
Greece/Gorgo is out – didn't want to play that one for PBEM 3 and am ded-lurking Krill as Gorgo in PBEM 5. As for America, well, it's DLC time in PBEM Land. That leaves Khmer and Australia.
Khmer
- +3 and +1 Amenity from Aqueducts
- Farms are +2 if adjacent to an Aqueduct
- Monastaries of the King: Holy Sites provide +2 and +1 Housing if placed on a river and trigger a culture bomb
- Domrey: siege unit that can move and fire and also exerts a Zone of Control, available at Military Engineering
- Prasat: temple replacement, provides +2 relic slots and gives all missionaries the Martyr promotion
While this looks like it'd be interesting to play all of the civ's abilities rely on building two different districts (with no bonuses to building them) which don't have much utility in an MP setting. Might be fun in a builder-oriented RV/CV. That leaves...
Australia
- +3 Housing in coastal cities
- Pastures trigger a culture bomb
- Campuses, Commercial Hubs, Theater Districts and Holy Sites get +1 yield if built on tiles with Charming appeal and +3 yield if built on tiles with Breathtaking appeal.
- Citadel of Civilization: +100% if either received a declaration of war within the last ten turns or liberated a city within the last 20 turns.
- Outback Station: available at Guilds, +1, +1 and +½ Housing. +1 per adjacent Pasture. Additional and for adjacent Outback Stations once Steam Power and Rapid Deployment are researched.
Digger: Strength 72 Infantry unit that gains +10 on coastal tiles and +5 outside Australian territory.
This is a bit of a builder-focused civ with a unique unit that comes relatively late in the game. On an Inland Sea map the +3 coastal housing can be an advantage for city site selection (more on that in a bit). In test games I've also determined that the appeal-based district bonus is treated like an adjacency bonus and is doubled by policy cards. The additional production in the event of war will allow the fast raising of reinforcements. It should be noted that this production bonus applies to everything.
The Map
It's a tiny-sized Inland Sea with the coastline roughened up by Commodore to make it more interesting. The typical map at this size has the following characteristics:
- Northern & Southern lands are about 12 tiles high with the poleward 4-6 tiles being tundra.
- Eastern and Western lands are about 15 tiles wide
- There is usually a rainforest belt that is 5-6 tiles north to south that is positioned at the ends of the sea.
- Plenty of room in the corners.
- Land-based natural wonders tend to be dispersed to the outside edges of the map. There will be three total.
- Rivers seem to be short in length and most cities more than 3 tiles from the coast will be relying on lakes for fresh water.
It might just be coincidence but it also seemed that the northern coast was mostly plains and the southern coast mostly grasslands, with desert scattered throughout. I've been using the Summer patch version of AssignStartingPlots.lua but even that has been generating starts where a couple civs are clustered and city-states are tucked into nooks and crannies. I'm going to assume that Commodore will space things out a bit more evenly – the question is whether we'll get corner starts or be located on the coast and what sorts of city-states will be around.
The question here is whether or not a navy will be required. On the one hand the tendency of rivers to be close to the coast may put a lot of cities right on the sea, so naval power could make quick work of the opposition. On the other hand, there's enough room and fresh water off the coast so that one could insulate themselves against a naval invasion. For Australia the coast has quite a bit of potential – higher appeal tiles are usually found on the coast or along mountains. The housing bonus also means that cities can be placed in coastal locations that otherwise lack fresh water.
The Opponents
Emperor K: Given his civ choices I'd expect him to go with Poland. Encampments provide culture bombs and their Great General points will make things interesting. Having the military policy slot changed to a wildcard slot will give him an interesting early-game decision – will he run for Strategos early, but at the cost of Agoge. He's also a ded-lurker for Krill in PBEM 5...this could get awkward .
Alhambram: His DLC picks are Nubia and Persia. Nubia can crank out lots or ranged units and has a higher-strength archer as their unique. Persia has immortals, gets +2 movement when declaring a surprise war and gets +2 and +1 from internal trade routes. The positive here is that we won't be facing both of these civs in a game. The downside is that whoever has Alhambram as a neighbor is likely looking at an early rush.
The Archduke: We've all seen PBEM 1, 2 and 4. He's a very strong player and after the diplomatic hot mess in PBEM 4 may be looking to assert his dominance in a cleaner diplo environment. His DLCs are Indonesia and Macedonia. Indonesia is focused around a naval and coastal/lake resources. If TA is looking for another naval game he might go with this civ. However, Macedonia has two unique units (the Hetairoi and the Hypaspist) giving two strong no-resource Classical units. The Hetairoi is especially potent – additional +5 combat strength when near a Great General, +5 GG points with each unit kill and starts with a free promotion. Whoever has Archduke as a neighbor should be ready to see both of these units in an early rush.
Best case scenario if my predictions are accurate – Alhambram and Archduke wind up on one side of the sea beating each other up and Emperor K and myself are on the other, taking a bit more time to build up defenses for the inevitable onslaught.
Edit: Went 3/3 on guessing which civs were picked. I smell blood in the water.
Strategy
I've been experimenting in SP with Pottery → Writing for early Campus placements (building them out a little later on) and going Scout → Settler → Builder for initial builds. I think there's enough room on the map to allow this to work in an MP environment and may give that a try. Outside of that The Plan is to go with the flow of the game – no pre-set long term plans, no extensive pre-game theorycrafting (beyond what I've already done here) and a significant reduction in .
It's time to try another PBEM, hopefully with a better showing than my current endeavours in PBEM 3. And with that the references to PBEM 3 in this thread have ended.
This game is set up for Inland Sea and the DLC's are in play. This will be interesting. My civ choices:
- Greece/Gorgo
- America
- Khmer
- Australia
Greece/Gorgo is out – didn't want to play that one for PBEM 3 and am ded-lurking Krill as Gorgo in PBEM 5. As for America, well, it's DLC time in PBEM Land. That leaves Khmer and Australia.
Khmer
- +3 and +1 Amenity from Aqueducts
- Farms are +2 if adjacent to an Aqueduct
- Monastaries of the King: Holy Sites provide +2 and +1 Housing if placed on a river and trigger a culture bomb
- Domrey: siege unit that can move and fire and also exerts a Zone of Control, available at Military Engineering
- Prasat: temple replacement, provides +2 relic slots and gives all missionaries the Martyr promotion
While this looks like it'd be interesting to play all of the civ's abilities rely on building two different districts (with no bonuses to building them) which don't have much utility in an MP setting. Might be fun in a builder-oriented RV/CV. That leaves...
Australia
- +3 Housing in coastal cities
- Pastures trigger a culture bomb
- Campuses, Commercial Hubs, Theater Districts and Holy Sites get +1 yield if built on tiles with Charming appeal and +3 yield if built on tiles with Breathtaking appeal.
- Citadel of Civilization: +100% if either received a declaration of war within the last ten turns or liberated a city within the last 20 turns.
- Outback Station: available at Guilds, +1, +1 and +½ Housing. +1 per adjacent Pasture. Additional and for adjacent Outback Stations once Steam Power and Rapid Deployment are researched.
Digger: Strength 72 Infantry unit that gains +10 on coastal tiles and +5 outside Australian territory.
This is a bit of a builder-focused civ with a unique unit that comes relatively late in the game. On an Inland Sea map the +3 coastal housing can be an advantage for city site selection (more on that in a bit). In test games I've also determined that the appeal-based district bonus is treated like an adjacency bonus and is doubled by policy cards. The additional production in the event of war will allow the fast raising of reinforcements. It should be noted that this production bonus applies to everything.
The Map
It's a tiny-sized Inland Sea with the coastline roughened up by Commodore to make it more interesting. The typical map at this size has the following characteristics:
- Northern & Southern lands are about 12 tiles high with the poleward 4-6 tiles being tundra.
- Eastern and Western lands are about 15 tiles wide
- There is usually a rainforest belt that is 5-6 tiles north to south that is positioned at the ends of the sea.
- Plenty of room in the corners.
- Land-based natural wonders tend to be dispersed to the outside edges of the map. There will be three total.
- Rivers seem to be short in length and most cities more than 3 tiles from the coast will be relying on lakes for fresh water.
It might just be coincidence but it also seemed that the northern coast was mostly plains and the southern coast mostly grasslands, with desert scattered throughout. I've been using the Summer patch version of AssignStartingPlots.lua but even that has been generating starts where a couple civs are clustered and city-states are tucked into nooks and crannies. I'm going to assume that Commodore will space things out a bit more evenly – the question is whether we'll get corner starts or be located on the coast and what sorts of city-states will be around.
The question here is whether or not a navy will be required. On the one hand the tendency of rivers to be close to the coast may put a lot of cities right on the sea, so naval power could make quick work of the opposition. On the other hand, there's enough room and fresh water off the coast so that one could insulate themselves against a naval invasion. For Australia the coast has quite a bit of potential – higher appeal tiles are usually found on the coast or along mountains. The housing bonus also means that cities can be placed in coastal locations that otherwise lack fresh water.
The Opponents
Emperor K: Given his civ choices I'd expect him to go with Poland. Encampments provide culture bombs and their Great General points will make things interesting. Having the military policy slot changed to a wildcard slot will give him an interesting early-game decision – will he run for Strategos early, but at the cost of Agoge. He's also a ded-lurker for Krill in PBEM 5...this could get awkward .
Alhambram: His DLC picks are Nubia and Persia. Nubia can crank out lots or ranged units and has a higher-strength archer as their unique. Persia has immortals, gets +2 movement when declaring a surprise war and gets +2 and +1 from internal trade routes. The positive here is that we won't be facing both of these civs in a game. The downside is that whoever has Alhambram as a neighbor is likely looking at an early rush.
The Archduke: We've all seen PBEM 1, 2 and 4. He's a very strong player and after the diplomatic hot mess in PBEM 4 may be looking to assert his dominance in a cleaner diplo environment. His DLCs are Indonesia and Macedonia. Indonesia is focused around a naval and coastal/lake resources. If TA is looking for another naval game he might go with this civ. However, Macedonia has two unique units (the Hetairoi and the Hypaspist) giving two strong no-resource Classical units. The Hetairoi is especially potent – additional +5 combat strength when near a Great General, +5 GG points with each unit kill and starts with a free promotion. Whoever has Archduke as a neighbor should be ready to see both of these units in an early rush.
Best case scenario if my predictions are accurate – Alhambram and Archduke wind up on one side of the sea beating each other up and Emperor K and myself are on the other, taking a bit more time to build up defenses for the inevitable onslaught.
Edit: Went 3/3 on guessing which civs were picked. I smell blood in the water.
Strategy
I've been experimenting in SP with Pottery → Writing for early Campus placements (building them out a little later on) and going Scout → Settler → Builder for initial builds. I think there's enough room on the map to allow this to work in an MP environment and may give that a try. Outside of that The Plan is to go with the flow of the game – no pre-set long term plans, no extensive pre-game theorycrafting (beyond what I've already done here) and a significant reduction in .