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Out on the Rim [Mr. Cairo spoilers]

Password (the randomly generated name of my faction in my current Rimworld game):
funenni

Normally I have some sort of musical theme in my games, but as I'm still listening to the same music as when PB41 started, I've decided to go for something a little different, and name my cities after my pawns in my Rimworld game.
With that out of the way, I guess I'd better talk about civs/leaders for the snake pick.

I think I've already decided what I want to do though, and that is play as the Aztecs and see how much I can exploit the Sacrificial Altar.

That of course means picking an ORG leader, of which there are nine.
The question becomes, do I pick the Aztecs first to ensure I get them, or pick a good ORG leader first, hoping that the Aztecs come back around. I think I'm going to do the latter, since a good ORG leader will be good even if the Aztecs aren't available when I pick my civ.


ORG Leader List:
Asoka: SPI. Spiritual is good, but not really going to be my focus here since it's not as though I plan on swapping out of slavery all that much.

Darius: FIN. A little better this version with a bonus to Library construction, and the non-riverside nature of the bonus is actually pretty good too, since I'm likely to be farming every riverside tile I have for the food required to maintain a 5 turn whip cycle in my cities.

Frederick: PHI. Doing it in 41, so not interested.

Hammurabi: AGG. Good if I plan on whipping out armies to conquer my neighbors, but not one of the best traits imo.

Julius Caesar: IMP. One of the best leaders in the game straight up, adding the Sac Altars isn't going to make him worse.

Mehmed II: EXP. Lots of building bonuses with this combo, which goes along well with all the whipping, letting me whip those buildings for less population than otherwise.

Napoleon: CHA. Extra happy means more whipping (a 3-turn cycle instead of 5 for example, wiht the righjt amount of food). Also see what I say about Hamm, CHA is good for war as well as AGG/

Roosevelt: IND. I imagine that plenty of IND leaders are going to be picked this game, to give the newly reworked trait a try, but I don't think I'm going to be one of them, it's not one of my favourite traits, maybe I'll give this version a try in SP.

Zara Yaqob: CRE. Another good leader in general, I don't think that CRE has any synergy with Sac Altars, but free border pops go with every civ (except the Incans).


So of those leaders, the three I like the most are Julius Ceasar, Zara Yaqob, and Mehmed II, in that order. Since I'm second in the snake pick I think I'm pretty likely to get JC this game.
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Pick order:

1 OT4E
2 Mr. Cairo
3 Superjm
4 Gavagai
5 Donovan Zoi
6 Elkad
7 Old Harry
8 Lewwyn
9 Krill
10 Superdeath
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Why are you so interested in SAs this game? Has the mod changed them?
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(November 3rd, 2018, 06:37)Boldly Going Nowhere Wrote: Why are you so interested in SAs this game? Has the mod changed them?

No, I just want to try new things, it's why I picked a PHI leader in 41, and a SPI leader in 38.
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Your start:

Mr. Cairo

EitB 25 - Perpentach
Occasional mapmaker

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A good start, although not exactly ideal for the Aztecs. Still going to go leader first and pick either Julius Caesar or Zara Yaqob
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Backup civs if Aztecs are taken:

1st: Portugal. The Feitora is actually pretty good (and cheap with and IMP leader), and with Snaky Continents and High Sea Level, there's going to be plenty of water. The Carrack also allows for expansion over ocean before Astro in this version of RtR (them and Caravels can carry all units, and the Carrack can carry 2.). Start with Fishing and Mining. taken by Krill

2nd: Netherlands. Similar reason to Portugal. The EI isn't as good as it was, but will still be able to challenge Privateers on their own (unlike Galleons). In general, JC is a good leader for expanding via the sea, so either of these two naval-focused civs will be good.

3rd: Vikings. Although not as naval focused as the Netherlands and Portugal, cheap Trading Posts are still good things to have in a naval-focused game, and I've always wanted to go ham on someone with Beserkers.
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Alright, got Aztecs, I think this game I'm going to try and keep track of how many hammers I generate from whips.
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I did a sim. I've never played a IMP leader in MP before, so it's a bit of a challenge adjusting my usual openings. Normally I prefer to get out 1 worker, grow to size 3/4 and start slow-building a settler, sometimes with a chop to help it along. But With IMP, chops and whips are much more efficient at making settlers, and with ym starting techs putting me quite far away from BW at game start, if I go the usual way I'll be building a settler entirely unaided by T29, which may not be that bad for a non-IMP civ, but I'd only have 1 worker out and I wouldn't be in a position to take advantage of IMP with chops.

So I'm going to go against my instinct and build a second worker before my settler. I go worker first, of course, teching Agri->Mining->BW. After the worker build a warrior and grow to size 3, then start another worker. There's no point doing it earlier because the workers wouldn't have much to do for several turns. The worker finishes on T28 and I start a settler working the wheat, rice, and a ph mine. The two workers then go ahead of chop three forests into two settlers in a row. The first finishes on T33, the second on T36. I'll only have one warrior to escort, but if I keep my scout nearby he can keep watch as well. I can then revolt to Slavery, get Fishing and a WB for the crabs, grow to size 5, get some more warriors and start on a 2-pop settler whipping cycle in the cap.

It's kinda funny, if I had done a sim like this before, I might not have picked JC, just because the starting techs and IMP do not go together at all. Although JC is still (probably) a better leader than Zara Yaqob.
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Since my scout may be about to die, here's what I've scouted so far:

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