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[TECH] PB52 Tech Thread

(November 4th, 2020, 11:47)Mjmd Wrote: The turn pace was fantastic even considering both almost constant war and the technical issues.

+1, also no drama as far as I remember.
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(November 4th, 2020, 12:55)Mjmd Wrote: I already mentioned in my wrap up, but yes I didn't know Gira/Van were dying because there wasn't a lot of whipping going on. Probably a key to their downfall. I underreported it (very embarrassing having to whip that much), but I whipped a lot during my war with Charriu early on and 3/4 of my cities were 1 or 2 pop with 20-30 turns of whip unhappy. I used the 4th city to get my next two cities out.

Only 30 turns of unhappiness. Mine were up to 100 turns. lol
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(November 4th, 2020, 12:28)Charriu Wrote: Now with the end of this PB I would like to answer you the following questions. Feel free to answer them here or in your thread.

  1. Did you ever consider or actually build lumbermills, when they were available with Machinery?
  2. Did you ever consider or actually switch into serfdom? And how long? An estimate is enough.
  3. How did the naval combat feel in the later stages of the game? Especially with regards to speed?
  4. How did you like your civ/traits if you look back on the game? Especially if you used some of the changed ones.
  5. Anything else regarding mod changes you want to mention?

1. Only a single one. It was a great tile that I always worked, so I think there is some potential in grassland lumbermills. 2F/2H tile is better than 1F/3H tile (grassland hill mine) imo.
2. No, not enough farms, and in early game where the worker bonus could be good whipping is a must-have.
3. Didn't participate lol. Ironclads being 2-move with no access to ocean felt very sluggish.
4. Charismatic is good and Financial is excellent on a map like this. No regrets. Would I still use them after nerfs? Charismatic probably not, Financial maybe if it's a map like this.
5. I like the improvements on new versions of CTH, like earlier lumbermills and weaker but still useful Protective. The mod in general plays nicely, at least in that there's nothing added that really annoys me. The UI improvements are a godsend.
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Actually I'll make a CTH suggestion. Make Whipping a core mechanic that everyone always has, and replace that slot with some new civic.
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(November 4th, 2020, 13:07)Jowy Wrote: Actually I'll make a CTH suggestion. Make Whipping a core mechanic that everyone always has, and replace that slot with some new civic.

Another potential suggestion.. Make Sawmills not require a forest.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Lumbermills without a forest are called workshops.
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(November 4th, 2020, 13:39)NobleHelium Wrote: Lumbermills without a forest are called workshops.

Do lumbermills take away a food to be worked?

Regardless, lumbermills imo should be buffed to make them potentially worth not chopping all the forests.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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(November 4th, 2020, 13:39)NobleHelium Wrote: Lumbermills without a forest are called workshops.

rolf
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(November 4th, 2020, 12:28)Charriu Wrote: Now with the end of this PB I would like to answer you the following questions. Feel free to answer them here or in your thread.

  1. Did you ever consider or actually build lumbermills, when they were available with Machinery?
  2. Did you ever consider or actually switch into serfdom? And how long? An estimate is enough.
  3. How did the naval combat feel in the later stages of the game? Especially with regards to speed?
  4. How did you like your civ/traits if you look back on the game? Especially if you used some of the changed ones.
  5. Anything else regarding mod changes you want to mention?

It's only fair if I answer my questions, too.

1. I planned to build 2 or 3 in one of my production cities (DiplomatKobolds) and more in the tundra area. But then I needed to whip and chop an army out of the ground for some reason.
2. I actually swichted once into serfdom during my golden age. I didn't intend to whip then and therefore it was a good opportunity.
3. If only there was an ocean island I could have roleplayed as a pirate. mischief
4. I liked PRO and I think I'm on a good track with a trade bonus, EXP was ok but not the best in my position, had hoped for more coastal cities. Dun with culture was great. Gallic Swordsman were good, what surprised me there was not the Guerilla 3 hill bonus, but rather the 50% withdrawl chances. That was nice.
5. Not yet.
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(November 4th, 2020, 11:39)superdeath Wrote:
(November 4th, 2020, 11:36)Jowy Wrote: GG everyone! This was maybe my favorite PB to play. I think it really helped that the field happened to be so close to each other in skill.
Pindi/OH was of course a lot better than the rest of us, but SD did a great job slowing them down

I tried. Would have loved to have had like 40 more commerce per turn for 30+ turns had i had ANY bridge to the rest of you guys that wasnt thru the massive pindi empire... /rant

Yeah, I ranted against that too. I felt i had to stay at war with you because of the map, even if I wanted to expand in other directions
Suffer Game Sicko
Dodo Tier Player
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