Speaking of 68, I actually thought about Stalin of Japan for a bit, but think easily attainable Navigation 1 on boats is too important, and I don't see how a non-Cha leader can get that
[SPOILERS] yuris125 on a Pitboss77 boat
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Funny how the three picks so far are all civs which were changed (buffed?) in CtH
Watch Superdeath pick Rome, would make sense given his aggressive tendencies, praets off boats can be quite scary
Well, more fool me. Doesn't look like praets will be in play, with SD and Scooter both taking non-Agg leaders
Wonder if I underestimate the power of Pro - I did recognise that we would have intercontinental trade routes in every city, but didn't think it would be as strong as other economic traits. Both SD and Scooter going for Pro leaders suggests I might have been wrong. We'll see Happy to get De Gaulle
While I have time to think about the game plan:
I'm very unlikely to look to attack before Tataras are up, they're what gives me the military edge, and the point of this pick. So the opening is pretty much pre-determined. Agri - BW - other worker techs if needed - Pottery / Sailing (I would like Pottery before Sailing, but will depend on how much room there's on the starting island) - Mysticism to Priesthood. Obiously claiming as much land as possible during all this. Maybe looking at Stonehenge, especially if there's stone nearby - although with CtH giving Cha discounted monuments, don't know how high priority it is The options I have thereafter * Swords off galleys before Vassalage / Theocracy. Doesn't look like a great option, requires a heavy hammer investment too early. Almost certainly not taking it as a full out attack option, although a limited scale opportunistic strike is a possibility * Swords off galleys with Vassalage / Theocracy. Probably only viable against someone who focuses on econ too heavily - longbows / crossbows should put a stop to any attempt at this. Could be a more committed attack than the first option, but still heavily relies on others being unprepared * Samurai off galleys. Probably the best way to gain the edge before Astro comes into play, and the main long term plan at the moment. I will probably want Literature for the Epics before the build-up for this attack, and Optics during the build-up, so that I can get the best information possible while preparing it * Astro bulb and samurai off galleons. So there's an obvious anti-synergy between Astro bulb and my other plans. Theology unblocks Paper, which has to be avoided for the Astro bulb. Japan also wants relatively early Civil Service, which does the same. The former can be worked around to an extent by building Shwedagon Paya, although it requires Meditation, which unblocks Philosophy. If the map is unusually peaceful, I can see going for this plan, but at the moment I expect Astro will be either Lib target or hard tech
Bing: Pericles of America
A highly synergistic, but one-dimensional pick. Bing is going for an Astro bulb, and doesn't want to be disrupted. He has no way to get Navigation 1 on ships, so has to stay ahead in naval tech, or he will get outmanoeuvred. Either he gets Astro good 20 turns before anyone else (number pulled out of air) and capitalises on it, or dies in pre-Astro era. Makes him the most likely attack target, map permitting Ginger: Lincoln of Spain Cha Spain can get Navigation 1 on ships with only one of Vassalage and Theocracy, most likely scenario is that Ginger runs Bureaucracy over Vassalage. He's very good at setting up super cities, his Bureau capital is likely to be amazing. Phi helps with the Astro bulb (and other bulbing). I think it's a strong pick, but he might be exposed to an early attack, before citadels come into play? Superdeath: Churchill of Native America Feels like the plan with this pick is to stay peaceful, utilise dog soldiers to defend against any sword-based attack, Pro longbows against non-melee units, and take advantage of protective trade routes? He's probably not planning to be aggressive with them with a non-Agg leader. First instinct is to leave him alone in the pre-Astro era, and see how his economy holds up post-Astro. Notably, he has no way to accelerate the Astro bulb (short of wonders, but he will have to compete with me there) Scooter: Mao of Carthage Scooter is doing something different and trying to maximise the value of trade routes. Hard for me to judge how effective it will be. Protective defenders also give him some measure of protection against an early attack, but amphibious samurai could offer a strong timing. Also, no way to get Navigation 1 For me - it depends on the map, I can see a rush attack on Ginger being an option, followed by a samurai attack on either Bing or Scooter. I could sit back and build wonders if allowed, but I do think my path to Astro is slower than that of Bing and Ginger, so a pre-Astro attack will probably be necessary
We're rolling!
Starting with a workboat, worker would have nothing to do after the initial farm if I went worker first. Plan is to grow to 2 asap (so working a 3 food tile), then switch to a couple of 1/2 tiles to quickly finish the workboat, and build a worker at 2 Didn't set research yet, but it almost certainly will be Agri - Mining in some order followed by BW The obvious 2nd city spot 3W of the starting hill is indeed a peak, will have to find other options. I expect long term the capital will keep the corn and the sheep, but crabs will go to other cities Question - the game doesn't seem to auto-center on my active unit or auto-cycle through units. I don't have it disabled in Civ options, where else could these settings be? I see room for a city north of the capital, a city in the west, and an island city to the south. Not ready to decide on exact locations yet, need to explore the east to figure out how I'm utilising the northern fish. Unfortunately will be a while before I can get there, there's a lot of rough terrian in the way, and I do need to step on the hill SW of the current scout position
If a lurker needs to replay my turns:
T0 Scout W - NW (end on the corn) SIP Work the sheep Start workboat No research picked until T3, but since I made the choice, probably no reason not to pick Agri on T0 T1 Scout N - NE (end on unforested hill) T2 Scout NE - SW (so back to where it started the turn) T3 Scout SW - SW (end on oasis) T4 Scout NW - S, getting to the position shown on the screenshot in the last post
Password is "Yuri"
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. |