Just a post to start a thread, will put something together when this gets a little further along.
[Spoilers] Woden wonders if he remembers how to play Civ 6
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Slate Three:
Woden Wrote:Nader Shah Initial thoughts: -Pericles is pretty meh and since he is an OG, he doesn't have the bloat bonuses many of the later leaders have, therefore, he is pretty weak. -Seondeok is good at science but I truly think culture is better than science and the last game I played I had like 2 or 3 hills in my entire starting area so there is a chance of being screw with hills again. -Nadar Shah...I know nothing about. I have had previous luck with Persia though and the immortal is an awesome unit. I will have to look into them and decide if I want to play a game fo aggression. Overall, not the best selection, I would have liked someone with religious bonuses since the faith game can be really powerful. Don't really want to go for a re-pick, no guarantee I would get anything better. Will have to chew on these for a bit.
My choices:
1. Perciles is DOA. Don't think his toolbox is all that good. The only real bonus is the extra wildcard slot and, while useful, it doesn't overcome his other weakness. Cheap theater squares are good in SP but how many do you build in a competitive MP game? 0% chance of taking them. 2. Seondeok is great at science but dependent on have a bunch of hills nearby. As previously stated, I would ratehr prefer someone better at culture than science. My reasoning is that eurekas for techs are easier to get than for civics and if your science is too high, you can't get as many boost and waste a bunch of science. Someone with a less science can keep up by planning the boost right and capturing that +40% from the boost. For civic, I feel like the boosts are hard to get and you tend to have to research them unboosted anyways. Also, I think Korea has been in a few games now and has not showed very well. Not sure if this is a civ issue or just poor games with her (no offense to those who have played them, lots of factors go into poor games). Cheap campuses are attactive. About 25% chance of trying them out (if I want a builder's game) 3. Nader Shah looks attarctive. +5CS against full health units, +1 culture and +2 gold for domestic trade routes, +3 gold and +faith if they are from a non-founded city., an additional trade route at PP, better roads, the Pairidaeza, and the immortal. All good attributes for someone who likes a culture-boosting civ and better since the extra culture comes from not having to build theater squares. The trade route bonus are awesome and the pairdaeza works well to a little extra gold and culture to workable tiles. The immortal is probably one of the best early units. A sowrdsman who is also an archer can really dominate the early game. The addition of the man-at-arms nerfs their period on dominance but with a proper opening, they can easily take out the closest nieghbor. Selecting them would be a pure agression game for me. Come out punching with a beeline to iron working, an encampment, and oligarchy to stomp my closest neighbor. About a 60% chance of selecting them for a game of agression. 4. Asking for a re-roll. I counted 46 leaders still available with some very attratcive leaders still available but there are a lot of undesireable ones too. I am still chewing over the idea of asking for a re-roll and I would say there is a 15% chance. I did play an opening for both Nader Shah and Seondoek last night and both can have strong openings. I think I will play a little longer and see how they progress as the game moves along before I make my decision. I also want to see what the world age will be. More hills with a new world age makes Seondoek look a little better.
CMF comfirmed the map will be new age, so I think the question now is do I want to play to win (agression with Nader Shah) or do I want to play around with building a great civilization (Seondeok)?
I am going with Nader Shah and early agressions; going after both city states and my closest nieghbor. CMF, don't screw me on iron like the random map generator when ever I want to play an early agression SP game (with Rome or Alexander or Persia) and want that boost to Iron Working.
I will need to sim opening options. I am thinking the best route might be double scout for better map information and finding those city states and neighbor. Something I have never done and always think it is a waste of production compared to warrior->builder->settler, especially if barbs are around.
Woden's start:
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Thanks CMF!
That is a nice start. No need to reconsider my pick, that will work good with Persia! Plains hill to settle on, work the 4 food for fast growth to the deer tile. Tile picker will probably go for the dyes before the forested/jungled hill tiles but the dyes have 2 cogs, so just as good. This might be a scout->warrior->settler start. I have played around with a 2x scout start versus a warrior->builder start and they is not a big difference to T60. The scouts give you more map information but the warriors provide security. One benefit of the scout was identifying close barb camps sooner and I could re-route my warrior to clear it and boost BW quicker and actually had less barb activity around my capital. I think I want a scout for more map information but only 1. Starting warrior will go south-southwest and circle around, defogging about a city width around my capital. Scout will go north-northeast and then head east(?) once the immediate area is defogged. Not sure if the water on the west is the ocean (edge of landmass) or a sea but most likely the ocean since there is not a name but then again, I might need to defog more before name pops up. Second warriror will hang around and walk my settler to where ever the best city location is located. With decent tiles to work, I think I can postpone a builder until after the settler and use its 3rd charge for iron. I will also beeline to Iron Working before coming back for Pottery and Animal Husbandry. With that, I shoudl be able to have 4 or 5 immortals around the time PP finishs, take Oligarchy and go on the war path. Probably need 3 cities but not sure if I will need more, will have to see what teh map brings.
With all the food, I wonder if warrior straight into settler is a better play here? I have tested out scout into settler and killing 3 barbs for the boost to BW in time is hard. Will need to test forgoing the scout and do warrior->settler. Might also be hard to get enough scouting information to find 3 barb in time. Realistically you need 2 camps and a scout or an activated camp.
Anyways, a little more testing before the game starts.
Anybody remember the minimal distance a camp will spawn at the beginning of the game? I want to say it is 8 tiles but might be 10.
Eidt: Maybe it is 5? |