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Evil Player's Association - TMIT (Bismark of Mali)

Hi forum.

In PBEM 25 I have been terrible with updates. In PBEM 28 I have a clean slate and will do my best, as well as try to resurrect my updates once I can record again (the current youtube material I'm using is from stock).

Because everyone likes this sort of thing, I will do a pick analysis for now.

slowcheeta - Ramessess II of China: Like the leader, not so sure on the civ. China has excellent/flexible starting techs, but non-protective CKN aren't particularly appealing and the UB is junk unless I go off on another perma-NAP spree and he tries to win culture (don't hold your breath, but possibly). He and I are the only IND civs, so we get to compete on wonders. Aside from that, not much to say here. The TRULY great civs were banned after all, so he didn't take a woofer or something. I do think he had better options on civ choice however.

Sian - Catherine of England: Fishing/mining is good if you have PBEM 25 start. It is not so good if you lack seafood. It is pretty junky (especially w/o expansive for worker whip micro!) if he gets something like pig or cow and delays high yield tile. To be fair, I'm in the same boat. He has a REX leader and can throw down the scientists easily so he can start off with a bang. A little early/late mix with redcoats here, but with emperor and only 5 players I'm not sure he'll reach his uniques in time for it to matter. Also, thumbs up to another CFC poster crossing over into the dark waters of MP smile.

Twinkletoes - Washington of Maya: I had a fairly low opinion of his play ability when I inherited his pitboss 6 civ state, but possibly he just missed turns in that or whatever. In THIS game, he goes and picks what I think is one of the best options around. Maya is excellent for its early smile on a very important tech for MP (construction), and he has the smile from cha to go right there as need dictates. Expansive rounds out the combo nicely. Washington is a very solid all-around leader and I considered picking him over Bismark to represent Mali...even now I think either pick could work. I grade his civ/leader as strongest next to my own as his UU also ducks any early shenanigans and provides some security; this is one guy I can't skirm choke easily.

Serdoa - Lincoln of Aztecs: He predicted we'd call this a smoke pick, but I don't see it that way. Jaguars don't scare me offensively because I'm Mali, but if there's not readily available copper they can be trouble. They usually wind up in a poor-man supermedic role however, and swords aren't especially important to typical play so that doesn't hurt him. His UB, however, is ridiculously good and I grade it as a top 3 UB. Aside from taking fewer hammers to construct it, the thing halves whip anger so he can basically perma-whip everything. This is one of the few UBs that directly add productivity, and it does it early in the game. His one downside is, of course, the starting technologies which are AWFUL. Lincoln is a solid leader if unspectacular, an expected scenario given the restrictions we have.

TMIT - Bismark of Mali: There is some minor synergy with the trait and UB, but that isn't why I picked them. Mali starts with mining + wheel, so hopefully I get a grain starting resource and not seafood or livestock. What sets Mali apart IMO is their UU, which is COMPLETELY RIDICULOUS. Strangely, Mali isn't popular here, so let me say this straight-out:

The skirmisher beats every non-unique unit in hammer-for-hammer investment until knights. You put the same hammer investment into skirms as they have into something else, you will win a field vs field battle. Seriously. This is, of course, NOT considering the defensive bonuses one can attain with them. They beat chariots and spears outright and spell serious trouble for axes in #'s. They also take 0 resources. It's entirely possible that I could take someone out of the game using skirmishers via a 4-6 skirm rush + choke. However, on the map scripts we're likely to see that won't be conducive to winning the game. If someone drops military though I WILL 2skirm choke their metal and watch them squirm a bit if it doesn't look hard.

My more likely course, however, is to simply pursue a few key wonders (oracle ---> MC is attractive) and let the skirmisher disincentive screw everyone else off. Nobody in their right mind should be attacking me pre-cata, unless I find myself in a triple-dogpile or something but i don't think that generally happens to dark horses.

Well, early strategy WILL be to secure long NAP + open borders + border agreement with someone near me though, but I might be a little less inclined to do border agreements or NAP with others near me, simply taking land as I please. Should be amusing and fun.

If we wind up cut off from each other somehow, all bets are off. There's a chance I find this out early if I get a 3f tile but no grain as I'll probably grow to 2 while researching whatever tech I need and build a 2nd warrior to scout.
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And here's your start:

[Image: Civ4ScreenShot0403.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

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TheMeInTeam Wrote:What sets Mali apart IMO is their UU, which is COMPLETELY RIDICULOUS. Strangely, Mali isn't popular here, so let me say this straight-out:

The skirmisher beats every non-unique unit in hammer-for-hammer investment until knights.

Mali is junk in single player against AIs, where you never need to defend in the ancient era and combat doesn't happen field vs field. I'll be interested to see how it plays out in multiplayer.
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T-hawk Wrote:Mali is junk in single player against AIs, where you never need to defend in the ancient era and combat doesn't happen field vs field. I'll be interested to see how it plays out in multiplayer.

I don't know what single player you're playing wink.

Deity/immortal AI rushes can be un-fun. Also, below deity they are effective units for rushing the AI, which won't really have an answer to them. They're probably the strongest resource-less ancient rush units and can definitely pull that in a pinch. Better than dogs AND holkans due to the same base str, having first strikes (just a FS chance against archers but still a small advantage) and costing fewer hammers. The most disgusting thing about them, however, is that they get ~90% odds (roughly) against archers in the field. Yeah, it's metal or bust (pillage hell) as there is no easy way for archers to break such odds. Protective Mali is a very very fun trolling tool on game spy. A shock skirmisher is pretty rough even for axes lol.

The start is comically ideal for a skirmisher rush: 1 grain and some unforested hills. Settling in place is the only reasonable move I can see for the instant bonus. I am, however, not amused to see the capitol not having fresh water. That's fine if it is something shared by other civs though because it's a stealth nerf to my expansive and only TT has it other than me tongue.
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Yours is my favorite leader/civ pick in this game, looking forward to watching you play from the other side thumbsup
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This is like the 3rd Bismark of Mali game here. 1 has won, 1 is winning, so good odds here.
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TheMeInTeam Wrote:I don't know what single player you're playing wink.

The single player where plain archers choke the AI just fine and you don't need skirmishers to do that. wink

Quote:I am, however, not amused to see the capitol not having fresh water. That's fine if it is something shared by other civs though because it's a stealth nerf to my expansive and only TT has it other than me tongue.

I don't follow how it's a nerf? If none of the capitals have fresh water, that makes Expansive better, since everyone else will hit the health cap sooner and your +2 health comes into play sooner. Right?
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I said nerf when I mean the exact opposite lol. You can see that in the language I use surrounding it. Don't know what I was thinking when I said "nerf" instead of buff.
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By the way I think Serdoa's comment on his pick was mostly about the irony of taking Lincoln with the Aztecs.
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