March 3rd, 2014, 15:01
(This post was last modified: May 14th, 2015, 16:32 by Molach.)
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Ghengis Khan goes into restaurant. Sees waitress.
Nice waitress.
No ring.
He thinks hey, we're both unattached
He thinks I only live once.
He decides to go for it when she comes to take order.
"What'll it be, then?"
"How about a quickie?"
She slaps his face.
Old man on next table leans over, nod at man.
"Pardon me, but I think it's pronounced quiche"
PASSWORD: rohan
March 3rd, 2014, 15:45
(This post was last modified: March 20th, 2014, 11:19 by Molach.)
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Ghengis Khan - AGG/IMP
Quote:Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance. +100% production of Barracks, Stable, Drydock. (Barracks: +1 culture)
Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House
of PORTUGAL - Mining/Fishing, Carrack (Caravel with cargo), Feitoria (Customs house with +1c on water tiles).
Hey, synergy! My numberless imperialistic Feitorias shall desroy you all!
Wonder if I should keep it...? Genghis is decent enough, but portugal is only good if there is sea nearby, and sea isn't as good as not sea. Only reason to keep is if I fear I might something worse in the reroll.
Oh and my password is
rohan
Yet again.
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IMP isn't great though AGG is actually okay to good now. Fishing is definitely a weaker start.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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I think I'll stick with the combo.
Would of course have like to see start first before deciding. Hopefully I get a grain/animal + seafood start. Worker first, grow on workboat, perhaps bronze and chop out some quick expansion. IMP means chop settlers, right?
Also because I want to play differently from the PB 11. No more mr. nice switzerland anymore. Again I get aggressive traits, so there's a ticking clock aboe my head - stay peaceful for too long and game is irrevocably lost to better-econ-nations.
Last game I went without archery and HBR, so I'll these techs earlier now...
I'll read up on Horse Archer rushes 101. Anyone know of any games where this was executed well? Main idea is forest->Horses, eh? How long do core cities keep building them....do you just get 15 and invade, or keep producing and send a steady stream of reinforcements to the front?
How about techs...
(mining/fishing) -> Agri, Hunt, Wheel, Pottery, Bronze, AH -> Archery, HBR ->(writing while building HA) -> Go conquer, chop library/work cottages if successful and city upkeep gets crippling? Skip pottery before archery and HBR maybe?
We'll see. Maybe I end up on a remote island and only get to conquer some stupid barbs instead.
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(March 4th, 2014, 14:51)Molach Wrote: No more mr. nice switzerland anymore.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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MY START
I see food. I have a see-food start! Yay.
There is also seafood.
I'm thinking: SIP. Plains hill, 2 food, good enough production and commerce to be workable in bureaucracy. Being costal is a plus, slightly more so as portugal. I don't see myself moving eastwards - away from hills and onto a PGRG-tile (perfectly good river grassland-tile). So scout is relieved for "find best capital spot"-duty to "find neighbours and secondary city spots. I think I'll move 6-7 tiles in a direction, then start a big loop to see my nearby land. However it is tempting to find as many civs as possible before borders pop up.
Worker first, research hunting. Then after worker is done I can grow while building a workboat. Worker makes a pasture on sheep, obviously, then fish comes online and I get to make all kinds of different decicions.
So - which tech after hunting?
* Bronze working. Chop forests, speed growth, make some GLH mine tiles.
* Animal husbandry. Camp the furs for good early commerce.
* Wheel. Because it's all round and stuff.
My first worker can dig a mine in the PH to my west after sheep, so not critical that I research a tech that gives him a lot to do. (Meaning AH - BW is feasible).
What to build after worker-workboat?
-Warrior for security/scouting.
-Another worker, start chopping out settlers and spread like locusts over the map.
I'll do some simming later on, if I were playing with 2 minute turn timer I think I'd go Hunt-AH-BW, early commerce and see where horses are, chop out second city and tech towards HBR fueled by that camp.
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Spent a while trying out some openings.
Workboat first -> grow, tech BW and slave worker was better than worker + hunting tech, build pasture...
But fastest start seems to be worker first + BW tech, then workboat while MINING the hill sheep. Then chop some stuff.
This would make capital slower to grow, but hammer-heavy for pumping settlers, and would allow me to skip hunting and get quicker pottery.
Hopefully scouting will reveal
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Scout spots a hut.
I settle in place, discover cows.
Current plan hunting to improve my tiles - cow first then sheep - workboat should finish pronto powered by PH plant and an improved cow tile to work.
Now let there be BW in that hut.
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Memo to self:
Did not settle in place:
Jowy
WillLP
If I neighbour either of them must consider possibility that they are closer or further away than "intended" or balanced for.
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SCOUTING REPORT
As ordered, we moved towards the hut, NE then NW.
Discovered SHEEP tile and SILVER. Silver is located in TUNDRA, which means we are a norternly CIV.
Possible new city on (fogged) plains hill, to pick up pig and sheep and a lot of river (cottages) to work for capital.
Also realize that 2 early happiness is a good thing.
We will move N to look at the sea here, then SW to pick up hut. Will report back then, but likely heading furth westwards after this. East is disappointing.
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