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[SPOILERS]Zara Yaqob of Byzantium and the Melancholies of Gawdzak and BaII

This will be our spoiler thread, you know what this mean.

































If you are playing in this game:

nono
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Alright I started our spoiler thread already so we can start talking about what we want to pick here. I'm going to copy pasta a bunch of stuff from my PB20 thread.

We are playing in Tides of War 1.21 with a ban on Agricultural and Productive traits.

Tides of War v1.21 notes for reference:

Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries, +2 health (no harbor or worker bonuses)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and banks
CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production

Civilizations
Inca: Terrace loses culture, requires Agriculture instead of Pottery.
India: Fast Workers cost 75h, not 60.
Egypt: War Chariot is a chariot replacement with 2 first strikes.
Mali: Skirmisher is a 4 strength archer replacement with zero first strikes.
Sumeria: Starting techs changed from Agriculture/Wheel to Agriculture/Mysticism.
Zulu: Impi is a spear replacement with 50% withdraw chance.
America: UB is the Frontier Post, a Grocer replacement with 1 free merchant.
Germany: UU is now the Riesengarde, a Grenadier replacement with 14 strength.
Russia: UB is the Research Institute, now a university replacement with 1 free scientist.

Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).

Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)

Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.

Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.

Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.

Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.

Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.

Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.

Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
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This is what I wrote before the start of PB20, ignore the parts about AGR and PRO. Now looking back, some of what I said was pure smoke .

(April 20th, 2014, 14:42)Gawdzak Wrote: So what trait and civ do I want here?Let's take a look at some of the changes:

FIN: +1c on tiles with 3c or more

Financial got nerfed very hard here,it is now pretty much crap in the early game unless you are on a river,even then it's not that strong compare to the other traits. This nerf also takes away the commerce boost on coast until compass which is a pretty big deal imo. FIN is now pretty much a late game trait and I feel it's almost like organized except without the cheap buildings.So I dont want to pick it here.

EXP: Double speed granaries, +2 health (no harbor or worker bonuses)

nerfed still good.

CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)

nerfed,but still keeps the free border pops and cheap libraries although no longer to dominate border with neighbours early.

PHI: +150% gpp, double speed universities

slight buff,nothing too interesting here.

IMP: +100% GG points, +50% settler production, and double speed markets and banks

new cheap buildings,make both buildings a good investment early. I'm not sure how strong this trait is.

CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)

3 happiness,that's quite a lot in the early game,which means you can pretty much whip like crazy in the early game provided you have the food. Speaking of food....

AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more

Food is king in Civ 4 and more food is definitely good provided you can do something with it.

PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production

the hammer boost is pretty trivial here,early game it makes plain hill mines 5h, which means they are actually worth working now. The worker boost seems pretty significant here. If I'm not mistaken you can double whip a worker,overflow 30 hammers and if you put the overflow into another working you get 45 hammer into a second worker. So it's basically 2 pop for 2 workers?That seemed very strong to me.

Boudica (CHM/AGR) is probably the strongest leader here in this mod.More food for more whips early game while having 3 extra happiness to work with. CHM being the only real military trait now,you do not want to mess with boudica early game,because she can whip out a massive army and crush you. So I will definitely pick Boudica if I can. If not I think I will look to pick one of either CHM,AGR or PRO traits. Not that I think they are the best traits (I think organized might be the best trait) but I really want to try them out.

Regarding civs,many of the stronger unique units are nerfed. The only exception here is Byzanzium,which retain the powerful cataphracts. Byzantium is not like by many because of the bad starting techs (Wheel/Mysticism),however I don't think those techs are as bad they once was. Wheel and Mysticism are now tied for the most expensive starting techs (60 beakers),and due to agriculture(40 beakers) being dirt cheap now,you are only 5 turns behind agriculture/wheel civs. So we might look to pick Byzantium.

Mali might actually have the best starting tech now, having 2 useful starting techs (Mining/wheel),you will be up 10 beakers on Agriculture/wheel civs and up 20 beakers on Agriculture/Mining.

Overall this mod is less punishing for civs with bad starting techs.

The other civ I'm interested in playing is India.Fast workers are nerfed,now 75 hammers. This might seem a lot and it is. So if I want to play India,i would definitely pair it with PRO,that seems worth it for me. Too bad there is no PRO/ORG leader.

This is a list of my preferences:

Leaders:

Boudica AGR/CHM
Tokugawa AGR/PRO
Hammerabi AGR/ORG
Gilgamesh PRO/CRE
Washington EXP/CHM
Ragnar FIN/AGR
Alexander PHI/AGR
Qin Shi Huang IND/PRO
Montyzuma AGR/SPI

Civs:

Mali
India (only with PRO)
Agriculture/Wheel civs:France=Ottoman>Egypt=Babylon (Any leader) Sumeria now has Agriculture/Mysticism.
Byzantium
Aztec
Rome
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So yeah BaII feel free to tell me what you think you think about the mod.
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I don't really mind working around whatever you pick. Although I would be interested in trying out the Byzantium since the only thing that was holding them back was the starting techs. I was thinking trying out CRE/PHI for a extremely Academy and try not to whip our capital too much in the early game. We might fall behind on expansion but as long as we don't fall behind too much we might be able to reach Cataphracts at an early date and run over someone with them. CRE is still a strong trait because it saves you hammers on the lack of need to pop borders so missing out on a religion will not be a big deal.


TRAIT ANALYSIS

FIN: It just feels so weak now since it will take 10 turns of working on a riverside to get the FIN bonus and 20 turns for non riverside grassland tiles.

EXP: Good as ever really, the biggest deal about it is the cheaper Granaries. 1 pop whip or 1 chop and there you have a Granary to keep overflowing food. Not only does it save you on hammers in those small cities it speeds up the growth curve of a city by an extraordinary amount. Losing the faster Harbours was a slap on the wrist for most games, and while we don't get the faster worker anymore it wasn't always plausible to get that extra hammer so in some games it really didn't matter in most cases. So still a top tier trait right now.

CRE: No more domination of cultural borders, but your still pretty likely to win them with that extra culture. Still not a bad trait, probably the best early game trait for teching because of the cheap Libs.

CHA: Very strong trait for the early game. Falls of the later you go because of diminishing returns for happiness. Most of the RB maps give you atleast a couple of early game resources for happiness so it isn't too much trouble to have enough happiness in the early game. You can keep on stacking the whip penalty but whipping is only really good when you have plenty of food to grow back onto the tiles you've been working. If we were to get locked out of a religion and lack happiness resources this trait would come into play greatly. If we happen to get plenty of nice grassland tiles and plenty of food bonuses this trait would be super strong.

OTHER TIDBITS:
Early game units got nerfed so rushes are less likely to be a concern for us. So farmer's gambit vs these civ's will be better although we still need to watch the power graph. We win out on beakers if we choose the "bad starting techs" so they would be nice to start off with. Food bonus techs are dirt cheap and can be picked up in a couple of turns. We might want early hunting because it doubles our scout movements.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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I agree with most of what you said there. I think 2 traits that are also strong is ORG and IMP.

There's mentions in the sign-up thread that this might be Emperor difficulty, so ORG would be stronger than usual. With FIN nerfed I don't think there's anything that beats ORG in the late game. If there's a lot of water in the map, cheap lighthouses wouldn't be bad either.

IMP got a nice buff with cheaper Markets and Banks. The settler bonus is still the big deal though, and now it's got some late game bonuses.

I think we should look to pick Byzantium if you are also interested. However, we need to have a start that we can work the starting techs around. We need to be able to skip 2 if not 3 of the following techs early (in the first 30 turns) :

Hunting
Agriculture
Animal Husbandry
Fishing

If we get say double corn,that will work. Corn and Pig?Works. Deer and Pig? Might be a little more hesistant (delays Pottery).

OTOH if we get something stupid like Fish and Cow, then picking Byzantium is just shooting ourselves in the foot.

I think we definitely need to be able to keep up in expansion though, we need to be able to survive until we get to Cataphracts. And with the possibility of Tech Scaling Cost option on (new option in ToW,basically ramps up the tech costs for later eras), getting to Cataphracts will take quite a while and people might look to attack us before we get there.

I mean just look at these tech costs (Monarch/Huge map) :

[Image: towtecsclig.JPG?dl=1]

So the leaders on top of my list are:

CRE/ORG Zara Yacob
CRE/IMP Catherine
IMP/ORG Julius Caesar

It seemed like we are first pick too, so unless we pick Civ first we can't "counter-pick" our leader.
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Woah, I wasn't expecting those high tech costs.

Julius Caesar: With a Huge map I think we would probably want IMP trait here to help us fill out the map. We should have an easy way to get our economy back on the right track with cheap markets and courthouses. Although it's not as safe as the other two choices in terms of safety. Without CRE we will be getting slower border pops so less likely to have some cultural defenses in place. Another problem would be that our cities would need to be closer to each other without CRE to pop borders for us. Although I don't think we will likely be facing an early rush on a huge map.

Catherine: She's probably our best bet for a strong early game. Not only does she grant us the fast expansion like Julius Caesar we don't need to place the cities as close cause of the free border pops. Though she does not have the late game power of ORG I think we can possibly use her to secure a strong early to mid game before the power of ORG starts to overpower these traits. This would also probably be the strongest warring leader out of the 3 leaders. We would be getting earlier GG's as well as an easy whip for the Theater in our captured cities for quick border pops.

Zara Yacob: He would probably be best in terms of pure beaker output with the cheaper lib's. Although we might be able to run a higher slider with Julius I don't think he will have as high of a beaker output since we won't be getting the cheaper lib's. Zara is probably our best research leader in this group. Although we probably won't be getting as many cities out, the growth curve of these cities should be faster because we have free border pops and don't have to worry about religion and monuments as much.

I personal order of these leaders would be Zara>Julius>Catherine though their all really close to each other in terms of power. I don't think we should pick civ first because leaders are just stronger than civ's in most cases.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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Your start:
[Image: 21g.JPG]
Normal "it can change" caveats apply.
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.
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Couple of forests so this would likely be hard to sim out without losing worker turns. I'm guessing it's okay to go with Byzantine here because we could go hunting and then straight to pottery and most of the important tiles are not covered in forests so that should be interesting. Or we could go with a Hunting/Wheel civ and then research all the way to pottery and cottage those delicious FPs.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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Some initial thoughts on the start:

We should definitely settle in place.
We can hook both capital food with one tech which is nice.
This capital is low on production, we only have 2 hills if we settle in place and both hills are covered in forests. So my instinct tells me that the ideal starting techs are Hunting/Mining and go Bronzing Working first. Since the production is low here, I don't think IMP is as valuable.

Something else to note is that there's no 4 yields tile in our first ring, so if we get CRE we can work a 4 yield tile 1 turn earlier. Not a big deal though.

Total speculation: I think the tile 1 east of the wine is copper.

So I think Zara would a good pick up for us, since I mentioned that I don't like IMP if there's not a lot of hills. I'm open to other suggestion though.

As to civs, I need to create a sandbox and sim a few scenarios. However I would really like to know the size of the map (standard/large/huge), dimensions, world wrap and difficulty before I do that.

Edit:

(June 22nd, 2014, 18:31)Commodore Wrote: Large cylinder, Emperor
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