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[SPOILERS] WARNING: Donovan Zoi's Molotov Cocktail Contains Vodka and Coffee

Welcome to my PB27 Spoiler thread! I won't have Adrien around to bounce ideas off of this time out, so I'll be counting on the lurkers to hang out a bit more and answer my silly questions.

I am also piqued at the prospect of reporting for another game when I have done such a bang-up job at it in PB25 recently. Don't call it a comeback, but I think I will do okay here once we get rolling.

Come for the overly dry insights and lead balloon memes, then stay for the poor decisions! smug
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(August 12th, 2015, 14:20)BRickAstley Wrote: Here is the list of the first pairings. I generated this list on random.org using a passphrase, so you can double check that this was random with no meddling (I would hope it's not a problem but I thought it was fun to do it this way anyways.)

You have 48 hours to choose whether you want to keep the combo you have been given, or to re-roll for a new one. Keep in mind this is the format:

Roll 1: Keep or re-roll with unused/rejected leaders/civs.
Roll 2: Keep or re-roll with unused/rejected leaders/civs.
Roll 3: Keep.

Please notify me whether you are keeping or re-rolling your combo in your thread or via PM.

[Image: jHLk5QD.jpg]

Full list showing methodology and unrolled leaders/civs:
[Image: kBsvzdO.jpg]

Attachment version for people with imgur problems:
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OK, Stalin of the Zulu...nice roll! IIRC this was one of the combos I was pushing for in PB25 since we knew we had Stone nearby. But of course Joey killed that for us by drafting the Zulu first. Also, I don't have the luxury of seeing the map this time out, but there in no way I am sending this one back.

So yeah, I'LL TAKE IT.

With Stalin, we have AGG synergy for cheap Ikhandas (and Stables) plus the early combat bonus for our Impis. Also, IND allows us to be in the wonder race almost immediately, so I will be searching our hopefully vast empire for Marble and Stone. In PB25, we really didn't get to utilize the IND trait as much as we could have re:Wonders, though we did get Forges up and running super fast.

NOTE: It's cool that all 6 remaining players from PB25 are in this one, so I can actually slip up and talk about that game with no repecussions.
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Here is the starting BFC sandbox for you to look at and start planning, if you choose to do so. This accurately represents what the starting BFC will look like when you load into the game. The file has any strategic resources stripped out (since you would not know those on turn 0).

We reserve the right to make any changes to the BFC, but this is at least very close to what it will look like in game, so should be dependable for planning purposes.

No screenshot for the thread too because that's just time consuming right now for me to go take a picture of each one too. neenerneener

Link to the starting sandbox: https://dl.dropboxusercontent.com/u/4491...wordWBSave
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Thanks Brick! I think the trade off of not having to create my own sandbox is more than fair. smile
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Actually, I just tried to save the file but get a list of game parameters when I go to the Dropbox link.
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right click the link -> "Save Link As."
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Donovan's Sandbox

Alright, let's do this! Many thanks to Brick for providing a sandbox for my capital. I probably wouldn't have this report to you otherwise. It should be noted that I played this out on RtR 3.0.0.1 so I will likely be playing this out again once I upload the correct mod.

Turn 0

Resources - are not bad at all. We get two tiles (Sheep, Fish) that will be 5f/2c each once worked, as well as Ivory for early happiness and WEs. We also have Sugar in the NE that will be a nice backup in its raw state (3f/1h) until I get to Calendar.

Opening Strategy - As you can see, I have opted for Workboat first as it's the only practical move. This makes Fishing a requirement as first tech in order to use it. A worker will take 12 turns out of the gate for the exact same yield.

NOTE: Sorry, I only have the resources toggled on this screenshot.




Turn 5

I have cast the nets and started training a Warrior. Though I am so used to going Worker first since joining here, my reasoning for the delay will become clear in a moment. Also, the capital will be ready to grow in 5 turns.

I have chosen Mining as the next tech in order to beeline to BW. Since the worker is delayed, I can afford to get this tech now and get a jump on locating Copper.




Turn 11

Capital jumps up to Size 2 on this turn, helping both my research and production. The addtional pop will get us a new Worker in 7 turns, so if you take that from the original 12 I got the Workboat for free.

New Warrior can join our Scout (I just read that everyone starts with Settler/Scout) to mark our radius in the search for Copper.




Turn 18

BW finished! Also new worker out on Turn 18 that will fence in the Sheep in order to match the output of the Fish tile. Even as-is, I am still getting the Wheel in 3 turns. The pace of the cheaper early tech feels awesome..until you realize that most of the other players will be enjoying these same gains.

Started on a Scout next to allow growth to Size 3. I did this before learning we would open with one, so I may use this spot to either train a Warrior or put some hammers into the Ikhanda.

I can also already chop out Forests but am going to wait just a bit to revolt to Slavery. Though I will need to start thinking about Settlers soon.




Turn 21

The Wheel is done, on to Pottery in 5! Also the Sheep pasture completed on the same turn, helping my early commerce even more. Capital is at Size 3, and we can use the Sugar instead of the Ivory for rapid growth.




Turn 24

Upon further consideration, I decided to forgo growth to Size 4 to get another Worker earlier. The extra pop would have only netted me 2h and since I was already at 12*5t, 14*4t would not have cut any time off the build.

The existing Worker is also working to chop out a work buddy so that lost time can be made up. After playing with the FW as my UU n PB25, I can't adequately express the disappointment I felt when I sent this worker into the trees and the END TURN sign started flashing. Oh well, I have some new toys to try out this time!




Turn 26

Pottery complete! New worker also ready so now Cottages and Mines can be built in tandem if so desired. I am thinking that I will only have them work tandem on flatlands to save lost movement points, but I have that luxury early on.

I don't think I have ever had access to Cottages so early so I may try to foster more of a Cottage economy this time out.

The capital grows in 2 turns, to synchronize the first Cottage. And even with only two worked tiles when that is complete, I still have the versalitity of choosing food, production or Commerce thanks to the two unworked resources. And I am pretty sure that Animal Husbandry will be next to buff the Ivory tile.


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Early Game Strategy

I am officially signing off on the build queues listed above through T18 and the tech path through T26 (Pottery). So that will give me a bit of breathing room to formulate an early game strategy. By turn 18 I should have a nice look at the surrounding area to see which if any of the following are available:

- Copper
- Stone or Marble
- Workable Luxuries

Of course I will be looking for decent food as well, but I'll likely have to decide between at least 2 of the 3 above for my second city. Copper would be the most important to grab, as it would allow me to start building Impis right away. But luxuries would be great as well, since I would love to have the capital higher than pop 6 so I don't have to choose between working Mines or Cottages there.

Impi Strategy

I plan on leveraging my early UU to the fullest, but I am just not sure how yet. Seems to me it might be best to lead with a few Axemen first and the have the Impis catch up. Of course that also means I'll need that Copper. Regardless, the uses pretty much fall into 3 categories:

Resource protection - Once I locate something valuable, I will send an Impi or two to distract settlement. This method can be spread thin pretty quick so this will mean setting up some a zone defense in case I need to cover two or more spots. The extra movement and Mobility that the Impi provides should allow me to "claim" more ground with less units, but could also incite bad relations.

Pink Dot defenders - Once I start meeting other players, the early game can be tricky because some will want to flaunt their power while others will try to hide what they have. So I am going to be scouting for any trace of Archers or Axemen to see who I can deter from getting closer. Luckily this is a community that seems to steer away from early game Archers (perhaps even moreso with the tech cost increase in 3.0.0.x) so this may pay off.

Mad Impi Rush - The most fun of the 3 options, no doubt. This will just be a matter of getting Demographics on one or more of my neighbors and monitoring for stagnation in the Powergraph. Of course a decisive victory will show up in CivStats and put all my other neighbors on notice too. So as fun as it is, it can also be quite dangerous.

All told, I am likely going to go the Pink Dot route, but as we all know -- none of this happens without Copper.

Coming Up

I still want to talk about a possible early tech strategy, and I have not even begun to prepare analysis of the 23 player combos. So stay tuned!
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Another half hour of my life gone, but after 6 years at RB I can finally say I have an avatar:

[Image: stalinzulu.jpg]

Guess you can say I'm pretty psyched about this game. hammer
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