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[SPOILERS] JR4 tries his luck in PB 37

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Ok, really looking forward to this game! As this is my first MP pitboss game it will probably be a steep learning curve for me. Realistically I don`t see myself winning this, but I will certainly have fun trying. I have been lurking this forum for a while (well, actually for several years!) so some of the players are well-known to me. I think that the four veteran players (Krill, GJ, dtay and Gavagai) are strong favorites to win this. The others - well I really don`t know what skill level they are at.
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Hmmm, last in the snake pick order. I quite like it actually. I get to choose a leader and a civ without a chance of anyone stealing one of them away from me. Just have to see what is left for me.

Having never played RTR mod before I probably have a slight handicap as well. In BTS I really like FIN (actually it is probably a bit OP) but in this mod I have to think carefully about which traits I want to play. Org is super solid and is perhaps slightly better than FIN here. Could easily go for ORG. PHI is good, but not gonna pick that in this game. Just too much work. CRE is not my favourite trait but could possibly be leveraged into more land. PRO and CHA I don`t like at all. There is just not enough in those imo. IMP could be interesting in this game. That trait will give a lightning start for sure, but the difficult part is to translate that into more than your fair share of land. EXP is a good trait I think. So many cheap buildings! SPI is better on later starts I think but is still a pretty good trait. The flexibility is key here. AGG gets a boost in this mod. If I feel like going on the war path this is a valid pick. IND is a funny trait. If no other players chooses that I will gladly take it but if two or more other players want it then it is just junk. I could try a gamble here and pick IND in hope that the other players think the same way if noone chooses it on the first round.

Well, that is my thinking for now. Probably going to look into the civs tomorrow.
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So, I have decided not to go for a religion first. That makes the civ choice a bit easier to make. All mysticism civs are out. 

List of civs I could play:
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Ottomans: The wheel + agriculture is fine. Good UU in the janissary. I really like the hammam as well. +2 happy semi-early is good.

Khmer: Hunting + mining is better in this mod than in base BTS. Cool UU (haven`t ever played with the ballista elephant though). And free food from the baray! I like it.

Russia: Again hunting + mining. One of my favourite UU. The cossack is so strong that it could easily dominate a battlefield. Research institute is good as well I guess? Comes in a bit earlier than in BTS but a bit weaker.

Netherlands: Agriculture + fishing. Not too happy about starting with fishing but I could be lucky with the start. I could have triple lakeside fish at my start. Right? lol The east indiaman is surely one of the best UU in this game. 6 strength long before frigates begin to emerge is goood. And the dike is a strong building. The possibilty to build a moai in every coastal city is nothing to be sneezed at. Of course the Netherlands are a slow starter so if I can get that civ I have to prioritize early traits like IMP.

Mali: Mining + the wheel. Will probably have to go agriculture (or hunting) first then. Nt the best, not the worst techs. The skirmisher does its job in the early game. I could go for an ambitious land-grab and then stuff the city with skirmishers. This UU also has a long lifespan. Still usefull until knights. The mint is solid I think. Extra money is always nice to have.

Zulu: Well, not gonna get this unfortunately. The impi is just too fun to play with. I reckon that it will fall as one of the first three picks.

Mongols: Hunting + the wheel. Good enough. The keshik is very hard to defend against. Could be a fun pick. UB is supporting the keshik offensive of course. Hmmm, haven`t played with the mongols for a long time. If all my other picks are taken perhaps I should release my numerous keshiks at my nearest neighbour?
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EDIT: My original post in this spot, complete with misremembering which version of RtR we were playing, is in spoilers below. But for future readers and new lurkers, I'm going to keep this post updated with the table of contents for my ongoing story of the Khatunate!

Chapter 1: Rise of the Ancient Khatunate: A Cultural and Geographic Prehistory of the Toli Plateau
Chapter 2: Legend of the Eternal Empress, Part I
Chapter 3: Legend of the Eternal Khatun, Part II
Chapter 4: The Tale of the Fisherman
Chapter 5: Journeys of the Üneg
Chapter 6: The Ancient Renaissance
Chapter 7: The Üneg Quest
Chapter 8: Wanderers' Fate
Chapter 9: The Shamaness and the Chief
Chapter 10: The Hunters of the North
Chapter 11: Rise of the Khürel Noyod
Chapter 12: Two Towers
Chapter 13: The Northern Border, Part I
Chapter 14: The Northern Borderland, Part II
Chapter 15: The Dawn of History
Chapter 16: Isles of the Clans
Chapter 17: The Hadad-Sujata Explosion
Chapter 18: The Tragedy of Empress Gi
Chapter 19: The Battle of Vulcania
Chapter 20: Conclusion

Since we'll get to see our starting screenshot before picking, we don't have to guess at which starting techs are best. On the other hand, in recent versions of RBMod, starting techs have been exceptionally cheap, making starting techs a lot less relevant. Not sure if that's still the case here, but I suspect that it is.

I think you're underestimating RtR Protective. Cheap granaries are a really good early game boost (especially if you can get Inca, though they might go early) - enough that Seven made it practically the only bonus for the ToW Expansive trait. The defensive extras are pretty marginal, but they're not bad for deterring attacks and holding aggressive plants, and then that free drill promotion is a big step toward Commando gunpowder units in the late game.

More later....
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Your start:

[Image: PB37%20Start%20for%20Players.JPG?]

Fog does not actually lie this time, although you're certainly welcome to read more into it than is actually there mischief
EitB 25 - Perpentach
Occasional mapmaker

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(March 27th, 2017, 20:13)Mardoc Wrote: Your start:

Yay!

...

(I should have known better than to disagree with Krill in the tech thread. He has this annoying tendency to be right...)

Okay, so assuming we settle in place, I think Workboat -> Worker is obvious, bearing in mind they're both food-hammer units and can both be produced from T0 regardless of tech. We'll need Fishing by the time the WB finishes and Hunting by the time the Worker is ready, but those are easy regardless of starting techs, and after that it gets interesting! It might be worth delaying agriculture for a long time with this start; dry rice isn't exactly mouthwatering.

It's worth noting that this start hates Expansive with a fiery passion as well....
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Thanks, Mardoc!

Okay, this looks interesting. SIP has a bit less food than RB standard but it still seems to be a good start. That clam is the best tile so I agree it will have to be improved first. Can you build a work boat without fishing in this mod? If not we should probably pick a civ with fishing. It was mentioned in the tech thread that the rice was wet. That makes early agriculture a bit better but I am unsure if that is enough to get the tech ASAP. Hunting seems not to be so pressing with only a plains cow in the bfc. Quite a few river tiles and an oasis for early commerce as well. Forested grassland fur is a strong tile. Maybe the second city can get it. 

There are not so many forests in the bfc. Only 4 early chops is less than average. Still I think BW is a priority because of slavery and we get to reveal copper.
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Yeah, freshwater for the rice definitely changes my opinion of Agriculture!

I'm pretty sure you can build a workboat from turn 0 without fishing, but it's worth checking with a test game just in case, as I can't find any workboat-related changes in the changelog Krill posted here. Starting with Fishing at least gives a few extra commerce from working the clams right away (unless we're Exp) but that probably won't matter unless we sim something out that says otherwise.

I like the plains cow for building workers and settlers, especially in the absence of other production tiles here (just two hills, both grassland, and one needs BW before the mine). If the whole map looks like this, the Aztecs may be even stronger than the mod normally makes them. (Obviously no guarantee on that "if" though.)
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Ugh. Just checked, and the changelog is correct: Workboats in RtR 3.0.8.3 are exactly as in base BtS: You need fishing to build them and can only do so with hammers. I'm not sure workboat first is still best in this case; it bears thinking on.
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