November 14th, 2023, 18:06
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And also this makes commerce needs even more pressing, because we spend more turns waiting for worker techs. Mysticism isn't looking so sexy anymore. Svarts get AH but forget it, Amurite magic is what we will play.
Do we need gold so much as to pull Mining ahead of AH? Hmmm. Mining also enables chopping, and then with GK a PH mine is a pretty good tile, if not quite as good as the cow. Might be the way though.
November 15th, 2023, 08:01
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Worth considering in lieu of KotE->xxx->Sorcery: firebows. Bowyers is an expensive tech (about 2/3 as much as Sorcery), but high-XP warriors can be upgraded to firebows at half price thanks to ingenuity. I think the best game I ever saw from Amurites was plako in PBEM 37, using exactly that strategy.
November 15th, 2023, 11:54
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I'll gladly discuss it, but tbh I'm sceptical. The Arcane trait points towards mages, and Sorcery is easily bulbable, while Bowyers apparently isn't?
Also adepts can use our excellent starting mana, and finally Firebows are slower moving initially, until we get adepts.
But I'll look up the plako game.
November 15th, 2023, 13:42
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I'll need a link though, in the archive for Eitb XXXVII I can't find a plako thread, maybe confused the number?
November 15th, 2023, 14:23
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Just posting here to confirm that I have you down for Valledia the Even of the Amurites, with Mysticism as your bonus starting tech! I'll get things started once all the players have finished their picks, and I hope you enjoy the game!
November 15th, 2023, 17:00
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(November 15th, 2023, 13:42)Miguelito Wrote: I'll need a link though, in the archive for Eitb XXXVII I can't find a plako thread, maybe confused the number?
Oops, I meant 27 (stupid roman numbers!). plako took over for Kyan, so the latter name is on the thread.
There are a lot of arguments for mages over firebows, especially cave of ancestors. Firebows require less tech and are pretty strong units in their own right as opposed to fragile mages. Just trying to present all the alternatives.
November 15th, 2023, 17:52
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(November 15th, 2023, 17:00)DaveV Wrote: Just trying to present all the alternatives.
and it's appreciated, please keep it up!
new attempt, with the starting warrior:
Mining first. Mining is even costlier than AH, but at least it helps clearing the techs with the gold mine. and the GK PH mine is a 6 hammer tile, not too bad, and the chop even helps with the settler, a bit at least.
To get the tech smore quickly and not have the worker build even more roads - he could also build grassland farms, but the use is quite limited - I am going with an Elder council right out of the gate, and working a sage not all the time, but where it makes sense, so the are 40 GPP as of the turn presented. The settler is fresh, and the one big downside is that we only produced one additional warrior. But that can be fixed rather easily, if needed-
November 16th, 2023, 15:07
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I can't load the sandbox. Do you have a worldbuilder file? Those seem somewhat less restrictive.
November 16th, 2023, 17:38
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Q posted an updated XML in the tech thread, that might be the reason but I'll send you the WBsave in any case.
November 17th, 2023, 09:17
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I downloaded the XML, and can start Civ without errors; the error occurs when I try to load your save file. I am able to work with the worldbuilder file.
1) You made a reference to huts. If they're on, maybe it's worth churning out a bunch of scouts? Taking more spins of the hut roulette wheel seems like potentially the fastest way to advance in tech.
2) I agree that early commerce is the biggest priority.
3) Are the map dimensions in your worldbuilder file correct? That's a very large map for five players, and I'd expect a lot of barbs at Immortal difficulty.
4) Starting early with sage GPP seems like a great plan; building a mage guild allows a second sage specialist. And cranking out an adept or two will allow floating eyes to scout out a good chunk of the map. Going either alteration or necromancy after KotE will give a military boost against the barbs or potential neighbors (although the map looks big enough that neighbors may not be much of a worry in the early game). Two great sages can bulb Sorcery very efficiently, and once you have fireballs and regeneration you should be in very good shape for military. For reference: level 2 summoning spheres are death, entropy, ice, law.
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