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PB81 - Continental Drifters (TBS)

Thanks Tarkeel! Had some thoughts jotted down before seeing the start, going to have a think about it now.

Pro is essentially 1g per city, until we hit currency when it becomes 2g per city. Plus it has some ok late game scaling, but it's a long time away. Most early game traits give roughly 30h to a city in their earliest phase when it hits the snowball the most. I'd consider 2g per city competitive with that if you got the full value immediately, but not when Currency is so far away. And the extra gold is less important after Currency too, free gold is most helpful before that. Even that analysis is assuming we never get foreign trade routes.

I had forgotten about America, we could play that. I've played a SP game with it and I definitely think it's broken.

On a smaller map, where the you are forced to build more military relative to the size of your empire I can see Agg getting somewhere. But fundamentally, some of the power budget for Pro and Agg has to go to the promotions and I really don't value those. It is a hammer multiplier on military, but if you're building enough military for that to be valuable then something has probably gone wrong, or it's an unusual game type.

The main things you will see people do with GP is golden ages, bulbs and trade missions in the mid-late game. I think GPs in the early game are underestimated though, particularly when combined with Phi.

With early scientists you have
-Academy
-Maths Bulb, on the way to Currency
-If you already have an Academy then even settling the GS is quite good too (especially if you get the Mids)

If we do go for Phi America, I'd love to try for Mids and settling a bunch of GS. 

Its harder to get any other type of GP in the early game, but they're generally even better than the GS options: GM - Trade Mission or Currency bulb, GE - Rush Wonder or Machinery bulb, GP - Shrine.

Just to try illustrate settling the value of a settling a GS, since it would probably be a bit of a contentious decision. Suppose the first GS goes for an Academy and the 2nd is settled (in practice we might go the other order). Then the settled GS is getting 10.5bpt and 1hpt. How many hammers would you pay for a building that does that? 200h seems like a very reasonable number, even ignoring potential growth in the future from more mulipliers/Rep. If we are paying 200gpp for that then 1gpp=1h. And each Phi scientist is getting you 7.5gpp = 7.5h, 3b. That's an amazing tile we'd love to work.

In general, everyone tries to get even better value from the Great People, so gpp are more valuable than that. But the thing with Phi is we want to start getting value from our trait quickly so we need to find good uses for them as early as possible. Especially if you combine with the Pyramids and even more free gpp from America I think settling can work really well. Late game with Oxford/Rep/Emancipation/Factories it scales to 6hpt, 29bpt. Talking myself into this combo here ... crazyeye

Regarding Cre - there's always the fear when you pick it that you'll just be settling first ring resources and won't need the border pops. But almost every time I have picked it, it's allowed me to settle a different dotmap that gets more resources in each city. Even vs other border popping methods like missionaries, allowing you to save those hammers for later helps the snowball, and getting the 2nd ring resources 5t faster is quite valuable too.
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Like I said, you need the right circumstances for PRO to be good. Generally those circumstances amount to -- I don't really have access to other good commerce sources besides trade, and I've picked a civ that is designed to maximize trade. For instance if you're on a water map or a very dry map, you might not be able to have many cottages. Maybe you've got a limited pool of leaders to pick from and your preferred econ traits aren't there. Maybe someone else is more likely to get a key economy wonder than you due to their picks earlier in the pick order. These kinds of things can magnify the value of PRO, because having more early hammers isn't great if you can't pay your maintenance costs anyway. But if every option is on the table and you expect to have lush land, PRO isn't necessarily a top pick; instead, it's situational.

Re: CRE -- yep, it makes things easier. Does it make things enough easier compared to other traits and approaches? Even if you aren't willing to just settle first ring spots, why not consider CHA for cheap monuments and get more than just a library bonus? Why not consider Stonehenge? There's more than one way to skin the culture cat. Generally speaking I'm skeptical of CRE unless you have a ton of synergy. CRE/PHI America is one way to get that synergy... but there are also other traits like SPI that pair well with PHI and are worth considering, even though it could lead your plans in a different direction.

Everyone who's tried America so far has found that there are devils in the details of the game they were in -- they got rushed and killed, or there was a skill issue, or they got out-scaled by other civs, or the map just wasn't right for it for whatever reason. Someone will break it, eventually. Could it be this game? Maybe. If you want PHI + Pyramids, America does offer some novel options. You can theoretically build a quick Library for colourless GPP while teching toward MC, then when MC comes in you can build a forge, hire an Engineer specialist for a turn when the GP is about to pop to guarantee a GE, then use him to rush 'Mids.

To be clear, I'm not against America, or against CRE/PHI America... I just think there are other fun options too. But if it's what you want to try, cool beans. smile
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After checking out the start, I think we need a civ with 2/3 of Agri/Fishing/Hunting and then to take the third with the free tech. That leaves our list of possible civs as:

America
Dutch
Greece
Natives
Persia
Vikings
Zulu

Hard to see how a civ with different techs could compete, the only one I might consider strong enough to make up for it would be Inca.
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I did play one game with CTH Pro and it was very good for me. But it was pretty much ideal circumstances - I got rushed early, there was no intercontinental foreign trade, and I was Carthage. I think I had a limited choice of options and was forced to take it or something. If I hadn't screwed up and gotten rushed I think other traits would be better. Even then I wondered if I would have just played differently with another trait. I'll agree there are situations where it can be good but I think we'll have to disagree on how a big a range of situations those are.

I see Cre as generally competing with IMP and EXP, all three of them give you ~30 free hammers per city. Most border pop methods are going to cost you ~30h anyway, in monuments and missionaries. And Cre is better than them! So it can be worth more than 30h. Then Cre's additional bonus of half priced libraries is better than the Imp or Exp add ons. I think we used to nerf Cre to +1c per city and I always felt that was perfectly competitive so when it was put back to it's original state it looks very good to me. 

There are definitely other good ways of getting culture but they all have costs attached to them too. I think Cha is a very competitive trait but on an average-happiness map, I would prefer the Cre snowball. For me the main counterargument for Cre is: can we dotmap better? That changes with every map and is a hard thing to evaluate, but in practice I've always felt like I got that value out of it.

No worries about pushing for different stuff, I like having to think things through. smile I also am quite happy to take a combo I think is weaker but want to try it out.
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Of those civs you listed, I think America and Vikings are the most interesting. Probably play quite differently though.

Let me rephrase. America and Vikings are probably the 'best' picks; the others might be interesting if you are specifically looking for a handicap or are more interested in being prickly and less interested in overall power.
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(October 7th, 2024, 15:47)The Black Sword Wrote: Just to try illustrate settling the value of a settling a GS, since it would probably be a bit of a contentious decision. Suppose the first GS goes for an Academy and the 2nd is settled (in practice we might go the other order). Then the settled GS is getting 10.5bpt and 1hpt. How many hammers would you pay for a building that does that? 200h seems like a very reasonable number, even ignoring potential growth in the future from more mulipliers/Rep. If we are paying 200gpp for that then 1gpp=1h. And each Phi scientist is getting you 7.5gpp = 7.5h, 3b. That's an amazing tile we'd love to work.

In general, everyone tries to get even better value from the Great People, so gpp are more valuable than that. But the thing with Phi is we want to start getting value from our trait quickly so we need to find good uses for them as early as possible. Especially if you combine with the Pyramids and even more free gpp from America I think settling can work really well. Late game with Oxford/Rep/Emancipation/Factories it scales to 6hpt, 29bpt. Talking myself into this combo here ... crazyeye

FWIW, Charriu did try the settling plan in PB67, which was aborted early on.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I thought we were doing free worker+tech for the accelerated start, but it looks we are only getting a free tech. I was looking forward to skipping those early turn building the worker, but on the bright side it means we don't need to have all those 3 techs immediately, we probably only need a civ with one of them, take a second with the free tech and manually tech the third. So a lot more options should be open.
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Yes on the worker and depending on what you plan to research first, another tech can earn some extra beakers. For example if BW then getting mining and researching agri will be better than the other way around. How would you prioritise BW/Pottery/AH/Sailing? I toyed with some EXP-pottery-fast-granary openings previously for screenshots in other games but it doesn’t seem to work so well because you hit the happy cap quickly and can’t whip yet, and tiles take time to improve while if you build another worker you lose on the granary doubling.

I’d definitely be interested to see a PHI/CRE America though I’ll also make a case for an Egyptian rush if no one picks it. The map also looks very good for FIN with 4 river grasses and fish+lighhouse lake. CHA can also be good for the +2 happy and an easier way to pop borders by prechopping a 15h monument since there seem to be plenty of forests though it requires 60 beakers for Myst so maybe not. The main thing I’d be concerned about in general is a 3vs1 if you develop much faster than the others, which is why I think that a rush can make it easy to win the resulting 2 vs 1, consolidate the full continent, and easily win from there.
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We’re likely starting on the bottom right corner of the island given where the coast seems to be in our starting screenshot so we probably don’t have 3 direct neighbors. And given how TBS feels about military traits, I don’t think he’s super inclined towards a rush. In general, rushing in the ancient era tends to be a losing strategy.
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(October 7th, 2024, 15:47)The Black Sword Wrote: If we do go for Phi America, I'd love to try for Mids and settling a bunch of GS. 


Would love to watch this if that counts for anything. I've long felt settling GS might be more viable than it's considered, but I haven't been in the right spot to try it.
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