Khan: Mehmed of Natives
EXP/ORG of Agriculture/Fishing is a nice combination of early acceleration and later boosts, especially with cheap lighthouses and courthouses coming into play. If I hadn't written off SPI/ORG, I definitely would have ranked this highly among my picks. I'll reiterate that Khan is a solid and thoughtful player, and I expect him to expand quickly, play decisively, and enter the midgame as a strong contender. The Native UU is also a really nasty choking tool, so I hope to not have to deal with any :D
Greenline: Gandhi of Dutch
SPI/PHI of Fishing/Mining is clearly playing for the mid and late game, and I'm sure dikes will be strong if the game is still in contention by that point. He gets relevant techs, but his traits don't really shine in the early game, unless he goes for an early religion and Oracle gambit like I did in 74A, or manages to find stone and build early Pyramids (which would admittedly be pretty terrifying). He could also try the pre-CS Astronomy bulb plan to get EIs into play, but that's still a long way off in the distance.
Jowy: Hatshepsut of Byzantium
CRE/SPI of Mysticism/Hunting/Cataphracts. This is a dangerous pairing if Jowy plays it properly and makes up for the slow starting techs. I think CRE/SPI are both great traits on quick speed, and phracts will probably ruin someone's day before this is over. Since this is a toroid, I can't hope that he's far away, just that we get a peaceful and stable border so he can go run roughshod over someone else.
Now that I know for sure that I'm playing Wang Kong, here's the detailed micro plan:
T0-4: start agriculture, build a work boat with the 1/2 GFH
T5: workboat finishes and nets the fish, build warrior with 5/0/3
T6: agriculture finishes, start AH
T7: capital size 2, build worker with 5/0/3 and 3/0/0
T11: AH finishes, start mining
T12: worker finishes, worker moves NE, build warrior with 5/0/3 and 2/0/3
T13: worker moves NW and starts farming the corn
T14: mining finishes, start BW
T15: capital size 3, warrior finishes. build settler with 5/0/3, 3/0/0, and 2/1/0
T16: corn farm finishes
T17: worker moves SE, swap from 2/1/0 to 2/0/3
T18: worker moves SE onto the pig hill
T19: worker starts pasture
T20: BW finishes, no revolt, start wheel
T21: settler finishes, build warrior with 5/0/3, 6/0/0, 5/1/0
T22: worker moves NW
T23: capital size 4, build worker with 5/0/3, 6/0/0, 5/1/0, 2/0/3, revolt slavery, worker chops
T24: expect to settle 2nd city
T25: wheel finishes, start pottery. whip capital worker (55+24fh)/40, expect second city to share the corn or pig
T26: cap overflows 39h into a 3rd 1t worker, two workers free to road towards second city
expected total output: 2 cities, 2 and (39+11fh)/40 workers, slavery, 1 and 6/10 warrior, 3 improved tiles, 1 chop, 1 road ~370 adjusted beakers (not counting starting techs)
note: on t27, cap can regrow exactly to size 3 while overflowing into a warrior
To summarize, I'll try to use the FIN bonus to get the trio of relevant early techs quickly, then use my early access to granary whips to catch up in expansion while regrowing on FIN cottages to keep teching. This should allow me to get a religion into my second city to pop borders, ideally to set up a third city. I'd like to turn that tech advantage to make a play for Oracle -> Metal Casting -> Colossus, which will let new cities work 1 food resource + coasts, and also opens up the possibility of a forge for an early Great Engineer.
1) The First
2) Sisters
3) Samurai
4) Goodbyes
* Skip RftA, doesn't fit either the naming convention or the city name limit X_X
5) The Lost
6) Reunion
7) Big Top
8) Farewell
9) Memories
10) The Stolen
11) Recipe
12) Beginnings
13) Bridge
14) Trump
15) Corner
16) Serenade
17) Succession
18) Countdown
19) The Monstrous
20) Academy
21) The Cosmic
22) For Tomorrow
Worker names: Lawyers, prosecutors, and assistants
1) Phoenix Wright
2) Mia Fey
3) Winston Payne
4) Maya Fey
5) Miles Edgeworth
6) Manfred von Karma
7) Maggey Byrde
8) Pearl Fey
9) Franziska von Karma
10) Marvin Grossberg
11) Godot
12) Diego Armando
13) Apollo Justice
14) Kristoph Gavin
15) Trucy Wright
16) Klavier Gavin
17) Dick Gumshoe
18) Kay Faraday
19) Shi-Long Lang
20) Byrne Faraday
21) Calisto Yew
22) Raymond Shields
23) Gregory Edgeworth
24) Ema Skye
25) Sebastian Debeste
26) Justine Courtney
27) Athena Cykes
28) Simon Blackquill
While we're waiting for the savefile to get sorted out, I tested an alternative start that went for BW first to put a chop into the settler and speed it up by 4 turns, while wasting fewer worker turns spent moving. Loath as I am to chop early on Quick speed, after a detailed comparison, it seems much stronger. The idea is to save the first whips for the granary or overflowing into it instead of an earlier 3rd worker, which would be stuck roading while waiting for pottery to finish.
T0: settle in place, build workboat with 1/2, tech mining
T5: mining finishes, workboat finishes and nets fish, build warrior with 5/0/3, start BW
T7: capital size 2, build worker with 5/0/3 and 3/0/0
T12: BW finishes, worker finishes and moves NE, build settler with 5/0/3 and 2/0/3, start agriculture
T13: worker chops
T15: agriculture finishes, chop finishes, start AH
T16: swap from 2/0/3 to 3/0/0, worker moves NW and farms
T19: settler finishes and moves 2 tiles, farm finishes, build warrior with 5/0/3 and 6/0/0, revolt slavery
note: at this point, I edited in some blank land to the north so I can roughly estimate the impact of the second city, this is relevant because it lets us finish AH just in time
T20: settle second city, worker moves SE SE to pigs, set slider to 80% and work 5/0/3, 2/0/3, and 1/0/3 or a 2/0/1
T21: AH finishes, worker starts pasturing pigs, run 0% science, cities work 5/0/3, 2/0/3, 6/0/0, start wheel
T22: run 100% science
T23: capital size3, pasture finishes, capital works 5/0/3, 6/0/0, 5/1/0, second city works 2/0/3 (if it worked a 2/0/1 tile on T20, it would be size 2 now)
T24: swap food back to second city and build a worker (it wants to put in +7 for 3 turns and then whip), capital works 5/0/3, 5/1/0, 1/2/0, worker moves into a forest
T25: wheel finishes, capital size4, warrior finishes, capital builds worker, worker chops, start pottery
T27: chop goes into capital, second city whips worker to (41+7fh)/40, capital whips worker to (50+25fh)/40
T28: capital overflows 35h and 1-turns its granary at near-optimal food levels, second city overflows 8h into its granary
I think this is a clear improvement over my earlier plan, the timings line up very cleanly and it wastes no worker turns beyond the terrain penalties, and a second city 4 turns earlier is nothing to sneeze at. 3 workers is the magic number for a 1t cottage on quick, and the capital will be set up extremely quickly to start whipping settlers. One turn of saving gold is just enough to get through Pottery, which gives me flexibility while saving gold to decide what to tech next. I'll play around with it a little bit more, but my assumptions have been fairly conservative, unless everything to the north and east is coast...
As an additional takeaway, I definitely want to settle my second city at the minimum distance, both to ensure that it's founded in time to finish AH, and to minimize its costs while maximizing cottage sharing potential. Being able to do so north or west to make use of the corn would be optimal, but a city to the east would work with some reconfiguration. Unfortunately, the forest/hill locations rule out a city to the west, but that should hopefully leave enough options out there.
(October 31st, 2016, 17:52)El Grillo Wrote: While we're waiting for the savefile to get sorted out, I tested an alternative start that went for BW first to put a chop into the settler and speed it up by 4 turns, while wasting fewer worker turns spent moving. Loath as I am to chop early on Quick speed, after a detailed comparison, it seems much stronger. The idea is to save the first whips for the granary or overflowing into it instead of an earlier 3rd worker, which would be stuck roading while waiting for pottery to finish.
T0: settle in place, build workboat with 1/2, tech mining
T5: mining finishes, workboat finishes and nets fish, build warrior with 5/0/3, start BW
T7: capital size 2, build worker with 5/0/3 and 3/0/0
T12: BW finishes, worker finishes and moves NE, build settler with 5/0/3 and 2/0/3, start agriculture
T13: worker chops
T15: agriculture finishes, chop finishes, start AH
T16: swap from 2/0/3 to 3/0/0, worker moves NW and farms
T19: settler finishes and moves 2 tiles, farm finishes, build warrior with 5/0/3 and 6/0/0, revolt slavery
note: at this point, I edited in some blank land to the north so I can roughly estimate the impact of the second city, this is relevant because it lets us finish AH just in time
T20: settle second city, worker moves SE SE to pigs, set slider to 80% and work 5/0/3, 2/0/3, and 1/0/3 or a 2/0/1
T21: AH finishes, worker starts pasturing pigs, run 0% science, cities work 5/0/3, 2/0/3, 6/0/0, start wheel
T22: run 100% science
T23: capital size3, pasture finishes, capital works 5/0/3, 6/0/0, 5/1/0, second city works 2/0/3 (if it worked a 2/0/1 tile on T20, it would be size 2 now)
T24: swap food back to second city and build a worker (it wants to put in +7 for 3 turns and then whip), capital works 5/0/3, 5/1/0, 1/2/0, worker moves into a forest
T25: wheel finishes, capital size4, warrior finishes, capital builds worker, worker chops, start pottery
T27: chop goes into capital, second city whips worker to (41+7fh)/40, capital whips worker to (50+25fh)/40
T28: capital overflows 35h and 1-turns its granary at near-optimal food levels, second city overflows 8h into its granary
I think this is a clear improvement over my earlier plan, the timings line up very cleanly and it wastes no worker turns beyond the terrain penalties, and a second city 4 turns earlier is nothing to sneeze at. 3 workers is the magic number for a 1t cottage on quick, and the capital will be set up extremely quickly to start whipping settlers. One turn of saving gold is just enough to get through Pottery, which gives me flexibility while saving gold to decide what to tech next. I'll play around with it a little bit more, but my assumptions have been fairly conservative, unless everything to the north and east is coast...
As an additional takeaway, I definitely want to settle my second city at the minimum distance, both to ensure that it's founded in time to finish AH, and to minimize its costs while maximizing cottage sharing potential. Being able to do so north or west to make use of the corn would be optimal, but a city to the east would work with some reconfiguration. Unfortunately, the forest/hill locations rule out a city to the west, but that should hopefully leave enough options out there.
Thank me for messing up the save eh?
That's the most irksome aspect of quick speed I find - the amount of scouting one can do before having to decide on a settle is very limited.
Yeah, that's another aspect I didn't touch on. By finishing BW earlier and AH later, I'll have vision on copper but not horses when I send the settler out. Hopefully that doesn't cause any awkwardness :D
(October 31st, 2016, 18:41)El Grillo Wrote: Yeah, that's another aspect I didn't touch on. By finishing BW earlier and AH later, I'll have vision on copper but not horses when I send the settler out. Hopefully that doesn't cause any awkwardness :D
Taotao liked your spot the most on his reviewing. I was not as big a fan. I think that we both chose different spots suggests that they are fairly equitable.
Here we go! Settings and tech costs match the sandbox. There are 606 land tiles on a 36x36 map with 1296 total tiles, 53% water. That's, uh, quite a bit Unlike in the previous game, circumnavigation is in play.
The password is, of course:
As planned, we'll scout to the north and east for a second city location that can share the corn or pigs, while following the micro plan posted earlier.
Demos reflect that the capitals aren't mirrored (greenline has one more land tile). Greenline started a 1-prereq tech, which is presumably Animal Husbandry given his starting techs of Fishing and Agriculture. During this brief moment when he's the only other player to have acted, I see that he's opening with a 1/2 work boat as well. The difference in health expectancy indicates that his BFC has 1-2 fewer forests (or possibly some amount of floodplain/jungle, but I doubt it).
I changed my civ details to something appropriately silly:
Huh, so I looked that game up, and it's even more intense than Ace Attorney! All of the questions are timed, you have to answer on the basis of actual courtroom procedure, and if you fail to answer any of the judge's questions in review, it's game over. Of course, the soundtrack can't compare