February 4th, 2012, 12:40
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Lewwyn Wrote:Lewwyn went Mansa (SPI/FIN) of Inca (Q/Terrace - AGR/Myst)
But that doesn't matter because he's a crazy rushing fool who will get stuck in an ancient war and be surpassed by all non-participants!
FYI I think my picks are the best. :neenernee
Could you explain why you passed on Exp Inca?
February 4th, 2012, 20:27
Posts: 12,335
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Joined: Jan 2011
Cyneheard Wrote:Could you explain why you passed on Exp Inca?
Good question!
First off I wanted to play SPI. There's so much flexibility and its nice having a sentry warrior to start with especially if I start with no scout. SPI is also huge for mid and late game. I've started to really enjoy the benefit of SPI, and i feel its very powerful. It's more of a late game trait of course, but there's so much flexibility.
FIN is simply a huge bonus. Usually its most effective late game again, but with the village there I'm seeing an immediate effect. I would be getting 12 beakers without FIN meaning I could get Hunting in 3T, but then I would get Mining in 4T instead of 3T. That's already a bonus. Again its a late game trait.
EXP is an early game trait with its bonuses to granaries and workers. We start with a worker and that makes EXP less appealing immidiately. One of the best things about EXP is getting a jump on eveyone else out of the gate. If you don't have that, it is IMO a nerf. Now as INCA with terraces, you'd expect me to want EXP. I mean I'm trying to pop borders here, fast. Not just the granary function but the CRE function. Well, with SPI I plan to get to an early religion, possibly two. I will switch between the two easily and use religion to pop borders probably. Terraces will be my bolstering culture, still awesome and possibly primary culture, but I should be able to build them without too much trouble. Also I am confident that I can overcome my lack of an early game trait with planning, micro and possibly reputation. I'm not sure how many of them want to tangle with me. Since I have a rep for being stupidly aggressive I think people might avoid starting something with me. But maybe they'll just want to come after me to end me early who knows. I do know this map is bigger than 25 and we have more space. Give me enough builder time and I'm good.
Oh and EXP Hospital sucks.
What it comes down to is SPI/FIN is a late game super power and I'm confident enough that I don't need EXP to speed my terraces.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 5th, 2012, 05:19
Posts: 12,335
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Joined: Jan 2011
Shot of what up:
I have finished Hunting EOT2. Moved my Worker onto the deer. Next turn begin camp and mining in 3T. Warrior sees more food resources and roads. If you look NW you can also see a nice Grass cow. That's close to the grass pigs. So I will be branching out as soon as I can.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 5th, 2012, 10:48
Posts: 12,335
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Joined: Jan 2011
Begun camp, takes 3T, just like mining. Will begin Mine T6 the turn it completes. Huzzah for micro!
Here we can see new venues of exploration, also Commist has a tech. a 4T tech. Must be hunting or fishing, and I'm betting on fishing since it gives him a 3f/3c tile. Not bad.
Demos:
Serdoa and Scooter both play before me and have finished their deer camps by the look of the Demos. Brian will join them at the end of this turn. Too bad their Deer tiles are only 1H! IMP doesn't get an extra hammer to use! Buwaha.
I still like my current city suggestions. A lot of close cities but at least one dedicated food source per city.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 5th, 2012, 13:40
Posts: 12,335
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Joined: Jan 2011
Lying in bed can't sleep. Micro in my head.
T4: work village, tech mining 2t, camp deer 2t - Q done
T5: work village, tech mining 1t, camp deer 1t - Q 0/10+2
T6: work deer, tech fishing 3t, Mine PH 3t - Q 2/10+3 - Pop 1 Food 6/14 + 4
T7: work deer, tech fishing 2t, Mine PH 2t - Q 5/10+3 - Pop 1 Food 10/14 + 4
T8: work deer/village, tech fishing 1t, Mine PH 1t - Q 8/10+4 - Pop 2 Food 0/16+3
T9: work deer/crab, tech wheel 4t, farm 2t - Q 2/10+3 - Pop 2 Food 3/16+5
T10: work deer/crab, tech wheel 3t, farm 1t - Q 5/10+3 - Pop 2 Food 8/16+5
T11: work deer/crab, tech wheel 2t, move E-NE - Q 8/10+3 - Pop 2 Food 13/16+5
T12: work deer/crab/PHmine, tech wheel 1t, mine 3t - Settler 1/65+11 - Pop 3 Food 2/17+0
T13: work deer/crab/PHmine, tech BW 8t, mine 2t - Settler 12/65+11 - Pop 3 Food 2/17+0
T14: work deer/crab/PHmine, tech BW 7t, mine 1t - Settler 23/65+11 - Pop 3 Food 2/17+0
T15: work deer/crab/PHmine, tech BW 6t, road 2t - Settler 34/65+11 - Pop 3 Food 2/17+0
T16: work deer/crab/PHmine, tech BW 5t, road 1t - Settler 45/65+11 - Pop 3 Food 2/17+0
T17: work deer/crab/PHmine, tech BW 4t, NE road 2t - Settler 56/65+11 - Pop 3 Food 2/17+0
T18: work deer/crab/PHmine, tech BW 3t, road 1t - Worker 2/40+11 - Pop 3 Food 2/17+0 - Settler move NE-NE-SE
T19: work deer/crab/PHmine, tech BW 2t, SW-SW-SW - Worker 13/40+11 - Pop 3 Food 2/17+0 - Settler settle
T20: work deer/crab/PHmine, tech BW 1t, road 2t - Worker 24/40+11 - Pop 3 Food 2/17+0
T21: work deer/crab/PHmine, tech Poly ?t, road 1t - Worker 35/40+11 - Pop 3 Food 2/17+0
T22: work deer/crab/PHmine, tech Poly ?t, 2W farm 3t - Settler 6/65+11 - Pop 3 Food 2/17+0
T23: work deer/crab/PHmine, tech Poly ?t, 2W farm 2t - Settler 17/65+11 - Pop 3 Food 2/17+0
T24: work deer/crab/PHmine, tech Poly ?t, 2W farm 1t - Settler 28/65+11+13 - Pop 3 Food 2/17+0
T25: work deer/corn/PHmine, tech Poly ?t - Settler 52/65+14 - Pop 3 Food 2/17+0
T26: 3 Q - 2 settlers - 1 worker - 6 techs 1 religion
If you read that and understand it then you know what that is. That is winning!
Upshot, by delaying BW (crazy right) I'll get 2 settlers out by EOT25 while still teching really well thanks to the crab. This doesn't even factor in the extra commerce generated by my 2nd city working the 7 commerce incense tile. Or the WorkBoat it will be building.
In my head, where I go over all the moves and count up the numbers, I simulated teching BW directly after mining and realized that it would slow my settlers immensely. The big issue was that I wasn't growing to 3 pop fast enough without giving up a ton of commerce. I also went through thinking about building a settler at pop 2 with the deer and mine, and yeah that gets a settler out quick, but sacrifices tech for 7 turns. Not only that I wouldn't have wheel to build the road to the next city site meaning my settler would take an extra turn reaching it and I wouldn't get the +2 commerce from TRs.
Commist did me a huge favor. When I realized what they did with fishing and working crab as FIN I realized I could grow to 3 faster and still get a tech bonus, then build a settler and STILL be getting my tech bonus on. I didn't NEED BW because it would slow me down.
This also means I have a plan for the next 20+ turns. Each turn got a little less exciting. Yay for exploration though.
A big thanks to Commist for the help!
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 5th, 2012, 19:22
Posts: 12,335
Threads: 46
Joined: Jan 2011
Hey Seven...
We missing something here? This lone winery seems weird.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 5th, 2012, 20:17
Posts: 7,766
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Joined: Oct 2009
Everything is as it should be, mortal.
February 6th, 2012, 03:49
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Joined: Jan 2011
SevenSpirits Wrote:Everything is as it should be, mortal.
Ah, I see you drank all the wine.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
February 6th, 2012, 03:58
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Joined: Oct 2009
Yes. There shall be no wining about the map.
February 6th, 2012, 04:09
Posts: 12,335
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Joined: Jan 2011
SevenSpirits Wrote:Yes. There shall be no wining about the map.
Did you seriously leave the wines off just to set up that joke? What foresight!
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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