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Woden's and Chevalier Mal Fet's [Insert Clever Name Here] Team Thread

(January 28th, 2018, 16:10)Chevalier Mal Fet Wrote: Sullla offered friendship, but I declined it. I figure that if he kills the scout, well, we've already gotten all the map knowledge we need anyway. Best-case, this causes Rome/China to launch into a big wave of military build up, which might slow up their expansion a bit. Down the road, that might bite us in the ass if they use the big military to go conquer Japper or something, but in the medium term it seemed better to keep them guessing. The Archduke also sent a DOF, which I accepted.

Probably for the best. If they do declare war to kill your scout, we meet China and get the boost for Defensive Tactics. It also might bring Rome down to meet Kongo and give that team someone else to worry about and give us some time to develop.
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Turn 55

I think I made two reports of turn 53. That, or I never reported turn 54, and I don't think I've missed a turn yet. Gotta check that. Gettin' sloppy.

Anyway, it looks like this will be my last turn report for a couple of days, as we enter another hiatus as Japper's computer dies. He'll get the GPU back probably right around the time Rise and Fall hits, and then we'll need to sort out THAT mess (ie, my civ in particular took a huge nerf for some reason). Whenever Paradox has a big expansion release, a lot of the base game gets updated, too, with the new features necessary to make the new balance work locked behind a pay wall. I'm hoping that as long as I don't buy R&F my trade routes won't get nerfed, but I'm not especially optimistic on that front - we may need to play from earlier version of Civ. And if that proves impossible? Sucks to your assmar, I guess, and we'll just struggle on. 

Score report:
                                                                                                                                                                                                                                                                                                                                                                                                                              
Player Score ScoreCivicEmpireGreat PeopleReligionTechWonders
Japper52122000200
Emperor K72143064180
BRickAstley74164200160
Woden56103000160
Chevalier56122400200
Singaboy931835341815
The Archduke55102900160
Cornflakes53161234180
                                                                                                                                                                                     
RankingsTech|ScienceCultureDominationReligiousGPT
Japper8|12.5Icon_Science6.4Icon_Culture851Icon_Faith 41|1Icon_Gold
Emperor K9|9Icon_Science13Icon_Culture9511Icon_Faith190|14Icon_Gold
BRickAstley8|13.9Icon_Science23.3Icon_Culture1801Icon_Faith45|12Icon_Gold
Woden7|13.8Icon_Science7Icon_Culture1871Icon_Faith59|3Icon_Gold
Chevalier9|9Icon_Science7Icon_Culture2150Icon_Faith 56|8.4Icon_Gold
Singaboy9|13?Icon_Science?Icon_Culture57?Icon_Faith?|?Icon_Gold
The Archduke8|11Icon_Science10.7Icon_Culture1350Icon_Faith111|26Icon_Gold
Cornflakes9|9.2Icon_Science7.6Icon_Culture933Icon_Faith385|21Icon_Gold
    
 
    
    
    
 
    
    
Great People GenAdmEngMerProSciWriArtMus
Japper 0|0.00|0.00|0.00|0.00|0.011|1.00|0.00|0.00|0.0
Emperor K 0|0.00|0.00|0.00|0.0-|0.00|0.010|270|270|2
BRickAstley 0|0.00|0.00|0.00|0.00|0.02|1.00|0.00|0.00|0.0
Woden 20|2.00|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.0
Chevalier 0|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.0
Singaboy 0|0.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0
The Archduke 0|0.00|0.00|0.00|0.00|0.021|1.00|0.00|0.00|0.0
Cornflakes 0|0.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0

Rome finished a campus last turn or two turns ago, and I missed his score jump with everything else. Cornflakes is hoarding Japper's gold, for reasons I doubt I'll like. 

Quick turn report, quiet turns of development. I move my scout north and bump into a warrior out of Lisbon:



Singaboy is already the suzerain! He can only have finished one quest, but he's also finished mysticism and could have gotten the first contact bonus, which would get you there. I'd be suzerain of Valetta or Kabul if I'd dumped my mysticism envoy there. This doesn't benefit Singaboy too much until he's got some Commercial Hubs up and running, though. 

I also spot the borders of another Roman city peeking out of the fog. One downside of all roads leading to Rome: It's easy to find other cities once you've found Rome!  lol No biggie, of course. I think I'll try and get vision of Sullla's capital next turn, while working my way around his borders and through this nest of golden warriors. There are only two city-states left to meet on the map at this point: Singaboy's cultural state, the one letting him keep pace with Rome in civics, and Archduke/Emperor's final state (given their massive gold generation, I'm inclined to think second Commercial state at this point). 

At home, the settler plods towards his spot, ETA 5 turns. Actium finishes a builder, and I start another. I want to chop out a galley and use the 100% overflow to build a district here, but I'd have to be in Oligarchy or Autocracy to do that and be able to chop at Salamis and Trafalgar with the 50% agoge overflow. I COULD chop another galley at Salamis, but 3 seems excessive for this sea with no opposition. I'd rather save the maintenance and instead use the production on Quadriremes, when they become available. A small squadron to support operations either at the land bridge with Russia or to defend my coast against Khmer would come in handy. 

I also could take something of a risk - I'm mustering two archers and two warriors plus my galley against Kabul. I take a peek and there's very little defending the city. If I can rush up, I can take the city in 2 turns with a siege. It'll take 5 turns to get the units there, though, so I might want to just use the new builds for it (the units I'm using the overflow on to build RNDs). That pushes the Kabul timeline back about 10 turns, but I see no harm in that. I'd rather do that, then strip the Khmer front of defenders right as our truce expires. Once my warriors finish healing, I'm going to start actively patrolling the area between us. Cornflakes could muster his whole army in the fog and then try to first strike me, but I have no intention of letting that happen. If renewed war does break out, Woden and I have far greater strength than Kongo Khmer, and I can have iron-working 10 turns from now, with an instant sword upgrade. Then I can just hold behind my walls until Woden and I have enough strength to push them back - and this time, we'll have strength enough to drive for the capital.
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There must be a missing [ in your first table as the formatting is slightly wrong.

Thanks for all the complete reporting btw
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(January 29th, 2018, 07:19)Chevalier Mal Fet Wrote: Whenever Paradox has a big expansion release, a lot of the base game gets updated, too, with the new features necessary to make the new balance work locked behind a pay wall.

Paradox at least know that people have games in progress and so make older versions of the base game available for people who don't want to update. I'm not as optimistic as you about how Firaxis will do on this. Currently I'm just hoping it doesn't kill all running games dead, with no hope of recovery.
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[Off Topic]
I am hopeful the game will be able to continue after the expansion drops next week. Maybe they will do something like the summer patch were current games will only be impacted by the changes that don't break the game, IDK. It will change current strategies though. I suspect they are going to make changes to the base game that they think will slow down research, such as (not 100% sure all these are correct but discussion can be found at: https://forums.civfanatics.com/threads/r...ad.627251/):
  • Changing boost to 40%, instead if 50% (which may buff China if they don't lower their boosts from 60% to 50%);
  • Trade Routes at 1st tier buildings instead of just the district (and removing England's extra trade route). I think this is a mistake since production is what needs a buff in early game and trade routes give that boost;
  • City State bonus will now impact 1st tier buildings instead of districts;
  • +100% building cards will now give +50% and an addition +50% if the district has +3 adjacency bonus;
  • They are also tweaking early wonders (e.g. Great Library will now give a free boost anytime a GS is earned; which may also be a huge buff to China)

I do think they need to extend the late game. I personally have never built an airplane as when they are available I am already racing to victory and don't need them. But I think some of these are going to impact the early game more than late game. Just a few of my thoughts on what is coming. Let's hope it doesn't break this game!
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(January 29th, 2018, 12:09)Woden Wrote: [Off Topic]
I am hopeful the game will be able to continue after the expansion drops next week. Maybe they will do something like the summer patch were current games will only be impacted by the changes that don't break the game, IDK. It will change current strategies though. I suspect they are going to make changes to the base game that they think will slow down research, such as (not 100% sure all these are correct but discussion can be found at: https://forums.civfanatics.com/threads/r...ad.627251/):
  • Changing boost to 40%, instead if 50% (which may buff China if they don't lower their boosts from 60% to 50%);
  • Trade Routes at 1st tier buildings instead of just the district (and removing England's extra trade route). I think this is a mistake since production is what needs a buff in early game and trade routes give that boost;
  • City State bonus will now impact 1st tier buildings instead of districts;
  • +100% building cards will now give +50% and an addition +50% if the district has +3 adjacency bonus;
  • They are also tweaking early wonders (e.g. Great Library will now give a free boost anytime a GS is earned; which may also be a huge buff to China)

I do think they need to extend the late game. I personally have never built an airplane as when they are available I am already racing to victory and don't need them. But I think some of these are going to impact the early game more than late game.  Just a few of my thoughts on what is coming. Let's hope it doesn't break this game!

I'll need to go back through those forums to find the source, but two notes to the above:

- I remember seeing somewhere on CivFanatics that the bonuses for 3 and 6 envoys relied on having the 1st and 2nd tier buidings.
- The +100% building cards now only +50% in cities with population 10 or greater and +50% with the +3 adjacency bonus. 

There also seems to be more things linked to the first-tier buildings.  For example, the Colosseum requires an Arena.

Some of the city-states suzerain bonuses have been changed as well. Carthage, Preslav and Jerusalem are the known changes to date. 

Giskler compiled a post of all of his screenshots at https://forums.civfanatics.com/threads/s...on.627462/

[sorry for the minor threadjack]
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Thanks suboptimal! I didn't realize someone put together a summary thread. I will have to look through it and see what else I missed.
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I also forgot one of the more important changes we may see:
  • Population will provide 0.5Icon_Science, instead of 0.7Icon_Science
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I'm fine with threadjacking, since we're on pause again until Japper fixes his 'pooter. Might be a good time to take stock of our situation and plot medium-term goals again.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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(January 29th, 2018, 09:34)Jabah Wrote: There must be a missing [ in your first table as the formatting is slightly wrong.

Thanks for all the complete reporting btw

Oops, thanks. I often find myself making that table in a rush before leaving for work in the morning, and sometimes you can tell! Should be fixed. 

And I'm glad you're following along! It's nice to know it's not just me and Woden talking to each other. 

(January 29th, 2018, 13:33)suboptimal Wrote:
(January 29th, 2018, 12:09)Woden Wrote: [Off Topic]
I am hopeful the game will be able to continue after the expansion drops next week. Maybe they will do something like the summer patch were current games will only be impacted by the changes that don't break the game, IDK. It will change current strategies though. I suspect they are going to make changes to the base game that they think will slow down research, such as (not 100% sure all these are correct but discussion can be found at: https://forums.civfanatics.com/threads/r...ad.627251/):
  • Changing boost to 40%, instead if 50% (which may buff China if they don't lower their boosts from 60% to 50%);
  • Trade Routes at 1st tier buildings instead of just the district (and removing England's extra trade route). I think this is a mistake since production is what needs a buff in early game and trade routes give that boost;
  • City State bonus will now impact 1st tier buildings instead of districts;
  • +100% building cards will now give +50% and an addition +50% if the district has +3 adjacency bonus;
  • They are also tweaking early wonders (e.g. Great Library will now give a free boost anytime a GS is earned; which may also be a huge buff to China)

I do think they need to extend the late game. I personally have never built an airplane as when they are available I am already racing to victory and don't need them. But I think some of these are going to impact the early game more than late game.  Just a few of my thoughts on what is coming. Let's hope it doesn't break this game!

I'll need to go back through those forums to find the source, but two notes to the above:

- I remember seeing somewhere on CivFanatics that the bonuses for 3 and 6 envoys relied on having the 1st and 2nd tier buidings.
- The +100% building cards now only +50% in cities with population 10 or greater and +50% with the +3 adjacency bonus. 

There also seems to be more things linked to the first-tier buildings.  For example, the Colosseum requires an Arena.

Some of the city-states suzerain bonuses have been changed as well. Carthage, Preslav and Jerusalem are the known changes to date. 

Giskler compiled a post of all of his screenshots at https://forums.civfanatics.com/threads/s...on.627462/

[sorry for the minor threadjack]

In general, I like the changes, I think - at least the idea of nerfing districts slightly by locating trade routes and envoy bonuses on the 1st and 2nd tier buildings seems sound. Maybe not trade routes, since those are difficult enough to get out at the start of the game anyway, but I like making players work a little more for envoy bonuses. 

The boosts, I'm not sure need fixing. 50% is nice and intuitive, and the early part of the game at least seems to move about right in terms of research. In the late game, I blow through the later eras not so much because of boosts, half of which I never land anyway, but because I've stacked campuses and Rationalism and city-state envoys. This change will hit the early game the hardest, when I land most boosts, and not the mid-to-late game at all. Bah. 

I just really want my double trade routes for this game. frown
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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