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[SPOILERS] enough is ENOUGH! scooter opens some windows and finishes first!

Got it! :2dance:

Two people without scouts. Byzantium is another solid pick IMO.
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Let's hope our keshiks arrive before some finds elephants to hook up!
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Oh, and we still have to decide what we want to do about our leader. I'm still thinking Financial/IMP if we can get it.
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Lurkers demand another elimination type post for the leaders.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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dazedroyalty Wrote:Let's hope our keshiks arrive before some finds elephants to hook up!

Yep. I get the feeling there's ivory because of the cryptic-ish way it was mentioned, but I'm also guessing it's in a heavily contested spot to give players an option. It's the only real way to design it, so I think it's safe to say that those of us with Keshiks should be ensuring that those with aims on elephant sites do not get them. Thankfully 2/5 players start with no scout so we're at an exploration advantage.

dazedroyalty Wrote:Oh, and we still have to decide what we want to do about our leader. I'm still thinking Financial/IMP if we can get it.

Krill Wrote:Lurkers demand another elimination type post for the leaders.

I actually have a post that was partially written and then I got sidetracked with other things not pertaining to Civ. Should have a chance to finish it here pretty soon though and I'll have it up before the night is over. Fin/Imp is my current favorite followed by... a mess of things. Hopefully Vicky falls for us and that'll make life easy.
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Also, I'm thinking about creating a sandbox tonight and simulating the opening I'd like. I may do a report on that. I don't usually do sandboxes, but this is such a fun setup that I actually want to which is a first for me.
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So next is traits. While Dazed and I were debating over Hunting/Mysticism, Krill sends me a chat that says "I call you noob if you don't pick Joao :P"

So here's the thing - we're probably not picking Joao lol. CALL ME A NOOB. However his greater point (Imperialistic = strong) is something we agreed with. So let's run down a trait recap:

Protective - +2 population sounds pretty cool, but this seems like too much of a suckers choice. That pop would be more interesting if you could grow one size and whip quickly, but you don't dare start with Mining and Agriculture which means you want to research Agri out of the gate which means you're three turns from Bronze Working. NOPE.

Industrious - Mediocre trait with a weak bonus. Would be interesting-ish if it was a Forge, but I probably still wouldn't do it. NOPE.

Organized - If this was Emperor like PBEM25 (or whatever game this is mirroring) I'd consider this. The +1 food from Supermarket is pretty cool, but I'm not sure it pays off quick enough. Is that 1 food really any better than the food saved by getting quick Exp granaries for example? I say NOPE.

Charasmatic - I liked this at first glance, but I'm really not sure a single Granary has that huge of an impact. I could estimate out the amount of food saved, but I can't imagine it's much different from the amount of hammers saved from Imp settlers or Exp workers/granaries. Sure it gets the snowball rolling quicker, but I feel the advantage would be gone within 50-60 turns, and then you're left with an okay-ish trait the rest of the way. NOPE.

Aggressive - I briefly liked the idea of Agg/Phi for a SUPER early Academy... But I just don't think the early Academy is all that strong of a play, especially in a game with Toroidal maintenance. In reality, the Grocer is a better bonus than the Library to begin with. Sure, AW and all that, but land is power and all that too. NOPE.

Spiritual - This seems really fun and just not all that powerful. I want to have fun here but my thread title is here to remind me that I also want to win (thereby having fun). So.... NOPE.

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So that leaves Financial, Expansive, Creative, Imperialistic, and Philosophical. Again, my original thought was to grab one of the big 3 (Fin/Exp/Cre) and pair it with a mid-tier trait with a nice bonus, and Imp and Phi both fit that criteria.

Creative - I just don't like this as much as Fin and Exp, and I don't feel the Courthouse EP bonus is particularly impactful. Brian Shanahan apparently disagrees, but I decided to go ahead and eliminate it.

That leaves us with Fin/Exp/Imp/Phi. Pick two. Realistically, I'd be happy with any 2 of these 4, and we're guaranteed to get one of them, so I'm happy with our situation. Seems wise at this point to identify which trait I value most and which I like least. My list looks something like this:

1. Imperialistic - I liked this a lot, but Krill pointed out to me how wonderfully this capital is set up for an Imperialistic player. Grow quickly to size 4 and you have 1h (center tile) + 5h (rr hill mine) + 1h (deer) + 3h (plains hill forest) = 10hpt => 20hpt when building a settler. Cool. Also, Grocer is really quite cool. Like I said, I'd expect the +25% gold to be better than the +25% beakers. Also, the ability to run Merchants for an early Great Merchant is a strong possibility, though not necessarily something I'd commit to at this stage. Could bulb Metal Casting or even settle the Merchant (really like the idea of settling it really early actually). So I rank this one top priority.

2. Financial - Not nearly as many words need to be spent here. This is still super good and yeah. It's a good trait.

3. Philosophical - Honestly I have no idea how to properly rate this trait. I really do think this is ripe for abuse (the airport part) and really hope someone takes it (if we don't) and does a good job of detailing its use in their thread. See, I think the turns saved by shuttling settlers, workers, and missionaries are not insignificant at all. That's to say nothing about the tactical advantage the Airport can give. It's literally the ability to potentially save a city by instantly shooting in an extra defender at any time. That's pretty amazing. Also, this trait is hands-down the most fun-sounding. So it's hard for me to put this 3rd. My choice at the beginning of the day was Fin/Phi largely because of this trait and Imp was my fallback, but I just can't pass up Imp. But I do love this trait here.

4. Expansive - this could easily be #2. I just chose to put it here because the other 3 are more interesting to me. No real reason other than that.

SO. Where does that leave us. List?

List.

1. Fin/Imp - Top choice at the moment. Subject to change, but unlikely to change.

That was the easy part. Now the hard part for me is rounding out my top 3 in case Vicky gets swiped. So here's my current stab at it:

2. Imp/Phi
3. Exp/Imp or Fin/Phi (I keep going back and forth on this but leaning towards Joao)

Krill may mock me for putting Joao 3a instead of 2, but that's how I feel at the moment. I really like Philosophical. Does anyone agree with this evaluation at all? I can just think of so many uses for Phi. Shoot I could even build workboats in the capital and airlift them to smaller cities to save them startup time... Right?

Alright, so that's my trait extravaganza and far too many numbered lists for one post. Discuss. smile

EDIT: fixed hammers for RR mine
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scooter Wrote:List.

1. Fin/Imp - Top choice at the moment. Subject to change, but unlikely to change.

That was the easy part. Now the hard part for me is rounding out my top 3 in case Vicky gets swiped. So here's my current stab at it:

2. Imp/Phi
3. Exp/Imp or Fin/Phi (I keep going back and forth on this but leaning towards Joao)

I really would like it if we got Fin/Imp. I'd prefer not to have to go without Financial but I also want Imp. So yeah... that's just a way of saying, nobody better try to steal it from us! WE WANTS IT!
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dazedroyalty Wrote:I really would like it if we got Fin/Imp. I'd prefer not to have to go without Financial but I also want Imp. So yeah... that's just a way of saying, nobody better try to steal it from us! WE WANTS IT!

Yeah exactly. And really, as much as I talk about Phi and Imp/Phi, I'm not sure I could actually convince myself to pick it if Fin/Imp goes off the board. If Victoria suddenly gets taken I might start talking myself into Joao, which is probably stronger anyways. I don't know. We could all just be happy if Victoria is still there; however, I think it's more likely that she gets taken than it was that Commodore would steal Mongolia. I think our odds are 50/50. There's what, 2-3 leaders to go before us? Serdoa might take a leader, and Lewwyn/Commodore still need leaders. So we'll see.
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scooter Wrote:Yeah exactly. And really, as much as I talk about Phi and Imp/Phi, I'm not sure I could actually convince myself to pick it if Fin/Imp goes off the board. If Victoria suddenly gets taken I might start talking myself into Joao, which is probably stronger anyways. I don't know. We could all just be happy if Victoria is still there; however, I think it's more likely that she gets taken than it was that Commodore would steal Mongolia. I think our odds are 50/50. There's what, 2-3 leaders to go before us? Serdoa might take a leader, and Lewwyn/Commodore still need leaders. So we'll see.

I think seeing their picks will be interesting for sure and definitely give us some insight into their gameplay. With more options to choose from with more cost/benefit, each choose reveals a lot. Of course, it's still not like reading a book but it will be very intriguing.
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