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[SPOILERS] Lurker thread; the omniscient view

Cyneheard Wrote:Imp is strong, though. X/IMP will pair well with almost any trait, and the Grocer will be nice to have while Rexxing.

The grocer would be very strong paired with Industrious. Use the merchant slots to churn out an early GM, use him to bulb Metal Casting, then build IND forges everywhere.
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oledavy Wrote:The grocer would be very strong paired with Industrious. Use the merchant slots to churn out an early GM, use him to bulb Metal Casting, then build IND forges everywhere.

Why not just Oracle MC? It's about as quick, has roughly the same food/hammer cost, and doesn't take your first GP slot.
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Cyneheard Wrote:Why not just Oracle MC? It's about as quick, has roughly the same food/hammer cost, and doesn't take your first GP slot.

The Oracle for a Industrious civ is 67 hammers vs. 46 food to run a merchant specialist for 23 turns. However, the merchant also produces 69 gold during those turns. So in terms of rough yields, it's:

-67 hammers vs. -46 food & +69 gold.

Going the merchant route, you don't need to research any of the religious techs; so you can save a tidy sum of beakers and prioritize the upper half of the tree instead. However, you also miss out on the Great Prophet Points and culture from the Oracle, in addition to losing your first GP slot. As a World Wonder, there is risk investing in the Oracle.

Overall, I'd say it's a wash, with the advantages and disadvantages of both potentially evening out. I was just trying to think of possible ways to leverage Seven's added bonuses. That one popped out at me.
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oledavy Wrote:-67 hammers vs. -46 food & +69 gold.

The merchant also costs -67gpp (the cost of your next GP is increased). That's only the short term, as ALL future GPs are delayed. In the early game, gpp can equate out to >6 commerce per point, when used for bulbing.

I like out of the box thinking, but I don't think the MC bulb idea would pay off.
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If I was playing this game, I'd go with a Phi leader. Airport sounds like such a fun addition to the game. An entire new (albeit small) aspect of gameplay.
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scooter Wrote:.....but upon seeing their starting techs (Fishing/Hunting) it's a pretty logical pick.

First time I've ever seen Fishing/Hunting described as a good pick lol
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SevenSpirits Wrote:Oh btw your capitals' names are just for fun, no map clues or anything like that.

So we have a Paper and a Scissors; obviously that calls for a Rock...last two are Lizard and Spock? Or do you have a different 5-man variation?
EitB 25 - Perpentach
Occasional mapmaker

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Hey Krill, you probably shouldn't give people advice like that unless you're a dedicated lurker. And scooter doesn't need the help.
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SevenSpirits Wrote:Hey Krill, you probably shouldn't give people advice like that unless you're a dedicated lurker. And scooter doesn't need the help.

What advice would that be?
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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scooter Wrote: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"

scooter Wrote: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.
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