November 8th, 2013, 18:47
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(November 7th, 2013, 16:19)SevenSpirits Wrote: The goal was to screw ourselves as much as possible while still leaving ourselves a lot of interesting stuff to do. AGG is there because it's an awful trait. It's not PRO because AGG has an actual effect on the game, and even if it's a small and lame effect, it's not one I'm used to so it will add a bit of interest. SPI is there because it is the most interesting trait, and its strength has to be coaxed out of it. Also like I said at the beginning:
Quote:Plan is to pick the most viscerally frightening leader and confuse/intimidate our opponents to victory!
Yes, Monty has some appeal outside of his traits as well.
Zulu is because we didn't want to have a boring start. If you start with bad techs, it's a handicap, sure, but also it means you can't DO anything for way too long. So despite me having dreams of playing Monty of Aztecs, Krill convinced me it's better to take some decent starting techs and let AGG do the work of dragging us to the bottom of the river. In terms of starting techs, agriculture/wheel is ideal for this setup, since we need to hook a grain and cottage those FPs, and they are the strongest starting techs by default anyway. I think Egypt and Sumeria would have been better civ choices for our start. But Zulu's techs are acceptable too, and Zulu makes our AGG trait a bit more interesting, so that seemed cool.
On top of this, I'd argue that if one was intending to play a game with a single trait, SPI is the best trait you can pick. If one picks EXP, FIN or CRE as the sole trait, and you are playing against other players that have one of those traits, and another useful trait (IND, PHI, IMP, whatever) you have a straight handicap as you are down that good trait. From T0, you are just going to fall behind, and in the end you will basically have no advantage that you can use to beat the other players with. SPI however, is an asymmetrical handicap in that you will have a weaker start, but a much stronger late game due to flexibility if you can reach the late game without an insurmountable deficit. And in the early game, you aren't going to be winning any wonder or settler races anyway, so why even try to compete there?
I accept though, that it is a real possibility that we fall behind in the early game to an insurmountable deficit, for example if someone gets GLH and a billion international trade routes at low cost. But picking EXP or FIN wouldn't let us win in that situation anyway.
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November 8th, 2013, 19:28
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The question now is, what's the micro plan? First: the 5 strong tiles (including 3 FP) and lack of good nearby city sites (so far) is an indicator for growing the capital up to size 4-5, on approximately 2 warriors, before settler. The number of worker turns needed to improve all those tiles is an indicator for 2nd worker before settler. The presence of the three FP, and relatively low number of forests, and the fact that we already have the necessary resource techs is an indicator for going wheel-pottery first. The apparent lack of good city sites along our river is another minor indicator for wheel, supporting the quick pottery. From all this we are starting to get a picture of how the opening will play out, and we are left with the important tactical questions of what order to complete our 2nd worker, 2nd-4th/5th pop, and 1st and 2nd warriors in.
In fact, these questions can wait to be answered until 13 turns from now when the 1st worker is done. But it's possible that we'll want to discuss it before then...
November 8th, 2013, 19:30
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Probably because one of us gets bored quickly.
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November 8th, 2013, 19:32
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Though the tech question does have to be answered before we end T4 IIRC.
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November 9th, 2013, 16:38
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Would it be OK to post this in the tech thread?
Quote:Let's bring the conversation from the set up thread to hear.
This is aimed at Zaldax now: As players, many of us are impatient, myself included, and I'm sorry if that comes across as aggressive, dickish, or just plain mean. I can't speak for others, but that is not what is intended. However, there are important responsibilities that all players in a game have to each other, and one of them is to play the turn in a timely manner. That means once every 24 hours. If you have difficulties doing this on odd occasions, that is absolutely fine, real life comes first, but say something in the tech thread. However, that is odd occasions, not every week, and certainly not every day.
In this specific instance, the complaint is that you haven't even logged into the game, or checked the forum in 2 days. If you are not able to keep up with the demands of the game now, are you going to be able to keep up with them when the game is more intense, emotions flare, and the turns take a significant amount of time to play (war turns upwards of an hour). Perhaps it would be better for someone to play the game and you ded lurk them (ie play as team mates, or they take the majority of responsibility in turn playing)
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November 10th, 2013, 07:42
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Please feel free to post that or similar things in the tech thread. While speaking unilaterally for our team might be questionable depending on the topic, speaking as a player in the game seems just fine. And your judgment is fine.
November 11th, 2013, 08:29
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Turn replayed. No tech was selected. I hope this was the correct replay.
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November 11th, 2013, 14:44
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Just to post my opinion RE: scout moves for T1: either 11 or 69 are fine, and I don't care much either way if you want to go 32.
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November 11th, 2013, 18:23
(This post was last modified: November 16th, 2013, 18:58 by SevenSpirits.)
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Looks like you replayed it correctly this time! Yeah, I didn't select a tech last turn.
But this turn, having given myself at least a day to make a shocking realization with no results, I set tech to Wheel to avoid mistakes. Went with your 11 scouting suggestion. I'm interested in the west and northwest, as well as seeing if there's a decent site that shares wheat.
Resources, what are those?
November 11th, 2013, 18:25
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How's the screenshot format?
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