Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Dtay's Little Red Book

The start:




Pretty good one. Might switch research from bronze working to wheel, need to sandbox some.

Food matches up with hunting = good
Riverland good b/c I'm not financial (backwards from base-BTS) = good
EXP bonus off the bat = good
Looks like there's a 2nd city site waiting to happen up north = good

Lot to like in this start.
Fear cuts deeper than swords.
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...in addition to 2h plant, double 6fh/1c resources and a cap that can reach size 20. It's simply awsome.

I check in as a lurker.
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Replayed turn. Only difference: New Naming scheme.

Cities will all be named after NE Patriots players. That should draw some ire.

Rules for who's included is:
A) Any current member of the Patriots
B) Any player who retired a Patriot
C) Any player who played sufficiently long with the Patriots that I think of them as a patriot (Bledsoe or Vinatieri for example)
D) Not Aaron Hernandez
Fear cuts deeper than swords.
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Scout move to hut gets some gold (better than a map I guess).




So far the spot 1S of the scout looks like a great 2nd city site. Shares a capital food, gets 2 new food resources, gets juicy riverland, all very nice. We'll see what we see with a circle round, but that spot is looking pretty dang good.

I'm appreciating all the grassland compared to the dry plains of my PB13 neighborhood. Won't make a huge difference in the nearterm when all cities are sub size 8 or so, but should mean I have a lot more sustainable tiles to grow to 100 turns down the line.

Still simming the precise movements out, right now it looks like the broad outline is as follows:

get out a worker, grow to size 2, get out another worker, revolt to slavery, grow to size 3 or 4 preparing chops, switch to settler when the chops come in and then whip 1 or 2 pop to finish the settler. I'm getting the settler out in the neighborhood of t26-27, exact timing depends on how many warriors I fit in there, do I build a mine, capital size, etc. But I should have a second city around t27-28, 2 workers, 1-2 warriors, 2-3 pop capital, bronzeworking + 1 first row tech, and some small bits of other worker improvements (roads or mines). At least 1 worker then goes to farm the corn. The other maybe helps, maybe mines, maybe chops.

That feels pretty dang fast to me. Expansive + plains hill start = open like lightning.

Might want to get another scout out early to grab huts and get map knowledge since there won't be map trading.

My broad plan for the first 60 turns or so is basically avoid anything fancy. Wonders are great, I built a fair number of them in PB13, but I think the classical era wonders are easier to get without sacrificing growth and almost as good. If at t60 something hasn't fallen and I can chop it in or something, fine. But I have no designs on beelining stuff, my traits aren't built for it. My traits are built for expand expand expand.

The other thing that's going to shape this game is how dang expensive techs are. Huge size is making teching take forever. I think the largest effect this has is increasing the lifetime of military units. This is good for me vis a vis the Oromo warrior, (which will be CG1 and Drill 1 and the most efficiently draftable unit in RBmod), but what I think si even more significant is what huge will do to classical era warfare. The age of the horse archer will last even longer. So no avoiding HBR until past t100 this time...

Discussion of PB13 follows. I don't think it's spoilerish, all concerns global events of 60 turns ago at the latest and mostly 100+ turns ago. But someone should tell me if anything went over the line. Pretty much everyone left alive besides Commodore is playing in this game though I think. Edit: Is Mack playing? I know he's not one his own but dedlurking/team?

What I realized from PB13 is more than grabbing the key wonder, more than getting the great first to bonus, what determines victory in these giant games is having way more land than other people. And that means killing someone. Mackoti didn't build wonders, he just took a ton of Horse Archers and annihilated a weak neighbor. He was behind tech wise for a bit after that, but he made up for it over time and no one could mess with him int he mean time cause... he had a ton of horse archers.

Compare me. Around t100-140 in PB13 I was constantly ahead in tech. I got the two most significant first to bonuses (Taj and Liberalism). I leveraged these into a belated killing of TBS. But the benefits I acquired from those paled in comparison to what Scooter and Mackoti got from killing their neighbors earlier. Plako actually took the me path, got cool wonders (TGL, MoM), and eventually killed his neighbor (Dhalphir), but correspondingly lagged Scooter/Mack. Doing better than me since well, he's better at the game and probably executed every part of that better, but I think it's the same pattern. Wonders are great, Plako/I are hardly doing poorly, but adding lots of developed cities is better.

So, what does this mean for this game? It means I think I'm more likely to hit someone early (early meaning horse archers/cats). There are a lot of what I believe people consider to be not-great players in this field. There are pretty decent chances someone lets down their guard and I can grab stuff.

Final note. Religions. Religions are awesome in PB13. Shrines are insane. Religions will be even MORE awesome here. I would love to grab a religion, and that might be worth abandoning above philosophy. Buddhism/Hinduism and probably Judaism are out because I don't start with mysticism and i think that hurts expansion too much. But I would dearly like to get one of Taoism, Confucianism, or Christianity. Like I'd delay currency for it. And then tech to priesthood (ok probably getting Currency before that), build a temple, and get that great prophet. Shrines are just that good.

If that fails there's always the approach I took in PB13. Think of your neighbor's holy city as your own. Then actualize... hammer
Fear cuts deeper than swords.
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Why did they nerf oromo? They used to be drill one and two.
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(March 21st, 2014, 09:32)Goreripper Wrote: Why did they nerf oromo? They used to be drill one and two.

Oops they do, stream of consciousness typing fail.
Fear cuts deeper than swords.
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Well this all looks really pretty:



This is a pain to dotmap though. THe city site I wanted to settle (1W of the Corn) invalidates all possible northern cities (except setting on the wheat, which is obvi out). Luckily it looks like 2E of the wheat is a spot, so I wouldn't be orphaning the wheat.

Settling on the marble would make a decent first island city for IC trade routes, and also opens up those wonder plays I said I wouldn't be doing.

Idle thought is Oracle to Code of Laws. Offbeat tech to grab but getting there first is super important cause whole above shrine thing. I'll probably lose the Oracle to a beeline, but once I have Fishing/Ag/Pottery/Sailing I'll reevaluate and see what I'd be sacrificing. I can probably expand pretty far just on the backs of Granaries, workers, settlers, chariots, and axes.

More realistically and at less cost this opens up plays MoM, The Great Library, and other lovely classical wonders. Also speeds up building the epics.
Fear cuts deeper than swords.
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Looking at it my planned 2nd city would make a good production city. 5 Grassland hills, 1 Plains hill, 2 of its own food resources, both 5f in the short term and 6f eventually, and 1 additional food shared with capital.

There's also a fair chance copper spawns somewhere in those hills, which would make it even better.

It's also coastal without wasting many BFC spots on actual coast, so plopping the HE there would give me great naval production for later in the game.
Fear cuts deeper than swords.
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So the abundance of food is making this a giant pain to dotmap. I guess that's a good problem? But arghh




I am seriously, legitimately, considering saying "fuck it" and orphaning the wheat. It's dry, and can't even be irrigated. (Cities on hills don't spread irrigation, right?). I really really like the planned 2nd city spot...
Fear cuts deeper than swords.
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1N of the scout is a good city though (3rd probably). But it's hard to dotmap a 2nd with. Blah.

Edit: I guess 2N of the capital and then 1N of the scout? That could work. Research fishing before ag. Hmm.
Fear cuts deeper than swords.
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