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[SPOILERS] Donovan Zoi and AdrienIer: Slümhund Millionaires!

Sorry for the monologue but

(March 3rd, 2015, 09:50)Elkad Wrote: I select the glorious Dutch.

Seriously ? My second preferred option too ? At least it means I'm not a complete idiot, people seem to agree with my choices. Even if you don't neenerneener

Sims coming soon.
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Mali is becoming more interesting. Pro/Ind means you have your Ind leader and we have an early game trait to go with it. It works anyway (here going agri->AH->BW, worker->warrior->settler, worker farms then mines then camps (on the perfect turn)).


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Ok fishing is actually more important than I thought, sorry for bashing you on that. We have no time to tech it but it allows us to go worker->WB->warrior->Settler at size 4 which is pretty great.


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Overall I think it's between Mali, the fishing/mining civs and the agri civs. New order of preference : Mali (to be paired with Ind/Pro Qin) then maybe England (fin is best) and Sumeria (Ind/Org Roosevelt).
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Unfortunately, I am not able to acces the Civilopedia til tonite. Are you say that to get that start we would need to start with the Fishing tech? It only took 7 turns last game IIRC. Also can you post a link to your save so I can sim tonite as well?

I am still hoping for Stalin, so I think Mongols would be our best bet. But if Fishing is required to start I would need to check it out tonight.
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I'm really not interested in Protective but I would have to look at the benefits of that as well.
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Without fishing we can't go worker->WB which is a pretty nice start. If we start with Agri we can go AH->fishing->mining->BW but it still doesn't leave a lot to do for the cap. Everything else either forbids using the crabs or makes BW come way too late.
Here is the sandbox I've been using, with 8 different starting civs (all the agri, plus all mining civs except min/myst) with the right capital terrain.
I'll give you the saves too (actually I'll replay them).
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Pro gives double production of granary (pretty huge) and drill/city defense to archery/gunpowder units. Skirmishers with drill are great for choking or defending far off city plants.
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Well if you want Stalin more than Qin it's not that big of a deal, skirms are great anyway.
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I'm driving right now. What technologies do the Molly start with? #No auto correct
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