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[SPOILERS] Donovan Zoi and AdrienIer: Slümhund Millionaires!

Maybe. More sims saturday on my end. But leaving that deer unimproved on purpose doesn't sound right.
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I feel the same way about the Crab tile since it has 2 commerce. But there is an investment of a Workboat necessary for it so Fishing will have to wait.

The way I see the early game, commerce and hammers are equally important, while food is just there to avail more of each via growth. If we have a nice resource tile like Corn to provide most of the growth, then we should really be concentrating on the first two for balance. Getting a Deer camp will be great for growing the capital quickly, but our pop will cap out before we even get to AH.

If we can sim out a situation where the Deer camp is vital in helping our whip situation, I might get on board. But I am not totally convinced on that since the Corn appears to be enough to support growth for the short term, especially if we build a Granary via Pottery.

Our hammers appear to be great right now but our commerce situation looks dire at best through Turn 44. If we get Pottery, the Cottage(s) (along with growth to Size 4) should shave some turns off of AH and only get better with time.
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OK, it's now official. We are Bismarck of India!

Only two more picks to go...Elkad and GermanJoey. Joey may actually have Genghis available to him if that's what he was going for.

I think it will be fun for us to give our thoughts on the other picks once they are complete.

EDIT: 5 Expansive leaders so far.
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Ran a few sims tonight and am convinced that nothing will beat Agri > Mining > BW. This means that we pretty much have our build queue and research set through T29 now.

Going from there, I was able to get Henge in 37 and (get this) Great Wall in T44 by going Masonry after BW and using all our chops. We still get the 2nd Fast Worker in that time, and the Settler would complete afterward at T49. The capital turns Size 5 at T39 without Fishing or AH.

In order to pull this off, both workers were dedicated to the capital and no work was done to the second city. So the above will likely change if we find Copper or happiness resources to connect.

Let me explain again why I like the Great Wall:

1. It gives us a small bit of the IMP trait if we are attacked (100% GG bonus).
2. It keeps barbs out of our territory so we can run a strong FW network without fear of random attacks. We'd still need to be vigilant of actual player attacks, of course. Especially if we are lucky enough to get both wonders. But with Masonry, we will be able to erect Walls pretty quickly once Stone is hooked up.

One thing I did notice was that we drop to 90% research as soon as we build a new city on T29. So if we decide we want to try something crazy like the above, Pottery should come right after Masonry so we can get some Cottages going....
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I'm not sure about this. It delays our third city by a lot and means our second city doesn't get improved. By turn 49 many people will have their 3rd city settled and their 2nd city contributing to the empire. And the GW's GG effect is only useful if we're attacked, which we don't want. If we get attacked it means we're falling behind militarily and/or technologically, and if we want to win the game that can't happen. So the only real effect I see is that it allows us to avoid barbs completely. It's good but unless we have stone by that time I don't think it's worth it. Maybe we could go fishing->masonry if we can put a second city next to the stone that shares the cap's crab, then we could make an attempt at the GW after our second settler comes out. But building two early wonders is probably a trap we'd set ourselves into, because our general growth rate would be terrible.
Sims to come in the next few hours
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Quick recap before simming.
retep: Joao of Aztecs (Mysticism/Hunting) (Exp/Imp, SA, jaguar)
Commodore + dtay: Sitting Bull of Inca (Mysticism/Agriculture) (Pro/Phi, Totem pole, dog soldier)
Grimace: Ramesses of Celtia (Mysticism/Hunting) (Spi/Ind, dun, gallic warrior)
Borsche + AgentJohns: Shaka of Ottomans (Agriculture/Wheel) (Exp/Agg, hammam, janissary)
HAK + Fenn: Mehmed of HRE (Mysticism/Hunting) (Exp/Org, Rathaus, landsknecht)
Gavagai: Mao of Carthage (Fishing/Mining) (Exp/Pro, cothon, numids)
Donovan Zoi + AdrienIer: Bismarck of India (Myst/Wheel) (Exp/Ind, mausoleum, FW)
Elkad: Hammurabi of the Dutch (Fishing/Agriculture) (Agg/Org, dike, EI)
German Joey: Genghis Khan of the Zulu (Agriculture/Hunting) (Agg/Imp, Ikhanda, impi)

Exp 5
Agg 3
Imp 2
Org 2
Pro 2
Ind 2
Phi 1
Spi 1

I think exp synergises with too many civs. All the market/grocer/aqueducts/harbor UB (and that's a lot of them, 6 if I'm counting right including some of the best ones) plus India plus it's one of the early game traits so you want that pro imp or cre else you'll be slow to start. Maybe the aqueduct should be moved elsewhere, like Ind.

Only two Ind, I like that. Also no cha...

I'd like to hear your thoughts about the picks. I'll post mine after simming. And good call about GJ picking Genghis. It was my idea cry
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I can get the GW turn 59 by going fishing->AH->masonry. I can probably make that better though.
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Actually I take that back, I didn't take maintenance into account.
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I'm not a big fan of the GW; at least, not at the expense of growth. Imo, it's more of a luxury wonder to me, worth building if it goes late, than an incredibly useful one, even with barbs on. The fact that there are nine civs on a standard map in this game enhances that feeling for me; I wouldn't be surprised if wars come early and often, but more importantly, I expect peaceful land grabs will happen even more quickly. I wouldn't want to fall behind the expansion curve.

This is all just my opinion; I have certainly not simmed your start.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Yeah I don't think it's going to be very practical anyway. The pyramids will be a better goal IMO.
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