This is mine and Taotaos game for getting to know the mod better while waiting for pb27. Map is stan B&S, 8 civs, mon diff (seems common for mp). RBMod 3 and no huts, no events.
I chose JC as I wanted to try out rexing with imp and see what it does to economy. There are a lot of things to get used to in the mod, like new civics.
My idea is that even though I took Rome, we don't praet rush (what would be the point?), but peacefully rex and focus on economical play. Then when there is no room anymore, we can have fun with praets or whatever. I'd also like to see rtr swords in practice, it's different to read they're good and actually see it in practice. Against AI they should work quite well, as the AI usually just sits in the cities if it doesn't have an offensive stack. Btw, in RtR sp, the old trebuchet rush with philo and skip fishing seems much stronger as you don't even need engi for trebs. But sp only niche strategies are not the focus now.
There could be some point in playing to mid-game, civics have been reworked. For example emancipation, seems to synegize well with heavy cottaging, but the problem here is production. Can you forego caste or slavery and still have enough production power to have an army strong enough for defense or offense? Also FS seems quite strong, with enough mature cottages.
Start:
Does the start seem normal/fun enough? We can still change stuff if you want.
Settling can reveal new resources, but it looks like hunt and worker (duh) first will be good. Then probably BW. Scout 1E or 1NW. If we were to move, most likely towards more river tiles, so I prefer 1E, but I doubt that scout would reveal anything worth moving for.
Good job on starting it up!
I like your leader choice. JC is probably one of the best for going really wide early on.
As for the capital it looks beautiful. In MP I'd definitely prefer an inland, non-boatable capital. First thought was that we don't even need to consider moving since we're on a plains hill. Then I remembered that everyone (by my recollection) will have two-hammer capitals so it's not that big a deal. Even so I see no reason for moving. Pigs are probably my favourite food resource and I even have a small tingling feeling that we'll see a dry corn or grassland cows E-SE from the settler (probably hoping for the latter). Also, look at all those forests! Hunting first to improve the pigs followed by BW to chop seems the way to go I agree. Build order very tentatively along the lines of worker-warrior (grow to size two) - worker - settler? Unless we see a truly beautiful second city on the river sharing a resource?
As I don't see the scout revealing anything that would make us wanna move I guess we could settle first and then decide where to send the scout? Currently I'm thinking of sending him NW first and looping around counter-clockwise just exploring the nearest area first and ending up in the (N)E where we might have the best second city locations (assuming there'll be food where I guessed earlier, otherwise we might well have to share the pigs).
If we want to move the scout first I'd instead probably just go to the hill by the clearing 1E.
One earlyish decision we might want to make is whether to go for the Henge or a religion? If this was regular SP I'd probably really consider chopping out SH after the first settler, but in a 25 player setting I'd probably be more comfortable not going for any of the early wonders/religions.
(btw my keyboard to my stationary, civ-compatible computer surprisingly died today, but feel free to start the game while I sort that out and get the new mod installed etc).
Actually managed to load the game and take a peek (didn't move anything) a moment ago. Looks like we have coast 2SW. Does that change anything? I'm guessing no since we'd have to spend at least two turns getting there and moving in blind, but I guess it should at least be mentioned (might affect the scout...)
Two things.
First off, apparently I was wrong, two-hammer Capital tiles have not been implemented and plains hills are still very good starting tiles.
Secondly our starting techs seem to be fishing and the wheel so the path to BW is slightly longer. Probably won't affect our priorities though (?)
Looks like DLL issue; it was in the .c test release but not in .d that Plako altered the DLL for. I'm on it (by which I mean I'm making other people look at it).
Quote:As I don't see the scout revealing anything that would make us wanna move I guess we could settle first and then decide where to send the scout? Currently I'm thinking of sending him NW first and looping around counter-clockwise just exploring the nearest area first and ending up in the (N)E where we might have the best second city locations (assuming there'll be food where I guessed earlier, otherwise we might well have to share the pigs).
If we want to move the scout first I'd instead probably just go to the hill by the clearing 1E.
Wouldn't we want to explore the most likely region for the 2nd city first to see how it affects the techpath?
(July 23rd, 2015, 15:11)taotao Wrote: Two things.
First off, apparently I was wrong, two-hammer Capital tiles have not been implemented and plains hills are still very good starting tiles.
Secondly our starting techs seem to be fishing and the wheel so the path to BW is slightly longer. Probably won't affect our priorities though (?)
For tech I'd like to see the cap BFC first, but BW is usually a good early tech and especially here as we have to clear forests before getting to improve our tiles.
We'll need to think about whether going 2 workers before 2nd city or 2nd city early is better. Need to see how the timing goes with BW, but I think imp skews the balance somewhat in favour of earlier settler.
(July 24th, 2015, 02:11)von Adlercreutz Wrote: Wouldn't we want to explore the most likely region for the 2nd city first to see how it affects the tech path?
A fair point. I was kind of thinking we'd want hunting -> BW first anyway and we'd just skim other directions before exploring the second city site more thoroughly. In case the capital BFC has a grain (/deer?) resource, then prioritising scouting the likely second city first has a higher priority though. Also, having the wheel means there's no risk of workers running out of things to do (and five turns more before they can begin to chop), so that also points towards us doing well to keep our options open.
Quote:We'll need to think about whether going 2 workers before 2nd city or 2nd city early is better. Need to see how the timing goes with BW, but I think imp skews the balance somewhat in favour of earlier settler.
Definitely. Imp probably does skew it towards earlier settler, but then again all these forests makes a case for early workers. Anyway, we'll have a better idea when we've played a few turns.
Scout revealed a couple of ivories, since we already were inclined towards SIP, I did that to get more info. We have 2nd pig, nice to get both food with 1 tech . Also clams in south, we could have a city sharing pigs and getting clams 1st ring.
I could play turnset until finishing the worker. Or maybe even until growing to s2, since domestic decisions seem rather straightforward until that. Scouting plan: E-NE, do a little circle and then check lands south of cap, since they seem interesting. In east there's a floodplain, and we could have new settlement connected via river.
Very early I think a bit longer turnset is ok due to lack of decisions but after that I think turnsets of 10T would be ok, what do you think?
Have you gotten your computer to work yet? And have you done the fix to your hosts file, which enables simultaneuous log ins to the pitboss server?