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Dreylin goes big or goes home [spoilers]

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donkey

I'll try to keep this somewhat updated with useful links:
List of Civs & Worldspells
Tech tree & early tech discussion
Civ and Player comments
Second city planted
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Here is your start for EITB PBEM XLVIII!




FYI:

Your starting settler has the standard FFH2 bonus promo, so choose your capital wisely. I also "squared" it's initial view range to keep that the same for all players.

The map was created according to settings requested in the thread, but as for what that ends up meaning exactly... you'll have to discover for yourself.

Q wanted one week to make picks, so feel free to take up till then. However, once all 8 players have their picks posted, I will lock them in that instant.

Good luck!
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Thanks Joey!

Questions:

* Will you be sending out Sandboxes? Even if your tool crops it down to the BFC, it would be useful to have the correct dimensions, etc. for simming tech costs, and I can easily add the rest.

* Are any civs banned? That looks like a lot of potential Coves for the Lanun to tech out of control....


Thoughts:

* Great design for the starting pod, lots of options to choose from and influence tech path, etc. thumbsup

* I see you took Bob's recommendations for adding unusual terrain types - is that a Shallows on the Marble island? (I do like that a considerable investment will need to be made to access that, too)

* First thought for Capital: PH 11 from the Settler for Corn Silk Incense Oasis & Rice ... hmmm, I wonder if the Oasis will irrigate the Rice? noidea I'd better test that.

* Grass forest Deer is a lovely tile. nod

* No PFH or other 3h tiles, and it looks like getting 4hpt from t1 might be difficult, which puts a dent in IND. ... Wait, does the Palace get 1h now? Well I guess we can ignore that.

More thoughts later.
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Yes, that is a shallows on the marble! I thought it was kinda hilarious like that... something like, Dear Leader forcing his slaves to slosh around on a waterworld-eseque rig to gather pretty rocks from a tidal island for his statues... lol
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Heh. I'll need to remind myself of whether this is the version where Forts can act as Canals, otherwise it looks like there may be no way to get a ship out of that small lake and that would be an added cost to putting a city there (or Forting the tile)

Also, did you see these, Jowy?

(August 13th, 2016, 17:00)Dreylin Wrote: Questions:

* Will you be sending out Sandboxes? Even if your tool crops it down to the BFC, it would be useful to have the correct dimensions, etc. for simming tech costs, and I can easily add the rest.

* Are any civs banned? That looks like a lot of potential Coves for the Lanun to tech out of control....
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Answers: Forts = Canals. Oasis irrigates Rice. Palace has a hammer.

Preliminary dotmap:


Red for standard Agri-Calendar research-based opening, that leaves first-ring food at all the other sites (3xFP at Pink count). Lanun probably go to Grey instead and go Fishing first to get the Fish & Coves up and running ASAP. Yellow circles are city/Fort locations.

Hammers seem hard to come by, but Workshops are a thing now.

Fastest research start is probably Red with Agriculture (maybe Grey with Lanun, but we'll skip over that for now). Agri civs are Balseraphs, Hippus, Kurios & Svartalfar; the pod means that Kurios will get a lot of water tiles and Svarts don't appeal. Hippus with Rhoanna is looking good with EXP & FIN and I'm currently leaning that way for first-pick, but will think some more. After all, in a big game there's likely to be a late game, and some of the later-game traits will come into play.
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(August 14th, 2016, 22:10)Dreylin Wrote: Answers: Forts = Canals. Oasis irrigates Rice. Palace has a hammer.

Preliminary dotmap:


Red for standard Agri-Calendar research-based opening, that leaves first-ring food at all the other sites (3xFP at Pink count). Lanun probably go to Grey instead and go Fishing first to get the Fish & Coves up and running ASAP. Yellow circles are city/Fort locations.

Hammers seem hard to come by, but Workshops are a thing now.

Fastest research start is probably Red with Agriculture (maybe Grey with Lanun, but we'll skip over that for now). Agri civs are Balseraphs, Hippus, Kurios & Svartalfar; the pod means that Kurios will get a lot of water tiles and Svarts don't appeal. Hippus with Rhoanna is looking good with EXP & FIN and I'm currently leaning that way for first-pick, but will think some more. After all, in a big game there's likely to be a late game, and some of the later-game traits will come into play.

Trying to understand this mod a bit. How dense does settling usually end up? I get the impression that cities are a lot more expensive to make. Like how many cities with this start would you expect to be at at t50 and t100? Wish I'd chosen to despite someone now...
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Ichabod suggested that no bans would be necessary.

As far as sims, I'll see if I can generate them tomorrow evening.

Also, I'm Joey, not Jowy!
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(August 15th, 2016, 06:39)GermanJoey Wrote: Ichabod suggested that no bans would be necessary.

As far as sims, I'll see if I can generate them tomorrow evening.

Also, I'm Joey, not Jowy!

Ah, but you didn't reply to the question until after I'd made the typo, so are you really!?!? Iiam

Thanks for the confirmation and for looking at the sim; much appreciated.
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(August 15th, 2016, 05:57)ReallyEvilMuffin Wrote: Trying to understand this mod a bit. How dense does settling usually end up? I get the impression that cities are a lot more expensive to make. Like how many cities with this start would you expect to be at at t50 and t100? Wish I'd chosen to despite someone now...

Well I don't know whether you've asked the right person, as I generally just muddle around and see what works, but I'll see what I can do. As far as settling patterns go, there's not much difference here, although Culture is harder to come by since Monuments are twice as expensive as base CIV and Religions are a lot farther off. In fact, most things are more expensive, farther off, and/or have a lower payout. Granaries are 2x the cost and only store 20% of the bin size ... so nobody builds them. Few buildings are build early. Techs are much more expensive early as well; even on quick it'll take ~8t to research to a first-row tech, and ~14t for a second-row, so you see why the Oasis is a big deal and Plains Incense is an EitB player's best friend.

That's why I think that starting with Agriculture is the way to go here; that's a big early acceleration towards getting the Incense (& Silks) online ASAP to keep the techs flowing. Going that route and settling SW though does mean that early Settler builds are going to be mostly Food, so that does somewhat devalue EXP in the early game before you get some decent hammer tiles.

Oh, and early game while you're not building buildings, you will be building units because the Barbarians and Animals are a real threat - more powerful, more common and some with higher move than base CIV, so caution is required to avoid losing an early Settler or city.

You'd be welcome to stay around and transition to a ded if you like, but I'm hoping to update pretty well for this game. More thoughts on picks later, I think.
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