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[SPOILERS] Emperor K, Cornflakes, what could go wrong?

My program does the difference each turn, so next turn the table export will not have all those false numbers. Basically no one has any Great people points yet. Also looks like my district table is not exporting correctly, so I will fix that as well.
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My thoughts on Goddess of the Harvest: I like it as much for denial value. That is the most across-the-board useful faith generation pantheon, and gives any rival an easy way to generate faith. Even if we take that pantheon, I think it makes the most sense to keep our stone on the ground and quarry those tiles for now. After Theocracy is adoped, that is the time to start harvesting the stone into military units, overflow into builders & GG projects, and funnel the faith into Apostle purchases. I do think our start is uniquely suited though for Stone Circles, and I think the chances are against GotHarvest being available anyway when our pick comes up. I'm perfectly fine going Stone Circles, and if we do go that route then you definitely want to make a builder a high-priority build.

Thinking long-term along the lines of religious victory, some big-picture things to consider:
• All cities with a HS automatically convert when founding. Offensively, this means that if we somehow land a prophet earlier than the last free one we should not put any effort into converting someone who has not yet founded a religion. Otherwise they can auto-convert all their cities by building HS before founding, and thus undo all our hard work.
• If we can crush any religion in infancy, that is one less religion to contend with long-term. On the other hand, it signals intention earlier. Ideally we crush our most fierce oppoent by surprise before they realize that we are attempting religious victory.
• In the final push, we should probably focus first on the most difficult opponents. That would be the opponent with the highest faith per turn generation. Otherwise they can send their apostles to convert away other opponents. Given more time, they would be able to put up greater resistance through inquisition, whereas a civ with tiny faith generation won't be able to put up much resistance even with inquisition. Also the opponent who doesn't end up with a religion can be converted last at our leisure unless it's convenient to convert earlier.
• Military might be the only option for a highly-religious civ like Russia. However if Russia takes Jesuit Education then they have an alternate avenue to spend faith, and probably won't end up accumulating it nearly to the same extent for wars of religion. On the other hand, we don't want Russia to reach cossacks nono
• Mamluk heal-when-moving ability makes them actually good units to cover missionaries on a dash into enemy territory. If we could land the GScientists who gives +20 healing to adjacent units that could be deadly for a medeival religious push. Farms offer pillage healing in addition.
• Combining with Monastic Isolation belief is pretty much mandetory.
• Strong military is essential. A GG will be very helpful in defending ourselves from the inevitable dogpile as we begin converting our enighbors. Ideally a Medieval/Rennasance GG since those are the eras we will be making our push. I think we need to win by the time the Industrial age rolls around.
• We want to avoid spending faith as much as possible before we get Theocracy (in order to make the most of the 15% discount).
• Mahabodhi Temple would be very nice since those 2 Apostles don't increment up the cost of future apostles. Basically the value of those 2 apostles is equal to the values of the last 2 apostles that we purchse in the game (plus denial value).


RELIGIOUS BELIEFS
• Jesuit Education + Choral Music I'm assuming will be gone by the time we found our religion
• Religious Community looks appealing because the housing will effectively allow us to grow large enough to build another district, thus counter-balancing the fact that we want to use up a district slot with a HS at every city.
• Zen Meditation could be helpful in a protracted war weariness situation.
• Divine Inspiration - We are for sure planning to build Oracle. Mahabodhi Temple is probably another key wonder. I expect Pyramids and Colosseum to fall elsewhere in the world.
• Monastic Isolation (pressure never drops from losses in religious combat) probably makes the most sense. Losses in military combat also cause loss of pressure, right? Does Monastic Isolation apply to that as well? If not then another belief might be better, because I assume we will lose more in millitary combat than in religious combat.
• Missionary Zeal would help in blitzing from the fog, but then leaves the units naked to be martyred and the resulting drop in pressure.
• Itinerant Preachers or Scripture could help through passive spread. We could then use active spread only at strategically important locations and let passive spread do some of the heavy lifting.
• Holy Order would be for a long game where we expect to have a vast multitude of Missionary & Apostle purchases.
• Pilgrimage, might be the best in it's category in our case. Especially if we are playing for a long drawn-out victory. Conversion of the easier rivals will then help build momentum. By the end game this could easily be making 10-20% of our total faith output. The other "Founder" beliefs (assuming Church Property is snapped up by an early religion) are lackluster anyway.
• Mosque - missionaries & apostles both get 3 spreads normally. Mosque thus is effectively a 33% increase. Costs scale up quickly on missionaries and apostles, and this would make them more effective. On the other hand, with a massive faith generation capacity this might be overkill. Taking some other yield might be better. On the other-other hand, the faith could be used in purchasing more escourt units instead using Theocracy. Keep in mind than any civ with our religion can build our worship building cheaply and thus get its yield. For the Mosque it wouldn't matter at all since the religious units would be our religion anyway lol
• Wat - We might have enough science generation already to the point where another building makes more sense. We are focusing on Campuses early, *hopefully* will land Hypatia, universities are easier for us to reach at Theocracy and are 25% more effective. So overall I expect us to be towards the front of the pack already in science.
• Synagogue - With Simultaneum this is effectively an additional yield of +4Icon_Faith. Assuming an apostle cost of say 800 towards the later game, the comparison with Mosque 33% increased effectiveness is about 260Icon_Faith/apostle ... or 65 turn payback per apostle purchased. Missionary would be about half cost or still heavily in favor of mosque.
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What did our Campus district end up costing?

Are we in Agoge now? Or still in Discipline?
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I am at work, and trying to leave early, also the turn is to me at the moment. I got a turn report for you for each turn plus I will do this one when I play it here in a couple hours. Also I will update the save. Do not know off of the top of my head so the save will be more helpful for you. I will also look over your post in more detail.
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I just realized that there is a slight hiccup in the "Last Prophet" ability ... the Earth map is a Standard size map that we use as the workaround for playing games is a standard size map, meaning that there are 5 religious available, not 4! Thus the last prophet won't trigger until all 4 of our opponents found a religion. This is much less likely to happen in the short term because I don't anticipate Germany building any holy sites for a long time. We may end up eventually founding a religion the normal way.

I don't think this fact should change our play much. I wasn't expecting us to get powerful beliefs anyway, and we were going to build holy sites + shrines + temples eventually in any case to make use of our cheap worship building.
EDIT: Disregard the original post... I set up a test game to verify, and in fact there should only be 4 religions available ... we will be able to tell for certain once the first religion is founded. At that point a tab is added to the religion screen which says All Religions 1/4, where the denominator indicates the total number of religions availabe
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Turn (31)



Alright I figured the best way to get you up to speed is just to include the save. 

[Image: PBEM9_031_score.jpg]

Here is the score overview, with our troop movements towards the barb camp. I was sick over the weekend so sorry I was unable to get better reports in. 

I'll fill you in on tonight's turn, the big thing is what to build in the city #2. Also got any ideas for a naming scheme?


Attached Files
.zip   cornflakes.zip (Size: 479.29 KB / Downloads: 1)
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As far as religion, we shall pursue that as a main focus for victory. With our special getting a religion much later in the game, I think it may be important to think about attacking Krill with a shitload of Mamuluks, with all the support (battering rams, some archers, ext...). He is building faith up so as far as our victory is concerned he actually helps more than any one else at this point.

We will grab the harvest Icon_Faith ability if it is available. Stone circles I am thinking will be our fall back. We have 3 turns to decide so what are you thinking if they both are taken?
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Also real quick if you look at the save tonight, see if Krill grabbed a pantheon yet, I did not check when I played last night.
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OH and as far as build order is concerned.

The capital needs to build a unit I am afraid. A turn or two back, two barb scouts with ! were at the borders. They did not stick around so there may be some barb activity soon. I am thinking a slinger in the capital after the science district, and we can postpone our settler plans until it is finished. City number 2 then can either build another slinger or work on the campus. That will be a long build but i think our only options for the second city are
-builder, having one around for city number 3 could be helpful
-slinger, more units is always nice
-campus, sooner we start the sooner it finishes.

Since I have opted to go with the 4 city plan before we go for Kumasi, I think that all 3 build paths are viable. I am leaning towards a slinger though, as we have the card (not that it does much at size one) but that will mean between the capital and city#2 we have our 3 slingers done and over with and are pretty much done with agoge.
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Turn (32)
Score, Rankings, and Great People Race

Player

Score

Civic

Empire

Great People

Religion

Tech

Wonders
Emperor K
20(+2.0)
6(+2.0)
14(+6.0)
0
0
6
0
Bacchus
26(+2.0)
4
16(+2.0)
0
0
6
0
Krill
32(+14.0)
4(+2.0)
22(+8.0)
0
0
6(+4.0)
0
Ichabod
34(+10.0)
8(+4.0)
18(+2.0)
0
0
8(+4.0)
0
Rowain
27(+8.0)
4
15(+6.0)
0
0
8(+2.0)
0

Rankings

# Techs | SPT

CPT

Military

FPT

Gold | GPT
Emperor K
3|5(+1.0) Icon_Science
5.4(+0.6) Icon_Culture
45(+45.0)
1 Icon_Faith
84(-24.0)|9.4(+3.4) Icon_Gold
Bacchus
0|0 Icon_Science
0 Icon_Culture
0
0 Icon_Faith
0|0 Icon_Gold
Krill
3(+2.0)|6.2(+1.4) Icon_Science
4.8(+0.6) Icon_Culture
30(+5.0)
5(+3.0) Icon_Faith
160(+160.0)|10(+10.0) Icon_Gold
Ichabod
0|0 Icon_Science
0 Icon_Culture
0
0 Icon_Faith
0|0 Icon_Gold
Rowain
0|0 Icon_Science
0 Icon_Culture
0
0 Icon_Faith
0|0 Icon_Gold

Great People

Gen

Adm

Eng

Mer

Pro

Sci

Wri

Art

Mus
Emperor K
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
Bacchus
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
Krill
0|0
0|0
0|0
0|0
2(+2.0)|5(+5.0)
0|0
0|0
0|0
0|0
Ichabod
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
Rowain
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
0|0
Emperor K - District Status

District

Enc

Sci

Com

Ent

Holy

Harb

IZ

Water

Gov

Thea
Placed
0
1
0
0
0
0
0
0
0
0
Finish
0
0
0
0
0
0
0
0
0
0
C>=A
0
0 >= 1
0
0
0 >= 2
0
0
0
0
0
C/A > P
0
0.00 > 2
0
0
0.00 > 0
0
0
0
0
0

District data still needs some work. However score and GP are accurate.

Ok our scout is slowly getting more info on the west.
[Image: PBEM9_032_scout.jpg]

Depending on how that warrior from BB moves next turn, it either south or west around that mountain.

Back at home.

[Image: PBEM9_032_homeland.jpg]

City #2 is up an running. After scoping out the area I went ahead spent 60Icon_Gold to buy a +2Icon_Science tile. My thoughts were mostly concerning our tech path. After mining which I think we need so we can build some mines and or quarries in the near future. We will then get archery to one turn, followed by the commerce tech. So every bit of science helps in my opinion. That being said right now we are not in agoge and our next civc swap won't be for about 5 turns I would say. 2 turns Until Cairo finishes its campus, then state workforce I am guessing will go down to about 3 turns, give or take a turn. We are currently 7 turns from Reaching size 6 for the EE civic. That will come in as I did not leave it at 1 turn. I think the beeline for PP is the way to go here so we will only be spending a few wasted turns in God King. 

Next civic swap will be for agoge and settler card. So Cairo may put a few turns into a monument or just start a slinger without agoge. Cairo will build a slinger then a settler. I think city #2 should swap to a slinger once agoge is in so we can get out the three slingers we need. Also I don't want to delay our settler plans to much with the capital building two of them. Also as I stated last post we will no longer have need for agoge after the swap.

Now as far as I understand we will need chariots not horseman for upgrades to Mamuluks. This means we should get the wheel at some point. This inspiration is going to be tough to get. We have no copper or diamonds close to any of our proposed cities. Not sure if we should grab this the long way after we get archery to one turn or not. Let me know what you think.

2 turns until the pantheon is founded. I think we have went over this extensively so lets see whats available I guess. It does not look like we will be getting a builder any time soon, as the capital will be going slinger->settler->settler, and city #2 will be going slinger->campus (once we switch to agoge).

I think we should take the risk and settle city #3 right on the sword marker I have placed. Then either buy a trader or build one at some point, maybe after both settlers are complete. We can tech masonry and build walls in that city (just one option), sooner rather than later. City #4 would be one of the dots labeled city #4. Both seem strong, although I am leaning towards the one north of Cairo.

If this all sounds good that is the plan. Let me know if you see any better adjustments.
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