July 23rd, 2019, 08:20
(This post was last modified: July 23rd, 2019, 08:24 by GeneralKilCavalry.)
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Just reading your comments now, I’ll edit my post with what I think
edit:
Bismarck or Washington. I don’t value creative too highly and on monarch organized doesn’t have he same punch as on emperor or otherwise.
Fin/Ind or Fin/Exp (huyana or pacal) would be pretty nice.
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Went with Bismarck. Game plan will be to grab as many cities as possible, smash out HG and then shove a bunch of berserkers down borsche's neck (or some other unsuspecting target)
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Alright, Bismarck locked in. We should aim to dominate the wonder scene and grab Hanging Gardens using the half priced aqueduct and some careful overflow management.
July 24th, 2019, 08:20
(This post was last modified: July 26th, 2019, 00:43 by boak.
Edit Reason: Fix korea techs
)
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MSCC - Kublai Khan (CHA/CRE) of Babylon
Techs: Agriculture / The Wheel
UB: Garden (Granary) - Available at Agriculture, cost 45h (down from 60h), +1 health
UU: Bowmen (Archer) - +50% strength vs melee units, no free strike, starts with Drill 1 and 2
naufragar & Rusten - Alexander (AGG/PHI) of Japan
Techs: Fishing / The Wheel
UB: Nanban Harbour (Harbour) - +2XP for land units
UU: Samurai (Maceman) - Available at Machinery (does not require Civil Service), starts with Drill 2
boak & GeneralKillCavalry - Bismarck (IND/EXP) of The Vikings
Techs: Fishing / Hunting
UB: Trading Post (Lighthouse) - +25% to production for water units
UU: Berserker (Maceman) - Starts with Amphibious
superdeath - Suryavarman II (CRE/EXP) of Korea
Techs: Agriculture / Mining
UB: Seowan (University) - +40% to research, cost 150h (down from 200h)
UU: Hwacha (Catapult) - +50% strength vs melee units, can kill other units
Borsche - Mehmed II (EXP/ORG) of Carthage
Techs: Fishing / Mining
UB: Cothon (Harbour) - +1 trade route
UU: Numidian Cavalry (Horse Archer) - +35% strength vs melee units, -35% strength vs Spearmen
Mr. Cairo - Willem van Oranje (FIN/CRE) of China
Techs: Agriculture / Mining
UB: Pavillion (Theatre) - Available at Aesthetics
UU: Cho-Ko-Nu (Crossbowman) - Causes Collateral Damage (max 60%), +2 free strikes
I'll review these picks probably tomorrow night. just wanted to write all this down in a post as I tend to refer to it a lot when i play pitbosses.
July 24th, 2019, 08:48
(This post was last modified: July 24th, 2019, 17:15 by GeneralKilCavalry.)
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Thanks for posting these. Here are my thoughts (Based on trait/civ combo not skill):
MSCC:
All about unbridled REX and aggressive border pops. Id relish the challenge of being next to them. However, I am not too confident about their long term prospects unless they manage to leverage an easy early kill.
Nauf/Rusten:
It took me a few seconds to realize why philosophical- they’re gonna pull a bulb into machinery. Very very linear strategy and probably obvious for their opponents to see through, however very dangerous. Another interesting team to face. Scary.
Us: The only industrious civ, so we will be getting a nice boon from that. Forges are amazing as well and are actually expensive, unlike lighthouses or whatnot. Expansive seems to be a popular choice, and we will not be left behind in worker dev, only perhaps constrained by tech. Our militar-oriented civ pick is another obvious threat and one that we should leverage at every step. Oracle-> metal casting bulb will be critical (unless we have no happiness resources...).
Superdeath- solid civ pick if he survives the early game. Creative/Exapnsive should help with that.
Borsche - organized isn’t that great on Monarch I feel. Carthage is a pretty decent civ pick, and we’ll really need to pump out Spears if we’re nearby. Not sure how great Cothons are unless he gets GL to boot.
Mr. Cairo- best pick of the lot. No doubt about it.
Tier list:
1. Mr. Cairo
2. Superdeath, us, MSCC
3. Rusten and Borsche.
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Korea is agriculture/mining like china now.
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(July 24th, 2019, 09:44)Hollybombay Wrote: Korea is agriculture/mining like china now.
thanks, i've edited the post.
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pick reviews:
MSCC - Kublai Khan (CHA/CRE) of Babylon
Techs: Agriculture / The Wheel
UB: Garden (Granary) - Available at Agriculture, cost 45h (down from 60h), +1 health
UU: Bowmen (Archer) - +50% strength vs melee units, no free strike, starts with Drill 1 and 2
I don't really understand why he first-picked Kublai. CHA/CRE isn't bad or anything I just feel that if you're taking first/last pick you'd want to probably lock in a civ first and ensure you get a UB/UU you can really form a gameplan out of. IDK if Babylon was their plan all along but if we assume it was then surely you'd lock that in with your first pick and then pair it with any combination of CRE/CHA/EXP/PRO that's left.
Like GKC said, this will be a really strong early game combo and their win condition is essentially to take as much land as possible, grow tall with their cities and try and turn that into a snowball. If they don't have a comfortable lead by the time the medeval era rolls around they'll likely be surpassed by the other teams.
naufragar & Rusten - Alexander (AGG/PHI) of Japan
Techs: Fishing / The Wheel
UB: Nanban Harbour (Harbour) - +2XP for land units
UU: Samurai (Maceman) - Available at Machinery (does not require Civil Service), starts with Drill 2
AGG/PHI seemed like an odd pairing until GKC mentioned a Machinery bulb. Pulling that off efficiently and quickly annexing a neighbour is their win condition. Off the top of my head I don't actually know what that'd look like so I had a look at the tree and the bulb list and Machinery is top of the list for a Great Engineer so their plan will likely be something like grabbing the Pyramids and teching to Metal Casting asap. Since we managed to grab the only IND leader, if we wanted to, we could definitely make a big mess of their pots and pans by sniping the mids before them.
If they pull off the bulb it'll be pretty devastating to whoever their neighbours are. If that happens to be us, I think our best play will definitely be to deny them the mids. The only other counterplay I can think of will be to also rush Machinery and get xbows out but without bulbs this will give them quite a large window of opportunity. Assuming we can easily grab the Oracle, we'd have to take MC and then slow tech Machinery.
On the flip side, if they aren't able to pull it off efficiently or they manage to crash their economy by conquering too many cities too quickly, there's not much that can save them and they'll quickly find themselves nose-diving to the bottom of the score graphs.
boak & GeneralKillCavalry - Bismarck (IND/EXP) of The Vikings
Techs: Fishing / Hunting
UB: Trading Post (Lighthouse) - +25% to production for water units
UU: Berserker (Maceman) - Starts with Amphibious
I'm happy we're the only IND leader, as everyone knows IND is at it's best when there's only one of them in the game. Provided we don't chase wonders too hard and keep up with the other player's we should more or less have our pick of the wonders. Making a play for the Hanging Gardens seems like an obvious choice and to make the most out of this we need to ensure we settle as many cities as possible prior to completion. Once we're through the early game we'll simply need to keep our eyes open for opportunities to boat our rivals' important cities with Amphibious Berserkers.
We don't have as strong of an early game as the first two teams but on the flip side we should also find it much easier than them to stay relevant in the mid game and beyond. Trading Posts will be relevant for the entire game, as is our IND trait.
Our win condition is to basically just play a really solid macro game and not chase too many wonders. We'll want to grow as wide as we can early on, keep our borders strong and try to keep ourselves out of any stupid wars. Even once we unlock Berserkers, we need to be mindful of who we attack and when and also remember that we don't necessarily have to attack people, we just need to make everyone think we will.
superdeath - Suryavarman II (CRE/EXP) of Korea
Techs: Agriculture / Mining
UB: Seowan (University) - +40% to research, cost 150h (down from 200h)
UU: Hwacha (Catapult) - +50% strength vs melee units, can kill other units
I don't have a huge amount to say about this pick. I don't think its bad or anything, Hwachas seem crazy powerful but I don't think there's any massive synergy with CRE/EXP. Sury has always been a strong starter but will fall off toward the mid game. Seowans will help them stay relevant if they're in the middle of the pack but could also help them snowball a tech lead if they can manage it.
Their win condition will be similar to ours in that they need to maximise their horizontal growth early, keep themselves out of any pointless wars and just play a strong macro game. I think the latter will be harder for them than us, though.
Borsche - Mehmed II (EXP/ORG) of Carthage
Techs: Fishing / Mining
UB: Cothon (Harbour) - +1 trade route
UU: Numidian Cavalry (Horse Archer) - +35% strength vs melee units, -35% strength vs Spearmen
It sounds like there'll be a lot of coastline on this map so Cothons will likely be pretty strong and it should make it easy to really maximise the free production he'll get from ORG/EXP. With bonuses to Lighthouses, Courthouses, Factories, Markets, Aqueducts, Grocers and Cothons he should be able to grow his cities faster than anyone else. Numids will allow him to be aggressive early if he wants to or conversely help keep him safe. Numids probably get reasonable enough odds vs Samurais so he probably doesn't need to sweat as much as everyone else if he happens to border naufragar and rusten.
Borsche's win condition is settling as many coastal cities as he can and just building the biggest + best economy he can.
Mr. Cairo - Willem van Oranje (FIN/CRE) of China
Techs: Agriculture / Mining
UB: Pavillion (Theatre) - Available at Aesthetics
UU: Cho-Ko-Nu (Crossbowman) - Causes Collateral Damage (max 60%), +2 free strikes
I'm not sure I agree with GKC that this is the best pick of the bunch. It's strong, but not the best. These guys have probably the least to fear from naufragar and rusten as they'll likely be the second team to machinery after them which should nullify any Samurai invasion pretty quickly. FIN has always been a really strong trait that's pretty much always relevant and with early and extremely cheap CRE theatres there's probably capacity for them to really smother a neighbour with culture. I think these guys will probably be the most annoying neighbour to have because of that.
Their win condition is probably to bait someone into invading them and just trading extremely favourably given their huge culture defense and Cho-Ko-Nu clean-up crews.
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I strongly agree with messing up naufragar & Rusten's plans. They are highly contingent on pulling off a wonder chain of either mids (representation) -> tech metal casting (run engineers) -> bulb machinery (engineer has absolute priority on bulbing machinery) ---- or, less likely, some form of oracle -> metal casting -> whip/chop forge in some secondary city to get GPP's to safely pop a great engineer. They would also most likely make a play for colossus with a bronze source and a whip and chop to keep their economy afloat whilst pumping out samurais. Making our own oracle->metal casting push with a grab of colossus would be a way to discourage them, or even better, grabbing mids and getting an early police state + forges along with org-rel for absolutely enormous 45 hammer whips on everything. Even 2+ pop whips could be justified at that point (in spite of the mod changes). Just some considerations.
In terms of our own pick, I think that we ought to be very aggressive even before our Berserkers come into play. Industrious after the renaissance becomes a diminished trait compared to its power in getting GLighthouse, GLibrary, Colossus, HGardens. (Unless I've missed some wonder changes). Our position should be top by the end of the usefulness period of macemen, or we will have few advantages we can leverage.
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I’ll try simming tomorrow and perhaps take the turn if you’re not free to do so.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
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