Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILER] Tarmon Gai'don



The Wheel of Time turns, and Ages come and pass, leaving memories that become legend.
Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again.
In one Age, called the 56th Age by some, an Age yet to come, an Age long past, a wind rose in the Realms of Beyond.
The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time.
But it was a beginning.
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[Image: 088uzNz.jpg]
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Carthage might be nice. Fishing/Mining start with good UU and UB.
If gone, then maybe Khmer. Very strong, but a repeat for me from PB52.

For spicy picks, Portugal or Vikings for naval shenanigans.

From the trait side, Fin and Pro are strong when you have coastal cities and rivers.
Phi is something I want to try out. Get the Golden Age boosting wonder and go ham.
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Everyone's picking Imperialistic leaders. It seems to be the new Expansive, just universally good because in every game you're going to build settlers.

I'm going to pick a protective leader to combo with Carthage. Only Pro/Imp has been picked, with one leader pick left before me. Still on the table for me:

Pro/Fin - Wang Kon
Pro/Phi - Sitting Bull
Pro/Exp - Mao Zedong

I first picked Wang Kon in PB55 and now it might be available as the second to last pick here. I really did not want to pick Financial again, but that would be my pick if I'm picking the strongest one.
Philosophical was an idea to help with my GP management, but it's something that I can also work on without the trait.
Expansive gets fast harbors and granaries, the rest usually isn't relevant. Those are two important buildings for me in this game.
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Aww Ruff grabbed my Wang  shifty

Exp vs Imp hammers saved:
Exp saves 30 hammers per city with Granary, and 70 hammers per city with Granary and Harbor (80 hammers per city with Granary and a Cothon)
Imp saves 33 hammers per city, minus a flat 33 for the starting settler

There is more to that of course, with all excess food being converted to hammers while building settlers.

Creative btw would save: 15 hammers per city that would build a monument for BFC, 30 hammers per city with a library, 25 hammers per city with a theater.
With the added benefit that the BFC monument hammers are very valuable early hammers that also combo well with getting Pro trade routes via rivers and let cities work good BFC tiles earlier.
We also get to skip researching 60 beaker Mysticism early, which helps early game micro by hitting needed techs earlier.

I'm kinda talking myself into picking Creative.
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CRE does not give a bonus to monuments
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Ah sorry you mean you save the hammers because you don't have to build monuments. wink

By the way those cost 30
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(November 6th, 2020, 15:51)Charriu Wrote: Ah sorry you mean you save the hammers because you don't have to build monuments. wink

By the way those cost 30

Ya so 15 hammers and then 15 free hammers from +100% production bonus. Sorry my notes are confusing!

Btw I was just making a last in-game check before picking and discovered that Cothons are 100 hammers as opposed to 80, which looks like a vanilla thing. That bumps up the Exp advantage a bit.
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Yes the Cothons are the same as in BtS
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I picked Gilgamesh (Cre/Pro). Cothons are going to be hell to build (3-pop whips probably), but Creative has the early game advantage to get the snowball rolling, and I also don't know how many coastal cities there will be.
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