June 27th, 2021, 10:47
(This post was last modified: July 9th, 2021, 18:02 by JackRB.)
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Placeholder initial post (title will also probably be changed when England inevitably lose in the Euros).
I'll post some initial thoughts on leader/civ picks later at some point as I'm still fairly unfamiliar with CtH changes, as well as more important stuff like coming up with city naming conventions.
I'm also hoping, with god and anime SD on my side, we can at least make this thread entertaining to read
Edit:
password here
Important things to remember:
Snake pick:
PBSpy link: https://civ.zulan.net/pbspy/game/116/
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(June 27th, 2021, 10:47)JackRB Wrote: we can at least make this thread entertaining to read
"Superdeath seems to have acquired a rep for aggression somehow. 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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(June 27th, 2021, 10:47)JackRB Wrote: I'll post some initial thoughts on leader/civ picks later at some point as I'm still fairly unfamiliar with CtH changes, as well as more important stuff like coming up with city naming conventions.
Naming conventions can be very fun, but they can also feel like a chore, so don't feel like you have to do it.
Some of the changes can have a bigger reach than it first seems, so don't be afraid to ask about anything that seems weird.
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For me it's always:
City names: Great and useful
Worker names: Useful, but can be annoying
Unit names: Oh my god, save yourself time and don't rename every unit.
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The city naming theme just seemed like a fun idea since many people do it in similar games, naming units sounds like a nightmare in comparison hah
I'll get my more detailed thoughts on traits later after work, but my initial thoughts was IMP + ORG/FIN/PRO?, just get off to a strong start, grab more land and have the other trait stop the economy crashing. Somewhat boring, but I think the calculated best 'winning' option is to take traits that aren't too hard to use effectively.
I'm probably overthinking this already before I've already seen the map :P
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"Superdeath seems to have acquired a rep for aggression somehow. 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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Joined: Jun 2021
I'm already glad I've picked Superdeath haha
(Very) initial civ trait analysis:
Aggressive: - Still somewhat of a weak trait?
- Obviously useful in warfare (and potential in deterring war), but still feels a little bit of a waste to pick vs. most other traits. Is this my SP brain speaking?
- Novel zulu synergy
- Rating: Avoid
Creative: - Essentially unchanged from base BtS, was around middle-ish tier then?
- Strong early, makes placing cities with resources outside first-ring suck far less
- Show off to non-creative plebs
- Rating: Fun
Expansive: - Worker buff gone, i cri
- Granary buff is still great, enough to carry an entire trait though?
- Rest of the buffs are not too good to me
- Rating: Avoid?
Imperialistic - Always more cities
- Economy crashing trait, go pair this with an economic trait
- Rating: Interested
Industrious - Buffed through other CtH changes (cheaper Metal Casting, less resource buffs)
- Feels a little wasteful to pick without a plan though
- Rating: Avoid?
Organized - Passive gold saving, no skill needed
- Extra building speed is a good bonus
- Rating: Interested
Philosophical - Really strong trait...
- ...if you can use it...
- ...which I'm not sure I could pull off.
- Rating: Avoid
Protective - Actually useful now
- +2 trade routes early on is useful
- Everything is else is.. blah
- Rating: Maybe?
Spiritual - Powerful but again high-skill trait like PHI
- May be worth to try now not-terrible Serfdom
- Again very context-dependent, which I might struggle with
- Rating: Fun/Avoid
Financial - No longer broken, more of a blank trait for longer early game
- +1 commerce on +3 is still pretty good though
- Don't like the Lighthouse shenanigans, might not matter too much on a Pangaea though?
- Rating: Interested
We'll see though, the choices will become clearer when there's some direction on what civ to pick, otherwise I'll just be uselessly theorising.
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Just to clarify. You don't get 2 trade routes with PRO, you just produce +100% more trade yield like if every city has a Temple of Artemis. So you domestic trade routes produce 2 commerce in the beginning instead of 1 commerce.
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(June 28th, 2021, 16:28)JackRB Wrote: I'm already glad I've picked Superdeath haha
(Very) initial civ trait analysis:
Aggressive:- Still somewhat of a weak trait?
- Obviously useful in warfare (and potential in deterring war), but still feels a little bit of a waste to pick vs. most other traits. Is this my SP brain speaking?
- Novel zulu synergy
- Rating: Avoid
Creative:- Essentially unchanged from base BtS, was around middle-ish tier then?
- Strong early, makes placing cities with resources outside first-ring suck far less
- Show off to non-creative plebs
- Rating: Fun
Expansive:- Worker buff gone, i cri
- Granary buff is still great, enough to carry an entire trait though?
- Rest of the buffs are not too good to me
- Rating: Avoid?
Imperialistic- Always more cities
- Economy crashing trait, go pair this with an economic trait
- Rating: Interested
Industrious- Buffed through other CtH changes (cheaper Metal Casting, less resource buffs)
- Feels a little wasteful to pick without a plan though
- Rating: Avoid?
Organized- Passive gold saving, no skill needed
- Extra building speed is a good bonus
- Rating: Interested
Philosophical- Really strong trait...
- ...if you can use it...
- ...which I'm not sure I could pull off.
- Rating: Avoid
Protective- Actually useful now
- +2 trade routes early on is useful
- Everything is else is.. blah
- Rating: Maybe?
Spiritual- Powerful but again high-skill trait like PHI
- May be worth to try now not-terrible Serfdom
- Again very context-dependent, which I might struggle with
- Rating: Fun/Avoid
Financial- No longer broken, more of a blank trait for longer early game
- +1 commerce on +3 is still pretty good though
- Don't like the Lighthouse shenanigans, might not matter too much on a Pangaea though?
- Rating: Interested
We'll see though, the choices will become clearer when there's some direction on what civ to pick, otherwise I'll just be uselessly theorising.
Any of IMP+ FIN/ORG would be my choice. AGG if you want to double down on the "superdeath is his dedlurker watch out" PRO if you dont care to open borders with anyone on a pangaea ever. SPI/PHI i would avoid unless you are not nearly as green as others might believe.
EXP/IND are real "ehhh" to me. Exp used to be great when it went with the granary UB's, but Charriu did away with that and now its worse than just choosing IMP (imo).
CRE is a favorite of mine because i hate having to wait to pop borders or worry about it. Making Catherine a favorite of mine, although bland. She just shits out cities and doesnt care what anyone thinks about the location.
"Superdeath seems to have acquired a rep for aggression somehow. 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.
Posts: 220
Threads: 3
Joined: Jun 2021
(June 28th, 2021, 16:52)Charriu Wrote: Just to clarify. You don't get 2 trade routes with PRO, you just produce +100% more trade yield like if every city has a Temple of Artemis. So you domestic trade routes produce 2 commerce in the beginning instead of 1 commerce.
That's what I meant to write actually heh, chalk one up for wording things poorly. Thanks for the clarification though anyway, I'm sure this won't be the last mistake I make.
Good to see we're on the same line of thinking SD, makes me pretty confident in my picks.
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