Second multiplayer civ4 game for me. In first game I went Cha/Fi and while that worked fine, I'll do something else just to shake things up. Maybe Agg/Imp
[PB62 spoilers] BXL goes it alone
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A start for consideration:
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I see you've chosen Sumeria. What is your game plan with it? Which leader do you plan to combine with it?
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
I definitely want to go AGG and attack someone with Vultures.
Undecided on the second trait. I'm tempted by CHA/CRE for easier culture, but if no-one picks a Mysticism civ, I could bank on nabbing an early religion, since my UB comes from Priesthood. Not picking: PHI, IND, - these just aren't synergistic with my intended playstyle. And I don't feel like I have gamesense to feel confident about investing in Wonders or GPs yet. PRO - early eco boost from trade but it's unsynergistic with AGG imo, given that I don't want to make Archers, nor do I intend to be on the defense. EXP - doesn't seem useful to me. CHA happiness is always useful because you can leverage it against whipping, but in PB61 I have yet to see a single point of ill health. CRE - very convenient, but I feel CHA is better as it gets you the bare minimum +1 culture from cheap monument with other useful things. Unlikely pick: SPI - no anarchy sounds fun, and could be synergistic with getting to Organized Religion for temples/ziggurats/judaism ORG - I think it might be redundant with an already cheaper Courthouse. On the other hand, it's synergistic with earlier courthouses. And If I do conquer someone this is a nice scaling bonus. FIN - powerful, makes it easier to comeback or accelerate economically. But I'd rather double down on vulture aggression. All three of these are a bit too lategame-oriented for me. Likely pick: IMP - settlers being cheaper makes it quicker to get down like 3-4 cities and then look for someone to attack. Also, I didn't realise it boosts General emergence in general, I thought that was only within borders? Is that the Great Wall or a mod change to the trait? CHA - good for enduring early whipping unhappiness, totally saved me in PB61. Also gives a cheap way to get culture via monument. And it makes it easier for victorious units to get more promotions. All three will be relevant from pretty early on. (September 27th, 2021, 10:24)BING_XI_LAO Wrote: IMP - settlers being cheaper makes it quicker to get down like 3-4 cities and then look for someone to attack. Also, I didn't realise it boosts General emergence in general, I thought that was only within borders? Is that the Great Wall or a mod change to the trait? The general emergence is base BtS behaviour. The Great Wall only has it's general bonus inside your border.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Lol, just realised Vultures actually lose fights to Axemen on average. I forgot how the combat strength calculation works (with bonuses not actually amplifying a unit's strength, but reducing that of the enemy)
At least once you add combat 1 in the mix, then Combat 1 Vultures become even with Combat 1 Axemen (in terms of performance against non-AGG axemen that is), so if I pick AGG (which I'd be fine doing even with a different civilisation), then this isn't really a problem. And at least the Vultures are better vs chariots, HA, catapults etc.
Vultures are nice, it's rare to get a vulture vs. axe flatland fight. The higher base strength is good.
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For my own future reference, here's the picks:
CRE-ORG China: Vanrober+Miguelito A good pick but slanted towards later power. CHA-IMP Mongolia: Fabled-JR4 Those are two economic traits but he could easily end up getting some very highly promoted cavalry from CHA+Ger+extra Generals. AGG-IMP Sumeria: Bing Xi Lao I forgot how combat bonuses worked when I picked this and though Axeman vs Vulture was 5*1.5 vs 6*1.25 = 7.5 vs 7.5 Instead of leveraging the UU pick with AGG, I had to compensate with AGG. But while non-AGG Vultures are really bad, AGG Vultures are ok. The only other AGG picker has been Superdeath. Cheap, early courthouses will be nice too. ORG-IMP Spain: Tarkeel+Civac The only Mysticism pick, so they will get a religion and will scale well with those two traits. FIN-IMP Mali: Mjmd Clearly he wants to expand largely and safely and then build up cottages. Probably the least dangerous to have as a neighbour because of the Skirmisher (aside from getting chariot rushed turn 45 by Mali in PB61) PHI-CRE Netherlands: Naufragar I don't see the synergy here, but could easily pay off with lots of water on the map, or just good food income for specialists. I wonder if he will get outpaced by four IMP pickers and a Superdeath though. AGG-CHA Rome: Superdeath |