November 23rd, 2021, 18:52
(This post was last modified: June 1st, 2022, 16:00 by Cornflakes.)
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Cornflakes awaits a screenshot … Eagerly
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November 23rd, 2021, 18:53
(This post was last modified: December 6th, 2021, 09:35 by Cornflakes.)
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Players Wrote:Fabled: Mehmed II (ORG/EXP) of Ottomans (Agriculture/Wheel/Janissary/Hammam)
Cornflakes: Boudicca (AGG/CHA) of Egypt (Agriculture/Wheel/War Chariot/Obelisk)
JackRB: Victoria (FIN/IMP) of Vikings (Fishing/Hunting/Berserker/Trading Post)
Mjmd: Napoleon (ORG/CHA) of Sumeria (Agriculture/Wheel/Vulture/Ziggurat)
Ginger: Gandhi (SPI/PHI) of Rome (Fishing/Mining/Praetorian/Forum)
Mr. Cairo: Suryavarman (EXP/CRE) of China (Agriculture/Mining/Cho-Ko-Nu/Pavilion)
Superdeath: Augustus (IND/IMP) of Maya (Mining/Mysticism/Holkan/Ball Court)
Pindicator: San Martin (CHA/CRE) of Greece (Fishing/Hunting/Phalanx/Odeon)
Bing: Zara Yaqob (ORG/CRE) of Mali (Mining/Wheel/Skirmisher/Mint)
November 26th, 2021, 07:57
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Cornflakes, here is your starting location. Beware of the danger of gazing into the fog, anything outside your settler's BFC is likely to change before the map is finalized.
November 27th, 2021, 10:42
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This is a unique starting position with a surprisingly low tech requirement. Hunting + Mining are adequate since the hill-pig can me mined. And given the rough terrain and split resources I should have enough time to research both of those. This might be an ideal setup for an alternative opening with a mysticism Civ (like Byzantium). I rolled early in the snakepick so I could take a leader of choice with the 2nd draft, and then take my pick of the reject civs with the 17th draft.
If I had to pick right now I’d take Boudicca.
November 27th, 2021, 14:21
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The other idea I’m toying with is taking Holy Roman Empre (Hunting/Mysicisn) first, picking up a SPI leader on the back end, and going religion first. I’ll still have time to research Mining before the worker can get to the pig.
November 27th, 2021, 14:32
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Now that sounds deliciously different.
November 30th, 2021, 17:19
(This post was last modified: December 6th, 2021, 09:50 by Cornflakes.)
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The die is cast. I chose Boudicca (AGG/CHA) of Egypt. Boudicca for the late game domination on the battlefield [Commando tanks infantry/marines at 13XP ]. Egypt for (1) extra security early to farmers gambit a head start on development/economy, (2) hopefully claim more than my "fair share" of the land division, option to (3) skip HBR and conquer a neighbor with cats/axes/WC. The Obelisk may factor in to a Theology bulb for a late religion and attempt at AP if the opportunity presents itself, or to shrine a religion in a conquered holy city. Early game I have the option to run 4 specialists without Caste System for some quick GPP. I can roll the dice on some 50/50 scientists/prophets and either bulb down the religious line, bulb down the science line, or launch 2 GA. Basically Egypt is a bid for flexibility.
Start techs give me the option to go Hunting > AH [with double-arrow bonus] > Evaluate horse location and determine whether Mining > Bronze Working is required immediately for security, or consider deferring BW in favor of quick Pottery for early cottages.
With two base 4-yield tiles available and 2 resources that can be improved to 6-yield this is a blazing fast start from a foodhamers perspective. But from a commerce perspective this start is meager. If everyone's start looks like mine I will wager a bet that at least 1 if not more players will overextend on the early expansion and never make it past the 3rd row of tech (without being rushed or choked). So how will I prevent my economy from crashing and burning? Well ... the first step is awareness of the danger. Second step is to remain flexible, re-evaluate at regular intervals, and not get stuck on a plan as the game develops. Next steps depend on the map, but in general: - Try to get trade connection with 2nd city
- Settle metals/furs early.
- Prioritize cottages.
- Built enough workers to improve cottages and take advantage of the extra CHA happy to work them.
- Don't just claim land indiscriminately, instead prioritize the best locations early (and count on AGG/CHA to claim the extra territory later )
Overall the civ lineup is the classic selection of the usual civs. The leader trait distribution is a bit different than the typical game. IMP is notably under-represented (in recent history it has been the typical most-picked trait). Here we have the following: - CRE - 3
- CHA - 3
- ORG - 3
- EXP - 2
- AGG - 1
- FIN - 1
- SPI - 1
- PHI - 1
- IMP - 2 (Superdeath Random)
- PRO - 0
- IND - 1 (Superdeath Random)
December 1st, 2021, 04:21
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Sorry to tell you but you need 20xp for Commando tanks.
December 1st, 2021, 10:54
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(December 1st, 2021, 04:21)civac2 Wrote: Sorry to tell you but you need 20xp for Commando tanks.
Right, uhh … I was just quizzing my loyal lurkers to see if they were paying attention you passed the quiz, A+! Infantry on railroads have enough movement points to take out backline cities … even by naval assault on a weakly defended fishing village as a beachhead to land the commandos.
AGG also makes amphibious promotions trivial from the mid game with vassalage, and CHA with cheap AGG dry docks gets 2 promotions on ships.
The key will be to maintain tech parity with the FIN/ORG rivals
December 8th, 2021, 11:36
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And we're off! I settled in place and moved the scout 2SE, planning to explore counterclockwise.
Three more 6-yield resources revealed already In the east we found Gems for early happy and Dye for Calendar. Those are both great commerce luxuries which will help keep the economy humming. A city 1W of the cow looks promising as a potential 2nd city. It can steal capital pig (probably indefinitely), improved cow by the time it grows to size 2, and can work a couple first ring mines and cottages. Gems would require a border pop but with CHA I can build cheaper monuments (requires Mysticism research though). If not 2nd city, this would high priority 3rd or 4th. I'll need to loop the scout back counterclockwise to the pigs and wheat in the west to check that area. But based on flat forestless grass/plain bleeding through I don't anticipate much better (except for the possibility of Horses popping there)
The score mouseover is absent (due to No Score option?) but from the victory screen my 8 land tiles account for are 0.72% of the total land area, so there are approximately 1,111 total tiles (123 per player). We know from the setup that there will be at least 12 tiles to the nearest neighbor, and approximately 10-15 cities expected per player.
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