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[Spoiler] OW PBC1 Chaotic Neutral

I think I'm going to pick Rome here if I can, otherwise choices are very difficult, and suggestions are welcome. Double crop and inability to get all resources in the initial settlment does beg for Landowners, but Pyramids are not available to build in this random map roll, so my Egyptian gameplan of Pyramids + Clerics into an early 4 laws and Light Chariot spam is on hold.
(Note for Readers unfamiliar with Old World, in order to build a Civ's unique units, you do not need a conventional tech requirement, but rather need Stronghold or Citadel improvements in your cities. These are unlocked by having 4 or 6 laws and Developing or Strong culture, respectively. Laws come from techs and cost a non-trivial quantity of Civics to enact)

I could try the same plan with Persia, using Statesmen Civics plus Clerics to get me there, but having two economic families, and one military family would be really awkward (Persia already begs for early pressure), and the capital growth would be kind of limp.

Assuming Rome or Persia don't make it to you,
Artisans does seem like a good choice, Although Carthage vs Babylon is tricky in my mind. We start with a lot of science in this game mode (competitive[reduces character yields, increases base yields], and no starting techs [+8sci]), so Babylon's per city bonus is weak. 20% growth admittedly always useful, but usually moreso if you can open with Hunters or use your leader as a governor. Tactician should almost certainly be equipped with your starting unit.

Vis a Vis Carthage vs Bablyon
I would rate the Statesman family as more valuable than the Sages, and Riders as about even with Hunters (geography based, we dont know), but the Akkadian is better than the African Elephant.

Greece could also be interesting, running Artisans as capital and coastal, with Champions as frontline and Statesmen as backline. Thats a good set of families, although Greece civ uniques are not super inspiring.
Peace is non-negotiable
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What do the pyramids do in this game? Or do you want them just for the culture?
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Pyramids save you 200 civics (from 400), every time you adopt a law. Accounting for upfront cost, this functionally saves you 700 civics on your way to your 4th law, and it gives another order per turn which isn't a lot but is neat. Culture is also not to be underestimated; lets you get to Strong culture before teching Music like you'd usually have to.
Peace is non-negotiable
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Not many wonder choices early. I'll need to look them up, but I don't think they figure into my early plans.



If CMF picks Persia again and Kaiser picks a nation with horse UU because you picked Rome, I think Greece and their Hoplites will counter them favorable. Otherwise I will choose Carthage over Babylon with the Rider family providing my Elephants. The subtext in your nation comparison is that the Trader family is worthless in multiplayer.
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Greece is very interesting, good families and a unique unit that can save a considerable amount of effort in researching a counter.
I will point out that if we want to take on an "offense is defense" approach, Carthage can make a *mean* tier 2 unit rush (Axe/Spear/Archer/Chariot, at Steel/Phalanx/CompositeBow/SpokedWheel respectively), simply buy rush buying units with your bonus cities out of Artisan cities with Developing culture, combined with Rome that could be enough to throw them off-balance.
Depends how you feel—I personally am not comfortable playing 4X games with early aggro, usually I prefer simming and chilling while advantages accumulate to an overmatch, but this is a zero-sum duel, not an FFA

Yes, Traders do not bring enough to the table. The seat founding bonus, and a couple special trader workers, are decently powerful, but there is basically no reason to have more than one traders city, which is awkward design. They're still kind of the odd ducks along with Patrons.
Peace is non-negotiable
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This is probably obvious, but the Coastal Rain Basin map is new to me. As the map produces a narrow band of water at the southern edge going west to east, whoever can claim a Mare Nostrum first will keep it as there are no safe harbors to build a counter fleet. I'm assuming that you can't use your team-mate's ships, but just the threat of landing troops 'out-of-nowhere' in their backlines is a path to victory.

The defense is to build you own ships first, as defending your coast and back lines means troops are pinned even if no attack is coming. If however, I focus my research and builds on ships, either of us could be rushed via land by both K&CMF when I have fewer troops.

What they can do, we can do, though I have no illusions that I can rush better.
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Picked Egypt again because the north start really wants landowners and I don’t want to play Hatti

Would rather have a better snowball, lose Statesmen, and lose Rout on my UUs (compared to Persia)
Gardens isn’t a bad wonder at all, generically good, also I can send you stone if you need it so it isn’t wasted. Would admittedly rather have Pyramids but you win some you lose some
Peace is non-negotiable
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What do you have against Patrons? Limited exposure I had to OW seemed to indicate that a lot of things are gated by civics, in particular city development.
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Sages and Statesmen are better families for civics and economic development, particularly Statesmen which are so “easy” to use with their order bonus, that’s never not good.

Clerics are weird but provide a powerful boost, unlocking Monasticism tech when you found their family seat. Affording the civics for the Laws and adopting a religion and establishing Theologies etc will be quite difficult without the ~ 700 civic bonus from Pyramids
Peace is non-negotiable
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It appears my choice is made for me. Carthage. I expect a race for naval supremacy.
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