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[PB75 Mjmd] Call to Power

For the record, I love Angor Wat with monk economy, and don't really see a need to improve it.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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What's the payoff horizon for it?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(July 1st, 2024, 03:57)Qgqqqqq Wrote: What's the payoff horizon for it?

And this is why I shouldn't have built it.

Yes if you have temples built everywhere AND are in merc this probably isn't too bad. This is a pretty niche scenario for building a wonder though. There is a point to be made that making the wonder better improves monk economies and therefore an idea to improve that would make it more attractive for all players maybe is the way to go. Now that improvement might not be Close to Home, but I'm not sure this wonder was built much by most people so maybe that is ok.

I'm going to switch away from merc asap and I only have like 6 cities with temples where I'm ok having priest specialists. I do have 1 settled prophet and the ToA prophet until that obsoletes!
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Wat's purpose is actually those three priest slots it provides itself...it exists to enable late-game shrine prophet(s).
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(July 1st, 2024, 08:09)Commodore Wrote: Wat's purpose is actually those three priest slots it provides itself...it exists to enable late-game shrine prophet(s).

Has anyone ever done this?

I suppose it could also function as a way to get a prophet for a 4th GA if you need that unique type as well. But I'm not sure this has been done either.
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I've done both. It's niche, but that's fine.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I did it in PB1.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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T199

Game is delayed due to Ijub moving (very valid) so will not get to play T200. Changed builds in as many places as possible so Tarkeel doesn't have to swap builds around even if it leaves me a little more exposed if someone attacks. But not much and I don't expect SD to try to brute force through rifles, but I've been wrong before.

[Image: a3HRbez.png]

I have very few worker plans. Just improve whats in the area if it makes sense at this point. NW forgot to note but after the WM hook up the gold. I did note a lot of improvements in the middle west if you run out of ideas as I eventually do want most if not all my workers in that area.

You already have various plan for whatever great person comes in. I've been saving gold in case of GA, but for either GA or great merchant can up tech rate. If golden age (eng or artist) or merchant 100% tech rate. If priest 80%? Tech is steam power > railroad. I'lll need at least 1 coal hooked, use your judgement where.

Railroad is what I've been waiting on for my attack. I would LIKE police state, but just more turns building up plus having railroad should make an attack a lot safer. One of the ways I can lose this game would have been to go into Gav / Scooter with too little. It would have been fine when SD had to defend two culturally swamped former Nauf cities, but by giving those back he sent a pretty clear signal he is focusing this way. There also isn't any guarantee Gav / Scooter would just roll over / not open borders to SD and the half of my current army is knights, which are also my fast force, are still vulnerable to what Gav / Scooter have. Even without open borders SD has enough to try to hit me in culturally weak territory. So ya railroad will solve a lot of problems. Also, leaving sub with a  war seemed rude.
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Just making sure, the goals are:
1) Research Steampower->Railroads and build a network
2) Attack Egypt when... possible? There is an angle to land outside Memphis, buit the rest of the border looks pretty brutal to attack through. I guess attacking over river into Giza might be worthwhile.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Even with a GA I suspect you won't make it all the way through railroad by the time I get back. I should be able to play the turn the 9th. So your goals are to randomly improve tiles and keep an eye out. Most workers should start to randomly wander towards Eliza Lee soon ish; wait until steam power in maybe. Leave 1 east to improve Abzan Rhino.

I forgot to mention the 2 promo rifles that are in the east not in PPTQ Grinder I'm sending NW. Any of the 1 promo ones over there are going to garrison that border. Anything new that isn't built in PPTQ Grinder should go NW to stack south of map maker. Anything built in the far NW can stay there. I have a sentry chariot that has been going into and out of SD land that I didn't note.

Attacking Egypt will wait until after railroad so you don't have to worry about that.
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