See if I can kill some better players than me. See if the game actually ends (hint this book series has been waiting FOREVER for its 3rd book). Note thread title edited from 'Kingkiller Chronicles'
[Mjmd #59] Sea Shanties!
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Hm to put a filler post I'll most likely never use in or not to..... I actually did end up using my PB56 one for a model of Rome I found so sure why not. Actual random thoughts to come in a sec.
Edit: here is the only single player game on emperor I've won. Zara took out 1 computer to the east VERY early and for some reason both of them started with a lot of land to begin with. I had a LONG war with Alexander before sweeping north. Unlike one of my first monarch games I wasn't forced to dive into Zara to prevent Space victory. I also got incredibly lucky with religious love fest this game (note pick religions was on) PW for game Edit 2 (final picks so I don't keep having to go to org thread).
Random thoughts:
1) Lewwyn please don't require both fishing and AH at a lot of starts. 2) My gut is to snap take any half way descent Civ that is offered up. There are going to be some # of good ones not in the 1st round, but people are also going to throw back real stinkers. Literally any economic UU civ or civ with a very good UU is probably fine. 3) Shrine on this size map is always bonkers, so if I see a civ that has mysticism I will also be pretty tempted. 4) The interesting thing about any kind of balance mod is that they grow up in certain circumstances. In this case monarch games with a low to medium number of players. My thoughts on traits have therefore changed, but also trait evaluation may change depending on what round of picking I'm in! Like with civ I'm pretty sure you are just supposed to pick any halfway descent leader in the first round. Traits for HUGE emperor game with random picking (in approximate order of what I want). I am valuing economic traits pretty highly: Organized: with the continued nerf of financial and both the size and difficulty of this game I expect literally any organized leader to get picked in the first round by anyone offered one, no matter the 2nd trait. Financial: Data says it is still ok and in a normal mode still edges out organized for economic trait, I would probably pick any financial leader though after organized this game. Protective: Drop off is pretty big here, but protective is now ok for economy while being stupid annoying on defense. Basically an early anti crash economic trait while still trying to take some far out spots. Not sure I would snap pick most combo's in the first round, but this is one of those traits you see in the 2nd round and you go "this is good enough" Charismatic: Swiss army knife of doing random things that always make it pretty good but not high in my normal snake pick thoughts. Even pre buff I've always kind of liked it when I rolled for random leaders in single player. Just like there and like protective above, I'm not excited by it, but neither would I be that sad. Industrious: I'm betting it isn't in most people tier 2 traits for this game. This number of players means getting wonders is gong to be hell. This is more of a "I love forges" pick. Maybe laser focus game around a specific wonder. I expect very little Industrious to be picked in the first round, but people starting to settle for it combined with anything halfway descent. Philosophical: While in a normal mode it is an alternative economic trait, the lack of wonder availability somewhat scares me off. Also at mercy of map maker to give you a high food city or two. As well it is a fairly high skill trait. I don't have said high skills. It is a fun trait though. Imperialistic: Much better on monarch. Definitely a crutch for expansion. I usually really like said crutch! First round I probably won't take unless it it paired with one of the first 3 traits. 2nd round if paired with any of first 5. Not looking for: Expansive (health with game likely to reach factories ok), creative (3rd round "sigh I guess"; note valuation would change if it wasn't for map size and # of players), Aggressive (while much better, only if have a UU synergy or 3rd round), Spiritual (again high skill and doesn't help you limp to currency)
How to entertain lurkers before the game starts. I'm under no illusion that I will be that interesting of a thread once this starts, but people are probably willing to read anything right now. I do plan on doing a story mode reporting style fyi once this starts. If I'm going to play in a game with even less chance of winning than usual might as well have some fun with it right? Speaking of I'll bet one of the German teams wins.
Anyways, lets talk math while waiting for initial picks (which I support Rusten in organization thread that if some lurker can get to us earlier that would be nice.) How bad do your choices have to be to reject. I'm not an expert on math or statistics, but lets muddle through. Or just skip to my TLDR section as I probably have no clue what I'm talking about. -Lets talk Civs. 25 (I think) players, 34 civs. Very roughly I think there are 7 civs I wouldn't want to play. That is about 20% fail rate. For sake of easy math lets divide the other 28 civs into half good and half 'ok I guess it is kind of interesting I'll play it'. That means 10 people should snap pick a civ (about 10/14 of the good ones should be in first round). 5 people get bad civs and toss them back in. Of the other 10 people lets say for 5 their 'ok' civ is good enough and other 5 toss back in. That leaves 4 good civs in the pool, 9 ok civs, and 6 bad civs. (note due to rounding moving 1 bad civ to 'ok' if it shows up 2nd round. Very roughly that means if you reject your first round civ you have 21% chance for a good civ, 47% chance for an ok civ, and 32% chance for a bad civ. Right around a 2/3 chance of doing better or even if you have a relatively boring civ. Lets assume of the 10 remaining people 2 take the obviously good civ, 4 take the ok civ, and 1 rejects an ok civ and 3 reject bad civ. The pool is now 2 good civs, 5 ok civs, 6 bad civs. Real quick math says you have slightly over 50% chance to get a good or ok civ. Chances of getting a bad civ in both 2nd and 3rd rounds is around 16%. TLDR: It is actually fairly safe to reject 1st round civ pick if I think it is too boring even if the civ itself is 'ok'. -Leaders. A little trickier because everyone gets 2 choices and as stated I'm not a statistician. Based on my rankings above lets say 1/3 of the leaders are good, 1/3 are ok, and 1/3 are bad. Because there aren't as many not being thrown in (only 4 leaders won't be in first round), I would expect a VERY high number of the good leaders to get taken, although to be fair some people (about 11%) could get two good leaders to choose from. What that means of course though is that if you reject your first round leaders the odds of getting a good leader are VERY low second round. Also if you assume 1/3 are bad that is actually a higher overall percentage than "bad" civs. I do want to stress some of the traits I have lower very specifically because of the huge map and # of players. So second round your odds are something like 50% good or ok and 50% bad. About 25% of people will get choice of two bad leaders and be forced to go back. I'll say all the good leaders are gone by round 3 so your odds are something like 40% ok and 60% bad. Again two leaders messes up math. I was going to spreadsheet, but eh its all random conjecture. TLDR: If I get only an 'ok' leader combo that is somewhat exciting I should probably take it. Almost any 'ok' leader second round I should pick.
Your first Civ choice: Portugal
Your first leader choices: Suryavaraman, Saladin Starting screenshots will be posted in a couple days. You may wait to finalize a choice until then. You may reject or accept any of these choices. You will have a max of 2 more choices of civ and a max of 4 more leaders.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
I think you meant "Victoria of India".
Sury (exp/cre) - early game traits on a map I want late game and literally any economic trait - rating per my ranking of traits 'bad' Saladin (Spi/pro) - 3rd trait on my scale combined with one of my last pick traits - rating per my rankings "ok, but on the LOW end" Early verdict - send back (note per my bad math this was not preferred) Lets talk about the more interesting part - Portugal. Does something very unique, has good starting techs, and very reliant on map making putting in astro islands. Or I guess your neighbors forgetting what your UU does and leaving their coastal cities undefended. Also kind of map dependent in shape and neighbor luck. Early verdict - hrrrmmmmm . Definitely waiting on start. Civ has high upside. The floor is I get good starting techs, which isn't the worst, but it isn't the best. You know that civ that changed from bad to ok due to rounding, ya that was Portugal in my mind. But that was between round one and two and I got round one. As per bad math I should have more leeway here, but hrrrmmmmm.
your thread title makes me sad
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Here is the starting screenshot. Let me know when you've decided whether to lock in either the civ or leader or what you'd like to reroll. Confirm in the next two days please. I will be rerolling for everyone that rejects either civ or leader or both once I have all confirmations for this round of selections.
Your start:
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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