Hello Realms Beyond and welcome to my first PBEM! I have a vague idea of how this works and a comparable idea of how civilization works. I'm starting up a thread for my dedicated lurkers too! Call it some early C&D, if you will
.
I was a bit surprised to hit vet status...well...instantly. This is my first solo game on Realms Beyond and all of my MP experience comes with a blazing timer! Plako and warriorknight were serious factors in Pitboss 4...but it looks like my single player xp (and a video here or there
) gives me a little bit of extra credit. In this game, I'll be seeking to earn it!
Nevertheless, it is against the best here that I seek to compete. I can easily and consistently win on immortal and sometimes take a deity game. I've studied the previous pitboss games here. I know the basics of MP, most variants of attack and defense possible, and have a general (and soon to be improved) grasp of micromanagement. I even know a player tendency or two
. Barring any silly errors, I expect a good showing here, but we'll see. I'll try not to die t10 or something.
i'll be updating this thread with pictures and general strategies as they come. I probably won't drop a pic every single turn but I'll keep the lurkers informed of anything important that happens and update with pics every few turns to showcase major changes. The proper balance avoids info overload while being entertaining. Let's see if I manage.
EDIT: Leaders have been chosen, so now it's time to analyze:
TMIT: Shaka of Ottomans: I had 1st pick and chose a leader with a combo of traits that act as both a deterrent and carries some offensive teeth, with enough oomph to expand. I was not overly concerned with the civilization, but obviously would have preferred Rome for their super UU if it fell to me (fat chance). Notably, I'm the ONLY guy who didn't pick a civ starting with fishing. I'm not certain why this is; possibly the others don't have a pig tile that will be 5F 1H 1C once improved (compared to 6f 2c on the fish, which is unusually good but not truly spectacular w/o the banned FIN trait). I actually think worker 1st + AH is stronger here because of the higher raw yield + head start on worker turns (edit: test saves show I'm wrong in this regard and that fishing is better, but only slightly so!). Regardless I like my starting techs and rate them just behind those of China. My UU is on the late side but dangerous as a draft unit as it really has no hard field counter until later in the game, and benefits from the trait. The UB is solid, but nothing amazing. Still, if military escalation appears in the books (and with AGG Rome around it just might!), having a nice
cap booster en route to collateral + initial AGG axes should at least put me in the medium tier of "don't rush this guy". Let's hope.
Oledavy/Mackoti: Kublai Khan of Rome: I think this quote says something:
Especially because it was made BEFORE this team took aggressive Rome. Eyes tight on the demo screen, early game can be bumpy with that power rating. After the early goings, this civ peters out a bit (CRE becomes increasingly non-contributory and once prats are obsolete the only benefit is the rather terrible forum bonus), although early is most important. I need to watch this civ very carefully; in one of the other PBEMS or Pitboss (I forget which) people were calling aggressive Rome the "borg"
. I'm assuming the worst and that this civ gets iron. If this team goes "borg" on someone I'm going to have to a) backstab them b) instigate a dogpile on them or c) stick someone and gain land even faster (unlikely but if someone has their pants down, i'll do it because my later-game is stronger)
Serdoa: De Gaulle of Carthage: Wonky. On a map where there is "no salt water" the UB is going to be fairly non-factor...can he even build it? I think you need salt water just to make a cothon normally...but the presence of seafood might allow it in cities that have that available. Even so, it's a major gamble at best to choose a UB like this on a land-heavy map. That leaves the UU. It's actually better in MP by miles than in SP and fairly dangerous. I shudder to think of a tandem attack with these guys + rome (axes are terrible vs numidian, spears terrible vs prats). With elephants banned, the best counters to these guys are spears (which still do get some odds) and ironically, stock horse archers. I was tempted to pick Egypt just to spite this civ, but that's more for 1v1
. I don't see a lot of trait synergy here. If Serdoa chases wonders (and picking his IND leader last this is likely) he won't be able to lay down a truly threatening attack timing and will be stuck using numidians to choke and/or dogpile...but more importantly leaves himself exposed to the borg. If he pursues early military timing I'm not sure why he selected IND. I don't know, maybe he just REALLY wanted that fish and picked Carthage because at least it had an early UU? That's my best guess.
Plako: Isabella of Native America: "Leave me alone, Rome". Normally the home of the protective anti-rush cow, Izzy is an upgrade on NA and Plako was one of the better players in Pitboss #4. It's almost 100% that this faction won't be prat rushed. He's actually a little threatened by numidians compared to AGG civs. Starting techs are good. Not much to say about Izzy; the choice is solid with a good expo trait and a micro utility trait that many underrate. On the flip side, Plako is going to have a hard time actually attacking anybody; dogs are good but they don't break AGG axes very easily and are terrible vs archers. One thing to watch out for is a VERY early dog though; that could give someone an early exit. More eyes on demo screen. If he misses that window (and he probably should, crippling someone at the cost of own expansion isn't ideal) his early game offensive is neutered though...and the uniques don't do much past the early game, especially with the lack of protective synergy (feel free to laugh now). Well, anti-rush deterrent is valuable though...I had a similar logic with my leader choice.
WarriorKnight: Louis of England: Frenchman leading the English, good times. A 2nd industrious civ lends fortunate contention to wonders to Serdoa and weakens both of their choices a bit. The choice of England baffles me, unless we're just playing for the legendary fishing/mining start. Draft redcoats are an incredible force...but this is a 5 man quick speed game. Can he get them in time to turn the tide of an otherwise even war? Stock Exchange is similar in limitation...it's good but won't really shine w/o shrines, corps, or kremlin rush buy. I might be wrong, this might go late...but will it go late without people starting to run away? That is the question. Along with Serdoa WarriorKnight is probably the favored rush/early attack target by other civs; no traits to boost units and no hard counter to either prats or numidians.
Civ/Leader strength rating:
1. Mackoti/Oledavy: Tremendous earlygame powerhouse and can dictate how the game goes with the UU
2. TMIT: AGG to deter prats, one of the few useful UBs on the map, strong mid game.
3. Plako: Powerful rush deterrent and balanced traits but UB causes me to put him just behind my combo
4. WarriorKnight: Early game vulnerability, decent UB, decent later-game UU
5. Serdoa: Good opening UU but questionable trait combo and horrid UB for the map
Of course, diplo and in-game choices will have a LOT more of an impact than our civ/leader combos, so stay tuned!

I was a bit surprised to hit vet status...well...instantly. This is my first solo game on Realms Beyond and all of my MP experience comes with a blazing timer! Plako and warriorknight were serious factors in Pitboss 4...but it looks like my single player xp (and a video here or there

Nevertheless, it is against the best here that I seek to compete. I can easily and consistently win on immortal and sometimes take a deity game. I've studied the previous pitboss games here. I know the basics of MP, most variants of attack and defense possible, and have a general (and soon to be improved) grasp of micromanagement. I even know a player tendency or two

i'll be updating this thread with pictures and general strategies as they come. I probably won't drop a pic every single turn but I'll keep the lurkers informed of anything important that happens and update with pics every few turns to showcase major changes. The proper balance avoids info overload while being entertaining. Let's see if I manage.
EDIT: Leaders have been chosen, so now it's time to analyze:
TMIT: Shaka of Ottomans: I had 1st pick and chose a leader with a combo of traits that act as both a deterrent and carries some offensive teeth, with enough oomph to expand. I was not overly concerned with the civilization, but obviously would have preferred Rome for their super UU if it fell to me (fat chance). Notably, I'm the ONLY guy who didn't pick a civ starting with fishing. I'm not certain why this is; possibly the others don't have a pig tile that will be 5F 1H 1C once improved (compared to 6f 2c on the fish, which is unusually good but not truly spectacular w/o the banned FIN trait). I actually think worker 1st + AH is stronger here because of the higher raw yield + head start on worker turns (edit: test saves show I'm wrong in this regard and that fishing is better, but only slightly so!). Regardless I like my starting techs and rate them just behind those of China. My UU is on the late side but dangerous as a draft unit as it really has no hard field counter until later in the game, and benefits from the trait. The UB is solid, but nothing amazing. Still, if military escalation appears in the books (and with AGG Rome around it just might!), having a nice

Oledavy/Mackoti: Kublai Khan of Rome: I think this quote says something:
Quote:mackoti is your most dangerous opponent here
Especially because it was made BEFORE this team took aggressive Rome. Eyes tight on the demo screen, early game can be bumpy with that power rating. After the early goings, this civ peters out a bit (CRE becomes increasingly non-contributory and once prats are obsolete the only benefit is the rather terrible forum bonus), although early is most important. I need to watch this civ very carefully; in one of the other PBEMS or Pitboss (I forget which) people were calling aggressive Rome the "borg"

Serdoa: De Gaulle of Carthage: Wonky. On a map where there is "no salt water" the UB is going to be fairly non-factor...can he even build it? I think you need salt water just to make a cothon normally...but the presence of seafood might allow it in cities that have that available. Even so, it's a major gamble at best to choose a UB like this on a land-heavy map. That leaves the UU. It's actually better in MP by miles than in SP and fairly dangerous. I shudder to think of a tandem attack with these guys + rome (axes are terrible vs numidian, spears terrible vs prats). With elephants banned, the best counters to these guys are spears (which still do get some odds) and ironically, stock horse archers. I was tempted to pick Egypt just to spite this civ, but that's more for 1v1

Plako: Isabella of Native America: "Leave me alone, Rome". Normally the home of the protective anti-rush cow, Izzy is an upgrade on NA and Plako was one of the better players in Pitboss #4. It's almost 100% that this faction won't be prat rushed. He's actually a little threatened by numidians compared to AGG civs. Starting techs are good. Not much to say about Izzy; the choice is solid with a good expo trait and a micro utility trait that many underrate. On the flip side, Plako is going to have a hard time actually attacking anybody; dogs are good but they don't break AGG axes very easily and are terrible vs archers. One thing to watch out for is a VERY early dog though; that could give someone an early exit. More eyes on demo screen. If he misses that window (and he probably should, crippling someone at the cost of own expansion isn't ideal) his early game offensive is neutered though...and the uniques don't do much past the early game, especially with the lack of protective synergy (feel free to laugh now). Well, anti-rush deterrent is valuable though...I had a similar logic with my leader choice.
WarriorKnight: Louis of England: Frenchman leading the English, good times. A 2nd industrious civ lends fortunate contention to wonders to Serdoa and weakens both of their choices a bit. The choice of England baffles me, unless we're just playing for the legendary fishing/mining start. Draft redcoats are an incredible force...but this is a 5 man quick speed game. Can he get them in time to turn the tide of an otherwise even war? Stock Exchange is similar in limitation...it's good but won't really shine w/o shrines, corps, or kremlin rush buy. I might be wrong, this might go late...but will it go late without people starting to run away? That is the question. Along with Serdoa WarriorKnight is probably the favored rush/early attack target by other civs; no traits to boost units and no hard counter to either prats or numidians.
Civ/Leader strength rating:
1. Mackoti/Oledavy: Tremendous earlygame powerhouse and can dictate how the game goes with the UU
2. TMIT: AGG to deter prats, one of the few useful UBs on the map, strong mid game.
3. Plako: Powerful rush deterrent and balanced traits but UB causes me to put him just behind my combo
4. WarriorKnight: Early game vulnerability, decent UB, decent later-game UU
5. Serdoa: Good opening UU but questionable trait combo and horrid UB for the map
Of course, diplo and in-game choices will have a LOT more of an impact than our civ/leader combos, so stay tuned!