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[SPOILERS] Lewwyn Wants a Worker

Huzzzzah! Google provides me with:


[Image: workplace-stress-trap-i-am-super-worker-...sv0rlQ.jpg]


Cuz that's not weird.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Everything is dependent on the rewards offered per trait or starting tech. Things I'm currently considering are:

-I'd like to play CRE, since I haven't had it yet.
-I like SPI and it may or may not get a good bonus in the ruleset so its something to keep an eye on.
-IND may or may not get a boost. Depends on other people's picks as well.
-I don't think I want to pick first. Though that may change depending on what the rule set is.
-If Pro gets a worker, Wang Kon might be a really nice pick especially with a AGR/Wheel civ. Could tech pottery first and immediately start cottaging.
-ORG might be good, but we're on Noble I believe. Which means Seven might end up giving it a boost which would make it worthwhile.
-Starting techs will depend on the land we see. I think possible combinations of AGR/wheel, AGR/Myst, and Mining/Myst might be good. I do not want hunting or fishing starts.
-AGR/Myst is Inca and only Inca. It might be worth grabbing first before a leader. Though if I go Inca I probably don't go CRE.
-India and Maya are the only Mining/Myst civs that I would want. No Korea.
-I want to design a start based on the map and rule set that uses any boosts combined with quick tech plans and possible wonder builds.
-I think going last in the pick and therefore first in turn order would be huge. You get to see your opponents picks and you have turnbreak. I think that the turn advantage is huge. I do see picking last as a disadvantage if you have a plan in mind, but as you can see, I'm flexible and have a bunch of different things I want to try out.

I'm very excited to see the start and the rule set. Some of the boosts have real potential. Starting with a worker? I mean that puts you almost 10 turns ahead of everyone considering you can grow first and use your larger pop for larger production faster. At some point the better leader traits will catch up though so finding a balance will be important. This is why I suggest FIN/PRO as an excellent pick if PRO does get a worker and FIN only 10 gold.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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LMAO!

SevenSpirits Wrote:[Image: pbem32startshotcrop-1.jpg]

Fishing: Your city loses its 5 starting culture.
The Wheel: The village on Tile B is removed.
Agriculture: The Corn is moved to Tile C (where it is forested).
Hunting: Tile A loses the forest.
Mysticism: Tile C becomes plains.
Mining: Tile D becomes flatland.

Additionally there are three civilizations with effects should you choose them:
If you are India, you start without a worker.
If you are Inca or Byzantium, you start without a scout.

So given these options, I do NOT want Mining. I refuse to lose the 5H tile. Hunting is out, I refuse to lose the forest since its an early 4 yield tile. Fishing is harmless yet worthless since it only allows us to work unimproved crabs and we can't build a workboat to it.

That leaves us with AGR, Myst, and wheel. I would prefer not to have to tech both Mining and AGR. Also forested corn is not so bad because I can farm the FP and rid myself of the Workshop. I would prefer to keep the village BUT if I go with Myst I turn the corn into a plains corn which is then a 5f1h tile. Is that worth it... Probably. So I'm thinking either AGR/Myst or AGR/Wheel.

The last note is about Civs Inca, India, Byz. Byz has terrible starting techs, but that nice UU. India loses a worker... I mean did you see my title? Inca though is awesome. And it is the only civ that starts with AGR/Myst... That means I have to take Inca if I want AGR/Myst. That's totally worth losing the scout even if it cuts down my chances at Circumnav. The only thing is that it makes CRE unappealing and I was thinking about going CRE.

If I go AGR/Wheel I have some great options. Egypt, France, Ottoman and Sumeria.

CIV pick:
1) Inca
2) Egypt
3) Ottoman
4) Sumeria
5) France

Now the Leader:

SevenSpirits Wrote:Aggressive: Library
Charismatic: Granary
Creative: Courthouse
Expansive: Hospital
Financial: 1 gold
Imperialistic: Grocer
Industrious: Castle
Organized: Supermarket
Philosophical: Airport
Protective: +2 Population
Spiritual: Warrior with the Sentry and Leadership promotions.

AGG - Maybe
CHA - No, we have a forest preserve and incense right around the corner all hooked up.
CRE - Yes because spy points will be useful in this game. No if I get Inca.
EXP - Yes if I get Inca for cheap Terraces, No if any other civ, hospital...smoke
FIN - Depends, but possible
IMP - Too weak, not enough bonus
IND - Interesting if no one else gets an IND leader, probably not though
ORG - Interesting bonus possible
PHI - No
PRO - The bonus is nice because you go straight into settler production esp since it will be currently difficult to grow the cap early... but no I think.
SPI - Great trait, useful bonus. No one starts with a warrior but you? and you have sentry and leadership. I could see myself in a new shiny warrior.

SO recap possibles: FIN, SPI, (CRE/EXP), ORG. I think I will get EXP if Inca, CRE if not Inca, from there probably SPI or FIN. Again these are situational dependent vs. other leader picks.

If Inca:
EXP/SPI or EXP/FIN or EXP/ORG

If not Inca:
CRE/SPI or CRE/FIN or CRE/ORG

I feel a bit bad about the FIN in there. And if others don't pick FIN maybe I won't either. CRE/SPI is the combo I really want to play. Maybe I'll end up with Hatty of Egypt? :neenernee
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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If Brian does not pick Inca, I will pick Inca with my first pick.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

Huzzah! I get Inca.

I really want the SPI warrior.

And holy crap... does having an airport mean you can airlift units out of the cap once per turn...Holy crap...I hate PHI but, that's pretty awesome...I was only thinking about that +1 trade route.

I was thinking Isabelle or Mansa or Asoka, but now I'm thinking Ghandi is a possibility.

Seven you must agree with me that PHI blows and have thus given it such a bonus...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

Another thought. There will likely be a bunch of CRE leaders picked. It would be beneficial not to meet them first as their 6 EPpt will be focused that way. Its a minor thing, but its a thought.

Super curious to see what else is picked. Will anyone go India? Mining/Myst techs... no worker.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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SERDOOOOAAAAA! Make yer pick!

MYFP!

Something I was thinking about. If I'm FIN, that village will give 4 commerce. Also with Myst I can use the village to grab a religion right off the bat and there would be no competition. The only way someone could catch me is if they pick a civ with Myst and no Wheel and a FIN leader. That could end up meaning I'll go religion first. Either Buddhism or Hinduism. I'm leaning towards Meditation since its cheaper, but then I still need Poly to get to Mono so I'll have to tech that anyway.

For builds I was thinking I might start with a settler until I get the FP farmed. Then switch to warrior and grow. That would mean working the village for 5 turns, then starting to grow. During that time I'm only putting 4hpt into the settler, but the priority would be teching. Maybe I only work the village a couple turns to get a boost to tech then switch to the deer. Farmed FP is going to be 4f. 14 food box, I may want to start the warrior a couple turns early so it takes less time to grow. Or I could just start with the warrior. lol

I need to get in the game and feel it out to know what to do...

Maybe I just go mining first and press straight towards BW.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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lol Apparently I'm the only one who didn't go for the grocer and its 2 merc slots. I wonder if people will try to bulb CS or something. I suppose I'm going to be facing a lot of GGs...

Not really worried. I'm still trying to decide which way to go on my start. I'm starting to think Mining>BW first is what I need to do. And instead of farming the FP, I need to farm the grass next to the cap>mine the PH>chop the forest>farm the corn>cottage the FP. BW will probably take a while so I'll end up mining the Grasshill north of the PH as well.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

Also, this prevalence of IMP leaders leaves us with a dearth of the CRE leaders I was expecting. In the end that's good for me, though it makes me curious if I need to push for an early religion since others will want them for border popping. I'm going to actually look at my opponents this game and discuss their choices.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

Currently:

Brian is Cathy (IMP/CRE) of Aztecs (Jag/SacAlter - Myst/Hunting)
Lewwyn is Mansa (SPI/FIN) of Inca (Q/Terrace - AGR/Myst)
Commist is Victoris (IMP/FIN) of Byz (Phracts/Hippo - Myst/Wheel)
Scooter is Joao (IMP/EXP) of Mongolia (Keshik/Ger - Hunting/Wheel)
Serdoa is Suliman (IMP/PHI) of

Overall thoughts... I need to focus on settlers because all my opponents are gonna be land grabbing whores. Every chop is going into a settler. lol Also I face some rough UUs in Keshiks and Phracts. Keshiks are especially bad since they will be able to snipe workers and cities. I will be building a lot of spears. Perhaps upgrading my sentry warrior to a spear...

Only two FINs me and Commist. One CRE to culture combat me and terraces which is good. One EXP, one PHI. PHI with the grocer is interesting. Settled GM would give food and gold*25%. That's pretty good.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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