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Where to will Singaboy steer the Teutonic power?

So, here we go. I got the choice of those three civilizations.

Honestly, after looking at Egypt, I doubt I would choose them. I am more the warmonger type than trying to win a game via culture or religion. Special abilities also are not my preference.

Now, what should I do? Take the Aztecs and do what Yuri didn't do in its full glory and go on a rampage, trying to gain as many builders fighting city states and then ultimately other players?

Or go for the production powerhouse Germany. This would require a more defensive initial phase, maybe taking out a city state or two (those that do not give me much) and then slowly unfolding its power?

I have two weeks to think about it.

For the lurkers (and especially those that look forward to my many mistakes), I am going to try and update more frequently as in PBEM1, but won't be so crazy as to dedicate my life to civilization to report as extensively as Sullla does.
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Checking in.

I've played a bit of Aztecs, but haven't touched the other two and really only read about Germany in teh's thread. I would say that Germany seems a more reliable pick that Aztecs, who really want to have some close neighbours to take advantage of the Eagle Warriors. Although conceptually being able to use Builders on Districts is strong, I have yet to experience it.
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I tend to agree, that it is the best bet to choose Germany. I am currently thinking of a good strategy, that would ensure short term survival and long term victory (ideally).

Since barbarians are enabled, even on prince, I would think it is good to start with two additional slingers before a builder (needed for the eureka for craftsmanship) , then another slinger and warrior. This has usually made sure in my games that any barbarians are kept at bay. Of course, the terrain will influence stuff as well, but my preference for the start is currently:

Slinger, slinger, builder, slinger, warrior, settler.

This also makes sure that the city can grow (ideally at size 4 before popping the settler).

After that, while getting crucial militaristic techs for archers, chariots (and possibly battering rams), it would be the time to start the district game that Germany is pretty destined for. This means getting the techs that enable campus, commercial district and hansa. By combining them nicely, hansa can be potentially made really powerful.
Of course, other players would know that and an adequate military has to be present to deter any attacks.
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Just to add one more aspect that i might want to explore in this game where Great People could play an important role. I am talking about the Special Projects one can start once a district has been built.
I can't find that much information about it, but I know for example, a commercial hub special project would generate gpt and GPP. This could potentially be the difference between getting a Great Person in a tight race. I will need to test this a little to know more about its specifics.
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Early Encampment seems like it would have a lot of value as well - tying into all of those points.
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I tested the Special Project yesterday. The first project (using a Hansa) took 4 turns, generating gpt during the turns and finally 25 GPP for a Great Engineer (points are added at the very end of the project). The same could be done for the commercial hub (gpt and GPP for Great Merchant) and campus (gpt and GPP for Great Scientist). I had no encampment and hence, can't tell. However, this could be a great way to leap forward in the race for a particular Great Person.

I will try this out with an encampment and if that works, the encampment could be really powerful for this purpose too. Okay, quick test done in some random game and yes, of course it works. The projects have a certain cost (might increase every time you start one), you gain 5gpt ( I think) and gain 25 GPP. Not too shabby of there is a crucial GP to be gained in a race.
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Dreylin, I tested the encampment project too. It gives 15/60 GPP and it could make the difference between getting that General or losing out.

I am now rethinking my opening strategy. I am thinking of
mining, animal husbandry while getting slingers out for a Eureka for archery. After that, maybe going straight for bronze working (defeating 3 barbs is enough for another Eureka there)

That would mean a mere 4 techs to be able to start the encampment and gaining GPP. From there, it would have to be a balancing act to net the General using maybe GPP, if there is competition for that General.

I do not want to skip archery, as it is really crucial when barbs show up in numbers especially with horses. Bronze working would then not only enable the encampment but spearmen too.
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Curious - does the project net 15 points at the end of the project or a few points turn by turn?
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Those points are always added at the end of the project. gold is added every turn.

In fact I think this is a lot better in order to surprise the other players as there is little way to know whether someone is running a special project. The gpt isn't that great. The project requires a certain amount of production. If you have a high production city, you can run those projects in 4 to 5 turns. Well worth to net a crucial Great Person imho.
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Good luck Singaboy! Are you doing much simming?
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