I'll try to find the time to update this thread often once things get underway.
Civ pw:
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Milestones:
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Player lineup:
Summary of key ideas from pre-game brainstorming:
http://www.realmsbeyond.net/forums/showt...#pid661256
Thoughts on early settling (pretty scattered but this post gives an idea)
http://www.realmsbeyond.net/forums/showt...#pid666519
Civ pw:
rtrmod
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Milestones:
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Player lineup:
1) dtay - Genghis Khan (Agg/Imp) of Celtia
2) superdeath - Churchill (Cha/Pro) of the Native Americans
3) Mr. Cairo - Saladin (Pro/Spi) of Russia
4) B4ndit - Zara Yaqob (Cre/Org) of Sumeria
5) Rusten - Cyrus (Cha/Imp) of Arabia
6) Donovan Zoi - Pacal (Exp/Fin) of Maya
7) Gavagai - Mehmed (Exp/Org) of Egypt
8) Shallow Old Human Tourist - Augustus (Imp/Ind) of Persia
9) GermanJoey - Charlemagne (Imp/Pro) of Mongolia
10) Dreylin - Roosevelt (Ind/Org) of the Vikings
11) OT4E and Chumchu - Qin Shi Huang (Ind/Pro) of Carthage
12) Dark Savant - Joao (Exp/Imp) of Byzantium
13) 2metraninja - Napoleon (Cha/Org) of the Aztecs
14) Mackoti - Suleiman (Imp/Phi) of France
15) The Black Sword - Pericles (Cre/Phi) of Zulu
16) AdrienIer - Mao (Exp/Pro) of Mali
17) Pindicator - Hammurabi (Agg/Org) of China
18) WilliamLP - Tokugawa (Agg/Pro) of Japan
19) Commodore - Kublai Khan (Cha/Cre) of Rome
20) naufrager - Julius Caesar (Imp/Org) of Germany
21) plako - Justinian (Imp/Spi) of Inca
22) elkad - Shaka (Agg/Exp) of Korea
23) spacetyrantxenu - Hatshepsut (Cre/Spi) of Greece
24) Boldly Going Nowhere - Boudica (Agg/Cha) of Khmer
25) Aretas - Ragnar (Agg/Fin) of Holy Rome
2) superdeath - Churchill (Cha/Pro) of the Native Americans
3) Mr. Cairo - Saladin (Pro/Spi) of Russia
4) B4ndit - Zara Yaqob (Cre/Org) of Sumeria
5) Rusten - Cyrus (Cha/Imp) of Arabia
6) Donovan Zoi - Pacal (Exp/Fin) of Maya
7) Gavagai - Mehmed (Exp/Org) of Egypt
8) Shallow Old Human Tourist - Augustus (Imp/Ind) of Persia
9) GermanJoey - Charlemagne (Imp/Pro) of Mongolia
10) Dreylin - Roosevelt (Ind/Org) of the Vikings
11) OT4E and Chumchu - Qin Shi Huang (Ind/Pro) of Carthage
12) Dark Savant - Joao (Exp/Imp) of Byzantium
13) 2metraninja - Napoleon (Cha/Org) of the Aztecs
14) Mackoti - Suleiman (Imp/Phi) of France
15) The Black Sword - Pericles (Cre/Phi) of Zulu
16) AdrienIer - Mao (Exp/Pro) of Mali
17) Pindicator - Hammurabi (Agg/Org) of China
18) WilliamLP - Tokugawa (Agg/Pro) of Japan
19) Commodore - Kublai Khan (Cha/Cre) of Rome
20) naufrager - Julius Caesar (Imp/Org) of Germany
21) plako - Justinian (Imp/Spi) of Inca
22) elkad - Shaka (Agg/Exp) of Korea
23) spacetyrantxenu - Hatshepsut (Cre/Spi) of Greece
24) Boldly Going Nowhere - Boudica (Agg/Cha) of Khmer
25) Aretas - Ragnar (Agg/Fin) of Holy Rome
http://www.realmsbeyond.net/forums/showt...#pid661256
Summary of pre-game brainstorming or: How we will win this game if all goes according to plan
No plan survives contact with the enemy, but here's a list of our current tactical and strategical advantages (as I see it). The overarching game plan.
Machinery bulb:
Inland start without fishing. MC is cheap in this mod. Crossbows are a great answer to the beefed up RtR swordsmen on the defense as well as great stack defense in enemy territory. Discourages dogpiles (easier to defend on multiple fronts so we can go attack with less paranoia). Speeds up guilds (knights are great and CAs only add to their strength).
Early religion:
Perfect starting techs means it barely slows the early game. Guaranteed shrine later. Theocracy combined with IMP/CHA may result in important promotions later on (blitz and commando). OR is a strong civic and encourages early forges.
Early aesthetics:
CHA+ SoZ. Early happy surplus (can beeline). Build GL for early machinery bulb followed by GA. Could consider grabbing aesthetics with the Oracle, but I imagine there will be competition for it. Not willing to sacrifice the early game too much for this. Will reassess Oracle timeline after the first ~40 turns.
Madrassa:
~52 hammer library with CHA. The +4 culture will pop borders in no time and win potential "culture wars" where we share border with rivals. If we plant a hill city on a natural border and put crossbows in garrison it will dissuade attacks.
Golden ages:
Easy access to priest slots means it's a piece of cake to start our 2nd GA. Does not require extreme planning or turns of caste. As a result we can possibly do an early 1st GA. A Vassalage+serfdom (on the path to guilds) and possibly theocracy swap together with first GA comes to mind as an option. Prepare UBERmills in advance (RtR watermills and windmills). Run priests during GA for shrine+2nd GA priest.
Imperialistic:
Cheaper settlers free up hammers for wonders and/or working commerce tiles.
Quick IMP expansion into aesthetics+lit wonders into machinery bulb into guilds path. Can eat an "easy" opponent with xbows+siege+swords --> attack a more difficult target with CAs (possibly with tech advantage).
No plan survives contact with the enemy, but here's a list of our current tactical and strategical advantages (as I see it). The overarching game plan.
Machinery bulb:
Inland start without fishing. MC is cheap in this mod. Crossbows are a great answer to the beefed up RtR swordsmen on the defense as well as great stack defense in enemy territory. Discourages dogpiles (easier to defend on multiple fronts so we can go attack with less paranoia). Speeds up guilds (knights are great and CAs only add to their strength).
Early religion:
Perfect starting techs means it barely slows the early game. Guaranteed shrine later. Theocracy combined with IMP/CHA may result in important promotions later on (blitz and commando). OR is a strong civic and encourages early forges.
Early aesthetics:
CHA+ SoZ. Early happy surplus (can beeline). Build GL for early machinery bulb followed by GA. Could consider grabbing aesthetics with the Oracle, but I imagine there will be competition for it. Not willing to sacrifice the early game too much for this. Will reassess Oracle timeline after the first ~40 turns.
Madrassa:
~52 hammer library with CHA. The +4 culture will pop borders in no time and win potential "culture wars" where we share border with rivals. If we plant a hill city on a natural border and put crossbows in garrison it will dissuade attacks.
Golden ages:
Easy access to priest slots means it's a piece of cake to start our 2nd GA. Does not require extreme planning or turns of caste. As a result we can possibly do an early 1st GA. A Vassalage+serfdom (on the path to guilds) and possibly theocracy swap together with first GA comes to mind as an option. Prepare UBERmills in advance (RtR watermills and windmills). Run priests during GA for shrine+2nd GA priest.
Imperialistic:
Cheaper settlers free up hammers for wonders and/or working commerce tiles.
Quick IMP expansion into aesthetics+lit wonders into machinery bulb into guilds path. Can eat an "easy" opponent with xbows+siege+swords --> attack a more difficult target with CAs (possibly with tech advantage).
Thoughts on early settling (pretty scattered but this post gives an idea)
http://www.realmsbeyond.net/forums/showt...#pid666519
As this thread is currently functioning as a monologue I will take on the role as the concerned bystander. Some of this will be repeated information, but it's useful for me to write up the big picture.
Question: Why settle the first two (!) cities so close? Aren't you worried about missing out on land? You're hardly picking up new resources in the short term.
My argument is that settling cities such as this (crab lake into corn-copper) is very strong with the imperialistic trait. When settlers come so cheap it's more of a case of available worker turns and not crashing the economy. I will still have aggressive plants at a suitable time, together with units.
These two cities would be settled at some point anyway so the city count maintenance is not an issue. They have good commerce output and will be a net gain for the foreseeable future. But most importantly they have a resource already improved from T1, thus requiring much less worker turns. Worker turns are extremely valuable at this stage and then decreases in value as the game goes on.
Imagine a scenario where I settle corn+gems early, which is still pretty close. Say I bring 1 worker. Then I need 3-4 turns to reach the corn tile and then 5 turns to farm it (yes I know, tile effectively ready after 4). That's 8-9 worker turns. You know what else could be done with 8 worker turns? I could chop 2 forests for 40 hammers, that's more than half the cost of a new settler.
Now look at the output. Corn city does not have a network (-1) and no riverside tiles (-1). That's already 2 commerce less per turn from the first turn it's settled.
It would also be behind on production. A city with wet corn already improved will grow to size 2 by the time the corn is ready to be worked in the corn+gems city. Now of course this tile is taken away from Kaputt rather than being added to the empire, but that's of little concern until Kaputt wants to grow again, and by that time these cities have their own independent resources. Working a 5F rice for instance is WORSE than working a mine for settler production*. So taking this tile away (temporarily) does not bother Kaputt.
TLDR: Overlap cities get off to a much quicker start. Cities settled close are productive so much sooner that they can contribute to the early settling phase rather than being a burden and requiring protection (whip axe/spear on size 2). They'll also be able to work cottages for Kaputt.
Question: Why settle the first two (!) cities so close? Aren't you worried about missing out on land? You're hardly picking up new resources in the short term.
My argument is that settling cities such as this (crab lake into corn-copper) is very strong with the imperialistic trait. When settlers come so cheap it's more of a case of available worker turns and not crashing the economy. I will still have aggressive plants at a suitable time, together with units.
These two cities would be settled at some point anyway so the city count maintenance is not an issue. They have good commerce output and will be a net gain for the foreseeable future. But most importantly they have a resource already improved from T1, thus requiring much less worker turns. Worker turns are extremely valuable at this stage and then decreases in value as the game goes on.
Imagine a scenario where I settle corn+gems early, which is still pretty close. Say I bring 1 worker. Then I need 3-4 turns to reach the corn tile and then 5 turns to farm it (yes I know, tile effectively ready after 4). That's 8-9 worker turns. You know what else could be done with 8 worker turns? I could chop 2 forests for 40 hammers, that's more than half the cost of a new settler.
Now look at the output. Corn city does not have a network (-1) and no riverside tiles (-1). That's already 2 commerce less per turn from the first turn it's settled.
It would also be behind on production. A city with wet corn already improved will grow to size 2 by the time the corn is ready to be worked in the corn+gems city. Now of course this tile is taken away from Kaputt rather than being added to the empire, but that's of little concern until Kaputt wants to grow again, and by that time these cities have their own independent resources. Working a 5F rice for instance is WORSE than working a mine for settler production*. So taking this tile away (temporarily) does not bother Kaputt.
TLDR: Overlap cities get off to a much quicker start. Cities settled close are productive so much sooner that they can contribute to the early settling phase rather than being a burden and requiring protection (whip axe/spear on size 2). They'll also be able to work cottages for Kaputt.