Hammer-Heavy Econ. (Immortal Test)

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Hammer-Heavy Econ. (Immortal Test)

Snaaty was discussing a new SG with the main focus toward a hammer economy.

The catch? Only one city is allowed to be cottaged, and only one city is allowed to run specialists. Also the capital can’t be either of these.

Originally we were going to aim for Deity, but since there are harsh restrictions here, we decided for an Immortal test first, and then later move it up to Deity. So please, only deity players need apply.

Roster should max out about to 6 players or so, and priority will go to those who participated in the Deity-of-Random SG.

Generated map will be FRACTAL-STANDARD. With about 10 to 15 turns per batch, and HC as leader.


f_turn0m_1e5cd79.jpg
 
I'll join this one. We planned a hammer economy in Ungy05 but didn't need it because of the fantastic start we had there. The restriction here is so severe that cities without hammers are almost useless except for whipping.
 
I may have to regenerate this map. I realize that I forgot to drop settings to Immortal when I generated, so right now it's on deity, haha. Or we can try to do it deity straight-up... But running specialists only in 1 city on this level seems to be disaster from my guesstimation...
 
I would love to play but I play on marathon CHEAT speed because I am a CHEATING CHEATER.

Your rules are pretty much identical to how I play 90% of my games anyway, except for not allowing cottages in your capital.
I was impressed by the teching ability of a SSE capital in a OCC but that was for a lower difficulty gauntlet. I might run a practice Immortal game or two this weekend on these settings and decide if I'm worthy to apply to a spot. :P
 
@ Obs:
Yup, better regen then:lol:

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@ Dirk:
Welcome on bord

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@ PaulisKhan:
If you have experience with this style of play and can hold your ground on "non speed-cheating immortal":rolleyes::lol:... ...and when you feel comforable enough for this challange after your testgames... ...I wouldnt mind you joining

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@ Dr Yes:
What´s your playlevel? This game will be pretty hard...
 
I haven't participated in an SG before so I'd like to lurk on this one and offer unhelpful suggestions =)
Maybe next time I'll sign up.

ps. This variant is surprisingly easy.
Unhelpful observation No 1. Oracle->CoL slingshot to found Confuc in the future cottage city works a treat.

Unhelpful observation No 2. Wonderspam in an Industrious/Bureau capital is as fun as always. Who would have thought in an Obselete inspired SG :P
 
*** Update ***

Registered Players

  1. Snaaty
  2. Obsolete
  3. Dirk

With..
PaulisKhan acting as Royal Advisor.
Dr. Yes as possible Auxiliary player after producing his deity license.

I'll talk to Auron in a few hours and we'll see what his case is. I'll also keep a few slots open for some of the other deity boys when they are available.


Anyhow, I have regenerated the map for Immortal, and here is what we will end up with. I would like to suggest a zig-zag to pos #2 and run a nice SE to get lib around 400 AD, but unfortunately our rules won't allow this :mad::mad::mad:

This only means one thing, we must scout around a bit before deciding what to do. Though it's probably best to just settle at #6.

f_newturn0m_9e537a8.jpg


I'm not sure how we should handle the first turn-set... Should we allow each player to have a 50-turn solo-set and then everyone puts in a vote on which to continue with?
 
I see three good options for the settler.

1) Settle in place. At pop 10 work all available hills, both ivory and one farm. Options open for strategic resource to the SW of the settler (smells like horses!). Wastes the wheat for anything other than health/trade

2) Settle one east on the Ivory for a 2 hammer start, gains the clam (minus lighthouse bonus), net loss of 1 hill (and 1 camped elephant hammer) but the early extra hammer on the city tile has obvious benefits and the extra food from clam will allow for a couple more workshops. Also keeps mystery tile in the BFC. This is the second best possible start on any map for a quecha rush if we're going to stoop that low (beaten only by the holy grail of stone/marble plains hill with neighbouring forested plains hill :P

3) Probably not worth the risk but NN keeps the pigs, ivory and 4 hills (plus whatever is in the fog), also makes room for a coastal city to claim wheat+clams, but loses mystery tile. The gambler in me wants to go for it but the gambler plays too much HoF and should be kept in check, lack of river tiles counts against moving north.
On marathon speed I would move the settler NNE on the first turn and have a look, regardless of where I planned to settle, but I'm guessing that's not a favoured strategy for normal speed.
 
I'd also like to join but I don't really have the time to handle another SG (especially a hard one like this). BTW just got my first deity victory lately :p

Will be lurking with interest tough. Good luck! :thumbsup:
 
What exactly would Deity Don think about exploring inland for the golden land of flooding heaven? :lol:

Good luck guys, your reports are always a blast to read.

Cheers!
-Liq
 
Looking at the two starts it looks like you get much better starting positions on immortal. :)

I'd also be very tempted to settle 1SE. Gain clam/wheat still has plenty of hammers and you can use the grass piggies to feed the next city for the hills you miss. I'd move the Quecha NE first though to see what is in the dark square.

Will follow with interest.
 
It´s not deity, so we dont have to settle too aggressive... ...what about moving the starting quech on the grain (1), for getting a better overview over the costal stuff?

Would be my advice since I´m also temted to settle on 3 from the starting settler... ...but things could change IF there would be another seafood, then 2 cities would be better:confused:

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@ Sleepless:
Dont you want to joint this game? We are still having 2 open slots (or better, 2,5 open slots, since Auron is interested to play, but hasn´t confirmed so far, Rusten and CellKu havn´t answered up to now on my PM)
 
Don't have time to join in on this right now I think, but thanks for the invite -- maybe the next one.

Settling 1E seems to lose the wheat so I don't think that's a good idea. 1SE (3) looks better indeed as it's coastal and picks up the wheat. It pretty much seals the game immediately if you build the GLH with all the hammers there (please nerf this wonder already, Firaxis). ;)
I agree with moving the quecha to the wheat to scout for seafood.

Good luck. :)
 
@ Rusten:
Thanks for your feedback... ...I had the same thoughts on the GLH. When we build it, the rest of our economy doesnt really matter:rolleyes:... ...we win. Still I would vote for settling on the cost;)

@ Team:
So my vote would be on NOT building the GLH, because that would go completely against the hammer eco. we want to test and try:)
 
Sign me up if there is space then please. I'm sure only playing a few turns I can't make too many mistakes. ;) Seriously I've thought about playing a SG for a while and this seems a great place to start. Even have some deity wins behind me now. :)
 
the 2nd start is to good to be true; 1ne makes up for a great wonderspam cap. and 2e of clams should give a fair amount of specs. anyway(plus you free the irrigated wheat for another city, or you could go wheat/clam and work the 2nw from wheat plains hill)

anyway, given the variant, you want hammers in the capitol and frankly more then you have it'd be hard to ask for(also considering the forests for chops). You have the best food resource ingame in 2 copies(bar irrigated corn); ok, one on a hill, but still...

3 very good cities with ~25 tiles revealed ain't bad;) and with a coastal fish to boot :p
 
@ Sleepless:
Welcome on board:)

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@ obs:
I think you can officially launch the game now, we have reached the 4 players limit. Feel free to start the first round with moving the quech and posting a new screen + save.

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@ Team:
I still would vote for moving the quech on the corn to check the coast first, so we can decide IF we plan to move to the coast with the starting settler
 
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