Tristan_C
Emperor
- Joined
- Aug 16, 2006
- Messages
- 1,724
This type of game caught my interest for the sheer entertainment value. I want to see how early I can get the launch date on settler, where as you know, AI competition is trivial and research costs are reduced to their barest limits. I was wondering if anyone could advise me on what type of map to play, who to choose, and how to proceed.
Speed - Some questions answer themselves. Marathon, almost definitely. Can't think of a reason not to go marathon.
Huts & Events - Off, I think. I don't want to save and reload until I get settlers from all the luckboxes, nor do I want the launch date to be based on how many free cities I popped in 3000BC. I suspect a lot of those HOF entries on this type of game have this stuff enabled, and take a civ that starts with hunting. Probably gives them a hundred-turn edge.
Map script - Thinking of rainforest, pangaea, or great plains. Inclined towards a crowded duel rainforest, with a lot of capitals. As an alternative to creating large numbers of settlers, we can harness marathon's cheap axemen or chariots. Settler AI don't have archery or hunting. Our units can travel in small packs of 1-2 units capturing AIs (capturing an undefended AI before it reaches size 2 razes the site).
Wondering if there is a case for great plains or pangaea which I am missing.
The inclination of this civ player is to skip the religion tech tree including, if at all possible, Monarchy... whereby will flow from Settler's generous handicap (6 "enjoy life"), forges, Confucianism, and calendar resources. Backfill as needed, ideally with AI trades. What do you think? And as for size, I don't really know how many cities to aim for. I suppose the number is capped hard by the domination limit. I guess it's sort of lame to remove the domination VC purely on account of this. And who knows, if I happen to see settler Gandhi run away with the game and press Dom with his stack of 85 elephants 2 turns before I can launch, I can post this stunning piece of news here.
Anyway, peoples' favorite subject is traits & wonders: how they would be applied to the type of map you believe is best for early space.
Wonders:
Well, that's my spiel.
Speed - Some questions answer themselves. Marathon, almost definitely. Can't think of a reason not to go marathon.
Huts & Events - Off, I think. I don't want to save and reload until I get settlers from all the luckboxes, nor do I want the launch date to be based on how many free cities I popped in 3000BC. I suspect a lot of those HOF entries on this type of game have this stuff enabled, and take a civ that starts with hunting. Probably gives them a hundred-turn edge.
Map script - Thinking of rainforest, pangaea, or great plains. Inclined towards a crowded duel rainforest, with a lot of capitals. As an alternative to creating large numbers of settlers, we can harness marathon's cheap axemen or chariots. Settler AI don't have archery or hunting. Our units can travel in small packs of 1-2 units capturing AIs (capturing an undefended AI before it reaches size 2 razes the site).
Wondering if there is a case for great plains or pangaea which I am missing.
The inclination of this civ player is to skip the religion tech tree including, if at all possible, Monarchy... whereby will flow from Settler's generous handicap (6 "enjoy life"), forges, Confucianism, and calendar resources. Backfill as needed, ideally with AI trades. What do you think? And as for size, I don't really know how many cities to aim for. I suppose the number is capped hard by the domination limit. I guess it's sort of lame to remove the domination VC purely on account of this. And who knows, if I happen to see settler Gandhi run away with the game and press Dom with his stack of 85 elephants 2 turns before I can launch, I can post this stunning piece of news here.
Anyway, peoples' favorite subject is traits & wonders: how they would be applied to the type of map you believe is best for early space.
- FIN - Always strong, and especially so with water and grassland, but will it save as many turns in the beginning as some of the others?
- CRE - one of the options that could save a ton of early turns getting cities running.
- EXP - same; granaries whip @2, and on a high-food map like rainforest, will quickly become valuable.
- PHI - This definitely does not help us get stuff running. But I am guessing that building loads of academies pronto is an important secondary objective of this match?
- IND - there will be lots of forges, but not so many wonders, no failgold, and of course the game very obviously lacks an IND/PHI leader. So, perfectionist GP farming falls behind getting cities large quickly.
- SPI - a strong option on marathon, but even zigzagging OR/Pac or slavery/CS I think there are better options.
Wonders:
- Mids - I am reluctant to approve of a SE. With stone, I could imagine running a SE that evolves into state property with someone like Peter. I don't know if this would be as fast as FIN cottage spam. The question is if the strong early/mid ages negate the rather weaker modern age.
- Oracle - Available later than normal. Education, possibly? Too early, and the conversion isn't as good. Too late, and it doesn't save many turns. I always find education to be one of the longest researches...
- TGL - not a good operational window on settler, but still to be considered.
- MoM + Taj - naturally, and a tight case for spending three gp on GA's.
- HG - probably an LOL 15 Popspasm here.
- Kremlin - might save time by getting all the buildings finalized. Might not.
- Cristo - late-game gambit on microing civics for max effect. Resides along the space tech line.
Well, that's my spiel.