Stibi-shimi
Chieftain
- Joined
- Sep 28, 2020
- Messages
- 82
Hello all,
I've been on this forum for a bit trying to brush up my skills. I've looked at shadow games and some let's plays and gained a lot of competency from my earlier play style (that is, relative competence). I win pretty consistently on Price and win sometimes on Monarch - so I'm low on the totem pole in this crowd. I come to you in all humility.
The issue I have with looking at shadow games or watching let's plays is that I would like some finer understandings of, in particular, empire management. Anyway, my weaknesses will be apparent as we go along and I'm looking forward to tips if anyone could share them.
My preferred goal is a domination victory.
- no huts
- no vassals
- tech trading allowed
- Buffy 3.19
Charlemange
Protective/Imperialistic
Landschnecks (6 +100% melee and mounted)
Rathaus -75% maintenance
Turn 0
An interesting start. We've got a lot of food and plains hills for good productivity, but not soon. Possibility of GLH, Colossus later? What do we think about Maoi statues? Might need those coins to make up for a lack of river riles.
SIP might be forced since the adjacent PH has sheeps and its the only land food, and any other hill spot is more than one move away.
An argument against SIP is that I don't believe there will be any productive resources within reach of the capital city. I'm not sure if that's a big deal or not.
Sending Scout 1NE to check out some more coast. 1NW exposes less land; 1E misses revealing coastal foods; 1SE also exposes fewer tiles before no hill vantage.
For techs, we have myst and hunting. Hunting allows me to start on AH right away, which is possible for the sheeps. I know that fishboats is generally frowned on at the very beginning of a game, but I wonder if all this coast might make it worth it. If I SIP, AH will be done in 13 turns. A worker would pop in 15.
My thinking on turn 1:
SIP
Scout 1NE
Produce worker (15)
Research AH (13)
I've been on this forum for a bit trying to brush up my skills. I've looked at shadow games and some let's plays and gained a lot of competency from my earlier play style (that is, relative competence). I win pretty consistently on Price and win sometimes on Monarch - so I'm low on the totem pole in this crowd. I come to you in all humility.
The issue I have with looking at shadow games or watching let's plays is that I would like some finer understandings of, in particular, empire management. Anyway, my weaknesses will be apparent as we go along and I'm looking forward to tips if anyone could share them.
My preferred goal is a domination victory.
- no huts
- no vassals
- tech trading allowed
- Buffy 3.19
Charlemange
Protective/Imperialistic
Landschnecks (6 +100% melee and mounted)
Rathaus -75% maintenance
Turn 0
Spoiler :
An interesting start. We've got a lot of food and plains hills for good productivity, but not soon. Possibility of GLH, Colossus later? What do we think about Maoi statues? Might need those coins to make up for a lack of river riles.
SIP might be forced since the adjacent PH has sheeps and its the only land food, and any other hill spot is more than one move away.
An argument against SIP is that I don't believe there will be any productive resources within reach of the capital city. I'm not sure if that's a big deal or not.
Sending Scout 1NE to check out some more coast. 1NW exposes less land; 1E misses revealing coastal foods; 1SE also exposes fewer tiles before no hill vantage.
For techs, we have myst and hunting. Hunting allows me to start on AH right away, which is possible for the sheeps. I know that fishboats is generally frowned on at the very beginning of a game, but I wonder if all this coast might make it worth it. If I SIP, AH will be done in 13 turns. A worker would pop in 15.
My thinking on turn 1:
SIP
Scout 1NE
Produce worker (15)
Research AH (13)