Unser Giftzwerg
UgLe Game Promoter
Halancar said:I must agree, the strategy tested is clearly designed for the elves. Other civilizations should rush for other things :
Luchuirp : rush for construction. They are two techs away from Str 5 golems that don't need special resources, and Barnaxus. On the way, they might try to build the Pyramid (particularly if they have stone) and get access to powerful civics. Once they are there, time to claim a nice empire from their neighbours. They can worry about commerce afterwards.
Khazad : rush for runes. Ancient Chants, Mysticism (God King civic, elder councils), Mining (earlier if you have gold or gems nearby), Runes. Then, if you have room for expansion, you might head for festivals (market + temple of Kilmorph for 6 gold per settlement) and create a larger empire than what other civs could afford. Your commerce will take a hit, your science go down, but as you then develop you'll recover with a large empire. Or you could go for Arete, or Bronze Working, depending on your situation.
Lanun : A sea tile will replace a prairie+cottage tile. So go for fishing, then Overlord. A sea tile is not quite as good as a cottage in the long term, but no need to rush for education.
Hippus : rush for raiders, start harassing a neighbour
Other civilization may not quite have clear rushing goals (although anyone can rush for a religion), but if they have stone nearby they can try to build a few early wonders, by going the production road, then heading for (depending on situation) the Pyramids, the Prophecy of Ragnarok, Sucellius Tumb, Nilhelm Pact, the Catacomb Library, or The Great Library.
Still, that does not invalidate the results of the test : the elves, left alone, are unmatched for early economic development, and they get decent defensive units, and a hero, while doing it. And it is my opinion that they are too good at it, and need to be slowed down a little, as they have been.
I also think that giving them an extra 1and 1
on most tiles (been able to work Ancient Forests) is a little too good in the endgame, particularly since that also takes away health, and probably happiness, problems at the same time, and 1 of something should be removed from elven cottages. By not giving them the Arcane Lore
bonus, perhaps, or limiting cottage growth.
Great comments, though often the activites you describe will not occur until after the timeframe studied. This nuance is often overlooked. People forget how many turns are eaten up hitting End Turn at teh very beginning. What people think of as getting started takes place only after scores of turns have passed by already.
Anyway .... If you have an interest, play these scenarios as you described. Play them that way, and also play them going AC->Edu first, time your Worker build so its alive about the same turn Edu finishes, and plant Cottages everywhere you can as fast as you can. Don't pause to build a road, build a cottage. If you have a Marble deposit, build a cottage on it. Don't worry if it has to be paved over later. Cottage it up now and use it as much as you can. Cottage up as many hammer-producing tiles as you can afford to operate once the city happycaps. Get a start doing this ASAP after turn 1 as you can, and compare the development against the "rush-for" strategies you describe. Save the turn 001 file and reply each game twice, once each method.
I am NOT saying I am 100% dead-set gonna be correct, so there, ha ha. I AM saying this would be an interesting little test. I would be very interested in your experiences. And best of all, everyone with an interest can run their own trials, under their own prefernce set, and see results for themselves. Get a bunch of epole to reun the same experiment ... peer review!

Whew, I think that's The End.
