I do not believe that I will ever be able to win on SID. However, I want to try to argue with the statement above and to support the idea of Sid level. I believe that the main idea behind GOTM is not wining, but competing with other players. So what is the problem with most people loosing the game? It could be fun to compete in loosing the game with highest score.Originaly posted by Ainwood:
I think that having a sid level game would be a bit of an ask, so I don't think we will.
The main problem (I really should wait and hope that Aeson happens past at this), is that I believethat the rng starts having quite an effect. The game becomes a lot mroe about luck than skill. Never tried it myself, and so can't confirm. Hopefully someone who has played it can confirm or mock this.solenoozerec said:I do not believe that I will ever be able to win on SID. However, I want to try to argue with the statement above and to support the idea of Sid level. I believe that the main idea behind GOTM is not wining, but competing with other players. So what is the problem with most people loosing the game? It could be fun to compete in loosing the game with highest score.
I don't think that I am an 'expert', but I will probably go min science on writing, then max affordable on philosophy. At the begiining, anything other than min on a tier two tech doesn't seem to shave much time off the completion date, and that gold is very useful for trading, prior to trading writing (assuming you actually get to writing first).Birdjaguar said:How do you experts plan on researching. Science at minimum to max gold or higher to speed the path to philosophy?
ainwood said:I believe that the rng starts having quite an effect.
Actually, it's not just semantics. Percentages don't scale linearly. The best way to illustrate this, is to use 50%. A 50% reduction in cost means that it will be produced twice as fast (if you don't take overproduction into account), while 50% increase in production would only complete it 50% faster.Sandman2003 said:Originally Posted by Tarkeel
They don't build 30% faster, they get a 30% discount. That means they only need 14 food to grow and settlers cost 21 shields.
Semantics, but strictly speaking, you are correct!
I R Possom said:i personally think that republic sling shot is the way to go.
Capt Buttkick said:As for scouting: I'll "waste" two turns going W with my worker on the first turn. If there's a food bonus there and maybe grasslands, I'll probably move inland; even with seafaring trait.
I think map making is important if we have limited land available and to get Great Library (edit: I mean Great Lighthouse. ). Plus the ability to expand to unpopulated islands earlier. (You know that's where the resources are going to be located . ) The only downside is we have to trade for pottery in order to get to MM quickly.Roland Ehnström said:To keep my trade monopoly a little longer (AI never ever build curraghs), I will probably not choose Map Making as the free tech. As we are scientific, I may go for Literature, to get those cheap Libraries (so I don't need to spend 20-30 turns building Temples for cultural expansion). Then I'll trade Writing, Philosophy and Literature to each of the AI (who still have no contact with each other, because unlike me they have not sent any curraghs out), and hopefully get most of the other Ancient techs, along with a good amount of gold I hope.
I have seen this comment before. I don't understand as I have used Curraghs to attack barbs galleys in the past. (Sort of a survival tactic - I find I get a better survival rate when I attack first.)Capt Buttkick said:Even if there are other seafaring civs, they won't build curraghs unless these are upgarded to having an attack strength of at least 1.