DW01: Whistling In The Dark

Nice to see you again Greebley . Dont Forget we have an appointment with AW Emperor Pangaea ;)
 
I'm willing to reroll, or not; open up the choice of civs (perhaps another civ would be better)...
Lurker's comment: It's worth noting that the Mayans are non-expansionist, and that that will always mean you can't go scouting early on in this variant: Chichen Itza can not produce a warrior; at the earliest it can come from Copan, and then Copan would produce regular warriors until Iron, or until you disband it - disbanding towns is not something you would do much in a regular game, but here you'll need to give it serious consideration.
If I recall right, in the game start just played Copan got set on a barracks first thing, which delayed looking for contacts further.
It's easy to see that a non-expansionist civ will have it's drawbacks. You can choose to stick with the Mayans or not, but you'll have to discuss as a team how you're gonna overcome the obstacles. Setting Copan to a barracks first or warriors straight away will make a rather big difference; a decision like that deserves discussion.
 
I think a restart is necessary to clear the air, anyway. I do have a thought for DW: play the original start out using the rules, take some pictures as you go along, and present it in the Stories forum. I'd like to see how it comes out.
 
I think a restart is necessary to clear the air, anyway. I do have a thought for DW: play the original start out using the rules, take some pictures as you go along, and present it in the Stories forum. I'd like to see how it comes out.


I may do that, though my last attempt at a story (the Babylon Monarch OCC on a Huge map) died out due to lack of interest from the author.
 
Why don't you generate a few starts and we can pick which one. Then you might as well start a new thread since it is a new game and we can play from there. The picture of the start we pick and roster can go in the first post which is always nice.

Noone has posted a new civ preference so I guess Mayans again. They seem reasonable.
 
Sounds reasonable enough. There seems to be a fairly wide consensus to do so. I'll try to have those up within a couple of hours.
 
Well, that didn't happen.

If anyone wants to roll some starts that would be great. I used 70% continents, middle settings on terrain, roving barbs, large map, maximum number of random civs. I may not be able to do so until late tonight or maybe tomorrow night.
 
I'll see what I can come up with, I've had good luck rolling starts for SGs.
 
First start has food but isn't great for shields.
The second is kind of unique. It allows us to explore right away -a hut gave a warrior. Note that the capitol is settled, but I did nothing else - it would need to be switched to the Granary for our first build.

DW_WheatFP.jpg


DW_Warrior.jpg
 
One other thing. It has been a while since I have used the republic slingshot (republic being kind of useless in most games I've played :p ) and am a bit rusty. I assume the research path is Alphabet, Writing, CoL, Philosophy. I know you can try to trade for CoL, but I recall that being risky and you have a good chance of ending up with getting philosophy without CoL.

What about trading techs? Do you ever trade writing or Alphabet or CoL? I think I might if some AI had them but not all. How often do the AI beat one to Philosopy ( I am guessing the chance are higher of failure with huts in the game and the large map).

Oh I did turn off culturally linked starts and AI respawn, but left science leaders on (I usually turn it off).
 
My luck with the slingshot is about 50/50, I think it depends on what everyone on the map gets starting out, the landform, and who is out there. If a Sci tribe is there, they usually beat me, whether I trade or not. If you don't trade, you lose the trade value of Alphabet and Writing, if you do trade, you speed them toward beating you to Philosophy. It tends to be situational for me, if the pace seems fast, I might trade to not lose trade value. If the pace is slow, I feel I can win the race and then I can trade after winning. I say shoot for the sling, but assess the situation before deciding on CoL or Philosophy, we save and have a team decision.
 
First start is fine for shields, it can be a 4-turn settler factory starting at size 4.5 (irrigated flood plain wheat gives all the food we need; mine the BG and the oasis to get to 5 spt, then the plains and the grass get us the rest of the shields).
Second start can't be a settler factory; even at size 7, I only count 7 shields if we have +5 fpt.

As for trading, I say don't trade alpha or writing. If we pull off the slingshot, we'll be able to trade Republic for pretty much everything else available at the time. If not, well, we'll still be able to trade Phil around a bit.
 
I've finally figured Mapfinder out, here are 4 of the best using these settings:
DW01Properties.jpg


Here are the screenshots:
Spoiler :
DW01Starts.jpg



I like these, they seem pretty good. For this game, floodplains could be bad, so I avoided that sort of start.

Here is the save for start A:
 
B seems clearly the best of those, not particularly close is it? Worker SE to cow and have a peek of whether to move settler E or S before settling. Central location could also be good for us in terms of contacts.

Pity about no luxes anywhere.
 
I got some with luxes, but they were either shield rich/food poor, or vice versa.
 
I can't read those graphics anymore. Are there any BG's in those?
 
They all have at least 1 BG in just the tiles showing. Settling would reveal more if they are there. Those starts all have mountains or hills (more shields) and forests and cows also have shields. I went for food over shields.
 
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