Game Settings and Leader Choice

DaveMcW

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Oct 8, 2002
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The settings for the game are:

Map: Custom Mystery Map
Map Size: Standard
Huts: Off
Events: Off
Vassal States: Off
Barbarians: Normal
Tech Trading: Normal
Difficulty Level: Monarch
Game Speed: Normal
Turns: Simultaneous
Duplicate Leaders: Yes
Restricted Leaders: Yes

With these settings in place, your team should now be able to finalize your choice of leader. Teams are allowed to use the same leader. If you really want a unique leader, you can submit a list of alternate leaders to be used if someone else gets your top pick.

I also need a game password for your team.

The deadline for picking your leader(s) will be Thursday, April 1.
 
Well as I said in the other thread I could like Napoleon and Mehmed as surprise, "non-Financial" leaders. Then there's the standard fare of England, Netherlands, Carthage, Darius of Persia, Maya, etc...

With the settings as they are, other teams have very much succeeded in removing any random elements from the game, besides the (hopefully balanced) starts on the map. So a tech trading alliance will probably be important early on, and we'll have to make do with things as they come.

What say fellow Q?
 
PROPOSAL - Based on how I know the teams and players out there:

I know that the other teams got a very two-dimensional approach to these games, which is why I suggest a guns and butter strategy that ensures us survival based on basic team demogame strategies I know. The settings, mapmaker as well as the ruleset and other demands made the decision for me.

Civilization: China

Unique Unit: Cho-Ku-Nu (Strength: 6. , Movement: 1, Cost: 60, two first strikes, causes collateral damage (very good against stacks) and finally got 50 % bonus vs. Melee units.

Unique Building: Pavilion (enables us to withstand sudden luxury trade embargos using culture slider)
+3 culture
+25% culture*** (Killing feature for border grabs)
+1 per 10% culture rate
Can turn 2 citizens into artists
+1 from dye
Required to build Globe Theatre

Starting techs: Agriculture, Mining

Choice of leader: Mao Zedong
Traits: Expansive and Protective
These traits does not require us to connect too many health resources, health buildings and allows us to chop more forest (expansive), double production speed of granary, harbor, walls and castle are nice too. +25 % faster workers and very strong defensive archers in the beginning of the game is good too, given border friction.

+2 health per city.
Double production speed of Granary and Harbor.
25% faster production of Workers.

Free Drill I and City Garrison I promotions for archery and gunpowder units.
Double production speed of Walls and Castle.


My Second Option could be a scenario if the mapmaker signals there is to be islands and water

Civilization: Carthage

Unique Unit: Numidian Cavalry

Strength: 5 Movement: 2 Cost: 50

In spite of 1 less strength than horse archer, a well rounded unit that moves fast early game, as well as being dangerous towards melee units, not to mention most archery units as well. Since we are in a mode where we pick civs and leaders internally, in a scissors, rock and paper game, some surprise and a good start location may give slightly "oddball" civs like China and Carthage a good fighting chance.

Unique unit for Carthage; Replaces Horse Archer
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (20% chance)
Flank attack against Catapults and Trebuchets
Starts with Flanking I
+50% attack vs. Catapults and Trebuchets
+50% vs. Melee Units

Unique Building: Cothon
Can only be built in a coastal city
+1 trade route*** (the extra trade route is good early game if we got trades and multiple resources to handle)
+1 health from Fish, Crab, Clams
+50% commerce from trade routes

Starting techs:
Fishing
Mining

Leader: Hannibal
Traits:

Financial
+1 commerce on plots with at least 2 commerce. (yeah yeah, old story, which is why I put China as #1 in order to differentiate). But in a game like this, finances may be good to have.

Charismatic
+1 happiness per city. (Very helpful for early growth)
-25% XP needed for unit promotions. (Very good for building experience on early barbarians)
+1 happiness from Monument and Broadcast Tower. (One less happiness resource to prioritize)
 
I just don't see China being competitive. Lack of Economic traits is just a bit much - and in fact, a third surprise on the map, making teams more isolated/less contact early on, would leave us really in the hole regarding tech. Cho-ko-nu are on an out-of-the-way tech path; and you know I didn't want tech trading on, and China could be strong otherwise, but given that there will probably be tech alliances going straight down to the education/gunpowder/liberalism beelines, I don't see us having much chance to produce expensive Cho-ko-nu.

However as I mentioned in the other thread I do like Carthage, and I would support it. It's a choice somewhat more surprising to other teams (or maybe not, but nobody ever seems to do anything with Carthage that I've seen, just not so popular). And Carthage I feel is strong and adaptable - not lacking military with Charismatic trait and their UU - CHM also helps for happiness, and of course can still do typical cottage spam teching (or Colussus and Lighthouse in a water-heavy map).

I will say there are certain teams I would much more be looking forward to working with/being neighbors to, but we won't see how that actually works out for a while of course.
 
Just to continue this from the other thread...
So, civs and leaders are restricted.

If we knock out India, b/c of traits, then France is out for the same reason. Pretty good UU, but awful traits there.
If you want a good 'surprise' civ, Byzantines are great with the massively overpowered UU, but again they are Spi/Imp and should be knocked out for traits.

In my mind, Mehmed (Exp/Org) is the only 'surprise' civ worth considering b/c of a nice UB and UU. However, Maya (Fin/Exp) has better traits, also a nice UB, and an ok UU. In my mind, Financial outweighs the Janissary, but I can see where you are coming from.

Clearly, I like Maya and Netherlands especially. Cre, Exp, and Fin are the best traits, hands down. It's not even close.
Phi/Fin England is fine too, for an early great scientist and academy.

I think it's better to play it smart and choose a great combo, then to play for a surprise and take an unnecessary disadvantage.

So, I vote for Willem of the Netherlands. Here's why: Creative gives you cheap libraries, so you can push for that early academy in your capital. The UU is great for the kind of water-based map that everyone is pushing for in the map making thread. The UB (replacing levee) is really nice if the game is still in contention when we get that far. With Creative, we don't have to worry about an early religion for culture, and we will have safer cities (defensive bonus due to culture) and much stronger borders- especially further away from the core cities, where it is generally library vs library.

Then, Maya (Fin/Exp) is a Very very close 2nd. Granaries are possibly the strongest building in the game, and workers are very necessary workers. Getting those 2 out earlier than other teams will give us a rolling advantage over them. Plus, the Ball Court is a great boost to the happy cap and allows the aggressive research path for early construction without really hindering the development of our core cities.


I know some of you may think of these as 'boring' choices, but they are also really smart ones. I say, we should take every advantage we can get.


EDIT: Wow lots of cross posting.
China has the best starting techs, but it's UU is just ok, imho. If you worry about border grabs, you should take NETHERLANDS and have creative with financial too!

I also disagree with Carthage. Again, I would personally choose Dutch over them. Numidian Cavalry are very nice, and the UB is fine on a water map, but I think Creative is miles ahead of Charismatic. Like you said with China, border grabs are very important. If you are looking for a more aggressive military choice, I think Ragnar (Agg/Fin) with the Berserker is better. Aggressive is arguably better than Charismatic because, as the game progresses, Agg is fantastic during draft wars.

Still, I would personally stick with Netherlands and Maya. If we are going to go for a surprise, in my mind, the only choice is Byzantines with their Cataphracts, and then tech straight up to Guilds asap (but I really think this is a poor choice considering we don't know the map at all). The Dutch and Mayans have incredible traits that can be molded well to any map.
 
I know China may look odd at first, but the UU rocks in terms of warfaring throughout the medieval and renaissance eras, and the UB allows strong borders as well as flexible happiness sliding, as health resources is always in abundance to happiness ones. Expansive and Protective traits are also a good combination, in spite of the financial limitation, due to the faster build of core buildings, stronger workers and defenders as well as allowing us some flexibility, as tech trading adds a new dimension to the game.
 
I'm not completely in the know on this, but it seems to me like philosophical would be the really go to trait for these multiplayer games, though obviously financial is always strong.
 
The happy faces are not unique to the Chinese theatre - all theatres give you a happy bonus with the culture slider. China doesn't even have a creative leader - a creative leader, since they also get cheaper libraries and theatres, really is about as good for culture anyway. Cultural victory at least wouldn't be on the table at the start of the game, so I don't see that perspective. We're left with a UB that isn't worth that much, Protective which I simply don't like as a trait for this game, and a very situational UU. Even then maybe this isn't so bad...but I think we both know/expect all the other teams to choose strong Financial/teching leaders and I really don't want to be left in the dust. Again, though, if the team supports it consider me Mr. Macau from here on out, but just my view. We both like Carthage at least, I could still agree with you there.
 
Earthling, then I read it as you would go for Mehmet and Hannibal (Ottomans and Carthaginians), right ?
 
Revising my stance, based on internal input, I would now go for the following two (in order)

Carthage with Hannibal, then, as option two, Mehmet and Ottomans.
 
Provolution- I partially agree with you about China. They have the best starting techs in the game in my opinion with Agri and Mining. The UB is fine, and the UU is pretty good. Their traits are not good though. While I love Exp, I think Protective is one of the worst in the game (it's only use is for China's UU). If you want a massively good UU in the Medieval ages, you have to go Byzantines. I just don't think chokonus outweigh the usefulness of other choices.

For your arguments for Exp (faster build of core buildings and workers), and for a UB that really helps happy cap, I have to point to the Mayans. And, Ball Courts come with Construction, which I think is generally teched before drama.

I also think the advantages of Carthage (nice UU, good UB for water) are outweighed by Dutch (esp. for water maps, + culture pops and cheap libraries) and Vikings (for a more aggressive military choice).

So, I stick with the powerful Dutch and Mayans!
 
That's only really my input...so let me clarify then:

-If we want any of the typical Financial leaders, I would be ok with any of them.
-For non-financial Mehmed may still be ok, I won't try to push non-ideal leaders on others.

But I don't think we'll get support/consensus on anyone who isn't a strong leader, and the game settings/other team metagaming are really forcing everyone's hands is my guess. I wouldn't be surprised to see two Willems or two Lizzes, but if we go with Willem for instance, I'm ok with that.
 
I will let this debate roll a bit, but would present a poll later on, as I think we are few enough to decide on this quickly.

We got the following options up with some support , listed alphabetically:

Carthaginians
Dutch
Mayans
Ottomans
 
A poll will be fine I guess, we have a couple of days. There was a little talking at cross purposes since we now have two threads open on this I think. In short I could support any of what Provo listed; if the team wants the easy/typical Financial leader I'm good with a choice of one of them then. It's what everybody will expect I guess so then we could get to take advantage of other teams who didn't manage such a choice, that's the way things go I guess.
 
I really think Netherlands could be the way to go, though. It seems like navy will have some impact on this map. Creative means we don't have to build monuments/culture in all of our island cities. It means we will win those crucial border grabs. And, it would let us take an early library in our capital for an early great scientist- a very safe 'gambit' that could really pay dividends. Super galleons are also a big plus. So, I'll sign off here and leave my top choices.

In respect of all of your arguments, even though I disagree, I'll drop Mayans and Vikings in favor of Carthage.
Still, I have:
1) Willem of Netherlands
*big gap*
2) Hannibal of Carthage

If you all disagree with me, at the very least, please put Netherlands down as your 2nd choice. That way, when we see everyone's picks, if no one else has a Cre civ, we can switch and gain a big comparative advantage...
 
Consensus-based, I would likely go for Carthage, as a first movers advantage, with Netherlands and Willem as a good number two (early gains in this game can be very very important, even if Netherlands got better UU and UB down the road in the renaissance era).
 
Fighting early barbarians and marching up future borders as a mounted police, plus the potential sudden invasion, the Numidian Cavalry is a premium choice that lasts the critical first third of the game, also thanks to the experience these procure through Charismatic.

Financial I am not even going to mention again, as its mandatory metagame boring as Earthling suggested.

Cothon has a big early advantage, the early trade route that allows us to connect more resources and leverage yet more early finance.
 
OK- I concede that Cothons are like a mini-Great Lighthouse. We'll just have to hope we get lots of water, so we can plant on the coast! So, I'm fine with Carthage, then Netherlands.

Please, though, consider the switch to the Dutch if there are several Carthages and no Creative civs, so that we could gain a relative advantage...
 
OK- I concede that Cothons are like a mini-Great Lighthouse. We'll just have to hope we get lots of water, so we can plant on the coast! So, I'm fine with Carthage, then Netherlands.

Please, though, consider the switch to the Dutch if there are several Carthages and no Creative civs, so that we could gain a relative advantage...

This is literally the very idea, if there are two other Carthages, we go for Netherlands.
 
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