Harv
Emperor
- Joined
- Dec 16, 2008
- Messages
- 1,918
Game 7 - Tomyris of the Original Pointy Hat Scythian Horse Lords
The leader pack came out during the last game, but I did not want to go back in time in order to play all leaders in general historical order. So I went a little further in time and chose Tomyris of the Scythians. Settings are:
Still Emperor - Last game we got squashed right at the start and played multiple restarts to get comfortable.
Huge Terra Map - This will crowd us on a big continent. It might make it easier for us. It might make it tougher. We don't really know.
Added Heroes and Legends - We will complicate our game one ruleset at a time.
Kept Monopolies and Corporations - We are learning more about this rule set.
Kept Secret Societies - It was fun playing with the Vampires in the last game.
Disaster Intensity changed to 4 - As annoying as they are when they happen, I wonder if it slows down era progression when more bad stuff happens.
Here is my take on the list of abilities and unique units:
Killer of Cyrus:
+5 versus wounded unit sounds nice. +30hp for the kill also sounds nice. I can think of a couple of strategies, maybe.
One drawback is this is a 100% combat ability. This gives me a visualization of the expression, "one-trick pony."
Another is by the late game where the AI no longer has units, this is no longer useful. At least by then we have won.
A question I have is if city garrisons count as units for the purpose of the hit point bonus. Even better if it counts for a wounded garrison.
Pointy-Hat Horse People of the Steppe:
This is a two-for-one special on light cavalry and Saka Horse Archers. The usefulness hinges on how many times we are building light cavalry units. If we build a single Saka Horse Archer, then we get a second one for "free" or a 100h value. We might win a few more hammers as we build other light cavalry.
Saka Horse Archer:
I don't know if it replaces any unit. If it does not, then we also have a Horseman and Archer unit. Strength is similar to Archers, but range is only 1. I do not know if they provide flanking bonuses, but they ignore ZoC. I can think of a few strategies with these.
When we cross into the Medieval Era, then we should have a lot of Crossbows.
Kurgan:
Flatland. 1 Faith, 3 Gold. I can see some potential with this. A big question is if we distract ourselves with early religion or not. Last game we ignored early religion and it worked out just fine. It is also available very early. T40 is my estimate for the Pantheon. So it is possible we get our Pantheon a little early if we are able to get our builder out earlier.
It also guarantees we generate faith and it might also save us from going bankrupt with all that light cavalry we are building.
3 points helping with warfare. 1 point helping with economy. Here is our start:
It will take us 3 turns to reach that Plain Hill. That will give us a start, 3 turns behind, with a bonus hammer on our city tile.
Moving 2 turns will put us on a Tea tile. We would gain a bonus Science and we would have free access to a luxury resource.
We are near a southern extreme of the map. We see white tiles.
The leader pack came out during the last game, but I did not want to go back in time in order to play all leaders in general historical order. So I went a little further in time and chose Tomyris of the Scythians. Settings are:
Still Emperor - Last game we got squashed right at the start and played multiple restarts to get comfortable.
Huge Terra Map - This will crowd us on a big continent. It might make it easier for us. It might make it tougher. We don't really know.
Added Heroes and Legends - We will complicate our game one ruleset at a time.
Kept Monopolies and Corporations - We are learning more about this rule set.
Kept Secret Societies - It was fun playing with the Vampires in the last game.
Disaster Intensity changed to 4 - As annoying as they are when they happen, I wonder if it slows down era progression when more bad stuff happens.
Spoiler :
Here is my take on the list of abilities and unique units:
Killer of Cyrus:
+5 versus wounded unit sounds nice. +30hp for the kill also sounds nice. I can think of a couple of strategies, maybe.
One drawback is this is a 100% combat ability. This gives me a visualization of the expression, "one-trick pony."
Another is by the late game where the AI no longer has units, this is no longer useful. At least by then we have won.
A question I have is if city garrisons count as units for the purpose of the hit point bonus. Even better if it counts for a wounded garrison.
Pointy-Hat Horse People of the Steppe:
This is a two-for-one special on light cavalry and Saka Horse Archers. The usefulness hinges on how many times we are building light cavalry units. If we build a single Saka Horse Archer, then we get a second one for "free" or a 100h value. We might win a few more hammers as we build other light cavalry.
Saka Horse Archer:
I don't know if it replaces any unit. If it does not, then we also have a Horseman and Archer unit. Strength is similar to Archers, but range is only 1. I do not know if they provide flanking bonuses, but they ignore ZoC. I can think of a few strategies with these.
When we cross into the Medieval Era, then we should have a lot of Crossbows.
Kurgan:
Flatland. 1 Faith, 3 Gold. I can see some potential with this. A big question is if we distract ourselves with early religion or not. Last game we ignored early religion and it worked out just fine. It is also available very early. T40 is my estimate for the Pantheon. So it is possible we get our Pantheon a little early if we are able to get our builder out earlier.
It also guarantees we generate faith and it might also save us from going bankrupt with all that light cavalry we are building.
3 points helping with warfare. 1 point helping with economy. Here is our start:
Spoiler :
It will take us 3 turns to reach that Plain Hill. That will give us a start, 3 turns behind, with a bonus hammer on our city tile.
Moving 2 turns will put us on a Tea tile. We would gain a bonus Science and we would have free access to a luxury resource.
We are near a southern extreme of the map. We see white tiles.