Actually - thinking about it (and someone's valid comments about the fast worker on marathon speed), we could just be Peter ...
That would have been a liq.
I would rather 4 roads not 3 as that would make connecting towns much easier, not to abuse it to rail up hills etc. Must say though that no experience in minimal roading so take that with a grain of salt.
Not trying at all to sound annoying here btw but....
I don't understand the choice of Russian Peter when...
# Unrestricted Leaders: On
# Random Personalities: On
This bit on the first post, is it designed to handicap us? Why are these settings even an option if not?
If it is just to handicap us then I don't understand the soft overall difficulty of noble or warlord.
Entire thing just seems counter productive.
So lets say we don;t get to play unrestricted leaders, OK, Liq is game. Would not a better choice of a legal leader/civ pairing start with agriculture?
Lincoln (cha, phil) Fishing and Agriculture, late game UU UB
Sitting bull (pro, phil) Fishing and Agriculture early UU and UB
Suliman (imp, phil) Agriculture and wheel mid game UU late early game UB
Of those three leaders I'd vote link again though that wasn't my intention.
From pure traits I like Freddy of Germany (phil, org) late game UU and UB as well. Germany starts with mining and hunting again though so that defeats my main rant, er message!
I just don't understand Russian Peter I guess.
------------
About corps, I am to assume we do not own the parent tech? If we do then that messes it all up as mining inc runs away with the show haha.
For corps assuming Farms are locked in...
Cereal Mills is food
Mining Inc is hammers
Creative Constructions is hammers and culture
Civilized Jewelers is cash and culture.
Standard Ethanol is research and Access to Oil
Sid's Sushi and Aluminum Co aren't realistic options with only farms.
Musings on Cereal Mills
Whip penalty lasts 30 turns on marathon evidently so without the Aztec UB, we will not be able to capitalize on that option for the excess population Mills would bring in.
Until we get caste for merchant spam, might also be dangerous to farm every single resource the Corp consumes due to costs.
Overall food accents the Phil trait but doesn't counter farms well as we'll be low hammers all game.
Musings on Mining Inc.
This option works since we can settle on top of the mining inc resources for the corp to consume.
Works well with farms as it balances the innate food we gain from farms and the hammers farms lack.
We can control the number of hammers in order to balance costs as paying for the corp is going to be ugly early on.
We can see gold and silver right off the bat but copper and iron need early game techs. We would be best off beelining BW and IW at the expense of expansion and other techs. The last resource of coal is lost to us except in trade as it comes into view far to late for us to settle on.
Musings on Creative Constructions
Much the same as Mining Inc's benefits and issues.
Stone and Marble are much more rare than gold and silver I find, so less hammers overall than Mining Inc.
The culture this corporation would give would be absolutely crushing to any civ which has the misfortune to start close to us.
Musings on Civilized Jewelers
No hammers, no food. All this corp gives us is cold hard cash and absolutely crushing culture.
Slider to 100% all game and we can outright buy builds late game.
All resources consumed are in plain sight from the start so we can focus on getting our economy going.
+33% culture per resource consumed over Creative Constructions early game would consist of just passively consuming our neighbors.
Musings on Standard Ethanol
Beakers are redundant to phil's main strength under representation. Since this is noble or lower though we will not be able to broker much and will be forced to self research most techs so doubling up on beakers might be a good plan.
Every resource is revealed at start and we control the one improvement to unlock the resource for corporate consumption.
Corporate access to Oil is NOT to be taken lightly. Oil is a rare tile that is both land based and seaborne. Since we are unable to see oil until late game and we cannot exploit seaborne resources, this means settling on top of oil is not at all guaranteed. Our best hope is to spot oil early and then take it from a neighbor.
Overall, each corp adds an entirely different flavor of game and is not at all clear which way is best.
Hammers seem to compliment farms better than Food so I would give the nod to mining inc or actually creative constructions as the culture brought to the table far outweighs the hammers lost imo.
Since this game is likely to drag on to late era, Standard Ethanol is a much safer bet for the oil.
So guess initial thoughts are with
Creative Constructions for culture and hammers
or
Standard Ethanol for beakers and assured oil.
Edit: seems Rolo beat me to questioning the choice of Peter hehe.
Cheers!
-liquacious