World Wide Wonder

Probably for the Ind, and the Praets are a good fall back if we have to do some serious buttock prodding. With one city geared towards wonder spamming we can surely put our other production cities to use conducting diplomacy like Romans should, at the point of a Gladius (or later Spatha).
 
Early offline game with WB to create similar starting tiles leads me to a few early conclusions (more to follow
1) Why go BW first since our worker will be delayed till after WBx2 and prob after first wonder. I think myst (for SH) is the way to go
2) We need to move fast to be able to get SH & GW (which will be our barb defense)
3a) Tech order something like myst -> BW -> mason -> TW -> ??
3b) Builds something like WBx2->SH->worker then either settler->GW with chops or GW-> settler (not ideal as delays stone)

Might be best to SIP after all for plains :hammers: bonus but not sure...
 
woah a lot to read before I way in. Edit to follow

EDIT:
I think its important that we understand the idea behind the variant / SSE. As I'm sure most of us know the whole thing is predicated on an uber strong city with tons of settled specialists (the reinforcing cycle of wonders into GP points to settle GPs to more GP points) and by denying the AIs most of the wonders we slow their pace down too.

Its very important to plan the start carefully and grab the early wonders to start the GP points and set the whole thing in motion. You can't implement this strategy after missing a lot of the early wonders.

So will need to do some calcs to see what tech path and wonder build order is best - I'll try do that today.

I'll do a mockup map with that starting location and see how long and what tech path would be best to start with. We do need to figure out key wonders being on Emp level they go a little faster. Having stone early will do wonders:lol: for SH for free monuments, Mids, Oracle (MC for Colossus?) maybe GLH being coastal just to start.

As far as settling, I'm def against SIP. We need :hammers: for our cap not food surplus. And if we did SIP it guarantees we can't share the food with any other cities. 5 seafood (+ wheat) is overkill in a normal game anyway as it will be long time before our happy cap allows us to take advantage of the huge food surplus (whip anger will determine whipping pace not food/regrowth).
In addition for this variant we a) are not city spamming (so food surplus into settlers isn't good) as we focus on our capital and a tight empire to keep costs low and b) out capital needs to focus on wonder building not running specialists

I think that means something like settle ISE or wander inland...

If we settle 1SE it doesn't lose :hammers:, still plenty of food and can settle 2nd city 1W of wheat for Clam+wheat+stone (which we want early). Only reason to change this would be if border pop for city 2 is not fast enough to get stone when we need it...

I realize I'm on a different tack to everyone here but lets make sure we play these first few turnsets very well

hmm, I'll try that too. that sounds like a viable idea, didn't think about that one! It would give us access to stone faster, would make a good settler/worker pump which we need to give the capitol wonder duty.

Any reason we picked Augustus? - it definitely makes it more of a challenge as SSE / diplomacy victory not helped at all by Imperialistic...

Better knuckle down to the task then!
Probably for the Ind, and the Praets are a good fall back if we have to do some serious buttock prodding. With one city geared towards wonder spamming we can surely put our other production cities to use conducting diplomacy like Romans should, at the point of a Gladius (or later Spatha).

Ind for obvious reasons, and Imp for settler rexing and Praets (100%GG beat down)
Pretty much what Brian said!:lol:
 
Settle in place, what all this marlarkey about the plains tiles not being used, you DON'T have to put 2nd city 3 tiles away from capital, why not explore the other side of the stone and evaluate.

If we're supposed to get 4 resources in starting City BFC and Seafood ISN'T COUNTED as a starting resource, what else do we have??
[snip]

Hi IPEX, nice to be in another SG with you!

Good point about the settling, it really is waaaay too early to be deciding about settlement, we need exploration first.

Re the seafood though, unfortunately I'm not sure if you mean that we probably have something else or that we probably don't. Here is my take: I thought seafood counts as 2/3 of a resource meaning we have our full compliment visible.

I think its important that we understand the idea behind the variant / SSE. As I'm sure most of us know the whole thing is predicated on an uber strong city with tons of settled specialists (the reinforcing cycle of wonders into GP points to settle GPs to more GP points) and by denying the AIs most of the wonders we slow their pace down too.

Its very important to plan the start carefully and grab the early wonders to start the GP points and set the whole thing in motion. You can't implement this strategy after missing a lot of the early wonders.
I agree with the desire to get out GP points, but feel that specialists are a very good way of doing this as they generate more GPP than any wonder so a large food surplus isn't so bad.

As for the AI, I think the idea of grabbing wonders to slow them down is a bit misleading. Remember that if we get the wonder then they will put the hammers into something else and if they get lots of failure gold than that will go into research. And we will have put hammers into a nice shiny object rather than infrastructure military or settlers. Now admittedly they don't leverage those benefits very well, but neither do they leverage wonders to the max.

As far as settling, I'm def against SIP. We need :hammers: for our cap not food surplus. And if we did SIP it guarantees we can't share the food with any other cities. 5 seafood (+ wheat) is overkill in a normal game anyway as it will be long time before our happy cap allows us to take advantage of the huge food surplus (whip anger will determine whipping pace not food/regrowth).
In addition for this variant we a) are not city spamming (so food surplus into settlers isn't good) as we focus on our capital and a tight empire to keep costs low and b) out capital needs to focus on wonder building not running specialists

I think that means something like settle ISE or wander inland...

If we settle 1SE it doesn't lose :hammers:, still plenty of food and can settle 2nd city 1W of wheat for Clam+wheat+stone (which we want early). Only reason to change this would be if border pop for city 2 is not fast enough to get stone when we need it...
While I think 1SE is the best way to split the seafood, I feel that it is not as good as SIP. Here is my reasoning.
1) The cap will loose a hill if it is 1SE so I'm not sure how that will get more hammers than SIP.
2) I feel that the city 1W of the wheat is very inferior, while it does have wheat and Clam, the rest of the tiles are all brown and mostly flat with no river, so hammers would only come from workshops. It just does not have enough food to support that.
3) Least importantly, that settlement placement looses one fish which makes me sad.

Early offline game with WB to create similar starting tiles leads me to a few early conclusions (more to follow
1) Why go BW first since our worker will be delayed till after WBx2 and prob after first wonder. I think myst (for SH) is the way to go
2) We need to move fast to be able to get SH & GW (which will be our barb defense)
3a) Tech order something like myst -> BW -> mason -> TW -> ??
3b) Builds something like WBx2->SH->worker then either settler->GW with chops or GW-> settler (not ideal as delays stone)

Might be best to SIP after all for plains :hammers: bonus but not sure...

What turn did you get SH with that build order? Going for BW first and SIP I found I got the second WB out just after it finished. Then I was able to revolt to slavery while the 2nd WB was enroute to an ocean fish. Working both fish I could get out another Warrior while moving towards Myst, then partially complete a third warrior to size 4 (working max food) at which point I started on a worker (2fish+2hills), whip for 48 into SH, and start mining the grass hill. Then finished the warrior, started on a third WB until size 4 (max food), start on settler (2fish+2hills), had to put the mine's chop hammers into SH, then whip settler for 44 to finish SH.

Net result: WB->WB->Warrior->Worker->Warrior(started earlier)->(19 spare hammers into unfinished WB or Warrior)->Settler->SH (using 2 whips+1chop) by turn 52.

So with my build order Myst could probably go before BW, but I like how the revolution time is right before we lay the 2nd set of nets, and there is no time to get a third tech before BW because of the worker coming out to build a mine.
The settler is out a bit late, but not all that much considering a wonder was built at the same time and the worker was late too.

Here is my initial map for the test as well as the situation as of T52:
 

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I agree with the desire to get out GP points, but feel that specialists are a very good way of doing this as they generate more GPP than any wonder so a large food surplus isn't so bad.

As for the AI, I think the idea of grabbing wonders to slow them down is a bit misleading. Remember that if we get the wonder then they will put the hammers into something else and if they get lots of failure gold than that will go into research. And we will have put hammers into a nice shiny object rather than infrastructure military or settlers. Now admittedly they don't leverage those benefits very well, but neither do they leverage wonders to the max.

I recommend everybody read the writeups from Obsolete's games if you have not already as he essentially developed this strategy and clearly demonstrated its value.
He will do a much better job of convincing you that the wonder denial works and also that wonders->GPP->settled GPs is very powerful (way more so that running some spezies (which takes a large happy cap for a start)

What turn did you get SH with that build order?

My test was based on SIP (so extra hammer in play)
Build order WB-WB->SH->worker. SH done turn 43. Prob some combination of my approach and yours is best.
What we really need to optimize path to get SH + GW done soonest while hooking up stone for mids.
 
Ok, I'll go look some of them up, is there one specific game you were thinking would be best?

Don't remember if one game is written better than any other but they are all pretty strong play - find them here scroll down to Obsolete: SSE/WE

EDIT: This is the one most helpful for understanding the reason behind his approach I think (Its on warlords tho so don't take the exact tech path or builds to literally) Imposs Walkthru part II
 
Hi All, just lurking.... but I can't keep my opinions to myself.

In place has to be one of the best GP farms I have ever seen. There is no way I would SIP.

As your variant states, all wonders to be built in Cap, means move the cap to somewhere with more hammers and save this gift from the gods for your GP farm. I would want that stone in the Cap's BFC
 
Hi All, just lurking.... but I can't keep my opinions to myself.

In place has to be one of the best GP farms I have ever seen. There is no way I would SIP.

As your variant states, all wonders to be built in Cap, means move the cap to somewhere with more hammers and save this gift from the gods for your GP farm. I would want that stone in the Cap's BFC

Hope u enjoy the lurk!

Yeah it would be a great GP farm however for this variant
a) we don't use a traditional GP farm (GPP points are driven from wonders and settled GP)
b) we can't afford to wait until we move the cap to start on the wonders...
 
For me the key points from reading some of obsoletes stuff again are

1) wonder denial slows down the AI (note the late lib times consistently)
2) Mids is v helpful for early rep to raise happy cap and boost all the settled spezies
3) Oracle is a key denial wonder (but not sure how easy it is for us to get as its a big detour)
4) GProphs are the most favored settled GPs as they give :hammers: , :gold: and :science: (from rep)
4a) Priest boosting wonders are more valuable than normal (being able to run more and getting the +1 :hammers:
5) Cottages are not necessary
6) Whipping and chopping used liberally for speeding wonders
7) Smaller sister cities focus on units
 
i dont think we have figured out the best way to go yet or have a consensus

We need be sure the path we choose gets us to TGW & stone powered mids (early build order and when to whip etc still TBC)
 
If we are going Myst>BW would we not be better to go WB>worker>SH for build order. I'm not too sure as I haven't built any of the early wonders except the Oracle (and the GLight once) since moving up from Warlord about 6 months ago.

Personally I would go Myst>BW>Masonry, wich should give us at least a chance to do the both wonders. But as a Prince level (SP anyway) player I'm willing to be corrected on this path.
 
i dont think we have figured out the best way to go yet or have a consensus

We need be sure the path we choose gets us to TGW & stone powered mids (early build order and when to whip etc still TBC)
You're right we don't have a consensus but I'm afraid we wont get any in the nearer future..
About the mentioned wonders: above you said that for you prophets are most important, so I'd suggest going for SH rather than for GW. Because of it's GP-points it seems more valueable. Maybe we can whip a settler while building SH, settling stone-city and try on GW with stone.. In case we loose it would at least be a good conversion of :hammers: to :gold:.
So I'd agree on both of cripps suggestions!
 
You're right we don't have a consensus but I'm afraid we wont get any in the nearer future..
About the mentioned wonders: above you said that for you prophets are most important, so I'd suggest going for SH rather than for GW. Because of it's GP-points it seems more valueable. Maybe we can whip a settler while building SH, settling stone-city and try on GW with stone..

I think whipping and chopping is prob required to get the things done fastest but TGW is key for barb defense since we are going to be engaged in things other than building units or researching anti barb techs...

I think WB-WB->SH will take more than 15 turns so Cripp can get going that far I guess.
I'm fine with SIP + settling stone city so wheat & stone are in inner ring.
Myst->BW also cool
 
For me the key points from reading some of obsoletes stuff again are

1) wonder denial slows down the AI (note the late lib times consistently)
2) Mids is v helpful for early rep to raise happy cap and boost all the settled spezies
3) Oracle is a key denial wonder (but not sure how easy it is for us to get as its a big detour)
4) GProphs are the most favored settled GPs as they give :hammers: , :gold: and :science: (from rep)
4a) Priest boosting wonders are more valuable than normal (being able to run more and getting the +1 :hammers:
5) Cottages are not necessary
6) Whipping and chopping used liberally for speeding wonders
7) Smaller sister cities focus on units

Nice summary, that is what I was getting from my readings as well, and I am likewise concerned about the Oracle as we have relatively low commerce. Something we should talk about after we have some more scouting.

So I think the SIP is good, moving 1SE would lose the fish plus 1 turn.

ppp
Tech: Myst>BW
Builds: wb>wb>sh

Doing a 15 turn start until things start building up then 10 turn due to a full roster. Unless I just go until BW and stop. Ideas?

I tried out that start and ended up with being able to 2 pop whip SH for turn 40. 12 turns earlier than my attempt going BW first, but we end up with quite a bit less production, loosing a worker, settler, and 2 warriors. I continued on to turn 53 and was able to get out a settler and 2 warriors, but we are still down a worker.

So if we are willing to delay SH by 12 turns (and I am, I don't think we have to be that fast) than I still think that my build is better. However it is up to the team.

You're right we don't have a consensus but I'm afraid we wont get any in the nearer future..
About the mentioned wonders: above you said that for you prophets are most important, so I'd suggest going for SH rather than for GW. Because of it's GP-points it seems more valueable. Maybe we can whip a settler while building SH, settling stone-city and try on GW with stone.. In case we loose it would at least be a good conversion of :hammers: to :gold:.
So I'd agree on both of cripps suggestions!

That is a good point, I didn't actually try that out, it would probably end up making my path and the suggested one converge to very similar end results.

I think whipping and chopping is prob required to get the things done fastest but TGW is key for barb defense since we are going to be engaged in things other than building units or researching anti barb techs...

I think WB-WB->SH will take more than 15 turns so Cripp can get going that far I guess.
I'm fine with SIP + settling stone city so wheat & stone are in inner ring.
Myst->BW also cool

Seconded, go for it Cripp, lets get this show on the road:)
 
Seconded, go for it Cripp, lets get this show on the road:)

Thirded, and by the time it comes to me, we should have an idea where we're going (I hope anyway).
 
If we are going Myst>BW would we not be better to go WB>worker>SH for build order. I'm not too sure as I haven't built any of the early wonders except the Oracle (and the GLight once) since moving up from Warlord about 6 months ago.

Good question so I'll try to answer it in a separate post for clarity.

I think the problem with going WB>worker with Myst first is that there is nothing for the worker to do until we get BW or Agriculture. If we were to go BW first it would probably time out fairly well to get the worker out as BW finished, but whipping Settlers and Workers is really nice because they provide the juicy 2pop whip easily and you can build other stuff in the recovery period as the city regrows and unhappiness goes away.

In this situation going WB>WB lets the city grow to a "whipable" size as well as providing lots of food for recovery.
 
Ok, I was up to turn 17 with my report and notepad++ crashes!
Anyway, SIP and started Myst. Rome spits out a wb on turn 9, found Churchill to the NE
villages give 168:gold: and a map

Turn 20-
ACK, our warrior gets mauled and eaten by a lion!

I marked a couple of spots for cities

Spoiler :
Civ4ScreenShot0000-1.jpg

Civ4ScreenShot0001.jpg

Civ4ScreenShot0002.jpg

Ok, here's the land
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