vranasm
Deity
"Snack Economy" (or as someone rightly called "silly economy") is a series of games in which we try to learn how to best make use of food, with emphasis on the specialists which food allows us to employ.
with original author of the series CivilizedTiger missed in action from July I allowed myself to pick up on his work and try to revive the series.
I tried to follow TMIT's strategy article about creating forum games, but am only human and did it for first time. If i bogged down the highest level saves I appologize myself and tell me how to do it better.
As recreator of the series I change slighty the basic rule of the series and that is:
We are not allowed to BUILD cottages. (do what you want with cottages you eventually capture with military conquest) edit: for clarification
It would be nice that you would remove all cottages before 1AD though to remain true a bit to the original spirit (meaning when you rush nearby AI and take cottaged land you should redo the cottages, that is a bit less tedious).
Our leader this round is
Zara Yacob - the organized chief
His traits are:
Creative - which easies the time with border pops and more important the vital libraries are a lot cheaper
Organized - which is great for lessening the costs of civics and cheaper courthouses that could be vital for no cottage game too.
Our unique unit is in my opinion very good one. It comes around the time of liberalism race, taking gunpowder is natural for rifle's rush or cavalry rush and he starts with drill II which means that with reasonable investment you can pump out drill IV units which are surprisingly good
Our unique building otoh is very tough to leverage. It can make more cultural pressure on your borders in disadvantage, but other then that and cultural victories (for which they are actually great) I don't see much use for them.
Starting location
Map spoiler
It's fractal map, nothing unusual. I regenerated 2-3 times, at first I had chosen based on starting location another start, but after checking in wb i decided I don't like it.
This start has some twist to it.
if you think you are isolated, or later semi-isolated, not all what shines is gold.
I am not sure how the AI's will fare on really high diffs. At least 1 AI will have problems, but there shouldn't be (I hope) big runnaways. didn't playtest
We don't start with any of the food techs we have in bfc and to make things worse all other tiles are forested.
will be interesting for me what people will choose as starting path etc.
Your stories
I don't put any strict limit. but would be nice to hear when you arrived to some crucial techs for no cottage games.
Namely writing, CoL, currency.
Then there is that good reporting time when you finish lib race (or lose it)
and then finally when you won (we are here to win you know!)
Map creation blahblah
The archive contains saves for noble (prince), monarch (emperor), immortal and deity difficulties, with monarch AIs having archery, immortal AIs having archery and hunting and deity AIs having archery, hunting and agriculture, as bonus techs along with whatever they were already starting with. For each difficulty, there is one version with goody huts and one without, since this is the only setting which you can't really change if you play a custom scenario. They all have events on, so if you wish to play without events, choose "custom scenario".
If you want to play monarch or emperor, you should add archery to the barbarians, using the WB.
If you want to play immortal, you should add archery and hunting to the barbarians, using the WB.
If you want to play deity, you should add archery, hunting and agriculture to the barbarians, using the WB.
Spoiler :
with original author of the series CivilizedTiger missed in action from July I allowed myself to pick up on his work and try to revive the series.
I tried to follow TMIT's strategy article about creating forum games, but am only human and did it for first time. If i bogged down the highest level saves I appologize myself and tell me how to do it better.
As recreator of the series I change slighty the basic rule of the series and that is:
We are not allowed to BUILD cottages. (do what you want with cottages you eventually capture with military conquest) edit: for clarification
It would be nice that you would remove all cottages before 1AD though to remain true a bit to the original spirit (meaning when you rush nearby AI and take cottaged land you should redo the cottages, that is a bit less tedious).
Our leader this round is
Zara Yacob - the organized chief
His traits are:
Creative - which easies the time with border pops and more important the vital libraries are a lot cheaper
Organized - which is great for lessening the costs of civics and cheaper courthouses that could be vital for no cottage game too.
Our unique unit is in my opinion very good one. It comes around the time of liberalism race, taking gunpowder is natural for rifle's rush or cavalry rush and he starts with drill II which means that with reasonable investment you can pump out drill IV units which are surprisingly good
Our unique building otoh is very tough to leverage. It can make more cultural pressure on your borders in disadvantage, but other then that and cultural victories (for which they are actually great) I don't see much use for them.
Starting location
Map spoiler
Spoiler :
It's fractal map, nothing unusual. I regenerated 2-3 times, at first I had chosen based on starting location another start, but after checking in wb i decided I don't like it.
This start has some twist to it.
Spoiler :
if you think you are isolated, or later semi-isolated, not all what shines is gold.
Spoiler :
you should look better
I am not sure how the AI's will fare on really high diffs. At least 1 AI will have problems, but there shouldn't be (I hope) big runnaways. didn't playtest
We don't start with any of the food techs we have in bfc and to make things worse all other tiles are forested.
will be interesting for me what people will choose as starting path etc.
Your stories
I don't put any strict limit. but would be nice to hear when you arrived to some crucial techs for no cottage games.
Namely writing, CoL, currency.
Then there is that good reporting time when you finish lib race (or lose it)
and then finally when you won (we are here to win you know!)
Map creation blahblah
The archive contains saves for noble (prince), monarch (emperor), immortal and deity difficulties, with monarch AIs having archery, immortal AIs having archery and hunting and deity AIs having archery, hunting and agriculture, as bonus techs along with whatever they were already starting with. For each difficulty, there is one version with goody huts and one without, since this is the only setting which you can't really change if you play a custom scenario. They all have events on, so if you wish to play without events, choose "custom scenario".
If you want to play monarch or emperor, you should add archery to the barbarians, using the WB.
If you want to play immortal, you should add archery and hunting to the barbarians, using the WB.
If you want to play deity, you should add archery, hunting and agriculture to the barbarians, using the WB.