SW1 - Rule Britannia

soul_warrior

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Rule Britannia

game – C3C 1.22
Difficulty: Monarch
world: Standard, Archipelgo, 80% water, Temperate, 5 billion
Barbarians: Random

Civ: England
Opponents: All random

Victory conditions: Diplo, Space, Culture. All others are off.

Saves: one of first five. will post soon

VARIANT: Trader-Warriors.

We are the greatest trading empire in the world. In this game we will try to repeat history.

We MUST control ALL Luxuries as soon as possible. By that i mean ALL tiles containing luxuries. Our empire is a trading empire – not a conquering one, so we will want to sell all possible luxuries AT MONOPOLY RATES.

After wars, all cities taken with no Lux in immediate 9 will be given back (if still alive). We can destory civs if forced, but we really want them alive (so they can pay for OUR lux)

Our goal is to put a colony on every possible lux. Keeping the rivals from possessing any of them.

Resourses are a bonous, but not a neccesity.

We will NEVER declare war (but we are allowed to make them start the fight). Some Realpolitiking is allowed, and we can have as many vassals as we like, so paying others to fight for us is HIGHLY recommended.

I have a feeling this will be a war heavy game, but it shouldnt get to an AW game (i hope)

typical SG rules – no exploits, etc.

any suggestions to variant?
any one wants to restore old England's glory?

i know England is not the favorite civ for this type of game, but still... should be fun.
 
these are the saves {place holder}

i am more inclined to use save 5 - we have 2 spices, ocean and fresh water.
others are ok too, i guess.
your thoughts please


ps - anyone know how to paste the pics into the message body? :confused:

yes
 
Only if it would be vanilla :-/
 
You can count me in. Oh, and you only posted 45 minutes ago... give it time, and the roster will fill up :)

Neil. :cool:
 
Oh, and FWIW, England will be ideal for this map and play style. We'll be able to maintain a far-flung, mainly coastal empire, with our traits. Just ask DocT ;)

Neil. :cool:
 
I'd suggest holding back until after Christmas/New Year - I might be able to play one turn before the 23rd, but not 'til the 29th/30th thereafter.

Neil. :cool:
 
lurker's comment:
If you can't declare war how are you going to take luxuries in other countries?

I would think you will get the luxuries near you and thats it. By the time you get map making to reach the other luxuries, many will be owned by other civs. Leaving you with less than half.

Some info that might be useful:

Each luxury appears on one continent only (so all furs will be on the same island/continent).

The number of luxuries on a land mass tends to equal the number of civs that start on that land-mass. This is not a hard and fast rule, but if you start on your own island you will be most likely to get 1 lux on it. If you share a continent with an AI then you are most likely to have 2 luxuries.
 
@ greenbley
we are peaceful, but not that peaceful. we will not initiate warfare... but MA's? better part of diplo is using third party civs to die for your cause.
and i admit - we will have a problem here. i might change it to "we can only declare, if forced to, i.e. them not willing to give us thier lux cities" (which they wont)
goals will remain the same - only lux towns, as we want thier cash.
but this rule is not rigid - if we must wait fo rbetter chances to take the lux, so be it. as lonog as it really is reasonable. a 1000 year delay is NOT acceptable, in any age. a 15 or so turn delay is possible - we need to get the troops over there. no point in waging war if we cant take objectives, right?
PS - a VERY impressive resume u have there. wanna join our poor under trained band? pls? with sugar on top? :D
 
k, here is collage of starts, with minimap.

My opinions, in ranking:
1) Start 5 - Two luxuries and the only river! Not to mention bonus grassland. However, the forest seems to extend beyond Fog of War. I recommend moving on top of coastal dyes and settling.
2) Start 2 - Besides Start 5, it's the only one with a nearby luxury. Either settle where is, or move on top of forest or hill and then settle. Stay on coast.
3) Start 1 - It's not bad, but definitely not good. Be wary of Marsh, but there are two Bonus Grasslands that should be quickly mined. This kind of ties with Start 3, but Start 3 is a "dead end" start, with no good expansions in sight.
4) Start 3 - If 5, 2, and 1 are somehow unavailable, this will have to do. It is sort of a dead-end start. Don't move on Gold/Hill, or you loose bonus commerce. Nearby Bonus Grassland on island may be controlled.
5) Start 4 - Mountains are horrible terrain to start next to, and you are squished between coastline and long mountain chain. Dyes are in sight, but it'll take too long to get to. So...just say no.
 

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5, definitely. The river swings it. I think a move to the South is going to be better - we still get the coast and river, but more shields to play with.

Neil. :cool:
 
lurker's comment: If you still have an opening after New Years, I might be interested if you take idiots who only do Conquests

Like number 5. Settle on the lux.
 
@ all - so start number 5 it is. nothing beats a glass of fresh water.
i will do to first twenty tomorow.
ELDAR is next, MSTK on deck. ( or do you wanna switch?)

@ the admiral - we'll hold a slot open. is jan 3rd ok as deadline? glad to have you onboard.

general plan - move & settle lux-river. get few curraghs out. try for max growth. sci will go for min WRITING. afterward we can decide, but im thinking BLine to MM, and getting GLight.

PS -tnx MSTK for great work on pics. kept struggling with them for eons... you get 5 extra points ;)
 
Might be able to squeeze in a set before 1/3/05. depends on the evil empire (the in-laws). Regardless, will lurk until then. :)
 
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