Justus II
General Staff
Fall of Rome - C3C Scenario - Succession Game series
RBC12D - Vandals
This is the Vandal team for the RBC Series playing the Fall of Rome conquest. Difficulty for this one is Demigod, all other settings are normal. We are using C3C Version 1.15. See the general thread for rules, but nothing special beyond the usual RB list of non-exploits. (Dastardly non-exploits are fine, as typical, with one worker per civ thru turn 50) (Link to RBCiv Exploits Here )
Normal SG rules also (24 hours for "got it", 48 hours to post, 10 turns per player).
Our current roster is:
Justus II
RubberJello
Gobi Bear (Welcome aboard!)
???
???
Could definitely use a couple more players, with Demigod+ experience. This should be a very interesting and challenging game, although we start with some (eventually) productive lands, we are centrally located, which is both good and bad. Our main advantage (?) is by being centrally located, we can reach either half of the Roman empire equally well. The problem with that is we will have the Huns threatening to our east, Saxons I believe to the west, and will probably have to fight through the Visigoths to our south to even get to either Rome.
I would like to open this thread up for discussion, both for our start before I play the opening turns (see next post for start and dot map) and also for long-term strategy. As Charis said in the main thread, take some time to review the Civilopedia, there are some significant changes in this game, but I wanted to point out a few key points:
We get Migrants instead of settlers, 2 move, but more significantly only cost 20 shields and 1 pop. That means "Settler Factories" are pretty easy to set up, and seems to encourage a pretty dense style of development.
Our starting government, Tribal Council, should be our only government throughout! NO unit support costs, Minimal corruption, and no despot penalty. We do get 2 MP support, and use pop-rush.
The barbarian branch of the tech tree seems our best choice, and then try to trade for the "regular" techs as needed. We don't start at war with the Romes (in fact, we don't even have any contacts to start), so there may be some opportunity to buy techs if we decide we need some, but I doubt we will for a while.
As our units progress, they get quite powerful, expecially the Warlords with their ability to enslave enemies into Marauders.
Edit: Updated Roster
RBC12D - Vandals
This is the Vandal team for the RBC Series playing the Fall of Rome conquest. Difficulty for this one is Demigod, all other settings are normal. We are using C3C Version 1.15. See the general thread for rules, but nothing special beyond the usual RB list of non-exploits. (Dastardly non-exploits are fine, as typical, with one worker per civ thru turn 50) (Link to RBCiv Exploits Here )
Normal SG rules also (24 hours for "got it", 48 hours to post, 10 turns per player).
Our current roster is:
Justus II
RubberJello
Gobi Bear (Welcome aboard!)
???
???
Could definitely use a couple more players, with Demigod+ experience. This should be a very interesting and challenging game, although we start with some (eventually) productive lands, we are centrally located, which is both good and bad. Our main advantage (?) is by being centrally located, we can reach either half of the Roman empire equally well. The problem with that is we will have the Huns threatening to our east, Saxons I believe to the west, and will probably have to fight through the Visigoths to our south to even get to either Rome.
I would like to open this thread up for discussion, both for our start before I play the opening turns (see next post for start and dot map) and also for long-term strategy. As Charis said in the main thread, take some time to review the Civilopedia, there are some significant changes in this game, but I wanted to point out a few key points:
We get Migrants instead of settlers, 2 move, but more significantly only cost 20 shields and 1 pop. That means "Settler Factories" are pretty easy to set up, and seems to encourage a pretty dense style of development.
Our starting government, Tribal Council, should be our only government throughout! NO unit support costs, Minimal corruption, and no despot penalty. We do get 2 MP support, and use pop-rush.
The barbarian branch of the tech tree seems our best choice, and then try to trade for the "regular" techs as needed. We don't start at war with the Romes (in fact, we don't even have any contacts to start), so there may be some opportunity to buy techs if we decide we need some, but I doubt we will for a while.
As our units progress, they get quite powerful, expecially the Warlords with their ability to enslave enemies into Marauders.
Edit: Updated Roster