[to_xp]Gekko
QCT junkie
check the first thread ( http://forums.civfanatics.com/showthread.php?t=452910 ) for a description of all the features of the mod and some gameplay tips
roster:
Gekko
Aline
MaxWar
esvath
settings:
8 civs ( 3 evil, 3 good, 2 neutral )
Normal speed
Monarch difficulty
WorldOfErebus mapscript
Large size
Low sealevel
Medium Cohesion
Great Plains
X Wrap
Smart Climate: modify
Ancient Ruins: On
no Time Victory
no Cultural Victory
Double Events
No Tech Brokering
In this game we'll be playing as Perpentach: king of the twisted Balseraphs and most powerful mind magic archmage on Erebus, trained by none others than Kylorin himself.
Too much controlling and twisting others' minds eventually made him insane though, and his own mind is now overwhelmed by the thoughts of all those he met.
Ingame this is represented by the Insane trait, which means our traits will randomly change during the game. We'll have to adapt, should make for a fun game
And here is our start:
Settling in place seems nice enough, but let's take a look around first... the tribal village pops a map showing us lots of good territory:
With the minimum 3 tiles between cities rule, settling in place would block too man good sites imho. I like the tile the worker is on now, allows for many other good cities later.
the scout goes north, since there's another tribal village to grab
And for spellresearch I choose Mother Earth, a couple more hills near our capital wouldn't hurt.
Our scout stumbles upon the Cave of the Caerbannog and gets promoted to mobility, nice
For tech I got with Education first, then we'll need fishing and lumbermills.
Soon we meet Ethne, who steals our tribal village... She'll pay for this, unless Perpy changes his mind of course.
some turns later we get education, AND barter from a tribal village. nice
We adopt Self Sufficiency and Apprenticeship, this will boost our economy.
While our capital grows, our scout gets eaten by shadows ( how surprising ) , we research fishing and build a nice cottage+quarry combo
Our local legend is born with resistance to poison and lightning, nice! he gets promoted to ambush and sent into the wilderness we still have to explore in the south. in the meanwhile we build a workboat to benefit from the nearby fish.
a tribal village gives us another warrior, kewl he'll be needed as backup for our LL ( who kills a goblin archer and a baby spider soon after )
Our Insane trait triggers, making us arcane+spiritual+creative. time to move to the next player
roster:
Gekko
Aline
MaxWar
esvath
settings:
Spoiler :
8 civs ( 3 evil, 3 good, 2 neutral )
Normal speed
Monarch difficulty
WorldOfErebus mapscript
Large size
Low sealevel
Medium Cohesion
Great Plains
X Wrap
Smart Climate: modify
Ancient Ruins: On
no Time Victory
no Cultural Victory
Double Events
No Tech Brokering
In this game we'll be playing as Perpentach: king of the twisted Balseraphs and most powerful mind magic archmage on Erebus, trained by none others than Kylorin himself.
Too much controlling and twisting others' minds eventually made him insane though, and his own mind is now overwhelmed by the thoughts of all those he met.
Ingame this is represented by the Insane trait, which means our traits will randomly change during the game. We'll have to adapt, should make for a fun game
And here is our start:
Settling in place seems nice enough, but let's take a look around first... the tribal village pops a map showing us lots of good territory:
With the minimum 3 tiles between cities rule, settling in place would block too man good sites imho. I like the tile the worker is on now, allows for many other good cities later.
the scout goes north, since there's another tribal village to grab
And for spellresearch I choose Mother Earth, a couple more hills near our capital wouldn't hurt.
Our scout stumbles upon the Cave of the Caerbannog and gets promoted to mobility, nice
For tech I got with Education first, then we'll need fishing and lumbermills.
Soon we meet Ethne, who steals our tribal village... She'll pay for this, unless Perpy changes his mind of course.
some turns later we get education, AND barter from a tribal village. nice
We adopt Self Sufficiency and Apprenticeship, this will boost our economy.
While our capital grows, our scout gets eaten by shadows ( how surprising ) , we research fishing and build a nice cottage+quarry combo
Our local legend is born with resistance to poison and lightning, nice! he gets promoted to ambush and sent into the wilderness we still have to explore in the south. in the meanwhile we build a workboat to benefit from the nearby fish.
a tribal village gives us another warrior, kewl he'll be needed as backup for our LL ( who kills a goblin archer and a baby spider soon after )
Our Insane trait triggers, making us arcane+spiritual+creative. time to move to the next player