Elizabeth's Wallet

Crotazzo

Chieftain
Joined
Jul 16, 2007
Messages
67
Location
Buenos Aires, Argentina
We all know that Elizabeth has a thing for anything that shines (I.E: Diamonds, 25c gold coins and silver forks). But what she likes the most is spending all those 25c coins for a good reason.

What the hell is this guy talking about, you may be asking yourselves. So i will get to the point:

Game: Warlords (last patch)
Map: Fractal
Size: Standard
Leader: Elizabeth
Dificulty: Prince

Conditions:

1. After advancing from the ancient era, the only way to build buildings in our cities will be by purchasing it with gold (being the colossus, and GP's buildings the exception)
2. Victory will be archieved when Elizabeth controls every gold, silver and gems resource in the map, wich can be traded only for money.


5 players:

1.Crotazzo
2.open
3.open
4.open
5.open

Sugestions acepted
 
Ok - so the way I see it you either get the pyramids or build only units until Democracy.

Even with early US, it will be really tought to have developed cities. Therefore, combined with your second rule, I see this as a very war-centric SG. Since units can be freely built, it will be easiest to just capture AI gold/gems/whatever resources. Did you intend the game to be so war-centric?

Also, I don't know if it is intentional or not, but this game is BEGGING for a specialist economy. Philo leader, have to build Pyrimids, need to do lots of war, have to run the gold slider - SE here we come. In fact OP, depending on the level you play, you might be able to notch the difficulty up and draw on traditional SE warmongers.
 
Yes, the primary goal will be to get the pyramids. The game isnt intended to be too war centric, maybe changing the map to continents will help. The leader was chosen because we will be needing a couple of great merchants to help the cause.

Im not good with acronyms, so please tell me what SE and OP means. (didnt found them in the Civ Acronyms list :rolleyes:)

EDIT: Another thing that can be done to make it a little harder is that all cities must have at least 1 +commerce resource. Everyone who is interested might add their ideas to discussion.
 
Not a sign up, just interested in the variant which I think is very good.

SE is specialist economy, OP is over powered.

Maybe so but and interesting game anyway.

You will need caste system to run specialists unless you are buying libraries and markets. Maybe pillage gold will get you there after pyramids.

Good variant.
 
Yes, Interesting variant. With some modificaton I migth steal it for mach higher level game. I read statments that Rush buy overnerfed, when I believe it is still extrimelly powerfull.
 
Yes, Interesting variant. With some modificaton I migth steal it for mach higher level game. I read statments that Rush buy overnerfed, when I believe it is still extrimelly powerfull.

I doubt I'm good enough to play in it, but I'd love to watch that game. I haven't seen a SG that really showed off the SE and used a cool varient.

@Crotazzo - Sorry for the acronym spam. I actually use "OP" to mean "original poster" - maybe it isn't commonly used around here, but it's a fairly common forum term at other forums I use to allow a poster to make general comments and then refer back specifically to the originator of the thread.

I'm not at all sold on this being a fun or easy game without a lot of waring. It's up to you, but if you don't war you aren't leveraging your SE well, and will have a hard time keeping up with developed AIs, even on Prince, later in the game. The problem will be your specialists won't produce as much research as late-game matured cottages, but if you reley on the cottage economy you won't have the gold to build any infrastructure.

I hope you reconsider your waring/peace plans, since I think this varient does have great potential to show off the SE's ability to war well under restrictive economic condions.

I have another question about the varient as well: When do you have the rush the building? Immediately, or can you put 1 turn's worth of hammers intoi it? The latter is much cheaper.

NOTE TO THOSE UNFAMILIAR WITH SE/CE DISCUSSION:

The reason I'm harping about the SE over and over again here is that this varient forces the player to either have no infrastructure (and only win because prince AI isn't that tough) or to run very little science on the slider, so lots of gold can be acumulated (you can also use shrines, but I don't think you will make enough $$$ that way). Running no science on the sliders means no research, unless you assign lots of scientist specialist (using caste system). Scientist specialists however allow the player to farm most of their land, run the gold slider at 100%, make lots of cash, wage war (using the culture slider for WW), and still have decent research while being able to cash-rush buildings. The kicker here though is that the variant demands the Pyrimids, which make the SE much better (Representation civic).
 
There doesn't appear to be a restriction on cottages just buildings so SE is not mandatory.

You'll run into health problems which ain't so easy to manage, happy can be solved by HR.

You can certainly run specialists using caste system.

You can't of course buy buildings until you get US which calls for a democracy beeline, Liberalism/nationalism or liberalism/constitution while using a GS to lightbulb printing press would speed things up.
 
A few questions:

  • Are the Colossus and the shrines the only wonders you can get without rush-buying? I suppose projects cannot be built ever.
  • What if you're building, say, libraries when you discover a Classical Era tech? Do you keep the leftover hammers but have to finish the build with gold?
How about playing this on archipelago to limit the early rushing? An industrious leader with stone grabbing the Pyramids on another continent could make things a bit tricky.
 
Which techs put the player into the classical era? It might be possible to defer this till quite late and build first. Better IMO to ban all builds.

Why not cottages? They just won't get modified.
 
well i read a little about Specialist Economy (i was the average cottage spamming player, didnt know that SE can be done), and obviously have its benefits in this variant, but also has some disadvantages. That kind of economy also requires to have a lot of wonders for the GP points, wich wont be easy in this game, Also will require to change civics a lot (from rep to Unnivarsal Sufrage), may have some happy/unhealthy problems. And finally with a SE (and correct me if im wrong), running at 0% will give us much less money than cottage spamming.

When i came out with this variant, i was thinking about a cottage spamming economy, (powered of course by the pyramids, that will be a must), with merchant GP's.

(The game havent even started yet and i learned something already :p )

About some of the questions asked:
*All buildings being built before changing eras, and lakcing no more than 150 hammers can be finished using prod.
*Buildings must be rushed without spending any turn in their production (the only production aceptable will be superplus, and the above ones)
*Projects cant be rushed in the game, so we will have to use hammers for them.

And about the map type, i chose fractal to make it a more dynamic game, but this isnt intended to be won by axemen rush. I like the archipielago idea, that will add controversy to the game, giving new arguments to the SE or CE economy :crazyeye:

Classical era techs:
Horseback riding
Metal casting
Iron working
Monarchy
Alphabet
Mathematics
 
@Pigswill - Why beeline Democracy? The rules allow non-rushed buildings in the ancient era. Pyramids are allowed.

@All: Cottages are a fine option, but I think sub-par. For one thing, they necessitate a research/infrastructure trade-off. There will be no way to keep research up while banking cash. The SE on the other hand, competely divorces the science slider from research.

@Crotazzo: The SE does like wonders, but mailny to counterbalance NOT having the Pyramids. You will have the Pyramids, so it's a non-issue.
 
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