Sirian
Designer, Mohawk Games
This is the third Succession Game being played by folks from Realms Beyond Diablo.
I've recently tried my hand at a larger map with fewer civs and discovered the joyous possibilities of an expansionistic building game, with civs widely scattered and endless open terrain to expand into, building dozens of cities, just expand and expand and expand and expand. That's been surprisingly fun, and I the itch to try it in a succession game, Space-Diplo-Cultural disabled, and play all the way to 2050 (or, perhaps, roll over the world militarily if the mood and opportunity strike us). I've never seen past the year 1995, and rarely see past the mid 1800's.
Because this will be such a large, time-intensive game relative to a typical game, I'm protective of my investment in it, so this game will only be open to experienced folks I know won't wreck the game in the middle by dropping out, vanishing, etc. Larger maps go slower, as there's a LOT more to do, and a game with endless building-building-building, always settling more and more land, yet still dealing with military, tech, and other concerns, is not the best situation in which to meet new people. On the other hand, those of us from RBD do not want to become an isolated clique here at CivFanatics, which is why most of us have been jumping into other people's games, as well as playing in the ones we've organized and inviting anybody interested into some of our games. This particular game, though, is just for RBD players.
Game Scenerio:
Difficulty: Monarch
Civ: Americans
Map Size: Large
Landform: Pangaea
Landmass: Large
Climate: Hot, Wet
Mountains: Flat
Barbarians: Sedentary
Opponents: the five Commercial civs, plus Russia and Japan
Victory Conditions: Space, Diplo, Cultural disabled
Scenerio Objective: Win with the highest score in 2050, by being the most expansionistic and having the largest empire over time.
Turn Length: 10 turns (first round subject to number of players).
Current Roster:
Sirian
Charis
Carbon Copy
One or two spots still open, but planning to close the rotation after the first round.
Some thoughts on scenerio objectives: Securing the Pyramids is a top priority, since that will be the most valuable wonder, and denying it to the AI's is just as important as securing it for our own use. The Great Library would allow us to cruise through the middle ages, and once again, denying it to the enemy would be good. One other thing it would allow us to do: run higher luxuries through the early game, to boost our happy-people score. We are going for score, and if we build the GL, we would be sitting around waiting on the AI's to make discoveries for us, at least for a while, while we build up cash and score, and expand. On larger maps, wonders offer more bang for the buck, and the AI's are more likely to build them slower as they may start them in some small city -- the more cities they have, the more likely they will start a wonder in a crappy never-gonna-build-it location -- and yet if those are allowed to sit around and keep building up forever, the wonder cascade may never be broken, and they will steal middle ages wonders that way. High priority ought to go to breaking the cascade, and that will start with building the Pyramids. If our capital starts on a river, we can probably use it for continuous wonder building through the early part of the game.
Which brings me to the idea of tech trading. In a nutshell: the slower the world's progress up the tech tree, the better for us. There is no space race, no race to the UN, no race to much of anything except wonders, and research on larger worlds takes longer. Don't be fooled by the apparent "high" cost the AI's will pay for tech, as the research costs to discover it for themselves are equally inflated. I've selected the five commercial civs as opponents because they should be best equipped to do well with sprawling empires. In short: tech brokering generally runs counter to the particulars of this situation.
An early forbidden palace in a good location may be the second key to victory (the first being getting some or most of the best wonders). So I plan to scout widely from the very start, and look over our land and see what I can plot out for city plans. The shape and quality of our land, and the proximity of neighbors, may affect such a decision. Yet on a map like this, corruption is lower, and the FP doesn't have to be rushed with a leader, it can be built fairly soon in a good location if we dedicate to it. Neighbors will probably be too far away for us to get into any early wars, and by then, we'll have cities capable of building wonders, so I would urge the first leader be used to make an army, make sure he gets a victory, and build the Epic. If we even get into any wars at all in the first five thousand years.
No barbarians means safe to boldly expand early, so keep that in mind. Don't want to be so weak as to entice a neighbor into attacking, and units will be needed to keep people happy, but the first cycle of turns can be safely spent mostly on grabbing land.
I've played the opening. Report and game file to follow.
- Sirian
I've recently tried my hand at a larger map with fewer civs and discovered the joyous possibilities of an expansionistic building game, with civs widely scattered and endless open terrain to expand into, building dozens of cities, just expand and expand and expand and expand. That's been surprisingly fun, and I the itch to try it in a succession game, Space-Diplo-Cultural disabled, and play all the way to 2050 (or, perhaps, roll over the world militarily if the mood and opportunity strike us). I've never seen past the year 1995, and rarely see past the mid 1800's.
Because this will be such a large, time-intensive game relative to a typical game, I'm protective of my investment in it, so this game will only be open to experienced folks I know won't wreck the game in the middle by dropping out, vanishing, etc. Larger maps go slower, as there's a LOT more to do, and a game with endless building-building-building, always settling more and more land, yet still dealing with military, tech, and other concerns, is not the best situation in which to meet new people. On the other hand, those of us from RBD do not want to become an isolated clique here at CivFanatics, which is why most of us have been jumping into other people's games, as well as playing in the ones we've organized and inviting anybody interested into some of our games. This particular game, though, is just for RBD players.
Game Scenerio:
Difficulty: Monarch
Civ: Americans
Map Size: Large
Landform: Pangaea
Landmass: Large
Climate: Hot, Wet
Mountains: Flat
Barbarians: Sedentary
Opponents: the five Commercial civs, plus Russia and Japan
Victory Conditions: Space, Diplo, Cultural disabled
Scenerio Objective: Win with the highest score in 2050, by being the most expansionistic and having the largest empire over time.
Turn Length: 10 turns (first round subject to number of players).
Current Roster:
Sirian
Charis
Carbon Copy
One or two spots still open, but planning to close the rotation after the first round.
Some thoughts on scenerio objectives: Securing the Pyramids is a top priority, since that will be the most valuable wonder, and denying it to the AI's is just as important as securing it for our own use. The Great Library would allow us to cruise through the middle ages, and once again, denying it to the enemy would be good. One other thing it would allow us to do: run higher luxuries through the early game, to boost our happy-people score. We are going for score, and if we build the GL, we would be sitting around waiting on the AI's to make discoveries for us, at least for a while, while we build up cash and score, and expand. On larger maps, wonders offer more bang for the buck, and the AI's are more likely to build them slower as they may start them in some small city -- the more cities they have, the more likely they will start a wonder in a crappy never-gonna-build-it location -- and yet if those are allowed to sit around and keep building up forever, the wonder cascade may never be broken, and they will steal middle ages wonders that way. High priority ought to go to breaking the cascade, and that will start with building the Pyramids. If our capital starts on a river, we can probably use it for continuous wonder building through the early part of the game.
Which brings me to the idea of tech trading. In a nutshell: the slower the world's progress up the tech tree, the better for us. There is no space race, no race to the UN, no race to much of anything except wonders, and research on larger worlds takes longer. Don't be fooled by the apparent "high" cost the AI's will pay for tech, as the research costs to discover it for themselves are equally inflated. I've selected the five commercial civs as opponents because they should be best equipped to do well with sprawling empires. In short: tech brokering generally runs counter to the particulars of this situation.
An early forbidden palace in a good location may be the second key to victory (the first being getting some or most of the best wonders). So I plan to scout widely from the very start, and look over our land and see what I can plot out for city plans. The shape and quality of our land, and the proximity of neighbors, may affect such a decision. Yet on a map like this, corruption is lower, and the FP doesn't have to be rushed with a leader, it can be built fairly soon in a good location if we dedicate to it. Neighbors will probably be too far away for us to get into any early wars, and by then, we'll have cities capable of building wonders, so I would urge the first leader be used to make an army, make sure he gets a victory, and build the Epic. If we even get into any wars at all in the first five thousand years.
No barbarians means safe to boldly expand early, so keep that in mind. Don't want to be so weak as to entice a neighbor into attacking, and units will be needed to keep people happy, but the first cycle of turns can be safely spent mostly on grabbing land.
I've played the opening. Report and game file to follow.
- Sirian