I figured that the best way to start the new succession game is to simply post it and let people start playing when they have the time, particularly since the early turns dont usually take all that long to play.
I chose the Deity Despotism game over the Deity Plus Four Spanish game in the hopes of attracting more players. If we get 5 or 6 players, then we can alter the player sequence and have a better chance of having someone available to play the game at a given time. Personally, I would welcome anyone who thinks they can at least maintain the status quo in the game for 10 turns.
Well have to finalize the rules for this game, although I dont think they will matter for the first few rounds of play. I suggest that bribes are allowed (given despotism cash flow, I doubt theyll be commonplace), but we restrict conquest until future technology, so that we play out the game rather than try for an early conquest. Heres my proposal: we can capture enemy cities, as long as, for each continent, we have built at least as many cities on that continent as we have captured. If a civilization launches a spaceship, we can eliminate them, even if we havent discovered future tech yet. Liberating our own cities will not count towards our capture limit for the continent.
Large Map, 7 Civilizations, Raging Hordes Barbarians, Standard Rules, Egyptians, No starting techs.
(1) 4,000 BC: A very nice start location. 2 Whales, a canal location, and a potential third special under a grassland. I explore the hut next to the start location and get a chariot. I build Thebes. I am now faced with a dilemma: to use the size 1 settler trick or not to use it. If I disband the chariot at the right time, I can produce a settler in 8 turns while working the whale the entire time. On the other hand, the chariot can explore and pop huts and potentially find settlers or cities, but despotism corruption and waste will make such cities much less valuable. I choose not to do the size 1 settler trick, deciding that earlier production from a second city and still having the chariot will make up for the extra city, particularly since well have to contend with the despotism riot factor.
(2) 3950 BC: Begin alphabet.
(3) 3900 BC: --
(4) 3850 BC: --
(5) 3800 BC: Thebes builds warrior, begin settler. Build Memphis, begin settler. Get 3 trade from working the whale. I decided that encroaching upon Thebes whale was worth it, because building farther away might have resulted in corruption, and there werent any other specials discovered, at the moment, so if we really want Thebes to work both whales, we can just set Memphis to a different tile and suffer no loss.
(6) 3750 BC: Alphabet, begin Code of Laws.
(7) 3700 BC: --
(8) 3650 BC: --
(9) 3600 BC: Memphis warrior.
(10) 3550 BC: --
(11) 3500 BC: --
(12) 3450 BC: Thebes size 2. Hut: Advanced Tribe Heliopolis.
(13) 3400 BC: Code of Laws, begin Bronze Working.
(14) 3350 BC: --
(15) 3300 BC: Hut: Barb horseman.
Notes:
There is little we can do about the barb horseman, other than hope he doesnt take Heliopolis. If he gets damaged enough while destroying our chariot, we may be able to use a warrior from Heliopolis to destroy him.
In despotism, critical path roads between a city and the capital reduce waste (but not corruption) by one third. We may want to consider building some. Of course, we may decide to move our capital at some point, so we may want to think twice about building such a road early on.
We should also consider what wonders we want to build and where we want to build them. Pyramids should be our first priority, I think. But what other wonders do we want? Hanging gardens might be a big help for keeping our cities in order. Lighthouse would let us trade sooner and easier. Do we want to make some sort of a science city? I dont know how effective we could make one in despotism. Do we want the Colossus? If so, where do we build it? Normally it is build in a city that already has high trade, but in despotism, it might be better to build it inland to double the trade of a city that has lots of roads on grassland and plains, rather than having to celebrate the city in order for it to have any effect.
I chose the Deity Despotism game over the Deity Plus Four Spanish game in the hopes of attracting more players. If we get 5 or 6 players, then we can alter the player sequence and have a better chance of having someone available to play the game at a given time. Personally, I would welcome anyone who thinks they can at least maintain the status quo in the game for 10 turns.
Well have to finalize the rules for this game, although I dont think they will matter for the first few rounds of play. I suggest that bribes are allowed (given despotism cash flow, I doubt theyll be commonplace), but we restrict conquest until future technology, so that we play out the game rather than try for an early conquest. Heres my proposal: we can capture enemy cities, as long as, for each continent, we have built at least as many cities on that continent as we have captured. If a civilization launches a spaceship, we can eliminate them, even if we havent discovered future tech yet. Liberating our own cities will not count towards our capture limit for the continent.
Large Map, 7 Civilizations, Raging Hordes Barbarians, Standard Rules, Egyptians, No starting techs.
(1) 4,000 BC: A very nice start location. 2 Whales, a canal location, and a potential third special under a grassland. I explore the hut next to the start location and get a chariot. I build Thebes. I am now faced with a dilemma: to use the size 1 settler trick or not to use it. If I disband the chariot at the right time, I can produce a settler in 8 turns while working the whale the entire time. On the other hand, the chariot can explore and pop huts and potentially find settlers or cities, but despotism corruption and waste will make such cities much less valuable. I choose not to do the size 1 settler trick, deciding that earlier production from a second city and still having the chariot will make up for the extra city, particularly since well have to contend with the despotism riot factor.
(2) 3950 BC: Begin alphabet.
(3) 3900 BC: --
(4) 3850 BC: --
(5) 3800 BC: Thebes builds warrior, begin settler. Build Memphis, begin settler. Get 3 trade from working the whale. I decided that encroaching upon Thebes whale was worth it, because building farther away might have resulted in corruption, and there werent any other specials discovered, at the moment, so if we really want Thebes to work both whales, we can just set Memphis to a different tile and suffer no loss.
(6) 3750 BC: Alphabet, begin Code of Laws.
(7) 3700 BC: --
(8) 3650 BC: --
(9) 3600 BC: Memphis warrior.
(10) 3550 BC: --
(11) 3500 BC: --
(12) 3450 BC: Thebes size 2. Hut: Advanced Tribe Heliopolis.
(13) 3400 BC: Code of Laws, begin Bronze Working.
(14) 3350 BC: --
(15) 3300 BC: Hut: Barb horseman.
Notes:
There is little we can do about the barb horseman, other than hope he doesnt take Heliopolis. If he gets damaged enough while destroying our chariot, we may be able to use a warrior from Heliopolis to destroy him.
In despotism, critical path roads between a city and the capital reduce waste (but not corruption) by one third. We may want to consider building some. Of course, we may decide to move our capital at some point, so we may want to think twice about building such a road early on.
We should also consider what wonders we want to build and where we want to build them. Pyramids should be our first priority, I think. But what other wonders do we want? Hanging gardens might be a big help for keeping our cities in order. Lighthouse would let us trade sooner and easier. Do we want to make some sort of a science city? I dont know how effective we could make one in despotism. Do we want the Colossus? If so, where do we build it? Normally it is build in a city that already has high trade, but in despotism, it might be better to build it inland to double the trade of a city that has lots of roads on grassland and plains, rather than having to celebrate the city in order for it to have any effect.