2.0 grams - The Whip and Saddle (C3C)

I vote for picking 5 starts, include minimap. I like the 1 defender per city if it is: we have 20 cities we are allowed 20 defenders, to be placed where we like them. MP, guard resources, frontline or beachhead detail, etc. If we lose a town we must disband a defender. Never more defenders than cities.
On bombard I don't see the need for any unless it gets to a point where the AI is going to give us a real fight which would be way down the line. Perhaps arty and above only. I hope we never have to build a single one. Over before cavalry, I declare, Yee-haw!
 
ok, will generate 5 starts now. best 5 out of the 1st 15. v1.22f so go copy your 1.15b folders in a safe place and upgrade :) we can flesh out the rest as we go. imho, arty+ sounds fine as you really don't need any till your up against infantry.
 
Ok, here we go. An interesting set of starts thanks to Moonsinger's Mapfinder. I requested a river and a food bonus and here is what I get :)

1 of 5
 
I love 4-5. It can be an easy settler factory with the hills mined. Moving 1 S may expose some grass. It will be a monster someday. I quick settler for military and then a granary and the factory should be ready to go. Also the location looks for pushing a conquest. Oops, forgot this was islands.

1 and 2 have two much plains. 3 has too many mountains to road for our horses and 5 is too centered in the middle.
 
ok, 1 vote for 4 of 5. looks good but could be dangerous. all those FP that low in the map probably mean arid and warm. definitely interesting. the mining of each hill will take 8T with 1 worker so another early helper would be good for that map.

ok, 1 vote for 4 of 5 and i think i'll throw mine that way to make it 2. of course, there's probably 100 tiles of desert around as well :lol:

need others to vote :)

also, we need 1 more player at monarch level to join.
 
i would vote for 4 or 5. Im not the best at mm and have yet to master the settler factory so im not going to comment on what i would/wouldnt do :p.

Athough, one advantage of 4 would be the presummed coast line for wonders and exploration.
 
I like #1 (believe it or not) and #5. Though #5 looks like it has jungle to the SW, being in the middle of the map has one tactical advantage: Whenever you're surrounded, you can 'attack in any direction'!
 
i take first votes only :)
therefore, it goes as follows:
start #1: 1 vote
start #4: 3 votes

looks like we have a majority atm. however, i'll cool my heels for a little while since scout probably can't start till after work. this'll give gozpel and, if we get one, the new guy to deadlock it :)
 
Grahamiam,

Not a sign-up, as you know (no C3C), but a question on rule #3. What about for supressing resistors? I'll enjoy lurking.
 
I was going to say 5, but that won't help anyways, so let's play 4.

And a thing about units, no bombers in this game, they are way too powerful. Arties should be as defensive units, max one per city?
 
Alright. I'll bite. This looks like a fun game in which I can learn a lot.

I am quite comfortable on Monarch, but haven't had the time to play a game any level beyond yet, so I think I fit the criteria. I have yet to install 1.22 though, so I guess I'll have to figure out how to set this up in dual mode with 1.15. If you'll have me, that is.

To be honest though, I will likely need extensions beyond the 72 hour limits more than once as I have a 7 month old at home who can be quite demanding. If this is a problem, count me out.

Anyhow, if you'll have me, I like start #5. From an inexperience standpoint, I shiver at the thought of trying to manage the happiness at spot #4. But then again, I'm in for a good cry. ;)
 
ok spikeit, your in. roster closed. check your underware. i have a 9 month old so i share your pain. just keep us informed. when the turns get long, maybe you will have to drop to 5 before the rest of us. no worries.

@gozpel -> ok, no bombers for now but i don't know about going after forified infantry without some sort of offensive bombardment capability. if we don't use at least artys, then this is going to degenerate into a massive pillaging exercise in an effort to drop the population so we don't have a 6 attacking a 25 or 17 rated defender (pop 12+ gets 100% defense bonus + 25% bonus for fortified +25% bonus due to the crappy prng on my computer).
well, i guess this will make things all the more desperate. i just don't want it to feel like a chore.

i'll update the roster and post the save now.

edit: we go with 4 as we have 4 willing to take it :)
 
RowAndLive said:
Grahamiam,

Not a sign-up, as you know (no C3C), but a question on rule #3. What about for supressing resistors? I'll enjoy lurking.
wounded units and tax starving, i imagine. or, we just let them sit and stew if they are very far away and pose too high of a flip risk. and go get c3c already :p
 
Roster:
scoutsout <-UP
grahamiam <- on deck
Knappagh1
barbslinger
spikeit
gozpel

1st things 1st, go get pottery, a couple of warriors for scouting, maybe a settler and a worker, and start a granery. the order of these things is for you to decide. lots to do scout, lots to do, so don't expect to get them all done. remember, as barbslinger pointed out, this is demigod so you gotta wear out that F4 button once you meet someone.
good luck :thumbsup:
 
I dunno what I did to deserve the honor of starting us off...but this is a "got it".
 
I phrased this like a dimwit: "Arties should be as defensive units, max one per city?"

I meant number of units, so we can't build a stack of 200 :) Of course we would need them as offensive units! But then, they would proabaly slow us down anyways.
 
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