S.ilver
Emperor
Well, after an easy ride on ForeverREX brought us to the logical Domination Victory in aCK-1, we're going to try something else. After having a whopping total of FOUR XP towards our Great General for most of the game (from Boudica's chariot no less...), we're going to try to push a game with a more aggressive stance and less peaceful REXing. Plenty more opportunities for Questionable Play (TM) when engaging in hostilities (as demonstrated by some other SGs), so expect hilarity and hopefully some rare gems of insight
.
So, on to our leader for this wild ride. A leader that we all know and despise for his irrationality, xenophobia, and general distrust towards anyone and everyone!
Widely regarded as vying for the title of worst leader (along with Genghis, and everyone's favourite Burger King!) Toku has absolutely NOTHING going for him in the economic department. Aggressive wins him Combat 1 on most of the core army units throughout the game, but for buildings he wins... a cheap barracks and drydock? Ok bud... Meanwhile he is ALSO protective, winning himself a pair of fairly lousy promotions on the weaker archery lineup (and cheap walls and castles... snooze...). His two traits do dovetail nicely when you get to gunpowder units, for some seriously flexible forces, but the challenge is surviving to get there.
The UB is the Shale Plant, which is a Coal Plant that doesn't need coal. It also provides a +10% boost to production, and this is all at the same cost of a Coal Plant. Quite a nice improvement on the otherwise derided Coal Plant. Unfortunately... it's... well... a Coal Plant... It comes LATE in the game. There is a reason why people think Germany, America, and Russia are fairly lousy in this regard. Because the game is usually decided by then.
The UU in the fan-favourite Samurai. This is a maceman that specifically requires Iron (copper won't do for those shiny samurai swords!). He also wins two first strikes (innate) and Drill 1 for another first strike. Also allows us to go down the Drill pathway unlike other Melee units. A first glance this doesn't seem wonderful, but those extra first strikes will seriously cut down on the damage dealt to these guys. Meanwhile, it is still a melee unit, and therefore retains the flexibility of promotions (especially since Toku gets free Combat 1 on them). It definitely screams Medieval War!
Starting techs for Japan are Fishing and The Wheel. Fishing is situational to start with. Wheel ensures your workers will not be standing around doing nothing, but roads don't do much to improve your output. It does allow us a short track to Pottery, but Japan is usually more interested in finding metal or horses to cause some damage.
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The customary 5 starts are below. Settings are a standard sized Pangaea Map, with all other settings left default.
Start A
Start B
Start C
Start D
Start E
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So far, we have everyone back, except Petey who is out of town and therefore hasn't had a chance to reply yet. I'm holding his spot until we get a chance to hear from him. Since we (tentatively) have everyone back, this game has been boosted to Monarch level, as we pretty much rolled over the last game very quickly.
I'll arrange the roster after we've picked a start. We'll mix the order up so that everyone can play behind someone different, to get a wider sense of playstyles.

So, on to our leader for this wild ride. A leader that we all know and despise for his irrationality, xenophobia, and general distrust towards anyone and everyone!

Widely regarded as vying for the title of worst leader (along with Genghis, and everyone's favourite Burger King!) Toku has absolutely NOTHING going for him in the economic department. Aggressive wins him Combat 1 on most of the core army units throughout the game, but for buildings he wins... a cheap barracks and drydock? Ok bud... Meanwhile he is ALSO protective, winning himself a pair of fairly lousy promotions on the weaker archery lineup (and cheap walls and castles... snooze...). His two traits do dovetail nicely when you get to gunpowder units, for some seriously flexible forces, but the challenge is surviving to get there.
The UB is the Shale Plant, which is a Coal Plant that doesn't need coal. It also provides a +10% boost to production, and this is all at the same cost of a Coal Plant. Quite a nice improvement on the otherwise derided Coal Plant. Unfortunately... it's... well... a Coal Plant... It comes LATE in the game. There is a reason why people think Germany, America, and Russia are fairly lousy in this regard. Because the game is usually decided by then.
The UU in the fan-favourite Samurai. This is a maceman that specifically requires Iron (copper won't do for those shiny samurai swords!). He also wins two first strikes (innate) and Drill 1 for another first strike. Also allows us to go down the Drill pathway unlike other Melee units. A first glance this doesn't seem wonderful, but those extra first strikes will seriously cut down on the damage dealt to these guys. Meanwhile, it is still a melee unit, and therefore retains the flexibility of promotions (especially since Toku gets free Combat 1 on them). It definitely screams Medieval War!
Starting techs for Japan are Fishing and The Wheel. Fishing is situational to start with. Wheel ensures your workers will not be standing around doing nothing, but roads don't do much to improve your output. It does allow us a short track to Pottery, but Japan is usually more interested in finding metal or horses to cause some damage.
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The customary 5 starts are below. Settings are a standard sized Pangaea Map, with all other settings left default.
Start A
Spoiler :

Start B
Spoiler :

Start C
Spoiler :

Start D
Spoiler :

Start E
Spoiler :

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So far, we have everyone back, except Petey who is out of town and therefore hasn't had a chance to reply yet. I'm holding his spot until we get a chance to hear from him. Since we (tentatively) have everyone back, this game has been boosted to Monarch level, as we pretty much rolled over the last game very quickly.
I'll arrange the roster after we've picked a start. We'll mix the order up so that everyone can play behind someone different, to get a wider sense of playstyles.