After the Launch

No rush Mitchum, these are long games and we want to get it right!

My preference is: 1 caraval and 1 sub! Let's just split it down the middle.
 
I don´t think Caravels are realistic in this scenario, but ya know whatever.
 
With full map knowledge, the explorers aren't of too much use either and will likely just cost you in maintenance...

At least the caravel can enter rival territory without Open Borders and drop off missionaries (needs OB), spies or GPs... I think subs can only carry missiles, but I could be wrong.
 
Those Russians with a faith were mostly Eastern Orthodox. So I guess the nearest would be the Christian religion.

I'll go for that.
 
I know this game hasn't started yet, but I wanted to update everyone. I posted below in the temp leave thread:

I will be out of town vacationing in Disney World with my family between November 9, 2012 through November 20, 2012, followed by family Thanksgiving through November 24, 2012, which means no civ for me until after the 24th. As this is such a long period of time, I have/will be finding a temporary replacement for myself in my games during this timeframe.

It sounds like Mitchum is still working through setting the map and scenario up, so we might not be launching this game until after I'm back anyway. Just thought I'd let everyone know, if we do launch we won't really be able to truly get started until after I'm back. Apologies to everyone for the delay :(
 
I think you're right. So for the sake of some days, np.


You and your family go enjoy Disney World.
 
I'm pretty sure Subs carry the same units as Caravels.

Also have fun in Disney World Nighthawk!
 
I'm pretty sure Subs carry the same units as Caravels.

The Civlopedia says that caravels can carry scouts, explorers, missionaries (includes executives), spies and great people. Subs can carry missiles. I just set up a test game and confirmed this. Subs carry missles and nothing else.

So, do you still want subs? :mischief:
 
Where does the "Modern Era" put us in regards to ships? Caravels seem out of date, Ironclads or Destroyers?
2 Caravels are fine if this era is the place you decide between tanks, ocean or flight
 
The original idea of the caravels and explorers was to help you explore the world. Now, since we've agreed to giveg each of you full map knowledge, the need for these units is a bit diminished. However, even if caravels are out of date, they would allow you to move units to other's islands to either keep track of what is going on or to cause mischief.

I would be reluctant to give warships or transports. If someone decides that war is the way to win, they should have to sacrifice spaceship building to build up an army/navy. If everyone starts with warships, the "penalty" for going "war mode" would be diminished.

But, this is your game. I'm just the map maker. ;)
 
I would take a look at Attack Submarines. ;)
 
I would take a look at Attack Submarines. ;)

So you want a unit that requires Rocketry and Radio, two techs that you won't know. For that matter, even Submarines require an unknown tech: Radio...

Anyway, it's up to you guys which units you want to start the game with.

EDIT: In most of my games, I don't engage in late-game warefare. If I'm going for a military victory in single-player games, it happens before the Modern era. So, my knowledge of subs is limited, obviously... ;)
 
The original idea of the caravels and explorers was to help you explore the world. Now, since we've agreed to giveg each of you full map knowledge, the need for these units is a bit diminished. However, even if caravels are out of date, they would allow you to move units to other's islands to either keep track of what is going on or to cause mischief.

I would be reluctant to give warships or transports. If someone decides that war is the way to win, they should have to sacrifice spaceship building to build up an army/navy. If everyone starts with warships, the "penalty" for going "war mode" would be diminished.

But, this is your game. I'm just the map maker. ;)

No I agree with this completely, If you want to build a warlike unit you must sacrifice ship building.

I like the Caravels, unfortunately a "Spy is about all you can transport with them that can cause mischief. Your original unit set is way good!!
 
Does anyone here have modern era experience? I don't that's why I want this. I have a question(s) would founding a Company be a benefit or a lag on this type of scenario? Would spreading executives and allow others to expand in you area be a benefit or a lag?

I'm just asking, I don't want to start with them

PS we are dropping the Explorers yes?
 
So you want a unit that requires Rocketry and Radio, two techs that you won't know. For that matter, even Submarines require an unknown tech: Radio...

Don´t we already have these techs on a Future start?

Does anyone here have modern era experience? I don't that's why I want this. I have a question(s) would founding a Company be a benefit or a lag on this type of scenario? Would spreading executives and allow others to expand in you area be a benefit or a lag?

Most of my victories were Space Race, so I´d say I´m kinda qualified.
It depends mainly on whether or not you plan on switching to State Property I think. ;) I would only found corps that directly help to build the SS by increasing Food or Production, the infamours Mine+Sushi combination comes to mind, and only spread them in my main production cities.
Important in this context is whether or not everyone of us starts with all the relevant resources, i.e. Copper, Aluminium, Oil and Coal. Ethanol and Aluminium Co. could be pretty unbalancing otherwise.

A problem I have with this scenario is that due to turn order the first players may use their initial GPs to found all the best Corporations, which is an inherent disadvantage for the rest if they chose their GPs because they wanted the corps too. What do we do to balance this out?
 
Back
Top Bottom