AVS3: Nuclear Winter

Hi, I'm a longtime Civ2/Civ3 player who has read many SG threads, but never has played one yet. I'm used to playing Emperor/Demigod and will move on to Deity soon. I'm on board if that's cool with you.
 
This game will probably last a while, seeing as how we'll basically play to the end of the tech tree. I think starting will also give people a look at how we're doing, and we might rouse more interest. I vote for an immediate start.
 
My two cents, a seafaring civ is invaluable on an archipelago map, so England is (for once) a top pick civ. Otherwise I think any civ should be fine, although it'd be nice to play a neglected civ like France.

If we want to do suspected nuclear states, Korea would be appropriate, what with their leader being a maniac who threatens and blackmails the entire international community. Kinda fitting for our modern AW game.
 
On the difficulty level, I think we can ramp it up to Demigod, if that's fine with everyone else. That might make for a much closer and potentially more exciting game, since I've noticed the AI tech pace is quite a bit faster on Demigod than Emperor, so we'll probably have to trade, steal, and extort for our techs all the way up to the modern age.

Also, are all the victory conditions enabled? If so, then we'll have to secure the UN, prevent cultural wins, and get enough nukes to destroy all enemy capitals before they can launch their spaceships. Could be nerve racking and fun. :)
 
agree with both the start now + with the demi difficulty.... will make it interesting

and korea will be interesting, altho we won't be able to take advantage of the UU too much
 
AVS3_start.JPG


Our start. Tempted to move worker to mountain SW of settler just to see.
 
I didn't look to see what civ you guys are playing, but if you don't have the expansionist trait, you should move the worker to the goody-hut first. Barbs cannot be popped when the civ has zero cities.
 
My two cents

Is is no cities or no military? I always thought it was no military but.....

Barbs cannot pop if you have no military, I saw some Realms Beyond players discuss this. ;)

But DO NOT move the worker onto the hut, since if you build a city you can pop the hut too. I think the terrain S and SE of the mountain are most likely forests (I can see a little of their edge from the screenshot). The mountain also seems to be the starting point of the river. Even IF we do spot good terrain to the south, it will take at least 2, maybe 3 settler moves to get into position. We SHOULD move the worker onto the northern floodplains tile, just to see if there's any bonus resource up there, like wheat or something, and in any case be prepared to irrigate the floodplains.

Our initial start is fairly good, with four flood plains visible, two capable of being worked after settling, and three capable of being worked after cultural expansion. Plenty of mountains for future shields, and we can use the forests (I hope I'm right!) to the south as immediate shields. I think we can probably micro this city to be a settler factory, hopefully a 4 turn one or maybe a 5 turn one.

What's barbs set to? If it's not highly aggressive, we can simply do a farmer's gambit, otherwise we should send warriors to escort, and then our flood plain food advantage may not be so advantageous.

We should probably do max on pottery, so we have a granary to take advantage of the extra food. Or maybe if we're shield starved and barbs are aggressive, we will need to build warriors then settlers, making the city like a 6-8 turn settle/warrior pair fact, and maybe a granary isn't so useful?

The GL would be highly useful on this difficulty. We have the beginning of the tech tree to literature, so maybe we should do min sci on writing then max on lit? Or if the AI is really slow, we might even be able to grab philo...

One last note, we should found a coastal city asap, build a curragh, and get us some contacts!

Hope I don't sound like I'm rambling and that this post is too long!
What does everyone else think? Thoughts, comments, suggestions?
 
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