slobberinbear
Ursine Skald
Hello again to all. I thought with the new game it would be fun to revisit the first RPC I did as Sitting Bull, this time of course with Hiawatha and the Iroquois. I make no claim to expertise and have played a handful of games since its release.
The point here is to play the game with an artificial set of "roleplaying" restrictions to make the game harder and more interesting without actually upping the difficulty. In this game, we are again trying to replicate the "noble savage" polyanna Hollywood version of native Americans ... no offense intended to anyone whose ox is gored here.
Without further adieu, the rules:
* No tree chopping (forest or jungle), except to access resources. In other words, we cannot improve forest or jungle tiles in any respect other than to improve a special resource.
* We will only use roads and harbors when necessary to establish trade between our settlements. We will otherwise rely on our Warpath power.
* May never adopt Autocratic or Rationalism social policies.
* Songhai and Aztec are considered other "native" nations. We will favor them in diplomacy against the non-natives (but see below).
* The first non-native civilization to offer us fair dealings (open borders) will receive our unquestioning loyalty against all others, unless they later attack us, in which case they will receive our undying hatred.
* We will not attempt a space victory. All other victory types are available.
I am of course open to any rule changes or suggestions before we begin. If you choose to play along, please use spoiler tags.
The settings: Prince/Continents/Ancient/Normal speed. I selected Songhai, Aztec, England, France, Germany, Russia, and of course America as the opponents:
Mohawk Warrior: A swordsman with a bonus fighting in forest or jungle. Requires Iron Working and Iron resource. This is useful in the early game but for both attack and defense, and can be also be helpful in mid-game if we have a lot of forest and jungle tiles. Plus, it looks cool and has a neat feathery icon.
Longhouse: A building that gives a bonus hammer to worked forest tiles. Replaces the Workshop and requires Metal Casting. I can see this being either very useful or completely a non-factor depending on geography. I am unclear from the Civilopedia description if the bonus hammer is the sole benefit here or if it also gets the regular Workshop boost for buildings constructed in the city.
The Great Warpath: Forest and Jungle tiles count as roads if within cultural borders. This should save a few worker turns here and there traveling. However, because it only grants its benefits within Iroquois territory, getting cultural expansion will be key.
Here is the start for the Iroquois nation:
Not a bad start, considering that we have two irrigable wheat tiles and a floodplain (actually two if you count the tile three hexes to the east of the start), all of which can be farmed for a decent net food bonus pre-Civil Service. This will allow us to work the marble and ivory, along with a mined hill. With two happy resources, food, and available hammers, this is more than acceptable for a starting location, but I am open to suggestions from the peanut gallery.
Techwise, Masonry and Trapping (and their prerequisites, Mining and Animal Husbandry) are obvious early techs so we can get the happiness online and start to expand. We will also want to get some use out of our Mohawk Warriors, so learning Iron Working and finding Iron will be important. Lastly, since we have Ivory, the capital can build a Circus, which is a very handy happiness building. This requires Horseback Riding and the Wheel, its prerequisite.
So an early tech order might be:
1. Animal Husbandry
2. Trapping
3. Mining
4. Masonry
5. Bronze Working
6. Iron Working
7. The Wheel
8. Horseback Riding
If we have horses, I may move Horseback Riding before Iron Working. Horsemen are very powerful and flexible units. We may also have to get Calendar in the tech order if there are Calendar happy resources nearby.
In terms of production, I will want to build one scout first. In my few offline games I have found scouts to be very useful for exploring ruins and uncovering the map. This will let me save my warrior(s) for barbarians. After that, a worker and a warrior or two are probably in order before starting on a settler around size four or so. I will then get some culture going with a monument so we can get a few social policies going, likely along the Liberty or Honor paths.
Build order:
1. Scout
2. Worker
3. Warriors until size four
4. Settler
5. Monument
Get your comments in, and welcome!
The point here is to play the game with an artificial set of "roleplaying" restrictions to make the game harder and more interesting without actually upping the difficulty. In this game, we are again trying to replicate the "noble savage" polyanna Hollywood version of native Americans ... no offense intended to anyone whose ox is gored here.
Without further adieu, the rules:
* No tree chopping (forest or jungle), except to access resources. In other words, we cannot improve forest or jungle tiles in any respect other than to improve a special resource.
* We will only use roads and harbors when necessary to establish trade between our settlements. We will otherwise rely on our Warpath power.
* May never adopt Autocratic or Rationalism social policies.
* Songhai and Aztec are considered other "native" nations. We will favor them in diplomacy against the non-natives (but see below).
* The first non-native civilization to offer us fair dealings (open borders) will receive our unquestioning loyalty against all others, unless they later attack us, in which case they will receive our undying hatred.
* We will not attempt a space victory. All other victory types are available.
I am of course open to any rule changes or suggestions before we begin. If you choose to play along, please use spoiler tags.
The settings: Prince/Continents/Ancient/Normal speed. I selected Songhai, Aztec, England, France, Germany, Russia, and of course America as the opponents:


Mohawk Warrior: A swordsman with a bonus fighting in forest or jungle. Requires Iron Working and Iron resource. This is useful in the early game but for both attack and defense, and can be also be helpful in mid-game if we have a lot of forest and jungle tiles. Plus, it looks cool and has a neat feathery icon.

Longhouse: A building that gives a bonus hammer to worked forest tiles. Replaces the Workshop and requires Metal Casting. I can see this being either very useful or completely a non-factor depending on geography. I am unclear from the Civilopedia description if the bonus hammer is the sole benefit here or if it also gets the regular Workshop boost for buildings constructed in the city.
The Great Warpath: Forest and Jungle tiles count as roads if within cultural borders. This should save a few worker turns here and there traveling. However, because it only grants its benefits within Iroquois territory, getting cultural expansion will be key.
Here is the start for the Iroquois nation:

Not a bad start, considering that we have two irrigable wheat tiles and a floodplain (actually two if you count the tile three hexes to the east of the start), all of which can be farmed for a decent net food bonus pre-Civil Service. This will allow us to work the marble and ivory, along with a mined hill. With two happy resources, food, and available hammers, this is more than acceptable for a starting location, but I am open to suggestions from the peanut gallery.
Techwise, Masonry and Trapping (and their prerequisites, Mining and Animal Husbandry) are obvious early techs so we can get the happiness online and start to expand. We will also want to get some use out of our Mohawk Warriors, so learning Iron Working and finding Iron will be important. Lastly, since we have Ivory, the capital can build a Circus, which is a very handy happiness building. This requires Horseback Riding and the Wheel, its prerequisite.
So an early tech order might be:
1. Animal Husbandry
2. Trapping
3. Mining
4. Masonry
5. Bronze Working
6. Iron Working
7. The Wheel
8. Horseback Riding
If we have horses, I may move Horseback Riding before Iron Working. Horsemen are very powerful and flexible units. We may also have to get Calendar in the tech order if there are Calendar happy resources nearby.
In terms of production, I will want to build one scout first. In my few offline games I have found scouts to be very useful for exploring ruins and uncovering the map. This will let me save my warrior(s) for barbarians. After that, a worker and a warrior or two are probably in order before starting on a settler around size four or so. I will then get some culture going with a monument so we can get a few social policies going, likely along the Liberty or Honor paths.
Build order:
1. Scout
2. Worker
3. Warriors until size four
4. Settler
5. Monument
Get your comments in, and welcome!