Fall from heaven SG - High to Low

5 seems to be the one for us. First city on the tribal village and another one could be 1S from the eastern deer.
 
I'd probably move 1N of that tribal village first, just to get a good look at why the computer is saying blue dot 1NW of the village. No harm in looking as it'll be turn2 settler either way (tundra hill under the hut).
 
On the order of play I think we should preserve the original order, especially as it gives an experienced FFHer (Ozbenno) the first go.

:lol:

I haven't played for a while so don't expect too much hey :mischief:

Happy to lead off though, will wait for some more feedback.

What patch are the saves from? Think I'm on "n"
 
Sorry about that. Rightly should have said.


Edit: Seeing as a majority is going with five for the moment I will post up the start.

I will also put up an ammended roster for the moment:
1. Ozbenno
2. Jusos2108
3. Brian Shanahan
4. Fleme
5. Ichabod (out of pocket?)
6. Bill Bisco (out of pocket?)

If we want to revert to the original roster when Ichabod and Bill are back that's fine by me.

I also noticed, checking to see if I marked the right save, the mana node to our north is on a 3 tile island.
 

Attachments

So how does this happen (SG in general)?

ie. how many turns and what kind of thought and discussion should go to each segment?
 
I think 20 to start for the first round anyway. We may want to extend that a bit for FFH as it is a bit longer as regards turns (on the other hand the start is usually slower). Usually there is a 24 hour call got it/48 hour to play limit set on the game.

The player will post his thoughts and plans between getting the save and actually playing (an hour or two after usually) and then the rest of the team critique it before the player plays. Late game though these plans tend to be more strategic than turn by turn.

Questions for Ozbenno:
1) When will we pull the spell, 30 turns of AI anarchy will be very nice but needs a bit of timing?
2) Will we go settler spam to get out of Illian asap or will we go less risky?
 
Was going to move the settler and then re-post a starting shot to determine where we settle and then produce a plan for the first 20 or so. I find in SGs that it is better to stop a logical stopping point (tech finished, settler finished) rather than go for set turns. First time round, I'd say 15-25 would be cool.

Questions for Ozbenno:
1) When will we pull the spell, 30 turns of AI anarchy will be very nice but needs a bit of timing?
2) Will we go settler spam to get out of Illian asap or will we go less risky?

When is the first point that you can change?? 50 turns, 100 turns. I would say Stasis best used 20 turns before this.

Settler stagnate growth which stagnated points. We don't necessarily care if we grow into unhappiness etc. Might want some settlers but we'll see.
 
True the turn set number should be just a guideline really. And the reason I asked the questions was due to the particular mechanics of high to low. I'm not used to the format.
 
Guys,

I'm really sorry for disappearing for the last weeks (maybe a full month, I kinda lost track of time). I had a series of problems, of different sorts, that happened in a quick sucession. I hadn't had time for looking the site and I only discovered Brian's PMs now (damn crazy anti-spam filter). I should have sent you guys a message regarding my problems but my head too full.

That being said, I'm very happy to see that you guys kept the interest and the game going. I still haven't read all the thread, so, after I do it, maybe you guys will take me back.

I can't promise that I won't have to be skipped some weeks, but I can promise to be more dilligent and at least warn you about it.

It's the second SG that I did something like this in just a short time, so I'm really disappointed with myself.
 
Start 5 looks good. Start 4 has letuum frigus, but since we're changing out of the Illians, that's really no good.

About the roster, It's better to keep me way down the list. I'll probably need a skip in my first play set, but I'll be here to comment (and criticise :p).

When is the first point that you can change?? 50 turns, 100 turns. I would say Stasis best used 20 turns before this.

I think you can change the moment you reach the first spot on the score, there's no minimun number of turns, IIRC.

That being said, and if it's indeed truth, if we use stasis in turn 1, there's a very good chance we'll reach 1st place. We'll jump ahead in the land points (first border pop). Culture take some time to be taken into account in the score. And we'll reach our first tech way faster than the others.

If we focus on population growth, a very fast switch can be in hand (so worker first is not a good idea). And if we manage to do this, we'll get a civ without too much AI weed, which is always nice.
 
I think you can change the moment you reach the first spot on the score, there's no minimun number of turns, IIRC.

Manual says 50 turns actually. I meant to post it earlier. Now the manual could be out of date but I don't think so.

Edit: I kind of guessed you had out of game issues, hope they were good ones, like new member of the family, or moving to a spiffy new home. And I'm glad you didn't mind me stepping in.
 
I have never played this Mod but am curious to see how the elements work.

So...what I'm trying to say nicely is... quit stalling and get cracking.
 
Well the ball is in Ozbenno's court at the moment, so I'm sure we'll have something concrete soon.
 
Hey guys, I am certainly for playing some more turns of this game. PMs when its my turn work great too!

:)
 
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