I've tried this before. Everyone can download the save while they're online, but only the team that is first in the turn order will be able to load their save offline. This is because of the order in which the passwords come up when you load the game offline: unless you know the passwords of the teams before you in the turn order (which you shouldn't!), you can't get to your password screen.One question are other players able to download save, and look on it offline ?
Not yet, but we have several possibilities that have been discussed.So do we have a leader yet?
Nope, it isn't, don't worry.EDIT: PLEASE don't tell me this is going to be unrestricted leaders...
Noticed a mistake here. Huayna's other trait is Industrious, not Aggressive.Huayna Capac
Trait: Agressive- good for any war in which melee or gunpowder units are used
Actually, Axemen are just as good as Numidian Cavalry at stopping Swordsmen. The main benefit of Numidian Cavalry used to be for stopping Axemen, but now that's quite easy with Chariots. They're good skirmish units - although they require a dead-end tech, which makes them less useful.Hannibal
UU: Horse archer- +50% vs. melee units, one less strength. Useful for an early war, and can stop swordsman in their tracks.
As mentioned above, Huayna is not Aggressive but Industrious. Thus, his main strength is in wonders - both world ones and national ones. He could be useful if we're intending on grabbing an early wonder like Stonehenge or the Oracle, especially if we don't have Stone or Marble. Cheaper Forges are also very handy. However, Industrious becomes less useful as the game progresses - and besides, democracy games tend to be more inclined towards war than building wonders.Huayna Capac
Strategy: We should be able to take advantage of most situations using Huayna, but he doesnt offer much an extra advantage past the extra strength units.
Actually, Mansa Musa isn't too bad. The main advantage of any civ with the Spiritual trait is that you can switch civics more often to optimize your economy and production - thus you usually see more civic switches than in a regular game. (One typical switch is to Vassalage/Theocracy during wartime and Bureaucracy/Organized Religion during peacetime.)Mansa Musa
Trait: Spiritual. If it turns into an OCC at the last minute-- we'll be prepared! In all honesty, we won't lose too many turns in anarchy. 10 maybe?
UU: Archer- extra first strike chance and an extra strength... not terribly useful
UB: Forge- +10% gold (not commerce) We'll be building forges in the good cities anyway... not a very significant boost unless we're runing less than 70% research.
Strategy: Seems like a bad pick in this case.
Personally I'm not a fan of a resourceless Spearman for a UU, as there'd probably only be a very short window in the early game where such a unit would be useful before we hook up a metal (Copper or Iron). The Expansive trait is nice for the faster Workers though, and the UB is certainly decent.Pacal II
Trait: Expansive- faster growth all round.
UU: Spearman- immune to first strikes and resourceless. If we get a bad start, this would defend us from being easy prey.
UB: Colloseum- 2 more happiness. Really nice boost to growth.
Strategy: Growth. The spearmen provide easy defense for fast expansion. Bad for a close start.
I wouldn't say Elizabeth would necessarily be better, just different. Imperialistic is quite a useful trait, as it allows far faster expansion in the early game (due to the faster Settlers).Victoria
Strategy: Elizabeth would be better.
I'm not a fan of Protective at all, mainly because I think that if you're holed up in your cities on the defense, you're already losing the war. I much prefer to fight offensively, even if being invaded. By picking the enemy off using offensive units once they enter your lands, rather than waiting in your cities for them to attack, you save your improvements from being pillaged - which stops your economy from dying and thus prevents you from being conquered later.Wang Kon
Trait: Protective. more defense. YAY!
UU: Catapult. +50% vs. melee units.
UB: University. +10% more research.
Strategy: Harder to kill, as a good opening for war around construction, and a smidge more research late game.
My top 2 favourites would have to be Darius (FIN/ORG) and Ragnar (FIN/AGG). Which one would depend on the layout of the map (more water obviously favours Ragnar).Lord Parkin, whats ur suggested combo? if we can get some singled out suggestions (maybe 1 or 2) from everybody lets vote on that too.
Assuming that the suggestion I've made in the general forums is accepted (and it seems to be popular with everyone at the moment): if the majority of us decide that we want to keep our leader choice regardless of whether another team chooses the same leader, then we'll get to keep our leader choice. Nice and easy.What happens if two teams want same leader ? will they get him ? or the one whit less money on paypal have to choose someone else ?
I'll share a few thoughts of my own on what you've written.
Actually, Axemen are just as good as Numidian Cavalry at stopping Swordsmen. The main benefit of Numidian Cavalry used to be for stopping Axemen, but now that's quite easy with Chariots. They're good skirmish units - although they require a dead-end tech, which makes them less useful.
As mentioned above, Huayna is not Aggressive but Industrious. Thus, his main strength is in wonders - both world ones and national ones. He could be useful if we're intending on grabbing an early wonder like Stonehenge or the Oracle, especially if we don't have Stone or Marble. Cheaper Forges are also very handy. However, Industrious becomes less useful as the game progresses - and besides, democracy games tend to be more inclined towards war than building wonders.
Actually, Mansa Musa isn't too bad. The main advantage of any civ with the Spiritual trait is that you can switch civics more often to optimize your economy and production - thus you usually see more civic switches than in a regular game. (One typical switch is to Vassalage/Theocracy during wartime and Bureaucracy/Organized Religion during peacetime.)
The Skirmisher is okay as an offensive unit for really early wars, and of course it's great on the defense in the early game. Though it likely won't see much action in this kind of game.
Overall, I definitely wouldn't say that Mansa is a bad pick, but perhaps we could do better.
Personally I'm not a fan of a resourceless Spearman for a UU, as there'd probably only be a very short window in the early game where such a unit would be useful before we hook up a metal (Copper or Iron). The Expansive trait is nice for the faster Workers though, and the UB is certainly decent.
I wouldn't say Elizabeth would necessarily be better, just different. Imperialistic is quite a useful trait, as it allows far faster expansion in the early game (due to the faster Settlers).
I'm not a fan of Protective at all, mainly because I think that if you're holed up in your cities on the defense, you're already losing the war. I much prefer to fight offensively, even if being invaded. By picking the enemy off using offensive units once they enter your lands, rather than waiting in your cities for them to attack, you save your improvements from being pillaged - which stops your economy from dying and thus prevents you from being conquered later.
I'll admit the UU is decent, but it does have a limited window of opportunity. Once Longbows arrive, Hwachas are pretty much no better than ordinary Catapults. The UB will not see much use in a democracy game, so it's not a great deal of use.
Anyway, those are some of my thoughts. I just thought I'd provide some alternative viewpoints to the ones you gave for some balance.![]()
An Oracle sling to Macemen would be tricky or even impossible in a game like this. Generally in multiplayer games, the Oracle is built not much later than 1500 BC, and you'd be hard pressed to have Mathematics and Code of Laws (prerequisites to Civil Service) before then. And then you'd still need to get Metal Casting and Machinery, not exactly cheap techs.My bad. Getting an early wonder like the Oracle or Stonehenge could be a big plus. (Oracle sling to macemen anybody?)
Joao II... Expansive/Imperialistic, with the +1 sea commerce Customs House UB, and the 2 cargo space Caravel. Having both cheaper Workers and Settlers is certainly nice, and being able to expand (and invade) overseas with Optics would appear to be quite powerful. However, to be honest, he doesn't seem to be a popular choice in multiplayer games (at least ones I've played in).LordParkin, since it seems you have the most experience i'd like to ask what you think of joaoII in Multi?