Fox-01 -- Post War Japan

I've think about it, and my inclinations is to stick to the original plan. Else, it would be just a normal always peace game. The variant is there to make the game more challenging, explore what is the consequence of the variant (and one consequence is settler and worker go unescorted), and try to go overcome or go around the problem.

However, I am willing to get a consensus on this. What are other players' thoughts?

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Well, I thought that was why we're going with the Arch map, so that we can/have to galley-settle spots. I like that idea...

a.badger
 
Good points. I guess I am just too used to playing it that way and will have to change my mindset. Had too many settlers attacked by barbarians in the past and always try and have a warrior or archer nearby. And those damn scouts don't last long once archers and axemen start appearing.

I withdraw my request for a rule change as you've convinced me that it's a good variant rule.
 
I am happy with an unescorted settler (we could always escort with two scouts - they are both 'fast' - why two, one to die when attacked and the other to run away with the settler). However, when we have a city with no defense, we could send a warrior as a 'humanitarian' or 'peace keeping' exercise.
 
GreyFox said:
Is that a forest on the snow peaked mountain? I don't recall ever seeing that before or am I having one of those :smoke: moments!

GreyFox said:
Everyone play 20 turns for the first round, revert to 10 thereafter.
You want to play 20 for the entire first round? Bit unusual but no probs with me..

I vote that we should build a worker asap. They are just so important in the early game.
 
Now that you mention it, it is definitely rare to see trees on the peak ... wonder if it gives us the extra +0.5 health :crazyeye: ... most likely not, its probably just a graphical rendering glitch :lol:

Yes, everybody 20 turns for the first round. Its unusual for such a big group (6 players), but its okay. If anyone wish to play only 10, by all means. Meant to have fun, and be flexible on this ;)

Just a reminder, Blid, you are UP.

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i like the idea, you are going to have fun=P
i advise you to change it a bit and add the varient that at the year X you must dclare the War Against Everyone to add a bit spice and to create an arming race to that year.
 
Yosh, got it
I see we are rich :gold: :gold: :gold: . The incredible spot in the south (3gems, fish + rice) tells me beeline for IW (for jungle choppin') is a must.
By settling SE of the rice tile, we can access 3 gems, rice+fish after first border expansion. Our soldier can get to the second city if there is a road on the hill NW of rice after capital expansion. Now I don't remeber if toku starts with wheeling. May prioritize this to IW
For the worker, i think timing it with bronzeworking will be good. choppin the second settler/worker couple and building a warrior meanwhile
Any comments/thoughts. I think I will play my turns tonight (GMT+1)
 
Toku starts with fishing and wheeling.

Reason for not getting worker first is we are about to grow. Blid may switch to worker once we grow to 3.

Not too sure about religion ... if 2 or more of the spiritual civ are in, they would almost always grab the first 3 religions before us. We might be better of aiming for the later religions ...

Off-Topic Observations:

@kikinit: didn't realize you are from Singapore as well :)

@namliaM: any relation to another forumn member named: Mailman? ;p

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Funny kind off africa looking bit of land we are on, is this an earth map?? ;)

No no relation to Mailman, but It is my original Nick before everyone else started taking it on :D

We are having a dry patch of land, and thinking about it... The worker would do not much more than road, as for the forest and stuff.

So yeah.... Uhm Boat first...

About religion, I think if we Beeline for Mono (right? for judaism) we still have a good shot, but we need to start now rather than later.

About the south city, I think the prime location is SW of the Rice on the river.
We will probably be swimming in fish before we know it.
And have a 'normal' (whatch ya ma call it again) boat be build soon for floating around the island to see if we can 'jump ship' yet or if we are stuck on this barren peace of rock....
 
Looks like that island to the south west is going to be a great first step -- two seafood resources... Yum!

So, we need a galley soon, but there's just SO much to do! :) (blid's comment about IW seems appropriate, btw)

a.badger
 
3200 BC- This period starts with a spread of a new religion (Buddhism) in a far away land
In Beteween - We have a working boat. Production set to worker
3040 BC - We discover Mining. Research set to BW
2880 BC - Hinduism is discovered. Now forget about initial religions
2600 BC - Our worker is ready 2 turns before BW. Sent to hill. Production set to warrior
2560 BC - Our worker prebuilt a road on the hill. Mission cacelled right away
2520 BC - We discover Bronze working. No copper to be seen. We definitely need Iron. Research set to Ironworking. Worker starts chopping the hill.
2400 BC - This year we manage to complete the second warrior. Production set to settler. Chopping forest makes 30 hammers for the settler (30%). Production switched to lighthouse. City will grow in 3 turns so we can switch back and complete our settler.

The only micromanagement I did was 2 turns before workboat completed. I changed worked tile to hill to have workboat 1 turn earlier

Our scout met no wild animals. He is somewhere next to these gems trying to dust some FOW

Here is the big picture :


I just copied you Greyfox for the image link. What are you guys using for screenshots uploading ?

Badgerpendous, reign is yours
View attachment 119673
 
Nice turns.. :goodjob:

My concern with escorting settlers was completely unfounded now that I look at that map. All we need to do is clear a tiny amount of fog and we won't get any barbarians (on land at least). All the islands will be founded by galleys et al as you guys have previously mentioned.

It really does look like we will have some high food cities and some money from the gems.. all in all a nice starting point.

Do we have sailing yet? Would that be more advantageous than iron working? Any city we build down south will take a while before it hit's the health limit and we can be out looking for new islands.

@Greyfox: I live in Singapore, but am from Australia.

Edit: Sailing is done already. Greyfox did it in his first turns. So iron working is good :)
 
I use the "Upload File" link down in the bottom toolbar on this page (on my screen, it's a red toolbar, and "Upload File" is the third link from the left, after "Forum Rules" and "Chat Rules"

So I see a post above that mentions putting city #2 SW of the corn. I think it should go SE of the rice, so we get the fish, Rice, and 3 gems. Am I missing something?

Looks like we might be able to eliminate the risk of barbs soon. Not much land for them to build cities on near us.

Any other comments before I play my turns? I'll probably finish them tonight (I'm U.S., West coast (GMT -8), so it's a bit before 4pm for me now.

Thoughts?

a.badger
 
blid said:
I just copied you Greyfox for the image link. What are you guys using for screenshots uploading ?
I use photobucket.com . It is free and easy enough to use.
 
Kikinit said:
Nice turns.. :goodjob:
Do we have sailing yet? Would that be more advantageous than iron working? Any city we build down south will take a while before it hit's the health limit and we can be out looking for new islands.

IW is needed to improve those precious gems tiles and rice. But I agree that sailing should be on the high priority list
 
badgerpendous said:
So I see a post above that mentions putting city #2 SW of the corn. I think it should go SE of the rice, so we get the fish, Rice, and 3 gems. Am I missing something?
I vote SE too. The +2 health of the river is not so vital since we have cow, clam, fish and rice. IMHO, Food surplus is more important
 
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