Hi again! After the last disastrous trek into the land of deities, we knock it down a notch this time, to Immortal. That means we have to spice it up a little otherwise!
Game Settings:
Immortal difficulty
Marathon speed
Large Fractal map, default map settings
2v2v2v2v2v2 team distribution, that is us vs 5 teams of 2 random AIs. 12 Civs on a map size that uses 9 as default, so things can get a bit crowded.
Our team composition this time is Shaka (AGG/EXP) of the Zulu (me) and Lincoln (PHI/CHA) of America (Fleme).
And the kicker:
To keep things interesting, we put up two small variant rules.
Shaka is not allowed to build buildings that either produce or give modifiers to culture, wealth or research. No Monuments, no Libraries, no Markets. National wonders are an exception to this rule, the Heroic Epic and Moai Statues are allowed. The jury is still out whether or not 7 Theatres are allowed to unlock Globe Theatre.
Lincoln is not allowed to build military units beyond a single unit per city. 'Nuff said, will definitely make Marathon barbs interesting.
---
Most of us know the UBs and UUs by now. An unique aspect to team play are the starting technologies, as they are combined when playing in a team. The Zulu and America get Fishing, Hunting and Agriculture, one of the worst combos there is, giving 140/220 possible starting beakers. Still, about 100 times better than playing Vikings & Greece
The combination that gives most beakers is Agri/Wheel/Mining/Mysticism, while usually the one considered best (with huts on, anyway) is Agri/Wheel/Mining/Hunting to give both(!) Civs a Scout instead of a Warrior as a starting unit and a discounted AH. There are tons of Civ combinations that get these four techs. But I digress.
Here is my start:
Oh looky-look, I got an obsolete-start! Fascinating. Moving the Scout 1SW reveals a dry Corn 2W of the hut (and nothing else), making it a no-brainer to settle on the grass hill 1NW of the Settler.
We immediately run into Monte/Justinian, Monte being our nearest neighbor. This is NOT good news on Marathon, especially considering the one he is bordering is my near-helpless teammate. There is also a ton of tundra, likewise, not good news for barb-defense as I need to stretch the defenses across both of our empires. A bit farther away we meet HC/Mao, a much nicer team at least when HC isn't pressing your borders down with 5 classical wonders. Here is the land after 15 turns of exploration. Not that pretty of a sight. At least I'm the brawn instead of the brains in the team as this land suits that a bit more.
My initial build order is: Worker, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior. Yeah... I really need to bust a safe route to my ally and get more busters and defenders there ASAP. I likewise need to get Impis online fast to be able to run to defend America from the nationless ones. Thankfully I at least have this 2-move unique unit, otherwise I would probably arrive hopelessly late.
Meanwhile we pop Sailing from a hut. This is actually really nice as you can see in this next picture. My Copper is some ways off and Sailing means I can skip roading 3 more tiles (20 turns!), getting my Copper online for my capital that much faster. There starts to be an awful lot of barb movement all around, and I'm not at all comfortable with having just a handful of Warriors to defend. Barb Spears and Axes can be expected shortly.
Oh, and we did have an edgy conversation on which city gets that eastern Corn
My Gold-city proposition won! If you're not aware, team border tiles in many BFCs are assigned to the city which is closest to that tile. 2E being closer than 2W1S, it will go to me. For equal distances, culture is the tiebreaker as usual.
And that concludes our start blast of 100 turns. Feel free to tell us what you think of the game, variant and gameplay
America's thoughts following shortly, I hope.
Game Settings:
Immortal difficulty
Marathon speed
Large Fractal map, default map settings
2v2v2v2v2v2 team distribution, that is us vs 5 teams of 2 random AIs. 12 Civs on a map size that uses 9 as default, so things can get a bit crowded.
Our team composition this time is Shaka (AGG/EXP) of the Zulu (me) and Lincoln (PHI/CHA) of America (Fleme).
And the kicker:
To keep things interesting, we put up two small variant rules.
Shaka is not allowed to build buildings that either produce or give modifiers to culture, wealth or research. No Monuments, no Libraries, no Markets. National wonders are an exception to this rule, the Heroic Epic and Moai Statues are allowed. The jury is still out whether or not 7 Theatres are allowed to unlock Globe Theatre.
Lincoln is not allowed to build military units beyond a single unit per city. 'Nuff said, will definitely make Marathon barbs interesting.
---
Most of us know the UBs and UUs by now. An unique aspect to team play are the starting technologies, as they are combined when playing in a team. The Zulu and America get Fishing, Hunting and Agriculture, one of the worst combos there is, giving 140/220 possible starting beakers. Still, about 100 times better than playing Vikings & Greece

Here is my start:

Oh looky-look, I got an obsolete-start! Fascinating. Moving the Scout 1SW reveals a dry Corn 2W of the hut (and nothing else), making it a no-brainer to settle on the grass hill 1NW of the Settler.
We immediately run into Monte/Justinian, Monte being our nearest neighbor. This is NOT good news on Marathon, especially considering the one he is bordering is my near-helpless teammate. There is also a ton of tundra, likewise, not good news for barb-defense as I need to stretch the defenses across both of our empires. A bit farther away we meet HC/Mao, a much nicer team at least when HC isn't pressing your borders down with 5 classical wonders. Here is the land after 15 turns of exploration. Not that pretty of a sight. At least I'm the brawn instead of the brains in the team as this land suits that a bit more.

My initial build order is: Worker, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior, Warrior. Yeah... I really need to bust a safe route to my ally and get more busters and defenders there ASAP. I likewise need to get Impis online fast to be able to run to defend America from the nationless ones. Thankfully I at least have this 2-move unique unit, otherwise I would probably arrive hopelessly late.
Meanwhile we pop Sailing from a hut. This is actually really nice as you can see in this next picture. My Copper is some ways off and Sailing means I can skip roading 3 more tiles (20 turns!), getting my Copper online for my capital that much faster. There starts to be an awful lot of barb movement all around, and I'm not at all comfortable with having just a handful of Warriors to defend. Barb Spears and Axes can be expected shortly.

Oh, and we did have an edgy conversation on which city gets that eastern Corn

And that concludes our start blast of 100 turns. Feel free to tell us what you think of the game, variant and gameplay
