LzPrst
Warlord
Since I have not seen any strategy threads for this mod, I thought it might be a good idea to start one as the sheer scale of this mod can leave a player feeling quite flabbergasted.
I play with most of the options enabled and will base my posts on those. I will post a specific list later. I play on a Large map on Emperor level with Aggressive AI. I have not yet tried Ruthless AI, but considering the hassle the locals are giving me on Aggressive Emperor level, I am almost afraid to try Ruthless. I am also playing from prehistoric times which is really fun, and extra buildings which is another awesome addition to the game. One comment on the latter though is that it is easy to lose track of all the buildings and I found myself almost getting bored with learning new functions for an ever increasing list of new improvements. I suspect this will become less of a hassle when I am more familiar with the game, or I may just turn off the extra buildings option, but for now I find it really cool, though somewhat insurmountable in its volume.
If anyone has suggestions for topics to be discussed I would happily experiment around with a few games to test things out and write my review. Keep in mind I am not a number-cruncher, I play partly on the information present and partly on gut instinct. Keep in mind that the gut instinct derives from playing civ games since 1994. Some analysis of the numbers will of course be done to evaluate the actual effects of decisions and such. I will start a game soon and write an AAR (or DAR) where I discuss strategy and decisionmaking.
Game rules for this DAR
I play with most of the options enabled and will base my posts on those. I will post a specific list later. I play on a Large map on Emperor level with Aggressive AI. I have not yet tried Ruthless AI, but considering the hassle the locals are giving me on Aggressive Emperor level, I am almost afraid to try Ruthless. I am also playing from prehistoric times which is really fun, and extra buildings which is another awesome addition to the game. One comment on the latter though is that it is easy to lose track of all the buildings and I found myself almost getting bored with learning new functions for an ever increasing list of new improvements. I suspect this will become less of a hassle when I am more familiar with the game, or I may just turn off the extra buildings option, but for now I find it really cool, though somewhat insurmountable in its volume.
If anyone has suggestions for topics to be discussed I would happily experiment around with a few games to test things out and write my review. Keep in mind I am not a number-cruncher, I play partly on the information present and partly on gut instinct. Keep in mind that the gut instinct derives from playing civ games since 1994. Some analysis of the numbers will of course be done to evaluate the actual effects of decisions and such. I will start a game soon and write an AAR (or DAR) where I discuss strategy and decisionmaking.
Game rules for this DAR
Spoiler :
Raging Barbarians
Aggressive AI
No tech trading
Multiple production
Multiple research
Fixed cultural borders
Usable mountains
Surround and Destroy
Advanced Diplomacy
Barbarian Generals
Assimilation
Great commanders
Personalized map
Advanced Economy
Realistic Culture spread
Larger Cities
Realistic corporations
Religion decay
United Nations
Advanced Espionage
Expanded Castles
Arctic and City Parks
Meteorology
Civic buildings
Early buildings
Historical Wonders
Guilds
Modern Corporations
Advanced Nukes
All victory conditions enabled.
Difficulty: Emperor
Map size: Large
Map type: Perfectworld2
Break up pangeas
Start in old world
Gamespeed: Normal
Random civ: Korea
Leader: Sejong - Philosophical & Scientific
Aggressive AI
No tech trading
Multiple production
Multiple research
Fixed cultural borders
Usable mountains
Surround and Destroy
Advanced Diplomacy
Barbarian Generals
Assimilation
Great commanders
Personalized map
Advanced Economy
Realistic Culture spread
Larger Cities
Realistic corporations
Religion decay
United Nations
Advanced Espionage
Expanded Castles
Arctic and City Parks
Meteorology
Civic buildings
Early buildings
Historical Wonders
Guilds
Modern Corporations
Advanced Nukes
All victory conditions enabled.
Difficulty: Emperor
Map size: Large
Map type: Perfectworld2
Break up pangeas
Start in old world
Gamespeed: Normal
Random civ: Korea
Leader: Sejong - Philosophical & Scientific