as i said, i rolled my own (still no pictures splashing
), and here's what a i got:
Remember, we're playing with only 6 opponents on a Large map so we should have plenty of room, i think. I'm just wondering how hard this variant is going to be ~ getting a wonder in every city makes me think we should prioritize the cheap ones ~ in my head i was thinking of having the usual 9 cities for the Cultural win and so needing 9 wonders overall.
Here's Catherine's stats from
my corner
Creative:
* +2 culture per city
* dbl prod: Coliseum, Theater.
Coliseum: 120h; reqs Construction; +1 Happy, +1 Happy per 20% culture rate
Theatre: 50h; reqs Drama; +3 culture, +1 Happy per 10% culture rate, can turn 2
citizens into artists, +1 Happy from Dye;
Imperialistic:
* 100% increase in Great General emergence
* 50% prod bonus to Settlers
Settler: Str0, mvt2 100h; Can found a new city
Cossack (replaces Cavalry): Str15, mvt2, 120h, req: Military Tradition, Gunpowder, Horseback Riding, Horse; +50% vs. Cannon, +50% vs. Mounted Units, doesn't receive defensive bonuses, 30% withdrawal chance;
Research Institute (replaces Laboratory): 250h, req: Computers, Observatory; +1 unhealthy, +25% science, +50% spaceship production, +2 free Scientists, can turn 1 citizen into scientist
Starting Techs:
Hunting
Mining
Here is the start:
I moved the settler SW to the hut, one of the few times in civ i'm hoping for a map. We get gold instead.
As you can see, I settled on the spot, not seeing any reason to move with all the food and hills available. Nice production city. We maybe should aim for a Pyramids here to get some GE points to pop a wonder or maybe even 2 with GEs in 1 or 2 cities.
Here's Moscow:
and the scouts immediate area:
I started researching Agriculture and building a worker, but we should discuss opening moves first if we can. Should we scrap that and go for Masonry (and maybe Judaism) and then onto Code of Laws?
Let's all discuss before i play 20 turns (then we'll go down to 10 each, i think).