We want to launch the spaceship on Deity and do it as fast as possible. We'll try and put all of our settings with a focus on this goal.
Settings:
Level: Deity
Selected Tribe: Someone scientific, I can't see Germany as a good choice.
Opponents: All scientific, we'll pre-select.
Map: Standard size
Barbarians: Sedentary or off, whichever we think will help launch faster.
Land mass: 60% pangea
Climate: wet or temperate
Temperature: warm or normal
Age: 5 billion
Aggression: Least, since that probably should help us launch faster.
All the rest standard settings, with SGLs on, of course.
Variant: none
I think wet/warm the most conducive to a fast SS launch, but I don't know really. We can play with that, but we should pick a setting we believe leads to as fast a launch as possible. We have no variant rules, but we do have the goal of launching the spaceship as fast possible. So, if you usually beeline the optional tech of Chivalry and bash the AIs with knights, please first ask yourself "how will this help us launch the spaceship faster? Will it do so? How much war weariness will this cause?" and so on. For those inexperienced with this sort of game at this level the AIs *might* (if we use them well, have decent luck with free techs, they don't war so much, etc.) help us push the tech pace, even in the industrial age. War remains on the table as an option, but we'll want a team discussion and general agreeement that doing such will lead to a faster SS victory before warring. The same goes for peace. I'd also prefer that all tech decisions get made by the team, at least until the very end, since we can pick up the pace by getting the AIs to do research for us. The three age change-overs should get handled carefully, so we'll probably want a team discussion here.
I *currently* believe a full slot of 7 scientific opponents works as the best way to get a fast launch, since the more scientific tribes, the more tries at free techs (as well as cheaper trading opportunities). But, maybe we want fewer AIs so they have more territory without warring. I think all scientific tribes possibly good for this, with the exception of Germany. Russia might make sense if we only have 4 or 5 opponents, although I don't know really. I can't see them working well with 7 opponents at this level. Everyone else seems about even in my opinion.
Bucephalus recommends that we have some sort of goal date to beat. Things can go weird, so the game can run faster or slower and we might not have enough control over our exact time of launch, so we won't have a specific goal, but we'll say this. If we finish by the certain date, we'll get the following awards:
1000 AD: The Andromeda Award
1100 AD: The Centauri Award
1200 AD: The Apollo Award
1300 AD: The Gemini Award
1400 AD: The Mercury Award.
Roster: I don't know how many players we'll have or want yet, but so far:
Bucephalus
Spoonwood
Andronicus
I welcome any comments.
Settings:
Level: Deity
Selected Tribe: Someone scientific, I can't see Germany as a good choice.
Opponents: All scientific, we'll pre-select.
Map: Standard size
Barbarians: Sedentary or off, whichever we think will help launch faster.
Land mass: 60% pangea
Climate: wet or temperate
Temperature: warm or normal
Age: 5 billion
Aggression: Least, since that probably should help us launch faster.
All the rest standard settings, with SGLs on, of course.
Variant: none
I think wet/warm the most conducive to a fast SS launch, but I don't know really. We can play with that, but we should pick a setting we believe leads to as fast a launch as possible. We have no variant rules, but we do have the goal of launching the spaceship as fast possible. So, if you usually beeline the optional tech of Chivalry and bash the AIs with knights, please first ask yourself "how will this help us launch the spaceship faster? Will it do so? How much war weariness will this cause?" and so on. For those inexperienced with this sort of game at this level the AIs *might* (if we use them well, have decent luck with free techs, they don't war so much, etc.) help us push the tech pace, even in the industrial age. War remains on the table as an option, but we'll want a team discussion and general agreeement that doing such will lead to a faster SS victory before warring. The same goes for peace. I'd also prefer that all tech decisions get made by the team, at least until the very end, since we can pick up the pace by getting the AIs to do research for us. The three age change-overs should get handled carefully, so we'll probably want a team discussion here.
I *currently* believe a full slot of 7 scientific opponents works as the best way to get a fast launch, since the more scientific tribes, the more tries at free techs (as well as cheaper trading opportunities). But, maybe we want fewer AIs so they have more territory without warring. I think all scientific tribes possibly good for this, with the exception of Germany. Russia might make sense if we only have 4 or 5 opponents, although I don't know really. I can't see them working well with 7 opponents at this level. Everyone else seems about even in my opinion.
Bucephalus recommends that we have some sort of goal date to beat. Things can go weird, so the game can run faster or slower and we might not have enough control over our exact time of launch, so we won't have a specific goal, but we'll say this. If we finish by the certain date, we'll get the following awards:
1000 AD: The Andromeda Award
1100 AD: The Centauri Award
1200 AD: The Apollo Award
1300 AD: The Gemini Award
1400 AD: The Mercury Award.
Roster: I don't know how many players we'll have or want yet, but so far:
Bucephalus
Spoonwood
Andronicus
I welcome any comments.