Sirian
Designer, Mohawk Games
305AD: (Continued from Page 7) Pop our first leader and I use him to discover Philosophy:
This choice yields many benefits:
* Leader used on a pricey tech.
* Immediate access to our first Civics change (to Pacifism!)
* Pacifism will double the speed at which future leaders arrive.
* Getting us closer to Nationalism (and another big Civic for us).
* Role-play value for our variant. (Hey man, we don't want no fighting in this bar, OK? Now who's paying for the next round?!?)
* We have, for sure, a very big fish to trade around for other expensive prizes, possibly netting us an n-fer, in effect.
* Founded Taoism in New York, one more religion for us, one less civ who will hate us because they have their own religion:
I make the immediate civics swap, of course:
This IS going to cost us in upkeep, but what the hey. Pennies now, but another Great Leader in half the time, and one more after that. Leaders are worth not only big buckaroos, but also the chance to slingshot to other benefits, if used wisely. (I definitely think we should be considering using most of them for Lightbulbing, since we have a much more urgent need to GET TO critical techs for us than we do to be worrying about what kind of goodies they are paying back to us in 2000AD.)
335AD: Chicago founded:
One turn of delay as the settler had to work his way around incoming hostiles. One of our roads got pillaged (one I built on my turn). Also, things are a bit warm in the Chicago vicinity. I believe I have it in hand, but a bad dice roll could leave us exposed to any followup attacks by units not yet visible.
Oh, and you can see I chose Metal Casting as next tech. Three reasons:
1. Forges sooner rather than later would be good for our production.
2. It's on the way to Machinery (and, for instance, might allow us to Lightbulb Machinery with the next leader?)
3. We can't afford the time investment at the moment to go for Feudalism, and we can't afford the shields to build Markets. Improving the lands around our cities, via windmills, would be one of the best things going. If we were going to go for Feudalism, that should have been in lieu of Construction. Really, having Ivory on hand gives us the luxury of delaying Longbows, though this is not a permanent reprieve.
350AD: My round comes to its end with, once again, the barbarians at the gate. Thank goodness Strauss can clean up the mess. I claim Drunken Stupor for allowing this to develop:
An Axe and two Warriors incoming. One enemy Archer already destroyed (but our elite unit wounded in that fight). We have four archers in the vicinity. So here's the game plan I recommend:
1. Sit tight. Don't move anybody, just hit end turn.
2a. If the Axe attacks the city and loses, the danger is over.
2b. If the Axe attacks the archer on the hill and loses, you may need to move the wounded archer into the city to heal.
2c. If the Axe attacks the city and WINS, you MUST move the Archer from the hill into the city (and start praying).
2d. If the Axe attacks the hill and wins, all you can do is sit tight unless he's totally redlined (in which case you MIGHT risk attacking him.)
3. The fourth archer, coming up from behind, can reinforce just in case the Axe wins twice against the poor city.
4. If the Axe single-handedly kills all four Archers, we will have to blame it on Drunken Stupor or something, and everybody gets totally sauced and tries to make amends to the PRNG Gods Who Have Forsaken Us.

This choice yields many benefits:
* Leader used on a pricey tech.
* Immediate access to our first Civics change (to Pacifism!)
* Pacifism will double the speed at which future leaders arrive.
* Getting us closer to Nationalism (and another big Civic for us).
* Role-play value for our variant. (Hey man, we don't want no fighting in this bar, OK? Now who's paying for the next round?!?)
* We have, for sure, a very big fish to trade around for other expensive prizes, possibly netting us an n-fer, in effect.
* Founded Taoism in New York, one more religion for us, one less civ who will hate us because they have their own religion:

I make the immediate civics swap, of course:

This IS going to cost us in upkeep, but what the hey. Pennies now, but another Great Leader in half the time, and one more after that. Leaders are worth not only big buckaroos, but also the chance to slingshot to other benefits, if used wisely. (I definitely think we should be considering using most of them for Lightbulbing, since we have a much more urgent need to GET TO critical techs for us than we do to be worrying about what kind of goodies they are paying back to us in 2000AD.)
335AD: Chicago founded:

One turn of delay as the settler had to work his way around incoming hostiles. One of our roads got pillaged (one I built on my turn). Also, things are a bit warm in the Chicago vicinity. I believe I have it in hand, but a bad dice roll could leave us exposed to any followup attacks by units not yet visible.
Oh, and you can see I chose Metal Casting as next tech. Three reasons:
1. Forges sooner rather than later would be good for our production.
2. It's on the way to Machinery (and, for instance, might allow us to Lightbulb Machinery with the next leader?)
3. We can't afford the time investment at the moment to go for Feudalism, and we can't afford the shields to build Markets. Improving the lands around our cities, via windmills, would be one of the best things going. If we were going to go for Feudalism, that should have been in lieu of Construction. Really, having Ivory on hand gives us the luxury of delaying Longbows, though this is not a permanent reprieve.
350AD: My round comes to its end with, once again, the barbarians at the gate. Thank goodness Strauss can clean up the mess. I claim Drunken Stupor for allowing this to develop:

An Axe and two Warriors incoming. One enemy Archer already destroyed (but our elite unit wounded in that fight). We have four archers in the vicinity. So here's the game plan I recommend:
1. Sit tight. Don't move anybody, just hit end turn.
2a. If the Axe attacks the city and loses, the danger is over.
2b. If the Axe attacks the archer on the hill and loses, you may need to move the wounded archer into the city to heal.
2c. If the Axe attacks the city and WINS, you MUST move the Archer from the hill into the city (and start praying).
2d. If the Axe attacks the hill and wins, all you can do is sit tight unless he's totally redlined (in which case you MIGHT risk attacking him.)
3. The fourth archer, coming up from behind, can reinforce just in case the Axe wins twice against the poor city.
4. If the Axe single-handedly kills all four Archers, we will have to blame it on Drunken Stupor or something, and everybody gets totally sauced and tries to make amends to the PRNG Gods Who Have Forsaken Us.
