T-hawk
Transcend
Ok, here we go.
General info:
We are Portugal, Religious and Seafaring. We start in a Golden Age prior to the first turn, having automatically built the Dias' Voyage great wonder (and get 400 VP for it). We have no Unique Unit.
We start with six cities. Two developed cities in Europe, one in Morocco, and three size-1 island cities with a couple improvements, one with a harbor. Lisbon starts with almost everything already built (a colosseum is the only omission) - it also starts with a useless courthouse that I'll sell unless someone can think of a reason not to.
Most of the available units - swords, MDI, pikemen, knights, longbows - are standard. Musketmen are 3-4-1 and there is a 2-3-1 Swiss Pikeman. Colonists, settlers for 1 population, are available with Printing Press on the first level of the tech tree.
Minimum research is 80 turns; we can get on to the Native American branch that way, but there isn't anything there besides cultural buildings and a couple wonders that we'd never get.
I think we're best off just leaving research off at the beginning - there isn't any tech we can get first, and the tech tree is quite wide, meaning plenty of brokering opportunity at each step.
By "corruption is lowered", the game means the corruption slider on the Difficulty Levels page is lowered to 70% for all difficulties. The standard OCN is 16, but the penalty of it being 50% of usual on Sid is still in effect, so corruption will still be a big problem.
Tundra and desert are impassable, which removes the Sahara in Africa from play. Southern Africa is in play, and has resources to exploit and no rival civs, which gives me an idea...
Proposed plan: Run a settler down to somewhere in Africa ASAP, and have it build the Forbidden Palace ("Colonial Capital", 160 shields, available with a second-level tech). We aren't going to be able to build a FP in the Americas in the short timeframe of this game, and on Sid we can't war for the sole purpose of getting a Leader for it, but we can build it in Africa and make much of that land productive.
Any suggestions on that plan or any other comments?
I'll shuffle the roster around a bit from the last game, so we get folks following different folks. This look good? :
T-hawk << UP NOW
Speaker << On Deck
Jabah
Charis
Arathorn
Map of the starting position in the next post, after making initial adjustments of lux tax to 10% and build order and tile assignments.
General info:
We are Portugal, Religious and Seafaring. We start in a Golden Age prior to the first turn, having automatically built the Dias' Voyage great wonder (and get 400 VP for it). We have no Unique Unit.
We start with six cities. Two developed cities in Europe, one in Morocco, and three size-1 island cities with a couple improvements, one with a harbor. Lisbon starts with almost everything already built (a colosseum is the only omission) - it also starts with a useless courthouse that I'll sell unless someone can think of a reason not to.
Most of the available units - swords, MDI, pikemen, knights, longbows - are standard. Musketmen are 3-4-1 and there is a 2-3-1 Swiss Pikeman. Colonists, settlers for 1 population, are available with Printing Press on the first level of the tech tree.
Minimum research is 80 turns; we can get on to the Native American branch that way, but there isn't anything there besides cultural buildings and a couple wonders that we'd never get.
I think we're best off just leaving research off at the beginning - there isn't any tech we can get first, and the tech tree is quite wide, meaning plenty of brokering opportunity at each step.
By "corruption is lowered", the game means the corruption slider on the Difficulty Levels page is lowered to 70% for all difficulties. The standard OCN is 16, but the penalty of it being 50% of usual on Sid is still in effect, so corruption will still be a big problem.
Tundra and desert are impassable, which removes the Sahara in Africa from play. Southern Africa is in play, and has resources to exploit and no rival civs, which gives me an idea...
Proposed plan: Run a settler down to somewhere in Africa ASAP, and have it build the Forbidden Palace ("Colonial Capital", 160 shields, available with a second-level tech). We aren't going to be able to build a FP in the Americas in the short timeframe of this game, and on Sid we can't war for the sole purpose of getting a Leader for it, but we can build it in Africa and make much of that land productive.
Any suggestions on that plan or any other comments?
I'll shuffle the roster around a bit from the last game, so we get folks following different folks. This look good? :
T-hawk << UP NOW
Speaker << On Deck
Jabah
Charis
Arathorn
Map of the starting position in the next post, after making initial adjustments of lux tax to 10% and build order and tile assignments.