TMF. In our games if somebody has just one or two settlements he will be crushed very quickly, because his taxation is too poor to make proper defense forces and the game is on the side of the attacker. Catapult > Swordsman, Knight > Pikeman ... If you want to restrict trading, you can always forbid trading technologies.
4. We play it that you cannot built ships if there is a hostile ship in your sea territory.
And I have a question too. How exactly does Turkish unique power works? Does Turkish played need a city or is village ok? Do you get troops in the city? If not, do they stay in the city? Can opponent recapture the village in next moment phase? We have always played without the Turkey because they unique power seems really useless, as it reads in the card right now.
the rulesheet states that only the first two players need make the revolt check. We interpreted this to mean that only the first two players *who risk revolt* need make the revolt check, as opposed to the first two players *acting that turn* need make the revolt check *as needed*.
We played it exactly as it was described, however, I feel that it might be a mistake, as it would be easy to create a glut of villages, and since you have no cities, you needn't worry about revolution (just imagine Buddhist Babylonians). That's why I think it was meant to read 'settlement' instead of 'city'.
I have some game play questions...
1. When a settlement goes into revolt, and there are units there, what happens to the units if there is no neighboring empty or friendly territory (like on an island)? Are they lost? Can they go back to the capital? Are they stuck on that territory and forced to fight the rebels on the next turn?