Play order is fine by me. Are we leaving the turn count in the mod file set at default.
I would say so. I even do not know how to change that.

Play order is fine by me. Are we leaving the turn count in the mod file set at default.
DynamicSpirit said:I'm wondering if that might give us clues about the map. What would you do if you were trying to make the map play differently in Vanilla and Warlords?
I made 3 test runs founding Moscow on the starting spot and going for an early religion. All 3 times I was 1 turn short founding Hinduism, but I could found Judaism each time, so an early religion might be possible. If we agree to go that route we could have a shot at it. Still we have to see the surroundings first whether there is a better spot, but from the commercial/research side the starting position is not too bad.
I played a little with WB. Here is what I got. Anybody who is interested could play a little bit with it.
Presumably your idea is to use religion to expand our cities a la CFR? Or in other words we won't be converting to whatever religion we might found?
Obviously the question is what techs will be delayed by going for religion?
Lighthouse-metal-casting-colossus would certainly be a oowerful combination, but there is still the issue of sacrificing production of workers/settlers.
hm...that could be true, he never said the civ locations would be identical, only that the civs would identical.
Did he say that none of the new leaders would be used in warlords? Cause from what I've heard Augustus Caesar is worse to be against than Julius.
Here's a thought too...put us on a semi-large island with someone like Vicky who is a pain on vanilla, but would be even worse on Warlords as she gets +50% settler production. That'd make it a race between the team and Vicky to see what won out, faster worker production or faster settler production for taking over the island.
What do you make of the increase to +3 health for Peter. I don't think I used that in the test games from the pregame discussion threat test games. Health did become a limiting factor at around 5-6 pop in early game. Do you suppose it will be limiting enough that we will be forced to "borrow"lots of it from the AI in order to grow sufficiently to use hammers and increase research rates to competitive level?
so how many people can be here at midnight server time tonight?If we could get most of us here then I'd be able to play more than just our first turn tonight
Oh, the server is at GMT -5, which means East Coast US.