Harbourboy
Deity
Hey, don't I count as a surviving Geezer too...
You've ascended to godhood. You don't count. [/end disturbance of Gypsy Kings planning]
Hey, don't I count as a surviving Geezer too...
Hello back. If the demand is to change Civics or adopt a religion, I think it would be worth doing it. We would get a 10-turn peace treaty in addition to the positive attitude points, and, as you said, we could switch back to what we had in 5 turns. Hmmm... if we switch back and the civ returns to make the same demand again, would we get additional positive attitude points?checking in- hello again "old" GKs, and hi for the first time Griff.
I've got a few thoughts to chuck into the mix:
spi trait- can switch civics "free". If other civs demand changes, it is worth considering doing it more than usual- bonus relation points (for doing their bidding, possibly also for adopting the favourite civic as Griff says), and we can swap civics back after a few turns anyway if we want to.
Good thing we all have some recent experience building lots of nukes.fur is under barbs so prob won't have to delare war on anyone to get it. I agree it will probably be in a difficult to access location buried under lots of advanced barbs. Nukes might be the easiest way to get it.
If the Servopedia in the BUFFY mod is correct, only Great Merchants and Great Spies can explore rival territory.Some (all?) great people can explore other civs' territory without open borders. Useful for exploring to find resources.
I would think so, but I'm not sure.Do you get a declare war penalty if you never agree to peace in the first place (i.e. when meeting other civs for the first time)?
Would gifting units to a Civ at war earn us a "you traded with our worst enemy" penalty with the other Civ? A good point none the less, and something to keep in mind. We'll have to do whatever we can to keep all the AI Civs alive.aiding AIs who might be wiped out by other AIs warring with them: we can sail/walk/airlift over units and donate/gift them. That way we can massively boost the weaker AI without being at war with the stronger AI.<snip>
Only drawback is that AI may use gifts stupidly ... we would need to have an observer around to keep an eye on what is happening.aiding AIs who might be wiped out by other AIs warring with them: we can sail/walk/airlift over units and donate/gift them. That way we can massively boost the weaker AI without being at war with the stronger AI.
Does this mean that first tech and first build are both already decided? Worker first seems clear, have we decided not to go for a religion up front (discussion seems to have leaned that way)?I am busy all day today....
The ROSTER ORDER is as follows....
Jon Shaw = on deck ...switched on Jon's request
bcool = LEADING OFF
da_Vinci = in the hole
Grifftavian = waiting
Conquistador63 = waiting
Ronnie1 = waiting
Adrianj = waiting
Worker 1st is a no brainer. 1st turnset will play through completion of worker I think.
Settling location and warrior move is what we need to decide.
I checked that; no blue circles with the Settler selected (see attached screen shot).<snip>
For anyone accessing the save so far ... any blue circle action with the settler?
dV
PPP sounds good to me.Pre Play Plan
Send warrior 1 SW
move settler onto plains hill (this does seem to give us a good look around and the extra early hammer is worth the risk I think). There definitely is tundra 1 SE of plains hill so I'm a bit worried that start position won't be better than settling in place.
Stop after movement of turn 1 and consult the group about settlement decision after tiles are revealed.
After settlement discussion
research agriculture, then ??? based on resources revealed (maybe bronze working although that might leave our worker with nothing to do for a few turns if we settled on the hills)
Build Worker (regardless)
Sounds like you went Agriculture, Bronze Working in your test game, is that correct? Probably the best way to go for REX.Good PPP. I ran a couple tests with Griff's save , settling in place and on PH (creating somewhat awkward dotmapping for next cities - but that is just on Griff's map).
Definitely convinced by the benefits of that extra hammer. Getting the worker earlier/farming 2*corn earlier, I was able to build 2 warriors and a settler by t46, being at size 4 and able to whip/chop the 2nd settler @t50. In place the same build list would get 1st settler not before t53.
In the tests animals showed up t8, so be sure to end movement in forest or hills by then. Also, early religions founded by t12 - not that we are still considering going that route.
EDIT: settling on PH we complete BW t35 and 2nd corn is farmed t36 so nothing to worry about idle worker turns
NO, it means I was in a hurry yesterday, and forgot to say anything about tech path. I do think we are more in favor of going AG>BW....at least I am! Religion wastes valuable early turns for our workers. I would even consider going worker>worker(or partial)...waiting for the first corn to be farmed, as soon as it is ready, switch to warrior to grow to size 2, and then finish the 2nd worker. Using this path I was able to have a settler ready to march on T47 with 2 workers having chopped 3 forests into the settler.Does this mean that first tech and first build are both already decided?