Some thoughts on the "no settlers" option

Mesix

Obergruppenführer
Joined
Mar 17, 2006
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Somewhere in the Neutral Zone
I recently tried a game with the "no settlers" option turned on. This effectively limits each civ to one city plus whatever they can conquer. Barbarian cities also start to pop up for expansion during the mid game (or right away if you play the "barbarian world" option). Crowding the map with extra civs above the recommended for the map size makes it more balanced (I played with 13 civs on a standard map).

I decided to also play with the "wild world" option that gives more animals. I was finally able to actually use my hunters to capture animals for use with my festivals. I eventually built the Grand Managerie too (for the first time).

I thought this option was very enjoyable. For added challenge, I grooped the AI players into teams of three and also selected the "no AI building requirements" so that they would actually use higher level units.

I would like to make a suggestion. When the no settlers option is selected, some of the buildings and wonders need to be adjusted to be usable. With only 13 civs on the map, I had just about finished a domination victory before I could build the Forbidden Palace (requires 12 cities) and I was never able to build the Winter Palace. There are some other buildings as well that have requirements that scale to map size which may work better if they also adjust for the "no settlers" option.

Overall a very fun way to play the game. I recommend giving it a try for a change of pace.
 
Mesix, I quite agree. I find it best to play with an advanced start that allows a bit of flexibility otherwise you could select the OCC. From trying different levels I have a concern that at the lower levels the AI does does build many cities, leaving them easy meet to Barbs
 
Mesix, I quite agree. I find it best to play with an advanced start that allows a bit of flexibility otherwise you could select the OCC. From trying different levels I have a concern that at the lower levels the AI does does build many cities, leaving them easy meet to Barbs

Problem with advanced start is cities cost 60 points while settlers cost 260.
 
I've found that you can go up to 500 points. Beyond that, the AI will buy 6+ cities and take up all the land.

I did this in attempt to bring more 'wildland' into the game. With <500 points, each civ gets 2-4 cities and the rest is wildland (wildland and barbarian world options on). I think I will also turn off city conquest, because I managed to grab a huge portion of the map via barb city + great bard work and the AI took up alot of land via captured and then cultured ex-barb cities.

I use the Hub map, standard size, standard number of civs, one area per team, because this leaves a large central area for barbs to wander and build cities and giant monkeys of great menace and etc. Also, each hub has a barbarian city and a patch of unsettled land of its own (that may or may not have access to the ismuthus without entering culture) when cities are limited to ~4. 1 tile wide ismuthus limits surprise attack/AI rushing tactics. Land shape solid and neutral land pressed - to prevent losing land to tiny islands and 'strips of doom'. Basically, this setup forces each army to meet either in the field (neutral area), or at the front of a civ, limiting cheap kills where armies capable of some perfectly good slaying are wasted by being in the wrong city or spread among too many cities. If your army passes another while in the neutral area, you might want to make absolutely sure that they are not on their way to your homelands...


.02
 
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