futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
- 5,724
Copper in capital + close, soft target that gives us ivory for a elephant war against Monty to give us control of our entire continent? That's a pretty smooth-sailing game imo. Especially, when you throw in stone for the pyramids to a leader that benefits from it the most imho (Pericles is pretty clearly a strong SE/warmongering leader).
That's not a criticism of Winston for picking this game, because it is still fun! I'm just being descriptive here.
I don't think we need to move up to emperor, but I do think we need to try and play some games that are not as good of fit. An industrious civ with cheap harbors on an archipelago map is excellent fit (GLH = win). An excellent rushing civ with copper in the capital and a close, soft target is excellent fit (rush = win).
I've been thinking a lot about leader/map fit lately (I made a thread on it). Some of the most entertaining games I've had recently (I've been playing a lot of random leaders) have been bad fit situations. One was really quite fun where I had GENGHIS on the coast with no close neighbour, lol. I managed to build the GLH and was settling a bunch of offshore islands, etc. before finally expanding enough toward Mansa that I could attack him and continue expanding my empire. That game was pretty interesting.
Something to think about
Do we want to use the setting to turn goody huts off? It is nice to keep them, because I always play with them in my games, but they seem to be tipping the balance a lot in making our decisions about the best ball saves. We're basically, usually getting great pops from huts and eliminating bad pops from huts pretty much entirely. That's making things easier for us imo. Like, we picked the save where we popped astronomy for free in the Bismarck game, and that was one of the main tipping points for picking that save. In the current game, Vale freely admits that pops from huts helped his rush go much faster than planned whereas I didn't have the same good fortune from huts and my rush was slower (I'm not saying I played as well as Vale either!! But popping two important techs from huts shaves a considerable amount of crucial early game turns).
Anyways, it is just something we can consider as an alternative to going up a difficulty level
That's not a criticism of Winston for picking this game, because it is still fun! I'm just being descriptive here.
I don't think we need to move up to emperor, but I do think we need to try and play some games that are not as good of fit. An industrious civ with cheap harbors on an archipelago map is excellent fit (GLH = win). An excellent rushing civ with copper in the capital and a close, soft target is excellent fit (rush = win).
I've been thinking a lot about leader/map fit lately (I made a thread on it). Some of the most entertaining games I've had recently (I've been playing a lot of random leaders) have been bad fit situations. One was really quite fun where I had GENGHIS on the coast with no close neighbour, lol. I managed to build the GLH and was settling a bunch of offshore islands, etc. before finally expanding enough toward Mansa that I could attack him and continue expanding my empire. That game was pretty interesting.
Something to think about
Do we want to use the setting to turn goody huts off? It is nice to keep them, because I always play with them in my games, but they seem to be tipping the balance a lot in making our decisions about the best ball saves. We're basically, usually getting great pops from huts and eliminating bad pops from huts pretty much entirely. That's making things easier for us imo. Like, we picked the save where we popped astronomy for free in the Bismarck game, and that was one of the main tipping points for picking that save. In the current game, Vale freely admits that pops from huts helped his rush go much faster than planned whereas I didn't have the same good fortune from huts and my rush was slower (I'm not saying I played as well as Vale either!! But popping two important techs from huts shaves a considerable amount of crucial early game turns).
Anyways, it is just something we can consider as an alternative to going up a difficulty level