Hi, I would be willing to take toxicman's place, if you can wait another day. (I'll be busy tonight, so I can play my 20T start only tomorrow night.)
A few comments:
A few comments:
- I think that the first 50 turns or so are the most important of the game, especially on higher difficulty levels. So don't say "there is not much happening in the first turnsets anyway"... Each worker assignement, each tile allocation and each build project needs to be carefully planned at that early stage, because 1-2 wasted shields, coins or bushels of grain, is not just "1-2" -- it's 20-30% of your empire's production! And this then extrapolates exponentially for the rest of the game.
- I want to emphasize what tjs282 said about proper team communication. I have played probably about a dozen SGs in my Civ3 carreer, and I have seen both extremes: if the team cooperates well, a Regent level player suddenly plays like an Emperor level player, if he carefully reads the team discussions, tries to understand the plan the team wants to implement, and asks questions, if anything is unclear. But I have also seen the opposite: a single player not bothering to read the discussions, and then in his turn set just playing what first comes to his mind and completely ruining the agreed on strategy. In my opinion, this spoils the fun (and the time investment!) of the rest of the team members. The worst example, I remember from one of my SGs: we had gotten an early SGL, and after some discussion the team decided that the Lighthouse would be the most beneficial wonder for us in the current situation, in order to allow lux trade over sea squares. We only had to wait for Map Making to become availabe. The next player then did not pay attention and rushed the Great Library, when he got Literature during his turn set, because in his opinion "the GLib always is the most powerful wonder". Not only did he fail to pay attention to the prior team decision, he also completely failed to notice, that our strategy involved being the tech leader (by trading and fast own research), and that therefore the GLib was completely useless for us. And to even top all this: we had also decided to rush the wonder in a certain town that did not yet have any culture, so that the culture expansion from the wonder would enable that town to work a fish and a whale tile for faster growth. Of course he had not read (or understood) that part either, so he rushed his GLib someplace else, where the extra culture was not needed at all...
- One of my earlier SGs also involved the Vikings: a variant, where we decided to play as OCC ("One City Challenge" for those who still struggle with the Civ3 acronyms... ) and to shoot for a Conquest victory. (Domination is a wee bit difficult to achieve with only one city... And most of the other victory conditions like 20K, UN and Space had already been done as OCC, so we went for Conquest.) Difficulty level was Deity, but we had a much better start position than in this game. Some of the tactics from that ealier game will probably be applied here as well, especially the Berzerk-based "hit and run" tactic... Recently I was able to re-use that tactic in a Sid COTM game, and I described it in detail in the corresponding spoiler of COTM127. I expect that we will be able to re-use it here as well, if this is a true archipelago map, so you may want to check it out as preparation for this game.
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