Optional
Deity
Let's take off again with an SG, ! PM's sent to the crew of the last one, but the roster is open to everyone.
Ideas for this SG, mainly to make a difference from the last one(s):
*Seafaring civ & map for naval exploration;
*No Liberty or Piety policy;
*Probably no Great Library;
*Maybe go for a different VC than Domination?
Liberty, Piety and Great Library have been in all SG's I've followed, so I think it's good to make a break from that, not to make decisions for future SG's but at least this one.
For rules:
*No worker stealing (declaring war on a CS for the sole reason to grab a worker);
*No settling on resources - unless it's a one-tile island or so;
*No selling resources and declaring war straight after (I need to look up what we said about this at the end of the last SG; I think we need to set a minimum amount of turns).
Personally I just got last week, and haven't had the chance to play all that much really, so I'm not up to scratch with all the new elements. I'm hoping for some team members to have more experience than I do!
Religion seems rather strong is my first impression, but I'm not sure yet what to do with missionaries and spies - hopefully I'll learn a few things from this SG.
It seems with Religion we need to decide from the outset which way we want to go, like with Social Policies. If some of you have already played a few games with Gods & Kings, please don't be afraid to share your insights!
DLC's we'll probably turn off, to make the game compatible with as many people's game as possible. We could pre-select some of the new civs that came with the expansion if that what's we want, I'm undecided myself on that.
As always, I appreciate input and discussion before a new SG is a go!
Ideas for this SG, mainly to make a difference from the last one(s):
*Seafaring civ & map for naval exploration;
*No Liberty or Piety policy;
*Probably no Great Library;
*Maybe go for a different VC than Domination?
Liberty, Piety and Great Library have been in all SG's I've followed, so I think it's good to make a break from that, not to make decisions for future SG's but at least this one.
For rules:
*No worker stealing (declaring war on a CS for the sole reason to grab a worker);
*No settling on resources - unless it's a one-tile island or so;
*No selling resources and declaring war straight after (I need to look up what we said about this at the end of the last SG; I think we need to set a minimum amount of turns).
Personally I just got last week, and haven't had the chance to play all that much really, so I'm not up to scratch with all the new elements. I'm hoping for some team members to have more experience than I do!
Religion seems rather strong is my first impression, but I'm not sure yet what to do with missionaries and spies - hopefully I'll learn a few things from this SG.
It seems with Religion we need to decide from the outset which way we want to go, like with Social Policies. If some of you have already played a few games with Gods & Kings, please don't be afraid to share your insights!
DLC's we'll probably turn off, to make the game compatible with as many people's game as possible. We could pre-select some of the new civs that came with the expansion if that what's we want, I'm undecided myself on that.
As always, I appreciate input and discussion before a new SG is a go!