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snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 23-01-2005 01:19
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#31 Report this post to a moderator
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And I didn't mean I thought there would be an abusive civ - just that we should allow for the possibility and thus ask for advance notice of the civ combo. The Allies didn't think Germany could possibly recover from the horrible war reparations in 1919 ...

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 23-01-2005 02:56
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Heh, true.

Well, if we're going to have constructed civs, I know I'm going for the Panzer. Let me think on the civ traits.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 23-01-2005 03:04
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I just tested the starting with Steam Power idea myself, and my Scientific civ got Ironclads as a free tech.

I think we'll have to go for the random tech at the start of the game, though this may mean Nationalism for Scientific civs.

Mickeyj is offline Mickeyj
King
London
May 2002
time: 05:30
  Old Post 23-01-2005 03:05
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It appears the Panzer will be a popular choice, I'll go for it.

As for my traits I'll go for industrious, religious.

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 23-01-2005 23:52
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I just tested with steam power and got nationalism ... sigh.

I think, contrary to what you just said Klo, we should give steam power - and take away SGLs. It's like a free tech and could be nationalism - yes - but it's also taking away the other huge bonus Sci civs get ... so maybe it will even out.

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 23-01-2005 23:54
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okay, i also got ecomonics ... weird, does that mean i get a free tech in each era?? Klo did you get the same thing? I didn't think I did in the past games ...

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 23-01-2005 23:56
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My guess is that since I started us out in ancient times and manually gave the techs - otherwise you get the unnecessary techs automatically - it's suddenly advancing us through the eras ... I think it's worth the cost, as I'd rather not start with some of the various techs, but it's up to you all...

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 24-01-2005 00:00
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One thing we can consider is giving one "unnecessary" tech to each civ (or trait? = 2 techs) based on their traits, ie:

Military: Mil Tradition (or Chivalry?)
Religious: Republic (or democracy?)
Commercial: Economics
Scientific: Steam Power
Industrial: Printing Press (or Chivalry?)
Seafaring: Navigation
Expansionist: Navigation or Printing Press or Chivalry
(Agr.: Literature) (but we're not playing with Ag.)

You could either choose from the two your traits come with, or get both depending on how we wanted to work that ... would slightly reduce the advantage sci. civs get from getting so many free techs ... and make the traits a bit more interesting

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:30
  Old Post 24-01-2005 00:53
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Another thing - one way to not use AP but to have a decently fast start is to increase the number of settlers. Although you in theory could use the # of settlers to build that many cities - ie if we gave 6 settlers, build 6 cities - more likely you'd build 3 cities of size 3, or even 2 cities of size 5 (I usually go to the 3 of size 3 choice). I tried one game like that, and you certainly get a decent tech base ... I haven't hit <50 turns yet, but it certainly helps ...

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 24-01-2005 08:08
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quote:
Originally posted by snoopy369
okay, i also got ecomonics ... weird, does that mean i get a free tech in each era?? Klo did you get the same thing? I didn't think I did in the past games ...


It seems to select randomly from the whole batch. So, yes, you could get an ancient or midieval tech; and you can also get a second ind tech.

I didn't notice getting two free techs, but I don't remember checking through each era, so that fits.

quote:
Originally posted by snoopy369
Another thing - one way to not use AP but to have a decently fast start is to increase the number of settlers. Although you in theory could use the # of settlers to build that many cities - ie if we gave 6 settlers, build 6 cities - more likely you'd build 3 cities of size 3, or even 2 cities of size 5 (I usually go to the 3 of size 3 choice). I tried one game like that, and you certainly get a decent tech base ... I haven't hit <50 turns yet, but it certainly helps ...


I'd be up for starting with more settlers & workers. Thing is, I think we'd need to start with some military to protect that. Hence, my suggestion of Mass Regicide; we get basic 1-1-2 units that add some interesting elements to the later game.

snoopy369 is offline snoopy369

Emperor
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Apr 2004
time: 23:30
  Old Post 24-01-2005 10:39
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You just need the 3 units really - if you feel like starting more than the 3 recommended cities it's at your risk. I don't like mass regicide because it makes the map too revealed (destroying Expansionist in the process), and it changes the game objectives.

UnOrthOdOx is offline UnOrthOdOx
Emperor
Hello....
Jun 2002
time: 22:30
  Old Post 24-01-2005 21:08
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#42 Report this post to a moderator
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hmmm a game full of panzers against me...



Let me know when we get the specifics hacked out and I'll supply a created civ.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 05-02-2005 07:42
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Sorry about the delay. I'll try to get this started once I'm back from my trip.

Any votes from Paddy or Mickeyj on the starting units? Settlers/workers, yes/no? Military units, yes/no? Mass Regicide, yes/no?

 
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