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What civ do you want to play?
This poll is closed. |
| Greece (for Markos) |
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4 |
14.81% |
| China |
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2 |
7.41% |
| Japan |
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0 |
0% |
| Aztecs |
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1 |
3.70% |
| Iroquois |
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2 |
7.41% |
| Celts |
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0 |
0% |
| Carthage |
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11 |
40.74% |
| Egypt |
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3 |
11.11% |
| Babylon |
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0 |
0% |
| France |
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0 |
0% |
| Persia |
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1 |
3.70% |
| Spain |
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0 |
0% |
| Ottomans |
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2 |
7.41% |
England  |
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1 |
3.70% |
| Total: |
27 voters |
100% |
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dejon
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quote: Originally posted by Togas
But this is way off topic. Send me a PM is you want to discusss further.
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This may as well be thread jacked - further discussion on topic should wait until we have a closed forum.
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realpolitic
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Rogue States of America
Mar 2002 time: 21:25
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quote: Originally posted by donegeal
We need to aply what we have learned from the Team game in this choice.
Expansionist- Incredible trait in MP games. You start with a free scout (move two) and begin the exploring and goodie hut popping quickly and it leads to an early lead (espeshily if you pop a close by settler). This one trait could land upwards of three or four techs on a standard size map giving an early lead (one that a team like us wouldn't relinquish... )
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In the PtW game we still have technology trades, and besides, the more cities we conquer the more people there are more citizens to develop science. The Science trait saves us 40 shields every time we build a library that's 1 1/3 swordsmen, and we'll get the science & cultural benefits 40 shields sooner. I've had to end early wars because I was lagging in culture, at least with the science trait, I'm well prepared when the 20 turns expire. 160 shields per University grinds my wars to a halt, by the time I recover, I have to start thinking about factories.
"early lead" - what do you mean here??? all you need are horsemen or swordsmen to start a war, it only takes a few techs. My first one is usually with archers, after several experiences of playing the Persians with Iron out of reach, I've made it quite lucrative. Ancient wars don't reqire much tech.
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realpolitic
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Rogue States of America
Mar 2002 time: 21:25
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quote: Originally posted by donegeal
We need to aply what we have learned from the Team game in this choice.
Expansionist- Incredible trait in MP games. You start with a free scout (move two) and begin the exploring and goodie hut popping quickly and it leads to an early lead (espeshily if you pop a close by settler). This one trait could land upwards of three or four techs on a standard size map giving an early lead (one that a team like us wouldn't relinquish... )
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In the PtW game we still have technology trades, and besides, the more cities we conquer the more people there are more citizens to develop science. The Science trait saves us 40 shields every time we build a library that's 1 1/3 swordsmen, and we'll get the science & cultural benefits 40 shields sooner. I've had to end early wars because I was lagging in culture, at least with the science trait, I'm well prepared when the 20 turns expire. 160 shields per University grinds my wars to a halt, by the time I recover, I have to start thinking about factories.
"early lead" - what do you mean here??? all you need are horsemen or swordsmen to start a war, it only takes a few techs. My first one is usually with archers, after several experiences of playing the Persians with Iron out of reach, I've made it quite lucrative. Ancient wars don't reqire much tech.
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Arnelos
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of the Free World
Sep 2002 time: 00:25
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quote: Originally posted by Meshelic
I agree GenghisFarb, Axis & Allies is a cool game, I've been trying to get them to do it, but they'd rather go get stoned and sit around. I can't do that anymore, I'm not about to lose my job.
Bah, I need more history buff's and strategy buff's to hang out with. 
And yes I threadjacked this on purpose, for that very reason Dejon. |
Sorry to hear that all you can get people to play is Risk 
I agree that Risk gets extremely dull extremely quickly... it's nothing but rolling dice until the end of time (sometimes it seems almost literally...) - very little strategy.
As for Axis & Allies, I have a copy of it right behind my head on the shelf here That said, while it lasts longer than Risk for keeping my interest, it gets dull quick as well. It doesn't take terribly long until the basic strategies have all been tried out (after about 4 games) and after that it's just a giant game of rock-paper-scissors with dice so occassionally scissors will beat rock by some stroke of pure luck.
Another game that's somewhat like that is an old one I have called "Conquest of the Empire" also by MB. That game plays more like a complicated version of Roman Risk.
I prefer games with a bit more depth and more concentration on power politics and diplomacy, though 
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:25
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quote: Originally posted by Togas
Ah, yes, the old Milton Bradly "Game Master Series!" I still have Shogun (later renamed Samauri Swords), and Fortress America. My buddy had Conquest and Broadsides & Boarding Parties, a very clever 1 on 1 pirate ship game with huge model ships that came apart as you blew away masts and the hull.
--Togas |
Oh yeah, The infamous Game Master Series.
I have 6 copies of Axis & Allies, 1 Fortress America, and one of Conquest of the Empire.
They took Shogun off the market before I could get a copy but I was able to play with my friend's copy.
A&A and Shogun were by far the best two. Fortress was doomed simply because there was not enough elements added to make it as enjoyable as the others and who was the idiot who playtested Conquest?
Conquest was a great idea and had great pieces but it basically boiled down to a defective version of Risk when you played it by the rules. The best element was the inflation concept, but it would appear as if that took 80% of the game concept budget for the game.
Oh, and I'm all for the Ottomans as our Inter-game civ.
(See, Ming, the last sentence was on-topic. )
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ZargonX
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Space
Sep 2002 time: 00:25
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quote: Originally posted by Arnelos
This was my problem with Axis & Allies... many of the strategies were obvious and even when no single obvious option existed, the potentially successful ones weren't very numerous... Axis & Allies is a glorified version of rock-paper-scissors with dice...
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Well, it is very true that the strategies in A&A can be played out if you play with the same people over and over again, which is exactly what happened to my friends and I. To remedy that, and to show my total nerdiness, we completely overhauled the game. First, I made a giant sized board that merged the AA Europe map, the AA Pacific map, and then divided up N. America and Russia a good deal more. All in all, the board has 160 territories on it. Then, we invented a d12 system, so that units could be spread out more along the spectrum. And, of course, we added a tech system to compliment that, with small unit improvements. Then, with all that in place, we just decided to make it a free-for-all game, with everyone selecting their own starting territories and forces, with no alliances pre-set either. So, top that off with some Diplomacy-style meetings between turns, and you have one strategy-filled afternoon of gaming. An average game takes us about 9 hours, so needless to say we only get to play about once every two months.
With that said, nerd-rant over 
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:25
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quote: Originally posted by Arnelos
This was my problem with Axis & Allies... many of the strategies were obvious and even when no single obvious option existed, the potentially successful ones weren't very numerous... Axis & Allies is a glorified version of rock-paper-scissors with dice...
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Well, we long ago gave up replaying the Axis vs the Allies and simply played it anything goes with each nation free to determine who it wanted to make alliances with and not.
The easiest team to win with was Russia and Germany of course. Then we started making our own maps so that we could have more than 5 players reaching its peak at 26 different countries. Those games lasted just under 72 hours apiece with the players rotating to lunch/dinner when it wasn't it their turn and taking naps, etc.
Last edited by GhengisFarb on 31-01-2003 at 02:17
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:25
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quote: Originally posted by ZargonX
ell, it is very true that the strategies in A&A can be played out if you play with the same people over and over again, which is exactly what happened to my friends and I. To remedy that, and to show my total nerdiness, we completely overhauled the game. First, I made a giant sized board that merged the AA Europe map, the AA Pacific map, and then divided up N. America and Russia a good deal more. All in all, the board has 160 territories on it. Then, we invented a d12 system, so that units could be spread out more along the spectrum. And, of course, we added a tech system to compliment that, with small unit improvements. Then, with all that in place, we just decided to make it a free-for-all game, with everyone selecting their own starting territories and forces, with no alliances pre-set either. So, top that off with some Diplomacy-style meetings between turns, and you have one strategy-filled afternoon of gaming. An average game takes us about 9 hours, so needless to say we only get to play about once every two months.
With that said, nerd-rant over  |
You want nerd? My friends and I would add little cards similar to monopoly cards. One of the cards was a nuclear strike that had the chance of producing gargantuans (like King Kong or Godzilla). These things would rampage all over the place until they were placaded. If you managed that, they were yours to command. It was the only game I knew of where you wanted to get nuked!
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