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Kandros of the Clan - How many powers of 2 do you need?

Nah, make it bigger.

  1. It gives us space to get the snowball up in, so we can claim more land in the mid game which looks to be our strongest part of the game.


  2. If we start next to the Illians (the only rush civ I'm not sure how to handle truth be told) they are farther away from us, and techs cost more - takes them longer to get the PoW out, so we in general just get more turns to prepare for them if they are hostile.


  3. Our world spell doesn't work without a barb leader, so we can't use it any way.


  4. More space for wolves to spawn in.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Messages In This Thread
Kandros of the Clan - How many powers of 2 do you need? - by Krill - August 15th, 2011, 12:51
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 11th, 2011, 14:44
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 31st, 2011, 19:36

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