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No shield variant

I was wondering if any one has ever tried or would be interested in trying a no production variant. IE other then the one shield that the city produces in it's central tile, you can never work a tile that produces a shield. So the only means of getting anything done is the chop, the whip, rush buying and specialists.

Also, whether to leave in or take out production boosters like forges and factories?

Would this be MM hell or broken because most cities would rapidly run out of tiles to work as too many different tiles give shields and every time a city gained pop you have to make sure their not working the wrong tile? I do know that many improvements remove shields but would those work on plain tiles to make them usable for example?

Thoughts?

Gotag
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I don't believe a no production variant is really viable. I'm nowhere near experienced but I'll try to say why.

With the goal of never working hammers, the acquisition of Masonry/Pyramids/Universal Suffrage seems necessary. However, you can never let Cottages mature to towns by doing this.

I have no doubt someone can mention half a dozen more reasons, so I'll let them enlighten us. wink
"We are open to all opinions as long as they are the same as ours."
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Well... we can build up a variant of the "cottage cheese" SG allowing only farming and windmills!
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How about a Slavery: the way of the people variant then? Play as the Egyptians (they built the Pyramids with the whip!), and no mines are allowed, save for resources that require them (no working the tile though). Once BW is acquired, gotta switch to and stick with Slavery. Only watermills, windmills, and farms are allowed. Building-wise, forges, etc... WOULD be allowed, since denying possibility of Engineer specialist might make production too tight.

The real fun perhaps could be in infrastructure production: anything that *isn't* a unit MUST be whipped at least x turns before completion?

*shrug* just some ideas thrown out on top of Cipolla and the OP's idea smile
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