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I would suggest allowing to build scouts for the first X turns (25?)
Agree with normal speed, pangaea, emperor
For the civ choice, my preferences would be the following
* Celts - the best civ for faith production
* Greece - the best civ for maintaining relations with city states
* Byzantium - considering we will have to take beliefs which allow to purchase units with faith, being able to take an extra non-military belief will be useful
The following can also be considered, but are probably against the spirit of the variant
* Austria - when buying a city state, the player gets all its military
* Germany - after getting the first few units from a city stsate, we can try getting the barbs to our side
* Ottomans - same, but with navy (probably the worst option as it will take a while to get naval units and be able to fight barbs with them)
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Agreed that germany, austria and ottomans are against the variant rules.
Other options for picking (related to faith) are:
*Maya, for the Pyramid (shrine that gives +2 science per turn) and the UA (we could get a GP from that, don't we? Not saying we should...).
*Ethiopia, for the Stele (monument that gives +2 faith).
I'd choose the Celts, just because they are good at generating faith. Considering what we need before being able to buy units with faith, there's a chance we won't be able to use Pictish Warriors and its faith gaining combat ability. Even so, the free faith from the UA ia pretty nice and it'll start the fun part of the game sooner.
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I think Greece is stronger but the Celts are better for theme, could go either way on that. Greece might want a large map for more available city-states.
Normal speed. I might suggest a land-based map to cover up the weakness that we won't be able to acquire or afford much of anything navally. Inland Sea comes to mind but there's also other options that I don't recall offhand at the moment.
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I prefer Quickspeed Civ 5 is tedious enough there.
I'm against to allow building scouts
And hoping for military city states near us and getting their friendship without any units is a bit too much on relying on luck.
I suggest a clear faith focus and getting our units that way.
I'm also for simply using the first map coming our way.
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(June 3rd, 2015, 15:51)T-hawk Wrote: I think Greece is stronger but the Celts are better for theme, could go either way on that. Greece might want a large map for more available city-states.
Normal speed. I might suggest a land-based map to cover up the weakness that we won't be able to acquire or afford much of anything navally. Inland Sea comes to mind but there's also other options that I don't recall offhand at the moment.
I'm not finding a good explanation of how CS unit gifting works now, but have vague recollection that being allied with more than one doesn't improve the rate of unit gifts much at all. So maybe not too much benefit of a larger map, as long as there's at least one militaristic CS?
(June 3rd, 2015, 17:32)Rowain Wrote: I prefer Quickspeed Civ 5 is tedious enough there. I lean towards normal - hear this concern but in a SG you only play 1/5th of the turns - but also against a larger map for issues of game dragging out.
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Ok I think I can get behind not building any scouts
Agree with timmy827 that normal speed works better for SG
This we're all for Celts as the civ choice?
Other outstanding issues: map script (pangaea, inland see, something else?), difficulty level (emperor?)
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So, how about I roll a normal speed game, pangea/standard size map, emperor difficulty, with the Celts as our civ? I can post the starting screenshot so we can discuss where to go from there.
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I'll be lurking with interest on this, haven't really touched faith purchasing in Civ5 so didn't sign up.
"We are open to all opinions as long as they are the same as ours."
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Gotta run, so no time for a proper post. But I rolled our map, here it is:
Enough forests for the full Celts UA bonus. We need to figure out where to settle, what to build (since no scouts seemed to be the prevalent vote), how long to explore with the warrior, the policies to take, the tech to go for... Quite a bit actually.
Ah, and how many turns for each player. We can do more in the start and less as the game goes forward, I think.
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