Well it seems that I'll be playing my first CivVIes game as Japan. I've read some reviews of the new game and have picked up odd things here and there, but haven't delved into minutiae at all. I expect my strategy to be equal parts stumbling in the dark, listening to dodgy (in-game) advisors, and misunderstanding things.
BRick posted these useful summaries of the civs, so I know that Japan looks & thinks like this:
Japan
Unique Ability: Meiji Restoration All districts receive an additional standard adjacency bonus for being adjacent to another district.
Unique Unit: Samurai: Does not suffer combat penalties when damaged.
Unique Building: Electronics Factory:Replaces the Factory. Provides bonus culture and production to nearby cities.
Hojo Tokimune
Leader Bonus: Divine Wind: Land units receive +5 Combat Strength in land tiles adjacent to Coast; naval units receive +5 Combat Strength in shallow water tiles. Builds Encampment, Holy Site, and Theater Square districts in half the time.
Leader Agenda: Bushido: He prefers civilizations with both a strong military and faith or culture. He dislikes civilizations with a strong military with weak faith and culture.
So my game plan will be roughly:
1) Explore! (Dreylin's Player trait)
2) build cheap districts adjacent to each other
3) attack neighbour with Samurai (sticking close to the coast where possible)
4) ...
5) suffer ignominious defeat Profit!
My plan is to go into this without any practice time (assuming I can work out where the Save file needs to go without starting a game to create my own) and to report periodically as the game progresses rather than all at once at the end - I figure that's OK for this casual Adventure even though the standard is to unleash the whole thing on Report Day.
... 4hrs of work ... 3hrs with the kids before bedtime ... and then we'll see!
BRick posted these useful summaries of the civs, so I know that Japan looks & thinks like this:
Japan
Unique Ability: Meiji Restoration All districts receive an additional standard adjacency bonus for being adjacent to another district.
Unique Unit: Samurai: Does not suffer combat penalties when damaged.
Unique Building: Electronics Factory:Replaces the Factory. Provides bonus culture and production to nearby cities.
Hojo Tokimune
Leader Bonus: Divine Wind: Land units receive +5 Combat Strength in land tiles adjacent to Coast; naval units receive +5 Combat Strength in shallow water tiles. Builds Encampment, Holy Site, and Theater Square districts in half the time.
Leader Agenda: Bushido: He prefers civilizations with both a strong military and faith or culture. He dislikes civilizations with a strong military with weak faith and culture.
So my game plan will be roughly:
1) Explore! (Dreylin's Player trait)
2) build cheap districts adjacent to each other
3) attack neighbour with Samurai (sticking close to the coast where possible)
4) ...
5) suffer ignominious defeat Profit!
My plan is to go into this without any practice time (assuming I can work out where the Save file needs to go without starting a game to create my own) and to report periodically as the game progresses rather than all at once at the end - I figure that's OK for this casual Adventure even though the standard is to unleash the whole thing on Report Day.
... 4hrs of work ... 3hrs with the kids before bedtime ... and then we'll see!