T105 Civ Comparison
My biggest increase over the last 5 turns is 2 new cities, 5 pop, 2 districts. Marginal increases to yields except for gold/turn which plummeted. Main factor in the decrease is civics swaps plus loss of Amsterdam Suzerainty. Biggest improvement internationally is Russia's science rocketing up +60% thanks to University + Hattusa. Greece came begging for a zero-interest loan of 320, but at this point I'm concerned about return of the principle since I'm confident Rome will be able to eliminate Greece at least as quick at Russia took out Germany. Rome will recruit a Medieval/Renaissance GGeneral next turn and I expect to see mass upgrade of knights with the huge treasury Rome is currently holding. Interesting times ahead for the lurkers, that's for sure. I think that it is in my own best interest for Rome to crush Greece and take firm hold of leader position so that TheArchduke and I can work together.
Here's a look at my two new island cities:
First of all Catan, named thus as my first island city in large part because Settlers of Catan is played on an island Personally I'm not a huge fan of Settlers of Catan but I'm fine playing if that is the consensus. In retrospect the other city about to be planted on the Jade would fit a little better thematically due to the terrain. It has a wheat resource, Iron and mountains for ore, a desert, sheep, woods, and we'll call those plains and plain-hill tiles brick. In fact I think that's too good of a match that I'll swap the Catan name over to the new jade city founded next turn and come up with a new name for the existing city (Carcassonne?).
Notice I lost suzerainty of Hattusa. That throws another wrench in the musket-upgrade-for-eureka plan since that was my only source of Niter. I have another source in my borders but it will be about 6 turns before I can get a builder there to mine it. New plan is to trigger the GScientist when I only have 2 eurekas remaining in the Renaissance era so I get a 50/50 shot at Square Rigging or Siege Tactics. Either way it will be a win. If I hit Square Rigging I save gold from a musket upgrade and just hard research through Siege tactics.
Up north we have Fluxx founded this turn, with barb troubles already. Quadrireme is on the way to assist while the horseman is currently tasked with preventing the scout from reporting back. Fortunately the camp spawned with a spear still I wasn't sure if being in the medieval game era wouldn't trigger the camp spawning with a pike instead. RNG was good on the scout movements so far and I think I'll be able to contain the scout and eventually claim a free 50 without any disruption.
Fluxx is a card game with ever-changing rules. It uses it's own deck of cards (not standard playing cards) and is probably my favorite card game. There is only a small learning curve mostly due to just becoming familiar with the various cards. Game play is very simple and works equally well from 2-6 players. Games usually last anywhere from 5 minutes to 15 minutes. Occasionally there are outlier games where someone gets lucky and wins on their first turn or the cards don't line up and it takes 30+ minutes. It has a good mixture of skill and luck to keep serious and casual players interested. Fluxx is a great travel game since it is the size of 2 standard decks of cards, but has incredible re-play-ability. The object of the game is to match your "keeper" cards with the current "goal", and you can make that happen on your turn by either playing the appropriate keeper cards OR by changing the goal to match your current keeper cards. There are 4 basic card types that can be played in any combination [subject to the then-current rule set]:
Civ | Cities | Pop | Techs | Civics | Gold | Faith/turn | Districts | Military |
---|---|---|---|---|---|---|---|---|
Brazil | 9 | 51 | 25 (+98.3/turn) | 21 (+88.3/turn) | 98 (+60/turn) | 6.6 | 17: (2) Campus, (2) CH, (2) IZ, (3) Encampment, (3) Carnival, (2) Theater, (2) Harbor, (1) HS | 622 |
Russia | 12 | 46 | 20 (+91.5/turn) | 16 (+40.7/turn) | 467 (+26/turn) | 52.5 | 10: (4) Lavra (5) campus, (1) CH | 627 |
Rome | 14 | 55 | 23 (+51.4/turn) | 18 (+56.7/turn) | 1314 (+114/turn) | 9.4 | 6: (1) HS, (2) Encampment, (2) CH, (1) Campus | 555 |
Greece | 6 | 18 | 15 (+22.1/turn) | 13 (+24.9/turn) | 59 (+11/turn) | 3.2 | 4: (1) Encampment, (1) Campus, (2) Acropolis | 376 |
My biggest increase over the last 5 turns is 2 new cities, 5 pop, 2 districts. Marginal increases to yields except for gold/turn which plummeted. Main factor in the decrease is civics swaps plus loss of Amsterdam Suzerainty. Biggest improvement internationally is Russia's science rocketing up +60% thanks to University + Hattusa. Greece came begging for a zero-interest loan of 320, but at this point I'm concerned about return of the principle since I'm confident Rome will be able to eliminate Greece at least as quick at Russia took out Germany. Rome will recruit a Medieval/Renaissance GGeneral next turn and I expect to see mass upgrade of knights with the huge treasury Rome is currently holding. Interesting times ahead for the lurkers, that's for sure. I think that it is in my own best interest for Rome to crush Greece and take firm hold of leader position so that TheArchduke and I can work together.
Here's a look at my two new island cities:
First of all Catan, named thus as my first island city in large part because Settlers of Catan is played on an island Personally I'm not a huge fan of Settlers of Catan but I'm fine playing if that is the consensus. In retrospect the other city about to be planted on the Jade would fit a little better thematically due to the terrain. It has a wheat resource, Iron and mountains for ore, a desert, sheep, woods, and we'll call those plains and plain-hill tiles brick. In fact I think that's too good of a match that I'll swap the Catan name over to the new jade city founded next turn and come up with a new name for the existing city (Carcassonne?).
Notice I lost suzerainty of Hattusa. That throws another wrench in the musket-upgrade-for-eureka plan since that was my only source of Niter. I have another source in my borders but it will be about 6 turns before I can get a builder there to mine it. New plan is to trigger the GScientist when I only have 2 eurekas remaining in the Renaissance era so I get a 50/50 shot at Square Rigging or Siege Tactics. Either way it will be a win. If I hit Square Rigging I save gold from a musket upgrade and just hard research through Siege tactics.
Up north we have Fluxx founded this turn, with barb troubles already. Quadrireme is on the way to assist while the horseman is currently tasked with preventing the scout from reporting back. Fortunately the camp spawned with a spear still I wasn't sure if being in the medieval game era wouldn't trigger the camp spawning with a pike instead. RNG was good on the scout movements so far and I think I'll be able to contain the scout and eventually claim a free 50 without any disruption.
Fluxx is a card game with ever-changing rules. It uses it's own deck of cards (not standard playing cards) and is probably my favorite card game. There is only a small learning curve mostly due to just becoming familiar with the various cards. Game play is very simple and works equally well from 2-6 players. Games usually last anywhere from 5 minutes to 15 minutes. Occasionally there are outlier games where someone gets lucky and wins on their first turn or the cards don't line up and it takes 30+ minutes. It has a good mixture of skill and luck to keep serious and casual players interested. Fluxx is a great travel game since it is the size of 2 standard decks of cards, but has incredible re-play-ability. The object of the game is to match your "keeper" cards with the current "goal", and you can make that happen on your turn by either playing the appropriate keeper cards OR by changing the goal to match your current keeper cards. There are 4 basic card types that can be played in any combination [subject to the then-current rule set]:
- Rules - e.g. number of cards to draw each turn, number of cards to play each turn, limits on the number of cards in hand or in play on the table, and other more specific rules. Rules are played into the center of the table and affect all players immediately.
- Keepers - each keeper card has one of a variety of objects or ideas. E.g. chocolate, toaster, cookies, bread, TV, death. Keepers in play are face up on the table in front of a specific player who owns them.
- Goals - most goals are a combination of "keeper" cards necessary to win. One goal is face up in the middle of the table [unless a rule card says otherwise ], and can be replaced with a new goal by any player on their turn. As an example from the keepers listed above, a goal might be "Baked Goods" and the player with cookies + bread in play would win. Another goal might be "Toast" for toaster + bread, or "Appliances" for toaster + TV.
- Actions - a variety of one-shot actions such as steal or swap keepers, steal cards from a hand, draw extra from the supply, remove rules from the rule-set.