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  • Git Rules

    We tried something new last night, inspired in part by the "no huts" variant of Early Landings, which seems to have really captured (2)'s imagination.

    On top of our normal 'House Rule' of a Spotless reputation we imposed the following hut-popping regulations.

    Before founding - anything goes

    After founding - the only acceptable outcome from a hut is Barbs, Gold or Nomad - if anything else appears you must reload and re-pop until you get gold (any amount), Barbs & Nomads are no longer acceptable

    This lead to a very interesting game - the upside was that we had more control over our tech tree - the downside was we really missed the extra units and advanced tribes

    Try it out and comment please

    SG[1]
    "Our words are backed by empty wine bottles! - SG(2)
    "One of our Scouse Gits is missing." - -Jrabbit

  • #2
    I thought this was going to be a shameless self-promotion thread.

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    • #3
      hm....so only 1/3 of your huts are bad.......no tech, no tribes....interesting.

      why not just not be allowed to pop until you found a city and then implement those rules.....

      if you pop alot of huts before the cities are laid down, you will likely get some units ....this way u would have to use your warriors to find huts and getting that barb horse which kills your warrior far from home is a real @$% in the @$$
      Boston Red Sox are 2004 World Series Champions!

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      • #4
        Absolutely agreed Warz - but the intent was not to make the game harder, but to give some control over the tech path - whilst retaining some element of the fun of hut-popping

        SG[1]
        "Our words are backed by empty wine bottles! - SG(2)
        "One of our Scouse Gits is missing." - -Jrabbit

        Comment

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