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The Sweetness and Light Game

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  • Bloody Monk
    replied
    Excellent!!

    The logic of the rules holds.

    Now, let's learn how to make maps so we can build a boat and go find some trade stops...with diplomats to explore as we go.

    Unless...one supposes that Explorer units would also pass muster....

    Monk

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  • Scouse Gits
    replied
    Clarification of rules ...

    Anyone who does not consider a Diplomat to be a military unit has never played with M LaFayette!
    However, given the rules as stated - we must consider their use as explorers a legitimate exploit - we had actually considered the use of carrier- aircraft combos for exploring as the only loop-hole -- how wrong can you be?
    Off-continent hut-popping prior to Jihad is forbidden!

    SG[1] - he gives and he taketh away!

    Leave a comment:


  • Bob_Smurf42
    replied
    This will be interesting...
    I *should* be able to play tomorrow, or Mon. at the latest.
    15 turns sound right?

    Leave a comment:


  • Scouse Gits
    replied
    Originally posted by Six Thousand Year Old Man
    sign me up...
    With me playing it'll be that much more challenging for the rest of you
    You're in

    You won't have trouble with this one ... too many rules

    -----------------------

    SG(2)

    Leave a comment:


  • Six Thousand Year Old Man
    replied
    sign me up...

    With me playing it'll be that much more challenging for the rest of you

    Leave a comment:


  • Scouse Gits
    replied
    Yep ... I will alert SG[1] about this ... the game is his baby

    ---------------------

    SG(2)

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  • Bloody Monk
    replied
    SG's,

    A ruling on popping offshore huts, with exploring dips before Fundy, has been requested. Thankyouverymuch.

    Monk

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  • Scouse Gits
    replied
    Bob_Smurf42 Welcome to the Academy ... you play next

    Thank you BM and SCG for keeping things moving so well

    La Fayette and Lagomorph you're on the list

    -----------------------------

    SG(2)

    Leave a comment:


  • La Fayette
    replied
    I meant 2 Gits + 1 Monk + probably a few more Deans from The Institute

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  • La Fayette
    replied
    Hello Bob_Smurf42!
    I am fairly sure that you are welcome.

    (I shall play if there's room left and nobody else will have a try; since 2 gits is enough to provide most of the robust constructive criticism required ).

    Leave a comment:


  • Bloody Monk
    replied
    @SCG,

    We are moving right along. I can't speak for the Scousers, but, I chose my two city sites on the basis of getting the most cities in our tight space, while working the most specials. Each of them has a hidden special to be revealed. Later, two more cities can be added, if needed, SW and SE of Beggersville.

    Note should be taken of two more hidden specials at the southern end of the western half of the island, at (92, 226) and (94, 230), where two more cities can be established. Two more can fill in the space in the west without crowding. That should give us 8 (or 10) cities in our home world, that we can "perfect" until we go Fundy. A good base, I think.

    As for the exploring dip/hut tipping thing, perhaps our hosts will clarify for us. As it stands now, dips are not proscribed in bullet 5, so exploring with dips is probably going to pass muster. But, I think huts must be passed over until we are Fundy. Otherwise, we will have units/nomads/ advanced tribes offshore before they are allowed. We need a ruling I think.

    Monk

    Leave a comment:


  • Bob_Smurf42
    replied
    I'd like to try this game, if you all don't mind , it seems we have a shortage of players in this one(perhaps the 2+ other games in progress... )
    I'm not a Diety player(yet), but there's only one way to learn , right? Right?? Hello??? Anyone?????

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  • SCG
    replied
    and of course the zip for the rabbitfolk
    Attached Files

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  • SCG
    replied
    thoughts: not especially happy with city placement, 22/60 beakers, max 9 beakers atm - 5 turns by 1 beaker, doesn't matter as we are 6 turns from first viable oedo year. 1 city that can grow in 3 turns, so should be able to get by with 6 beakers right now. can't argue with the build choices atm (3 settlers and 1 warrior)

    1750: realize that workers are set for 6 beakers at the start, and wind up putting workers back where they started
    1600: Thucydidies says we are 2nd happiest - must be the despotism we have corrupted shields in Heaven's Gate. (40/60)
    1550: settler in Mean City (46/60), need to average 7 beakers now, rearrange workers
    1500: none of the advisors are happy
    1450: Germans build palace in Leipzig, Monarchy, choose Currency (Horseback Riding, Literacy and Mapmaking) revolt, crown first Small Meanie!, Berlin (German) #1 city in the world - go figure (followed by Rome, Madrid, Delhi, and New York, all size 3), tidy workers, rush settlers in Beggarsville to avoid food waste.
    1400: settlers emerge from Beggarsville
    1300: Babylonians build palace in Nineveh? looks like its going to be one of those games
    1200: settlers decend in Heaven's gate.
    1150: diplomat in Mean city. ponder between settlers, library or colossus. Decide on colossus start.
    1050: Romans build Palace in Veii? yep, one of those games
    1000: Currency choose Literacy (struggled between pottery, masonry and mysticism)


    final thoughts - didn't have any real goal in mind other than monarchy and connectivity. We should be able to get 4 cities on the western half of the island with minimal overlap, allowing us to develop several large cities while we work towards our goal of (did i really sign up for a fundy game???) fundamentalism. We'd have to bypass a small canal to do that, but we don't have an especially large island so shouldn't be a big deal - especially with every city likely to be a port city.

    anyway, the save
    Attached Files

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  • -Jrabbit
    replied
    Due home from Austin tomorrow.
    This sounds fun. Sign me up.

    Leave a comment:

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