This sounds like fun. I have tried the Ignore Huts rule and it seems workable. Pleasant starting techs will encourage us and shorten the game, both of which are desirable. Perhaps after several games their number and relevance can be made more challenging.
However, I think barbarian settings at raging brings a strong element of chance, both for good and for ill. Despite the sense of euphoria created when a barb leader is captured by a cagily placed trireme, the luck element seems inimical to the spirit of these comparisons. I also think that barbs tend to hurt the AI more than the human. Both of these are seen at the current CFC no huts game. I would suggest eliminating barbs altogether (lowest setting).
If possible, I would suggest making the games in 2.42, which allows for the greatest number of participants.
However, I think barbarian settings at raging brings a strong element of chance, both for good and for ill. Despite the sense of euphoria created when a barb leader is captured by a cagily placed trireme, the luck element seems inimical to the spirit of these comparisons. I also think that barbs tend to hurt the AI more than the human. Both of these are seen at the current CFC no huts game. I would suggest eliminating barbs altogether (lowest setting).
If possible, I would suggest making the games in 2.42, which allows for the greatest number of participants.
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