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Stelas
Sep 6, 2010

Press Y to abuse the populace!



Base Game Rules
Expansion Rules
Condensed Rules
Reference Post

Thread 1 - Quick, Everyone Gank Ghandi
Thread 2 - THANKS HAMMURABI

What?

Clash of Cultures is one of the lighter 4X games I've ever seen, managing to combine a lot of stuff into a simple, easy package. It can still take a while to unravel the intricacies of the tech tree, but I'll take three hours over the actual Civilization's 'about a weekend' any day.

Clash of Cultures: Civilizations goes one better and provides unique identities and units to each player, expanding their options and making everyone play that little bit differently, solving arguably the biggest problem with the base game. On top of that, now you can crush your enemies with elephants.

Would I call it a good game? That's a tricky question, especially in a world where Civilization: New Dawn exists and is probably next on the PBP queue once I finish all the image editing. But it's definitely one of my favorite games once you add the expansion in, and nigh-impossible to actually find a copy of the expansion now that it's Extremely Out Of Print.

House Rules
  • Don't worry about how to place map tiles, you as players won't need it.
  • Check the second post and the condensed rules! The game's easy to pick up but you will need to read them, especially in regard to the tech tree. There's a ton of information about the advances in the second post, which will have the bulk of the Civilizations cut once players have decided who they're being.
  • COs are fine, either to PM or in the thread.
  • By and large I will not pause for Action Cards out of combat, but I will for combat.
  • Generally speaking I will assume you want to play Objective cards as often as possible. There's no reason to keep them in your hand.
  • Please write out as many actions as you can in your posts! Obviously, pause if you need something revealed, but otherwise for speed's sake I'd like to get as much as I can in a single update. Additionally, feel free to post your turn even if I haven't updated yet.
  • Talk should be kept entirely in-thread. Trading and diplomacy are encouraged, as is trash-talk, but they should all be visible to all players.
Recruiting

I'd like four players. PMs are required because I'm going to need to send you a link to your hand of cards, which are kept private, and to warn you if you need to respond to an attack. I'd like people who can check in daily, but since this is a turn-based game don't expect to need to do something every day. Please indicate if you know the game - signups are welcome from all skill levels, but this lets me figure out what I'm working with.

Signups will close in about 24 hours from now, whereupon players will be decided by random draw.

Stelas fucked around with this message at 03:01 on Oct 4, 2019

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Stelas
Sep 6, 2010

CIVILIZATIONS

Babylonia posted:

Special Advances:
  • Canals (Engineering): If you Collect only one Food (but any amount of other Resources), gain 1 Food.
  • Code of Laws (Writing): If you have no more than 4 Action cards, draw one after a successful Cultural Influence.
  • Star Catalogues (Astronomy): Whenever you trigger an Event, get 1 Idea or 1 Culture before the Event.
  • Ziggurats (Dogma): Dogma does not apply a limit on Ideas. When Increasing City Size with a Temple, Ideas may substitute for any Resource.
Leaders:
  • Hammurabi:
    • Lawgiver: When undergoing Civic Improvement, Hammurabi's city may improve directly to happy for 1 Mood.
    • Guardian: When Hammurabi Increases City Size with a Fortress, it costs no Food or Wood.
  • Nabopolassar:
    • Liberator: Nabopolassar gets +2 CV against any player with an equal or greater number of cities.
    • Revolt: After any of your cities are captured, Nabopolassar gains 1 Infantry.
  • Nebuchadnezzar II:
    • The Hanging Gardens: Nebuchadnezzar II may build the Great Gardens in his city even if it is unrevealed, at a discount of 1 Culture and 2 Resources.
    • Defiler: Nebuchadnezzar II gains +2 CV when attacking a city with a Temple in it.

China posted:

Special Advances:
  • Rice Paddies (Irrigation): When Collecting, you may gain an additional Food from each fertile space you collect from that is not the city and that has a Settler on it, up to 2.
  • Sprawling (Husbandry): After Building one or more Settlers or using Sanitation, you may Move any Settlers currently in cities at no action cost.
  • Fireworks (Chemistry): On the first round of combat, you may pay 1 Ore to prevent your enemy from using Combat cards.
  • Fighting Bands (Autocratic): As an action once per turn, you may exchange any of your Settlers into Infantry, or vice versa.
Leaders:
  • Sun Tzu:
    • The Art of War: As an action, Sun Tzu may activate a city he is in to buy a Warfare advance for 1 Culture or 1 Mood instead of any Food.
    • Fast War: When Sun Tzu wins a Land combat in one round, gain 1 Culture and 1 Mood.
  • Empress Wu Zetian:
    • Agricultural: As an action, Wu Zetian may activate a city she is in to buy an Agriculture advance for 1 Culture or 1 Mood instead of any Food.
    • Shrewd Conqueror: For any combat round in which Wu Zetian has a larger Army than her opponent, she gets +2 CV.
  • Qin Shi Huang:
    • The Great Wall: Qin Shi Huang may build the Great Wall in his city even if it is unrevealed, at a discount of 1 Culture and 2 Resources.
    • Tactician: Once per battle, Qin Shi Huang may pay 2 Culture to cancel a hit after a combat roll.

Egypt posted:

Special Advances:
  • Flood Plains (Irrigation): You may Collect Food or Wood from Barren spaces, and may found cities on Barren spaces.
  • Architecture (Engineering): Mood may replace Resources or Culture on a 1:1 basis when building Wonders or increasing city size.
  • Embalming (Rituals): Gain 1 Culture after fighting any battle, if you have less than 4. Gain 1 Culture when your Leader dies.
  • Man God (Priesthood): Each Theocracy advance also gives you the power of the Autocracy advance to the left of it.
Leaders:
  • Ramses II:
    • Monumental: Gain 1 Culture or 2 Ideas when using an Obelisk to Increase City Size in Ramses' city.
    • Coastal Power: Ramses' Army gets +2 CV against coastal cities and his Ship gets +2 CV against Pirates.
  • Imhotep:
    • Innovator: Whenever Imhotep's city is activated for anything other than Collecting, gain 1 Idea.
    • Physician: When using an Apothecary to Increase City Size in Imhotep's city, it costs no Food or Wood.
  • Cleopatra:
    • Legendary: Cleopatra's city has +1 range for Cultural Influence.
    • Mistress: As a free action once per turn, Cleopatra may pay 1 Culture and place it in her city. To attack any city containing Culture, the attacker must pay an equal amount of Culture to remove them.

Persia posted:

Special Advances:
  • Elephants (Husbandry): All of your cities can Build Elephants. On the first round of any combat, each Elephant in your Army cancels the bonus of one Cavalry.
  • Immortals (Draft): Prior to each combat round, you may spent any number of Culture to get that many CV, up to 4 Culture per round.
  • Zoroastrianism (Priesthood): When using Cultural Influence, you may target any Army that is not in a city. If successful, change it to your colour and battle any enemies remaining on that space.
  • Banking (Currency): At the start of each turn, prior to checking trade routes, gain 1 Gold or 1 Culture if you have any Gold.
Leaders:
  • Xerxes:
    • Mighty Army: Xerxes' Army has a stacking limit of 5 units, but he may not play any Combat cards until he has 4 or fewer.
    • Great Builder: Building a Wonder in Xerxes' city costs 2 fewer Resources or Culture.
  • Darius:
    • Cultural Unity: Darius gets 1 Mood if his city succeeds a Cultural Influence attempt.
    • Architect: Once per turn at no action cost, Darius may spend 2 Culture to Increase City Size in his city.
  • Cyrus the Great:
    • King of Persia: As an action, Cyrus may activate his city to get 1 Culture or 1 Mood for each region with at least one of your cities in it.
    • Strategist: Cyrus may count any Combat card as giving +2 CV instead of their normal effect.

ADVANCES

Top Half (Expansionism, Science):
  • ACADEMIC - Status Phase: You have more cities with Academies than any other player.
  • ADVANCED - Status Phase: You have at least six advances, and more than any other player.
  • BALANCED - Status Phase: You have advances in all advance categories, at least one Government advance, and at least one Special advance.
  • CITADEL - Status Phase: You have a size five city.
  • CITY PLANNER - Status Phase: You have all four Construction advances.
  • CIVILIZATION - Status Phase: You have at least six cities.
  • CIVILIZATION OF AGES - Status Phase: You have all four of your special advances and have had all three Leaders in play.
  • COASTAL CULTURE - Status Phase: You have more cities with Ports than any other player.
  • COLONY - Status Phase: You have at least one city that is 5 or more spaces away from your starting space. You cannot reveal this for the same city as New Founder.
  • CONSULATES - Status Phase: You have Cultural Influence in at least two different foreign cities.
  • CULTURE - Status Phase: You have all four Culture advances.
  • DIVERSE - Status Phase: You have at least four different non-settlement city-pieces on the board. City-pieces under Cultural Influence, either yours or an opponent's, do not count.
  • DOMINION - Status Phase: You have at least four cities with no cities adjacent to them.
  • ENLIGHTENED - Status Phase: You have all four Education advances.
  • FOCUSED - Status Phase: You have more fully researched advance categories than any other player.
  • FOOD! - Status Phase: You have at least 5 Food. You must pay 2 to complete this Objective.
  • GOVERNMENT - Status Phase: You have all four Government advances from a single government type.
  • GREAT MIGRATION - Status Phase: You have 3 settlers on the board, all at least 2 spaces away from each other or your cities.
  • HAPPY - Status Phase: You have at least 4 happy cities.
  • IDEAS! - Status Phase: You have at least 5 Idea resources. You must pay 2 to complete this Objective.
  • INFLUENCE - Status Phase: You have more Culturally Influenced city pieces under your control than any other player.
  • LEGACY - Status Phase: You have more Obelisks in your color than any other player.
  • MERCANTILE - Status Phase: You own more cities with Markets than any other player.
  • MERCHANT - Status Phase: You have all four Economics advances.
  • NEW FOUNDER - Immediately: Upon founding a city at least 5 spaces from your starting city. You cannot reveal this for the same city as Colony.
  • ORE! - Status Phase: You have at least 5 Ore. You must pay 2 to complete this Objective.
  • PHYSICIANS - Status Phase: You own more cities with Apothecaries than any other player.
  • RELIGIOUS - Status Phase: You have more cities with Temples than any other player.
  • RICH - Status Phase: You have at least 5 Gold. You must pay 2 to complete this Objective.
  • SCIENCE - Status Phase: You have all four Science advances.
  • SEA LANES - Status Phase: You have two or more trade routes using Ships.
  • SEAFARER - Status Phase: You have all four Maritime advances.
  • TACTICAL DIVERSITY - Status Phase: Have at least one Ship, one Infantry, one Cavalry, and one Elephant.
  • TRADER - Status Phase: You have at least 3 trade routes.
  • WELL-STOCKED - Status Phase: You have at least 3 Food, 3 Ore, 3 Wood.
  • WONDERFUL - Immediately: Upon building the first Wonder, or if you were the only player to build one this turn.
  • WOOD! - Status Phase: You have at least 5 Wood. You must pay 2 to complete this Objective.
Bottom Half (Military):
  • AGAINST ALL ODDS - Immediately: Upon winning a battle where you had the fewest Army units or Ships.
  • AGGRESSOR - Immediately: Upon eliminating at least two Army units in a battle you started against another player.
  • AMPHIBIOUS ASSAULT - Immediately: Upon capturing a player city with an Army attacking from a Ship.
  • ART OF WAR - Status Phase: You have all four Warfare advances.
  • BLOCKADE - Status Phase: You have two Ships in an opponent's Port.
  • CIVILIZER - Immediately: Upon capturing a Barbarian settlement that had at least two Barbarian Army units.
  • CLEANSE THE SEAS - Immediately: Upon winning two different battles against Pirate Ships on the same turn.
  • CONQUEROR - Immediately: Upon capturing an enemy City that had a Fortress or Army stationed there.
  • DARING - Immediately: Upon winning a battle against a player with more Warfare advances, or a larger Army than yours.
  • DEFIANCE - Immediately: Upon eliminating at least 2 Army units while defending an attack.
  • DRACONIAN - Status Phase: You have four or more angry cities.
  • DRAFT - Immediately: Upon using the Draft advance twice in a single turn.
  • EQUESTRIAN - Status Phase: You have Cavalry in 3 different armies.
  • FORTIFIED - Status Phase: You have more cities with Fortresses than any other player.
  • GREAT ARMY - Status Phase: You have four more Army units than any other player.
  • GREAT BATTLE - Immediately: Upon winning a battle involving a total of at least 6 Army units.
  • GREAT COMMANDER - Immediately: Upon winning a Land battle where your Leader took part and you had equal or fewer units than your opponent, including Barbarians.
  • GREAT NAVY - Status Phase: You have four Ships, or at least two more than any other player.
  • IVORY TIDE - Status Phase: You have Elephants in 3 different armies.
  • KING SLAYER - Immediately: Upon winning a battle where you defeated a Leader and at least 2 Army units or Ships.
  • LEGEND - Immediately: Upon fighting a battle against a size 5 city or a city with a Wonder, if you attacked with 4 Army units.
  • MARAUDER - Immediately: Upon fighting a battle where you eliminated a Settler, or a Ship with a trade route.
  • MILITARY MIGHT - Status Phase: You have at least 12 Armies and/or Ships.
  • OUTPOSTS - Status Phase: You have at least 3 Army units not in or adjacent to your cities.
  • STAMPEDE - Immediately: Upon winning a battle you started against an Army, including Barbarians, where you still have a non-Infantry unit left afterwards.
  • STANDING ARMY - Status Phase: You have at least 4 Cities with Army units.
  • THREAT - Status Phase: You have at least 4 Army units adjacent to another player's city.
  • WARLORD - Immediately: Upon eliminating at least 3 Army units in one battle.
  • WARMONGER - Immediately: Upon fighting two different battles in a turn and winning at least one.

WONDERS

The Great Gardens posted:

  • 2 Ore, 4 Wood, 5 Food, 5 Culture
  • Requires: Engineering, Irrigation
  • Provides 5 VP.
  • Whenever this city Collects, gain 1 Food. As an action, you may pay 1 Mood to increase the mood of one of your cities one step.

The Great Library posted:

  • 3 Ore, 5 Wood, 3 Food, 5 Culture
  • Requires: Engineering, Philosophy
  • Provides 5 VP.
  • Immediately gain 2 Ideas. Gain 1 Idea when the player to your left, on his turn, gains at least 1 advance you do not have.

The Great Lighthouse posted:

  • 3 Ore, 5 Wood, 3 Wood, 5 Culture
  • Requires: Engineering, Cartography, must be built in a city with a Port
  • Provides 5 VP.
  • Immediately gain a free Ship in the city you build this Wonder in. After activating this city, you may Move a ship as a free action.

The Great Mausoleum posted:

  • 4 Ore, 4 Wood, 3 Food, 5 Culture
  • Requires: Engineering, Priesthood
  • Provides 5 VP.
  • Players attacking this city must pay 1 Mood or 1 Culture for each Army unit attacking. When you Increase City Size with Temples, your cities do not activate.

The Great Pyramids posted:

  • 5 Ore, 3 Wood, 3 Food, 5 Culture
  • Requires: Engineering, Rituals
  • Provides 5 VP.
  • Immediately make 2 Cultural Influence attempts from this city. By owning this wonder, you win any tie for VP at the end of the game.

The Great Statue posted:

  • 4 Ore, 4 Wood, 3 Food, 5 Culture
  • Requires: Engineering, Monuments
  • Provides 5 VP.
  • Add +1 to this city's Cultural Influence range. This city, together with any of your cities within 2 spaces of it, cannot be the target of foreign Cultural Influence.

The Great Wall posted:

  • 5 Ore, 3 Wood, 3 Food, 5 Culture
  • Requires: Engineering, Siegecraft
  • Provides 5 VP.
  • Barbarians cannot attack your cities. Players cannot attack your cities with Fortresses unless they have Siegecraft, but they do not need to activate the power.
Advances

AGRICULTURE - Enhances the collection of resources. posted:

  • Farming: Earned automatically. Cities may collect Food and Wood.
  • Irrigation (Mood): Cities may collect Food from Deserts. Ignore 'Famine' event cards.
  • Storage (Mood): Your maximum Food may go higher than 2.
  • Husbandry (Mood): When collecting, pay 1 Food (or 0 if you have the Roads advance) to collect from hexes up to 2 spaces away.

CONSTRUCTION - Enhances movement and expansion. posted:

  • Mining: Earned automatically. Cities may Collect Ore.
  • Engineering: Enables Sanitation and Roads. Reveal the top Wonder. AAA: Activate a non-angry city and build a Wonder.
  • Sanitation (Mood): Requires Engineering. When increasing city size, pay 1 Food to gain 1 Settler. Ignore 'Plague' and 'Epidemic' event cards.
  • Roads (Culture): Requires Engineering. When moving a land group to or from your cities, you may pay 1 Food to let them move 2 spaces and/or 1 Ore to ignore terrain penalties.

MARITIME - All things ships. posted:

  • Fishing (Mood): Your cities may collect Food from one adjacent Sea space. Allows the building of Ports.
  • Cartography: AAA: Get 1 Culture token and 1 Idea for each region with one of your Ships in it. Only usable once per turn. Enables Navigation.
  • Warships: During Naval battles, or Land battles where your units disembark from a ship, cancel 1 hit in the first round.
  • Navigation (Culture): Requires Cartography. Ships may move off the board and around to the first Sea space in the direction moved.

EDUCATION - The starting point for any advance-heavy build. posted:

  • Writing (Culture): Draw 1 Action and 1 Objective card if you have any Government advances, or the first time you buy one. Allows the building of Academies.
  • Public Education (Mood): Get 1 Idea whenever you collect from a city with an Academy.
  • Free Education (Mood): Get 1 Mood token whenever you use Gold or Ideas to research an advance.
  • Philosophy (Mood): Get 1 Idea. Get 1 Idea when you research a Science advance. Enables Democracy.

WARFARE - The starting point for any combat-heavy build. posted:

  • Tactics (Culture): You may move Army units, and use combat effects on Action Cards. Enables the building of Fortresses.
  • Siegecraft: Pay resources to cancel an enemy's Fortress effects. 2 Wood will cancel the bonus die to combat, 2 Ore will cancel the nullification of the first hit.
  • Steel Weapons: You must pay 2 Ore at the same time as researching this advance. Your Army units get an extra hit on the first round of combat versus Armies without this advance.
  • Draft (Culture): Whenever you Build Units, you may pay for a single Army unit with a Mood token. Enables Autocracy.

SPIRITUALITY - Aids in city expansion and happiness. posted:

  • Myths (Mood): Whenever a city would have its Mood reduced by an Event card, you may pay 1 Mood token instead. Enables the building of Temples.
  • Rituals (Culture): When performing Civic Improvement, you may use Resources instead of Mood tokens.
  • Priesthood: Once per turn, you may buy a Science advancement at no Food cost.
  • State Religion (Mood): Once per turn, when increasing the size of a city by building a Temple, you may ignore the Food cost. Enables Theocracy.

ECONOMICS - Gold is Good. posted:

  • Bartering (Mood): AAA: Exchange up to 3 resources into a mix of Gold or Culture tokens. Allows the building of Markets.
  • Trade Routes: At the start of your turn, you get 1 Food per Settler or Ship within two spaces of a non-angry city belonging to another player. Max 4, only 1 per city.
  • Currency (Culture): Each Trade Route may produce Gold instead of Food. Enables Taxation.
  • Taxation: Requires Currency. AAA: Pay 1 Mood token to get 1 Gold for each city you have. Only usable once per turn.

CULTURE - Helps in the buildup of Culture tokens and Wonders. posted:

  • Art and Sculptures (Culture): Once per turn, you may pay a Culture token to make a Cultural Influence action at no action cost. Allows the building of Obelisks.
  • Circus and Sports (Mood): When making a Civic Improvement action, your cities are considered one size smaller than they are for working out the cost. Minimum 1.
  • Monuments (Culture): Reveal the top Wonder. Pick a Wonder - only you may build this, and may do so at no action cost once you have the resources.
  • Drama and Music (Mood): Once per turn, exchange a Mood token into a Culture token or vice versa.

SCIENCE - Makes other advances cheaper. posted:

  • Mathematics (Culture): Engineering and Roads can be bought at no Food cost. Allows the building of Apothecaries.
  • Astronomy (Culture): Cartography and Navigation can be bought at no Food cost.
  • Chemistry (Culture): Metallurgy can be bought at no Food cost.
  • Metallurgy (Culture): Requires Chemistry. Steel Weapons can be bought at no Food or Ore cost. If you already have Steel Weapons, gain 2 Ore.

DEMOCRACY - The Government for those who like Mood tokens and happy people. Requires Philosophy. posted:

  • Voting: Pay 1 Mood token to take a Civic Improvement action at no action cost.
  • Separation of Power: Opponents cannot spend Culture tokens to boost their Cultural Influence rolls against your happy cities.
  • Civil Liberties: Draft is weakened and requires 2 Mood tokens, not 1. AAA: Get 3 Mood Tokens.
  • Economic Liberty: Your first collect action each turn has no action cost. Additional collect actions cost 2 Mood tokens.

AUTOCRACY - The Government for those who like kicking someone's face in. Requires Draft. posted:

  • Nationalism: Whenever you perform a build action that includes an Army or Ship, gain a Mood or Culture token.
  • Totalitarianism: Opponents cannot spend Culture tokens to boost their Cultural Influence rolls against your cities with Army units in them.
  • Absolute Power: Once per turn, pay 2 Mood tokens to take an extra action.
  • Forced Labour: Pay 1 Mood token to treat your angry cities as neutral for this turn.

THEOCRACY - The Government for those who like spreading the word. Requires State Religion. posted:

  • Dogma: Whenever you build a Temple, you receive a free Theocracy advance. Your Ideas stock now has a limit of 2.
  • Devotion: Opponents cannot spend Culture tokens to boost their Cultural Influence rolls against your cities with Temples in them.
  • Conversion: Cultural Influence rolls succeed on a 4+. On a success, you gain a Culture token.
  • Fanaticism: When fighting in a city with a Temple, regardless of whose it is, you gain +2 on your first roll. If you lose, you receive a free Army unit in one of your cities.

Stelas fucked around with this message at 09:27 on Oct 8, 2019

LLSix
Jan 20, 2010

The real power behind countless overlords

The base and expansion game rules links are dead.

Here's the new link for the base rules: https://images.zmangames.com/filer_public/fc/64/fc648ee9-78b9-40c3-be64-fbd92e087c4a/clash-of-cultures-rulescompressed.pdf

Stelas
Sep 6, 2010

ZMan stop redesigning your site every time I try to resuscitate an old hobby! (thanks, links updated)

The expansion is so dead it's been wiped from their site as far as I can tell, I've got to rely on a BGG link.

Stelas fucked around with this message at 03:03 on Oct 4, 2019

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Oh hey I played and won this a previous time you ran it (base game only).

Yeah I'll give it a go again.

Emmideer fucked around with this message at 05:04 on Oct 4, 2019

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Always up for a game run by Stelas. Think I might have played Clash of Cultures once, but not the expansion, I watched the thread the previous time you ran it I think.

Mykkel fucked around with this message at 15:47 on Oct 4, 2019

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


I’ll sign up to protect my winning streak. Great thread name :honk:

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
Interested, never played before.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Eh gently caress it ill take a shot

Stelas
Sep 6, 2010

Start will be delayed since I'm stuck away from computer for the time being, sorry!

Stelas
Sep 6, 2010

SETUP

Leith Maclaine is Blue!
StashAugustine is Yellow!
Jon Joe is Red!
Mykkel is Green!

Civ choices have been PMmed out.

Stelas
Sep 6, 2010

SETUP

Leith Maclaine leads Babylonia and draws Nabopolassar!
StashAugustine leads China and draws Sun Tzu!
Jon Joe leads Egypt and draws Imhotep!
Mykkel leads Persia and draws Xerxes!

For the sake of clarity, the first post has been edited down to remove the others.
Hand links have been PMmed out - Objective cards are things you'll want to accomplish for extra points, while action cards are consumables. You'll get one more of each after every three turns, i.e. every Status Phase.

The map's tech board is difficult to see, so I've provided a zoomed-in version if you don't want to always refer back to the reference post. In general, I find it much easier if you keep track of what you can and can't do with a given action. The techs with dots are the ones that will also give you a nation-specific tech.

In the interests of fairness, I'll point out that the typical (no downside, pretty much best) first turn is as follows - though your cards may change this.

- Research a Mood-giving tech (one with a yellow border), which will also give you a Mood token,
- Civic Improve your capital with the Mood token you get from that to turn it happy,
- Gather Resources with the capital, gaining 2 resources instead of 1 because it's happy.

You may also name your city, if you like.

Turn 1-1-1: It is Babylonia's Turn!


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
Reference Post | Zoomed-In Tech Board

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
Action #1: Buy Engineering
Action #2: Move settler and infantry SE to unexplored space
Action #3: Activate resource, 1 food + 1 food for Canals

Stelas
Sep 6, 2010

To be clear, that's not an infantry, that's your Leader - they need to be in a town or army to use their abilities as appropriate. You don't start with any infantry, but barbarians only attack when event cards show up, which would require someone to get to 3 Mood or Culture, so your troops are almost certainly safe for the time being if you do want to take him for a walk.

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
Then only move the settler.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Btw is there a good discussion of strategy somewhere, like on BGG or something? I've read through the old PbF so I've got an idea of how the game is played but I'm not sure what direction to take

Stelas
Sep 6, 2010

Babylonia learns Engineering and the associated Canals.
Babylonia uncovers Pirates!

Pirates are similar to Barbarians, but more like a persistent annoyance rather than a threat. While Barbarians will try to directly attack a city within 2 spaces, Pirate Raids will shave off a resource or mood token instead. They also generally block the way for sea-based trade routes.

StashAugustine posted:

Btw is there a good discussion of strategy somewhere, like on BGG or something? I've read through the old PbF so I've got an idea of how the game is played but I'm not sure what direction to take

Not that I'm really aware of, unfortunately, but there are some civ-specific advice posts if I hunt around. Generally it comes down to action economy - you only get 18 turns total, so watching out for free actions or a chance to combine actions is important - and the civ unique abilities do help guide you a bit. It's also worth remembering that a tall city is great, but you can't collect with a city and then increase its size in the same turn without taking a mood penalty, so ideally you want a couple of large cities to be able to have one supply the other until they're big enough they can be left alone. Science is an important tree to bear in mind because it'll let you get other stuff for no resource cost, which can be handy.

Turn 1-1-2: It is China's Turn!

Action Queue:
- Blue: Place one pirate ship on the newly uncovered tile.
- Yellow: Three actions.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
Reference Post | Zoomed-In Tech Board

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I do know my first turn will be:
-Research Irrigation
-Improve city
-Collect 2 food

Stelas
Sep 6, 2010

China researches Irrigation, picking up their unique advance Rice Paddies.

Note that you can collect and civic improve in the same turn because the latter isn't city-specific, and thus doesn't activate a city. You can improve multiple cities in the same turn if you have enough tokens.

Turn 1-1-3: It is Egypt's Turn!

Action Queue:
- Blue: Place one pirate ship on the newly uncovered tile.
- Red: Three actions.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
Place the Pirate on the south exposed tile.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
1. Irrigation
2. Civic Improvement
3. Activate the city for 2 food

Stelas
Sep 6, 2010

That stuff happens. Egypt picks up Flood Plains and uses the desert to grab food.

So, uh, whatever fancy font I used for the map last time does not appear to exist within GIMP on a Win 10 machine. Which a) is hilarious, and b) means that counts will slowly update to a more normal font as they change throughout the game. This is probably for the best anyway because I'd rather it be legible.

Also I forgot happy faces. They're there now.

Turn 1-1-4: It is Persia's Turn!

Action Queue:
- Green: Three actions.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

1. husbandry
2. Civic Improvement
3. Activate the city for 2 food

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
1. storage
2. Civic Improvement
3. Activate the city for 1 food + 1 ore (and +1 food for Canals being Babylonia)

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I think this should work:
-Husbandry/sprawling
-collect 2 food
-build settler, use sprawling to move both settlers to the 2 available unexplored spaces

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

Mykkel posted:

1. husbandry
2. Civic Improvement
3. Activate the city for 2 food

This isn’t a legal move - to collect 2 food you’d need to research irrigation. Alternatively, you could collect 1 food and 1 wood or ore

I’ll wait on my turn for China’s revealed tile

Emmideer fucked around with this message at 16:23 on Oct 6, 2019

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Jon Joe posted:

This isn’t a legal move - to collect 2 food you’d need to research irrigation. Alternatively, you could collect 1 food and 1 wood or ore

I’ll wait on my turn for China’s revealed tile

Whoops. Collect 1 food and 1 ore.

Stelas
Sep 6, 2010

Turn 1-1-4: It is Persia's Turn!

Persia does that stuff, and learns about Elephants.

I'm assuming learning about Elephants is the priority rather than getting 2 Food, but I'll allow a mulligan if Mykkel wants on the basis that people are starting out and getting the hang of the game.

Turn 1-2-1: It is Babylonia's Turn!

That stuff happens.

Turn 1-2-2: It is China's Turn!

I've done the advance purchase, but there's two things here worth confirming:
- Collecting with a city and then building units in it will drop its morale one level.
- You need to pick a move to happen first, since the other space might become blocked by sea.

Action Queue:
- Yellow: Two actions.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Stelas fucked around with this message at 03:53 on Oct 7, 2019

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Yeah elephants are the priority

Stelas
Sep 6, 2010

Turn 1-2-2: It is China's Turn, cont!

Tile orientation is forced because otherwise the settler would drown. Pirates appear!

I said don't worry about them, but it might start to be more important. Uncovered tiles are oriented by following priority order:
- Make sure no units drown, then
- Make sure water connects to any adjacent if possible, then
- Make sure water is on the outside of the map if possible, then
- Player's choice.


Action Queue:
- Yellow: Up to two more moves.
- Yellow: Place pirates.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Stelas fucked around with this message at 04:40 on Oct 7, 2019

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Ill place the pirate in the south amd move the other settler in the same spot

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
1. Build a settler (gaining 1 idea from innovator)
2. Move action, first sending one settler north west. The rest of my move action/turn will depend on the reveal.

Stelas
Sep 6, 2010

Turn 1-2-2: It is China's turn, cont!

Things happen. I should also note both cities are safe from pirates right now because they're not coastal. Pirates don't go overland.

Turn 1-2-3: It is Egypt's turn!

Ideas are used in place of food for buying advances.

The new tile comes with some barbarians! Barbarians will potentially attack a city within 2 squares of them on certain event cards, and may also be used in some Actions cards, but they don't attack passing Settlers or anything. They're a good source of gold - 1 per Army you defeat - and you can either take over their camp (at a cost of making it angry) or raze it for another 1 Gold.

Action Queue
- Red: Select which Fertile space has a Barbarian camp + 1 Barbarian Infantry.
- Red: Two moves.
- Red: One action.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Barbarian camp goes in the western fertile space.
Move my other settler + my leader north.
3rd action is to found a city with my settler in the north.

Name my original city “Seed”
Name my new city “Growth”

Stelas
Sep 6, 2010

Turn 1-2-3: It is Egypt's turn, cont!

I've fixed some counts on the map. Everyone had one extra Settlement listed in their supply.

Yep, this isn't Civ - you can happily have some cities next to each other. One city can't collect from a hex that another city is on, but all shared hexes are still fair game.

Turn 1-2-4: It is Persia's turn!


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

1. Activate city. Collect 1 food +1 wood.
2. Purchase Tactics.
3. Move settler NE

Leith Maclaine
Mar 2, 2018

Adventure comes from insufficient planning.
1) Buy Sanitation
2) Activate City 1 food, 1 wood (+1 food from Canals)
3) Move Settler east

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
rules question: the board's text states "build a temple without paying any food" for state religion, but the OP states "Once per turn, when increasing the size of a city with a Temple in it, you may ignore the Food cost."

Which is correct?

Stelas
Sep 6, 2010

Jon Joe posted:

rules question: the board's text states "build a temple without paying any food" for state religion, but the OP states "Once per turn, when increasing the size of a city with a Temple in it, you may ignore the Food cost."

Which is correct?

Yeah, I meant 'by building a Temple'. Aside from that it's just stressing the fact that it still involves activating the city and paying the rest of the cost. I'll edit it a bit.

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Stelas
Sep 6, 2010

Turn 1-2-4: It is Persia's turn!

That stuff happens. Barbarians appear!

Turn 1-3-1: It is Babylonia's turn!

The tile is a forced orientation to prevent the Settler drowning. China is looking a little hemmed in.

Turn 1-3-2: It is China's turn!

Action Queue
- Green: Rotate tile 180'?
- Green: Choose a fertile space on which to spawn a Barbarian camp and 1 Barbarian Infantry.
- Green: Move leader, if desired.
- Blue: Move leader, if desired.
- Yellow: Three actions.


Blue - Leith Maclaine - Babylonia (Nabopolassar)
Yellow - StashAugustine - China (Sun Tzu)
Red - Jon Joe - Egypt (Imhotep)
Green - Mykkel - Persia (Xerxes)
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