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Stelas
Sep 6, 2010

Now with cultural identity!



Base Game Rules
Expansion Rules
Condensed Rules
Reference Post


What?

Clash of Cultures is one of the lightest 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. Fans of the Civ series will instantly feel at home - it really feels a lot like playing a CRPG, and while the game can feel a little dumbed down thanks to a lot of simplification, there's still a lot in there that will be familiar, be it slowly exploring the map, raising settlers, fending off roaming barbarians or the joys of a Golden Age. It's got allowances for people who want to go pure science and expansion, and it's got allowances for people who want to stamp the wussy nerds underfoot. Also, it has little dinky city pieces that all mean different things, and smiley-face tokens to show when your faceless minions are happy. What's not to like?

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.

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 it (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.

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

Stelas fucked around with this message at 03:17 on Aug 6, 2015

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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 captures, 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.

India posted:

Special Advances:
  • Indian Elephants (Husbandry): All of your cities can Build Elephants. Elephants can establish trade routes unless in an angry city.
  • Proselytism (State Religious): When attempting Cultural Influence, Settlers can be used to target cities at range 2. Settlers add +1 range to other Settlers or cities they are in.
  • Prosperity (Trade Routes): Trade routes may provide Mood instead of Food or Gold, or Culture from cities under your Cultural Influence.
  • Peace & Poetry (Drama & Music): Once per turn, an Advance may be purchased with 1 Mood rather than any Food.
Leaders:
  • Akbar the Great:
    • Bladed Tusks: Akbar may pay 2 Ore prior to a combat roll to make every Elephant in his Army provide +1 CV every round.
    • Prosperous: Whenever Akbar Moves into one of your cities, gain 1 Gold.
  • Ashoka the Great:
    • Buddhism: Once per turn when Culturally Influencing, Ashoka's city may reroll a die if it has a Temple or if it is targeting a city with a Temple.
    • Expansionist: Gain 1 Culture whenever Ashoka captures a city, or 2 if the city has a Temple.
  • Maharaja Sri Gupta:
    • Golden Age: Sri Gupta may buy an Advance in a new category at no action cost by activating his city and paying 1 Culture in addition to the normal cost.
    • Prepared: Every combat round Sri Gupta does not use an Action card, his Army gains +2 CV.

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.

Rome posted:

Special Advances:
  • Aqueducts (Engineering): Ignore Famine events. You may buy Sanitation at either no Food cost or no action cost.
  • Imperial Roads (Roads): As a free action once per turn, one group may use Roads to Move between two Roman cities at no resource cost.
  • Slave Economy (Bartering): Mood can be used as any resource when Increasing City Size. Gain 1 Gold and 1 Mood after any battle you win.
  • Provinces (Autocratic): All of your cities can Build Cavalry. When capturing a city you may make it neutral, or happy if you spend 1 Culture.
Leaders:
  • Emperor Augustus:
    • Princeps: As an action once per turn, Augustus may activate his city to draw an Action or Objective card, then discard one of the same type.
    • Imperator: Augustus' Army gets +2 CV on any region without your cities.
  • Sulla:
    • Dictator: Sulla's city cannot be affected by Cultural Influence, and any Barbarian attack within 2 spaces may be cancelled regardless of target.
    • Civilizer: Sulla gains +2 CV against Barbarians.
  • Julius Caesar:
    • Statesman: As a free action, Caesar can activate his city to perform a Civic Improvement action on it.
    • Proconsul: After capturing a city, Caesar may pay 1 Gold to immediately perform a Build Units action within it. Units built in this way cannot Move as part of the same action.
OBJECTIVES

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 with a Temple in it, 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. This can only be used on the turn you buy it if you have yet to Collect that turn.

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 20:46 on Aug 7, 2015

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
heck yeah a srtingiz game. signing up again

fozzy fosbourne
Apr 21, 2010

What kind of monster is the blue player in that photo? I want to reach into the screen and fix that drat city

I love this game, I'd play but work is heavier than a box of plastic war elephants and crushing me right now. book marking this thread though, the Keyflower PBP was great

berenzen
Jan 23, 2012

Never played the game, so I'll give it a pass, but definitely looking on in interest

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Sure i'll give it a try. I am also new if it helps.

TheNabster fucked around with this message at 19:34 on Aug 6, 2015

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I enjoyed the last one, but spent more time trying to get other players to attack Gabriel Pope than actually playing. Also whining.

I'll stick to watching and pointing fingers this time.

Megazver
Jan 13, 2006
Never played this before. If you pick a bunch of other newbies for this game, I'd like to be one of them.

stevey666
Feb 25, 2007
stelas game, yes please, signing ujp (newbie)

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Here's another possible member for your newbie brigade.

Hardcordion
Feb 5, 2008

BARK BARK BARK
I've also not played this game but I have something like 800 hours logged in Civ V. Throwing my name in the hat.

Stelas
Sep 6, 2010

Being new isn't a problem at all, but I will reiterate that skimming over the condensed rules, especially in relation to what actions you can do on your turn, will really help you out. The technology list at the bottom of the second post can perhaps wait until you know what civ you're going to be playing, which will help inform you on what to buy, but a look through it.

Primarily you'll be trying to expand your civilization and knowledge - the bulk of the VP tend to come from cities and sciences, with objectives and wonders sort of tying for joint second. Alternatively you can try to bully a player out of the game entirely but an early rush can be kind of hard, especially as players get a free settler if a city gets tanked.

Stelas
Sep 6, 2010

Megazver posted:

Never played this before. If you pick a bunch of other newbies for this game, I'd like to be one of them.

As a note, I'd need a way to get you a link to your hand. If you've got an email that's fine - it's not as involved a process as PMs back and forth.

berenzen
Jan 23, 2012

Alright, then sign me up.

Stelas
Sep 6, 2010

SETUP

After a random roll:

TheNabster, Christo, paradoxGentleman and berenzen are in! Your choice of kingdoms are going out now, with a little information from me on what each is intended to do. I mean, as far as I understand it, what with this being my first try at Civilizations.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
Stelas, you get VP for killing a leader in battle, not losing one.

also 'early rushes are hard' *totally killed u that one game*

Stelas
Sep 6, 2010

Oops. Man, I hope I remember the edit key for the rules.

(Shut up)

Stelas
Sep 6, 2010

The Nabster leads the state of Babylonia as Hammurabi!

Christo leads the people of Persia as Xerxes

paradoxGentleman leads the people of Rome as Julius Caesar!

berenzen leads the people of India as Sri Gupta!

I'll have the map up in a bit, but the second post has been edited to reflect the civs involved.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Double elephant civilizations? I had Carthage as an option as well, it could have been hordes of elephants everywhere but I decided I wanted turbo growth more.

Oh well.

TheNabster fucked around with this message at 21:44 on Aug 7, 2015

Stelas
Sep 6, 2010

Turn 1-1-1: It is Blue's turn.


Blue - TheNabster - Babylonia (Hammurabi)
Yellow - Christo - Persia (Xerxes)
Green - paradoxGentleman - Rome (Julius Caesar)
Red - berenzen - India (Sri Gupta)
Reference Post | Zoomed-in Tech Board

Stelas
Sep 6, 2010

I haven't used this map before. Does it look okay to everyone? Will remembering techs be a problem? I've included a somewhat zoomed-in version to compare against at the bottom of the post but I can make a version for each player if it gets too confusing once you have more techs.

Similarly, should I pad out the status at the bottom with leader abilities / special advance info as you get them so other players don't forget?

Points to remember:
- Objectives are generally mid- to late-game. Focus on your civilization first!
- Units can only move one hex at a time, barring technology that allows more, and you get to move three groups.
- Traditionally, the most common start is to, for example, a) buy a Mood advance with your starting food, b) make your first city happy, c) activate it to collect 2 resources instead of one.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
I think I know what I am doing

Turn 1.1 - Blue Babylon posted:

1) Buy the Engineering Advancement, -2 Food
2) Activate the City, Collect 1 Food
3) Move my settler south-east into the adjacent tile, let's see what there is to see

TheNabster fucked around with this message at 22:45 on Aug 7, 2015

Stelas
Sep 6, 2010

TheNabster posted:

I think I know what I am doing

On action 2: you can only gather as many things as you have city size, +1 if it's happy. Things start out quite slow in this game!

On that same note, the most important tips I forgot:
- It's impossible to just build tall in this game, since you're limited to a max city size of the number of cities you have. At the same time, more cities don't give you more actions - don't overstretch!
- You can build cities right next to each other if you like, and they can collect from the same hexes - but not from the hex another city is on, even if it's your own colour.

Stelas fucked around with this message at 22:29 on Aug 7, 2015

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"

Stelas posted:

On action 2: you can only gather as many things as you have city size, +1 if it's happy.

It's not happy yet? Alright I'll change the action slightly.

Stelas
Sep 6, 2010

Yeah, happy cities will be denoted with a little smiley face. You actually only get 1 resource - the city's space isn't a 'free' collect and it's only size 1 right now.

e: Whoops, you edited. Gotcha, one sec...

Stelas fucked around with this message at 22:35 on Aug 7, 2015

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Alright that has changed my actions slightly, I am happy with this action as it is right now. Sorry if all the edits I did were a nuisance.

Edit: Ah, bugger I made another mistake. I was gonna turn 2 a fort but I don't have the prerequisite, I would like to change to food.

TheNabster fucked around with this message at 22:50 on Aug 7, 2015

Stelas
Sep 6, 2010

Naw, no worries on the edits. Learning a new game's just like that.

As a note while I'm thinking about it - it may help for players to indicate techs as you use them (i.e. 'then Canals to get +1 food' / 'then Writing to get +1 idea') just for bookkeeping. Turns can get a little fiddly later on.

Turn 1-1-1

Babylonia researches Engineering, revealing the secrets of the Great Lighthouse!
Because the city collected one Food, its Canals give it another.

Turn 1-1-2: It is Yellow's turn.


Blue - TheNabster - Babylonia (Hammurabi)
Yellow - Christo - Persia (Xerxes)
Green - paradoxGentleman - Rome (Julius Caesar)
Red - berenzen - India (Sri Gupta)
Reference Post | Zoomed-in Tech Board

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Sorry my fellow world leaders, but here it's past midnight here, so if we reach my turn I won't be able to play immediately. I'll check the thread tomorrow morning.

Hardcordion
Feb 5, 2008

BARK BARK BARK
I'll also be unavailable tonight but I'll have my post up first thing in the morning. Maybe second, breakfast is important.

Hardcordion
Feb 5, 2008

BARK BARK BARK
Actually, gently caress it. I'm phone posting but I I'm going to go with Stelas's suggested first turn anyway.

So
1. Spend 2 food to buy mood advance
2. Spend mood to make my city happy
3. Collect 1 food and 1 ore (or if they need to be the same resource, 2 food)

Stelas
Sep 6, 2010

The question is which advance! (A 'mood' advance is any that gives mood when you buy it, e.g. a yellow bordered one)

Hardcordion
Feb 5, 2008

BARK BARK BARK
Oh shoot, I thought a mood advance was it's own thing. Sorry about that!

Let's go with Bartering.

Stelas
Sep 6, 2010

So some quick tips and notes I've seen from running this game a couple times - one, watch out for Irrigation and Sanitation! They will protect you against some major events, which can trigger when you reach Mood / Culture 3, 5, and 7. (Note that, for buying a Mood advance, Persia's Max Mood Slider has gone up. He also gained +1 Mood, but spent it making the city happy.) Two, remember your cards! Three, keep an eye on your advances and what fits together with what. Again, yell if you'd like a personalized version of the tech board that is actually easier to read, though this won't include civ-specific advances.

Also, if you guys want to name your cities you can I guess.

Turn 1-1-3: It is Rome's turn.


Blue - TheNabster - Babylonia (Hammurabi)
Yellow - Christo - Persia (Xerxes)
Green - paradoxGentleman - Rome (Julius Caesar)
Red - berenzen - India (Sri Gupta)
Reference Post | Zoomed-in Tech Board

Stelas fucked around with this message at 14:03 on Aug 8, 2015

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now


Rome rises once again! Here is the first step towards the road to glory (meaning we are not even on the road yet).

-First, we am going to steal from the Greeks independently develop Philosophy. (-2 Food, +1 Idea, +1 Mood)
-Then we are going to make Rome (the first city, in case it wasn't clear) happy, because bread and circuses. (-1 Mood)
-Finally, we are going to activate the city and harvest some Food and Ore, because happy citizens are hard-working citizens.

The event is going to transpire sooner than I thought! Fortunately, I have a plan. I also have a little reminder which will help me get my bearings in case I forget something.

Resource countdown
1 Idea
Cities
Rome, in the south-western corner
No improvements
Happy

Stelas
Sep 6, 2010

You can't buy Philosophy right now! You must buy the top-most tech of any given tree first, and only then can you buy other stuff in the tree (barring any other prereqs).

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Oh! Than why does the construction tree specify that Engineering is needed to develop both Sanitation and Roads? I would think that, if the advances are supposed to be a chain, than it would be a pointless specification, wouldn't it? At least that's the impression I got.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Sorry, I just realized I was being an idiot. The FIRST one in every tree must be purchased first, the rest is branching from that one.
Let's try that again:

-Develop Engineering, giving me access to Rome's mighty Acqueducts. (-2 Food)
-Develop for free Sanitation thanks to said Acqueducts. (+1 mood)
-Use my Leader's power to perform a Civic Improvement and make Rome happy
-Activate Rome to harvest 1 Food and 1 Ore. Because I activated it a second time, it's not happy anymore.


Resource countdown
1 Food, 1 Ore, 1 Mood
Cities
Rome, in the south-western corner
No improvements
Neutral

paradoxGentleman fucked around with this message at 15:14 on Aug 8, 2015

Stelas
Sep 6, 2010

Not quite - you don't generally have to go down the entire tree in order. You just have to have the first tech. You could take Writing -> Philosophy; that's perfectly valid. The Construction tree just has some specific stipulations (and it's also fiddling around the fact that Mining is technically the first tech in the tree, but you start with it for free).

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Again, sorry I was being an idiot. I corrected myself and posted my corrected turn.

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Stelas
Sep 6, 2010

Again, no worries! Learning the game always takes a bit.

Turn 1-1-3

Rome gains access to their Aqueducts, and reveals the secrets of the Great Pyramids! Somehow.
Rome then uses their Aqueducts to buy Sanitation at no food cost.
Caesar activates Rome with his Statesman powers, to make it happy at no action cost - and then it activates a second time, to collect 2 resources.

Activating a city twice in a turn will push its mood down - but only after the action.

Turn 1-1-4: It is India's turn.


Blue - TheNabster - Babylonia (Hammurabi)
Yellow - Christo - Persia (Xerxes)
Green - paradoxGentleman - Rome (Julius Caesar)
Red - berenzen - India (Sri Gupta)
Reference Post | Zoomed-in Tech Board

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