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Stelas
Sep 6, 2010

Now with cultural identity!



Base Game Rules
Expansion Rules
Condensed Rules
Reference Post

Thread 1 - Quick, Everyone Gank Ghandi

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 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 give an idea of whether you know the game or not! Signups from players new to the game are totally okay. Depending on numbers, this will allow me to give players familiar with the game a handicap, if necessary.

Signups will close in about 24 hours from now, whereupon players will be decided by random draw. Each player will get a random 3 civilizations to pick from.

Stelas fucked around with this message at 08:32 on Jan 20, 2017

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Stelas
Sep 6, 2010

CIVILIZATIONS

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.

Greece posted:

Special Advances:
  • Formal Training (Public Education): Gain 1 Idea whenever you build units in a city with an Academy.
  • Spartans (Draft): You may use Culture rather than Mood for Draft. Attackers cannot play Action Cards against you in rounds where you have fewer Army units.
  • Hellenization (Art & Sculptures): You may attempt Cultural Influence from cities you have Culturally Influenced. You may activate Art & Sculptures with 2 Mood tokens.
  • City States (Voting): After activating a city for the second time in a turn, you may avoid the Mood drop by letting another city of at least equal size and mood be activated instead. Limit once per turn.
Leaders:
  • Alexander the Great:
    • Inspirational: Alexander may play 'as an action' cards at no action cost by activating the city he is in and paying 1 Culture token.
    • The Known World: Alexander's Army gets +1 CV for every region that you have a city on, barring your starting region.
  • Leonidas:
    • This is Sparta!: Leonidas gets a culture token whenever using the Draft advance in his city.
    • The Brave: Leonidas gains +2 CV during Land battles for each enemy Army unit that outnumbers his Army.
  • Pericles:
    • Educator: As an action, Pericles may activate the city he is in to buy an Education advance for 1 Culture or 1 Mood, instead of any Food.
    • Admiral: Pericles' Ship gains +2 CV during Sea battles.

Japan posted:

Special Advances:
  • Pottery (Storage): Once a turn, when a city Collects at least 3 Food, gain 1 Culture.
  • Horsemanship (Husbandry): All of your cities may Build Cavalry. Any Army with Cavalry may reroll 1 die on the first combat round; pay 1 Culture unless you have Rituals.
  • Subterfuge (Tactics): Discard an Action card to cancel any non-combat Action card played by an opponent within 2 spaces of your cities or Army units.
  • Shogunate (Autocratic): Any Action card may be played at no action cost. Once a turn, you may use Draft to draw an Action card in place of a unit.
Leaders:
  • Emperor Go-Toba:
    • Way of the Sword: Before a combat roll, Go-Toba may pay 1 Ore to gain +2 CV for the rest of the battle.
    • Scholar: After Go-Toba's city uses an Academy or Apothecary to Increase City Size, you may gain an Advance at no action cost.
  • Empress Suiko:
    • Japanese Buddhism: As an action, or as a free action if you have State Religion, revert an influenced city-piece in Suiko's city to your colour. You may not use this on Obelisks, and only once per turn.
    • Defender: Suiko's Army gains +2 CV when attacked.
  • Emperor Jimmu:
    • Fortified: Any city within 2 spaces of Jimmu that have a Fortress get +2 CV every combat round.
    • Mythical: After Jimmu fights a battle, you may pay 1 Culture to reclaim an Action card spent during the battle.

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.

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 Food, 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.

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 01:36 on Feb 14, 2017

Dancer
May 23, 2011
I don't see any information about what skill level you'd like your players to have, and I in a game like this I do think unequal skill could make it un-fun for all players. I'd like to play, but don't want to ruin the experience for others.

Stelas
Sep 6, 2010

Fair point. I don't honestly know how many signups I'm going to get for this so I wasn't wanting to be picky - but I'll edit to at least ask that players indicate whether they have experience with the game. (At the very least it'll let me handicap people if necessary.)

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
I played one game you ran where I did well, but it's been a while since then. It also didn't have Civilizations. If you're doing a game with (relatively) new players, I'd be interested.

Opopanax
Aug 8, 2007

I HEX YE!!!


Interested. Never played this but I've played a fair amount of Civ

e: I should mention I'll be on Vacation Jan 25-31. I should be able to check in at least once a day but not likely more than that

Opopanax fucked around with this message at 02:01 on Jan 16, 2017

Mykkel
Oct 8, 2012


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

Haven't played, but always done for a Stelas game.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Eh. Let's see if I can finally be compelled to actually learn this game.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
I'm up for this! I've played the base game several times but still haven't been able to track down the expansion.

StashAugustine
Mar 24, 2013

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

If you're taking people with no clue what they're doing (yet) I can get in

e: I don't think I wanna start another PbP, but I will helpfully point out that what seem to be objectives are labeled as advances

StashAugustine fucked around with this message at 16:55 on Jan 16, 2017

Stelas
Sep 6, 2010

StashAugustine posted:

e: I don't think I wanna start another PbP, but I will helpfully point out that what seem to be objectives are labeled as advances

Thanks for this.

I don't think there's too much disparity in skill here so I'm just gonna roll it.

Dancer
May 23, 2011
There are currently 6 interested people by my count. If you do the lottery now, it would feel particularly sad for the 2 who fail to get in. Maybe wait until there's at least like 8 or so :v:

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


I'll take a spin on the Wheel O' Disappointment. Sign me up.

Stelas
Sep 6, 2010

SETUP

Your players are:

Straight White Shark as Blue
Gutter Owl as Yellow
Retro Futurist as Red
frankenfreak as Green

(I remembered to order the players in a circle around the map this time!)

Please check over the rules and let me know if you have any big questions - the condensed version will hopefully help with this. Retro Futurist - checking in once a day during a holiday is fine, especially if you can PM me even a rough idea of what you want to do and I can smooth over any missteps or take a turn or two to keep things rolling.

Your nation choices will be sent out in a second, together with a little note on each.

Stelas
Sep 6, 2010

Dancer posted:

There are currently 6 interested people by my count. If you do the lottery now, it would feel particularly sad for the 2 who fail to get in. Maybe wait until there's at least like 8 or so :v:

Triskelli posted:

I'll take a spin on the Wheel O' Disappointment. Sign me up.

Sorry about that! I'd actually already started setting everything up, I'm afraid. There will be other games!

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Stelas posted:

Sorry about that! I'd actually already started setting everything up, I'm afraid. There will be other games!

No problem! I've played Z-man Gaming's other Sid Meier knockoff, Merchants & Marauders, so I'm just interested in seeing this one played. Reading over the rules though, I imagine Japan is out of the drawing? With rules as written there's no way for them to use their "Subterfuge" ability in a PbP game.

Stelas
Sep 6, 2010

Triskelli posted:

No problem! I've played Z-man Gaming's other Sid Meier knockoff, Merchants & Marauders, so I'm just interested in seeing this one played. Reading over the rules though, I imagine Japan is out of the drawing? With rules as written there's no way for them to use their "Subterfuge" ability in a PbP game.

They're still in the running - I'll just give them the option if someone picks it + the appropriate situation arises. COs will help out with that.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


What is your stance on non-players commenting in the thread? I'll sign up as a substitute if one is needed.

E: Also, the Vikings sound pretty ridiculous? Pull Eric the Red and you've got free VP for every region on the board, plus getting the chance to really define exploration by swapping between settlers and boats on a whim. Also, is there a typo on the Wu Zeitan entry? It says she gets two VP for every combat round she has a bigger army than her opponent. I assume it's supposed to be CV, otherwise that sounds like it could snowball extremely quickly.

Triskelli fucked around with this message at 16:16 on Jan 17, 2017

Stelas
Sep 6, 2010

Triskelli posted:

What is your stance on non-players commenting in the thread? I'll sign up as a substitute if one is needed.

I'm 100% okay with it at all times! If veteran players want to help out with rules calls that's also a-okay.

quote:

E: Also, the Vikings sound pretty ridiculous? Pull Eric the Red and you've got free VP for every region on the board, plus getting the chance to really define exploration by swapping between settlers and boats on a whim. Also, is there a typo on the Wu Zeitan entry? It says she gets two VP for every combat round she has a bigger army than her opponent. I assume it's supposed to be CV, otherwise that sounds like it could snowball extremely quickly.

Whoops, Wu Zeitan is a typo, yes.

In general, all of the Civs have some really powerful abilities. Some aren't immediately obvious, and some play more to a specific theme than others, but they're all pretty up there. That said, Eric's VP ability is at least somewhat balanced - you'd need to burn a lot of actions to move him all around the board, and you have less spare than you'd think at first glance. Not every region has water on it, either.

Game going up now.

Stelas
Sep 6, 2010

One minor bout of wrestling with GIMP later...

GAME START

Straight White Shark selects Egypt.
Gutter Owl selects Japan.
Retro Futurist selects Persia.
frankenfreak selects Greece.

I've cleaned up the reference post to remove Civs that are Not Appearing In This Game, though if anyone wants a look at them let me know.

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.

Your hands have been sent out.

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),
  • Civic Improve your capital with the Mood token you get from that,
  • Gather Resources with the capital, gaining 2 instead of 1 because it's happy.
You may also name your city, if you like.

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


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

Stelas fucked around with this message at 18:51 on Jan 17, 2017

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Egypt

1. Advance Irrigation (unlock Flood Plains), gain a mood token
2. Civic Improvement: spend mood token to make Egypt's very historical capital of Egyptopolis happy
3. Activate Egyptopolis to Collect, get 1 food from each of the adjacent barren spaces (Flood Plains)

Stelas
Sep 6, 2010

To clarify, you can also Collect from your settlement's space. Egypt is just a showoff.

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


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Advance Irrigation.
Civic Improvement in Kashiwabara.
Activate Kashiwabara, collect 2x food.

Stelas
Sep 6, 2010

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


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

Opopanax
Aug 8, 2007

I HEX YE!!!


Advance irrigation
Civic improvement in Babylon
Activate Babylon

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
^^ Activate for what?

Anyway, to speed things up:

Greece
Advance Irrigation
Civic Improvement in Alexandria
Activate Alexandria to collect 2 food

frankenfreak fucked around with this message at 17:15 on Jan 18, 2017

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
It sure is a good thing that the expansion gives people alternate openings to open up the first turn :downs:

Egypt turn 1-2
Advance Priesthood for 2 food, gain MAN GOD.
Advance Mathematics for free (Priesthood.)
Activate Egyptopolis, collect 2 food.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Advance Tactics, collect 2 food, advance Draft. Wait no, scupper that. Recalculating.

gutterdaughter fucked around with this message at 21:40 on Jan 18, 2017

Opopanax
Aug 8, 2007

I HEX YE!!!


Whoops, yeah activate for 2 food collection

Stelas
Sep 6, 2010

Straight White Shark posted:

It sure is a good thing that the expansion gives people alternate openings to open up the first turn :downs:

Egypt turn 1-2
Advance Priesthood for 2 food, gain MAN GOD.
Advance Mathematics for free (Priesthood.)
Activate Egyptopolis, collect 2 food.

Update when I'm not on the bus but I'll be pausing on Egypt's turn because Priesthood isn't valid! You neef to research the first tech of a tree before any others.

Stelas
Sep 6, 2010

I forgot the most important part of the whole thing, and have included the smiley faces. My apologies.

As stated above, pausing on Egypt's turn. You can skip over techs in a given tree, but you have to get the first one in the tree before you can get any others. (Some also have other prereqs within the tree.)

Turn 1.2.1 - It is Egypt's turn!


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Doh, got a little ahead of myself.

Egypt 1-2 revised
Advance Myths for 2 food
Activate Egyptopolis to Collect, gain 2 food
Advance Priesthood for 2 food, gain MAN GOD

Stelas
Sep 6, 2010

Finally, on the list of helpful little things to remember:
- A 'Move Units' action lets you move up to three groups of units, each moving one space. Not one unit three spaces!
- To increase a city to size X you need at least X different cities.

That first one is particularly easy to forget.

Turn 1-2-2 - It is Japan's turn!


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

Stelas fucked around with this message at 23:31 on Jan 18, 2017

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Move Settler SW.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Interested to see how this goes

Stelas
Sep 6, 2010

I should probably have used the wording 'three groups of units'. Japan could have moved both the Leader and the Settler together, and that would count as one move. Or, move them separately, and count it as two. Largely academic at this point.

The map tile is forced a certain way up to prevent the Settler from drowning.

Turn 1-2-2 - It is Japan's turn! Two moves, two actions remain.


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Advance Tactics, collect 2 food.

Stelas
Sep 6, 2010

Similarly to Mood advances, Culture advances with a blue border give Culture tokens. These are used for a variety of card and Leader effects, and most notably you typically need 5 in order to build a Wonder. The markers at the top of your inventory indicate your overall Culture / Mood level, used to determine when you get Events and acting as a cap on that token type.

Turn 1-2-3 - It is Persia's turn!


Blue - Straight White Shark - Egypt (Ramses II)
Yellow - Gutter Owl - Japan (Emperor Jimmu)
Red - Retro Futurist - Persia (Darius)
Green - frankenfreak - Greece (Alexander the Great)
Reference Post | Zoomed-In Tech Board | Condensed Rules

Opopanax
Aug 8, 2007

I HEX YE!!!


Advance writing for 2 food, activate Babylon to get 2 more

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Stelas
Sep 6, 2010

You've got a third action available! Babylon can gather 2 Food in a single go, since it's happy.

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