Epic Thirty-Six: Pax Americana
This is my report for the Realms Beyond Civilization Epic Thirty-Six.
Here are a few of the specifics for this no-kidding Epic.
Difficulty: Emperor
Civilization: America
World Size: Huge
Opponents: Ten
Terrain: Continents, 60% water
Climate: Hot, Wet, Rugged
Barbarians: None
Rules: Standard. Cultural Link inactive.
Victory: All Conditions DISABLED. Histogram only!
Version: PTW 1.27f
Did that say DISABLED??!! Oh yeah, 540 turns of mayhem on a huge
map! As if that were not enough, there are varient rules such as no joining
of settlers or workers to cities EVER, no alliances (one exception) or mutual
protection pacts, no abandoning cities, and automatic disqualification if
the average number of tiles controlled per city is less than 18 at game's
end!
Oh yeah, AND severe penalties for invading any other civ except for a blood
enemy, who has to commit a war crime to qualify? For the details on this
game visit Epic Thirty-Six.
There is too much to repeat here!
For a scoring summary of the game look here.
Here we are at the start of this 540 turn marathon. I noted that this
game has no barbs, so one of the expansionist traits is nerfed right off
the start. Ah well, at least the scout can locate the prime spots for cities.
I sent the worker to the wheat and the scout SE then South. Yep, no reason
to move the settler.
Build order will be scout, scout, granery--got to start churning those
settlers. I start a minimum science run on the wheel. A hundred years
later, roving cattle are spotted to the northeast. Further North, our scouts
spot some lovely silkworm trees...
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