This means that for the first month you are basically doing nothing else but watching the grass grow and watching your borders for a surprise incursion. So just to make sure you got every detail right: it takes 10% of the game to grow your first settler and another 10% to grow your second one. 120 may be an optimum, if it's 150, people call it long-longturn. Which is what usually happens.Īnd a longturn (Web or LT.net) game usually lasts an order of magnitude od 100 turns. You may shorten this by spending money which is usually a good strategy. And usually another 10 to build the second one. This means that it will take you approximately 10 turns to build your first settler. Once it grows to Size 2, it may get 5, again, IF you are lucky. In the beginning, there is no way in hell a size 1 city can have more than 3 shields per turn, maybe, MAYBE 4 if you are extremely lucky AND slack on food. Now for the objective: a Settler costs 40 shields. So, as the title says: when playing one turn per day, the Multiplayer class of rulesets is BOH-RING! Why? Because in the first two months basically nothing happens (and if it does, then either you or whoever attacked you screwed up), and then, during the third month, things become hectic, all hell breaks loose and the game becomes borderline unmanageable. I have no problems with this ruleset in single-player mode OR a RTS/shortturn mode because, this is what it was conceived for**. Also, it concerns the class of Longturn games, played online with many players and in a One Turn Per Day setting. This is basically a personal rant, but it does contain strong elements of objective analysis.
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