Kylearan
compound eye
I'd like to revisit two concepts from Civ 3: Arathorn's schizophrenic leader idea, adapted for CIV, and the Open Succession Game format. Everybody says for a CIV SGs to be fun, a lot of communication, planning and coherent acting is needed, right? Well, let's try to disprove that...
RB30 - Irrational Isabella OPEN SG
Leader: Isabella of Spain (spi/exp)
Difficulty: Prince
World: Large pangea, everything else random
Opponents: 10 (random)
Options: No barbarians, random personalities
Speed: Epic
Version: Vanilla CIV
Variant: We're schizophrenic!
Each player plays 3d6+4 turns (7-22 turns, determined by rolling three six-sided dice and adding four to the result). The variant for that player's turnset is determined by rolling two dice, taking their product, and consulting this table:
1 - Zealot: Must declare war on the civ that dislikes us the most (choose the one nearest to us if there are several disliking us equally strong). If this civ is already at war with us, declare war on the civ that dislikes us the second most, etc.
2 - Robin Hood: Must make one gift to the AI with the lowest score, with this order of preference: A city, a tech, a strategic resource, a happiness resource, a health resource, or our most powerful unit. That means: Try to gift a city first, if that's not possible, try a tech next, etc.
3 - Oaf: No diplomacy may be initiated in any way. If an AI offers us or demands something, decline.
4 - Anti-plutocrat: Must end each of your turns with less than 10 gold in the treasury.
5 - Trade Baron: All resources that we can acquire/sell must be bought/sold from every other civ. For example, if we have spare iron and the Japanese are the only civ which doesn't, we must sell them iron. If they can't afford it, we have to give it to them. Similarly, if somebody has
corn for sale, a Trade Baron must do everything in his/her power to purchase it.
6 - Hawk: Each city completing a non-military build (anything but a military unit or barracks) must build something military (unit or barracks).
8 - Sentimentalist: NO spending on science and no scientist specialists (long for the "good old days").
9 - Regent in Power: Player must "skip" 1d6 turns before beginning play. Skipping turns means click "end turn" without moving units or changing anything, and accepting default builds and pop-ups.
10 - Theocrat: Must change to a different religion (Paganism even) if possible.
12 - Builder: Each city completing a unit must next start a building.
15 - Revolutionary: Must change all civics to something different, even if that means adopting barbarism or despotism.
16 - Science Freak: Science must be run as high as possible, and every city has to be set to "emphasize science" with the governors switched on. Research has to be switched to the most expensive tech available immediately.
18 - Elitist: Every city that completes a building must start a wonder or project next.
20 - Hippie: Peace must be made with all civilizations as soon as possible, regardless the price. After peace is established, the strongest unit (unit with the highest XP) of every unit type has to be disbanded.
24 - Farmer: Every city not yet at its happiness cap has to be set to "emphasize food" with the governor switched on.
25 - Insecure: Every city's build order must change. The science and culture sliders must change. Any on-going deals (including open border agreements) that can be cancelled must be cancelled. All worker actions (or as many as can be reasonably found) must be changed.
30 - Industrialist: Every city has to be set to "emphasize production" with the governor switched on.
36 - Overloaded: Roll twice and do both, ignoring this roll if re-rolled. If the roles contradict (e.g. Hawk and Builder), re-roll the second until something possible occurs.
Important: Each player is only allowed one veto stamp for city build orders per turnset. When you get the game, you are allowed to change the build order in one city. And you can't just wait and change it later. If the previous player started a courthouse in the capital, you keep building the courthouse there - unless, of course, the variant rule says otherwise. You are allowed to change everything else, though.
Reports are encouraged to be "in character" as much as possible, and actions are, too. No Autologger reports! Instead, try to focus less on the technical side of things and more on story-telling in your report.
Roster: None!
This is an Open Succession Game! Anyone can play! Claim when it's open - when nobody else has claimed. You can't claim unless two other people have played since you last did. Post results in less than 24 hours - the faster the better, though!
MAKE SURE YOU FOLLOW THE VARIANT RULES! Printing them out might well be worth it.
Have fun with this. You don't have to play your best game here...
No dot maps, please! Let each person just do what they think is best. Very little in the way of advice to the next leader. Let them deal with the situation as it is. Do communicate the situation as clearly as possible, though.
Have fun! I know I will.
RB30 - Irrational Isabella OPEN SG
Leader: Isabella of Spain (spi/exp)
Difficulty: Prince
World: Large pangea, everything else random
Opponents: 10 (random)
Options: No barbarians, random personalities
Speed: Epic
Version: Vanilla CIV
Variant: We're schizophrenic!
Each player plays 3d6+4 turns (7-22 turns, determined by rolling three six-sided dice and adding four to the result). The variant for that player's turnset is determined by rolling two dice, taking their product, and consulting this table:
1 - Zealot: Must declare war on the civ that dislikes us the most (choose the one nearest to us if there are several disliking us equally strong). If this civ is already at war with us, declare war on the civ that dislikes us the second most, etc.
2 - Robin Hood: Must make one gift to the AI with the lowest score, with this order of preference: A city, a tech, a strategic resource, a happiness resource, a health resource, or our most powerful unit. That means: Try to gift a city first, if that's not possible, try a tech next, etc.
3 - Oaf: No diplomacy may be initiated in any way. If an AI offers us or demands something, decline.
4 - Anti-plutocrat: Must end each of your turns with less than 10 gold in the treasury.
5 - Trade Baron: All resources that we can acquire/sell must be bought/sold from every other civ. For example, if we have spare iron and the Japanese are the only civ which doesn't, we must sell them iron. If they can't afford it, we have to give it to them. Similarly, if somebody has
corn for sale, a Trade Baron must do everything in his/her power to purchase it.
6 - Hawk: Each city completing a non-military build (anything but a military unit or barracks) must build something military (unit or barracks).
8 - Sentimentalist: NO spending on science and no scientist specialists (long for the "good old days").
9 - Regent in Power: Player must "skip" 1d6 turns before beginning play. Skipping turns means click "end turn" without moving units or changing anything, and accepting default builds and pop-ups.
10 - Theocrat: Must change to a different religion (Paganism even) if possible.
12 - Builder: Each city completing a unit must next start a building.
15 - Revolutionary: Must change all civics to something different, even if that means adopting barbarism or despotism.
16 - Science Freak: Science must be run as high as possible, and every city has to be set to "emphasize science" with the governors switched on. Research has to be switched to the most expensive tech available immediately.
18 - Elitist: Every city that completes a building must start a wonder or project next.
20 - Hippie: Peace must be made with all civilizations as soon as possible, regardless the price. After peace is established, the strongest unit (unit with the highest XP) of every unit type has to be disbanded.
24 - Farmer: Every city not yet at its happiness cap has to be set to "emphasize food" with the governor switched on.
25 - Insecure: Every city's build order must change. The science and culture sliders must change. Any on-going deals (including open border agreements) that can be cancelled must be cancelled. All worker actions (or as many as can be reasonably found) must be changed.
30 - Industrialist: Every city has to be set to "emphasize production" with the governor switched on.
36 - Overloaded: Roll twice and do both, ignoring this roll if re-rolled. If the roles contradict (e.g. Hawk and Builder), re-roll the second until something possible occurs.
Important: Each player is only allowed one veto stamp for city build orders per turnset. When you get the game, you are allowed to change the build order in one city. And you can't just wait and change it later. If the previous player started a courthouse in the capital, you keep building the courthouse there - unless, of course, the variant rule says otherwise. You are allowed to change everything else, though.
Reports are encouraged to be "in character" as much as possible, and actions are, too. No Autologger reports! Instead, try to focus less on the technical side of things and more on story-telling in your report.
Roster: None!
This is an Open Succession Game! Anyone can play! Claim when it's open - when nobody else has claimed. You can't claim unless two other people have played since you last did. Post results in less than 24 hours - the faster the better, though!
MAKE SURE YOU FOLLOW THE VARIANT RULES! Printing them out might well be worth it.
Have fun with this. You don't have to play your best game here...
No dot maps, please! Let each person just do what they think is best. Very little in the way of advice to the next leader. Let them deal with the situation as it is. Do communicate the situation as clearly as possible, though.
Have fun! I know I will.