]This will be a SG using Zara Yaqob of Ethiopia. Max size of roster will be eight nine TEN players. I am U.S. central time (GMT -5).
This SG will use very relaxed ppp and turnset submission times. If someone can't play their set or heaven forbid, loses interest--we'll just move along. That being said I really hope to learn a lot here and am encouraged to see the interest.
Setttings:
Immortal/Standard size map/Normal speed/NH,NE (all other options default meaning vassals enabled, no permanent alliances, etc.)
Map = Fractal, temperate, low sea level, cylindrical wrap
OFFICIAL ROSTER
1. Solyaris
2. Walter_Wolf
3. Lymond
4. yena
5. ShiVvV
6. Packers5280
7. pigswill
8. Quip
9. Deonnim
10. shpeka (removed 10/01/2014)
Here's the start and settings:
P.S.-I have zero experience hosting these and have only just recently even participated in my first informal SG, so, any advice concerning how to efficiently moderate these things is appreciated.
Some Guidelines for Turnsets
Start save: View attachment 381220
This SG will use very relaxed ppp and turnset submission times. If someone can't play their set or heaven forbid, loses interest--we'll just move along. That being said I really hope to learn a lot here and am encouraged to see the interest.
Setttings:
Immortal/Standard size map/Normal speed/NH,NE (all other options default meaning vassals enabled, no permanent alliances, etc.)
Map = Fractal, temperate, low sea level, cylindrical wrap
OFFICIAL ROSTER
1. Solyaris
2. Walter_Wolf
3. Lymond
4. yena
5. ShiVvV
6. Packers5280
7. pigswill
8. Quip
9. Deonnim
Here's the start and settings:
Spoiler :
P.S.-I have zero experience hosting these and have only just recently even participated in my first informal SG, so, any advice concerning how to efficiently moderate these things is appreciated.
Some Guidelines for Turnsets
Spoiler :
What is the Pre-Play-Plan?
The Pre-Play-Plan is to initiate the discussion on the diverging possibilities at the start of a set. This includes, but not limited to, EP focus, general city micro, general worker micro, general techs. Basically, make an idea of what you want to do with your 5-10 turns.
In the spoiler below are general ideas as to what you can cover with the pre-play-plan. Not everything needs to be discussed, only the obvious decision points.
What your plan should cover:
The plan must contain 2 detailed parts:
1. What you will check for every turn (EP, trades available, GPT available etc.) [this is easy]
2. Turn-by-turn worker moves, city micromanagement, unit movement and or general guidelines as to what we can't control via test game. [this is the hard part]
The team might at one point decide to slack on #2 once the game becomes well in hand.
How your set should go:
• Play according to the plan
• If something unexpected (or an opportunity) comes up, STOP AND CHECK WITH THE TEAM.
• If you have to adapt, do so!
• You can add markers in game during and at the end of your set. It's a lot easier on team members to figure where units are going.
• If something unexpected comes up, you can (and possibly should) stop and make a short report to the team so we can decide how to move ahead
~~~~
What your set report should cover:
• WHEOOHRN alerts and possible/likely targets
• GGs in distant lands and Great Engineers
• When to renegotiate trades
• What you were planning for the future
• How the plan worked out/didn't
• Anything unexpected
Also, it is often helpful to include some notes specifically for the next player such as queued orders or 'place-holder' builds, etc.
The Pre-Play-Plan is to initiate the discussion on the diverging possibilities at the start of a set. This includes, but not limited to, EP focus, general city micro, general worker micro, general techs. Basically, make an idea of what you want to do with your 5-10 turns.
In the spoiler below are general ideas as to what you can cover with the pre-play-plan. Not everything needs to be discussed, only the obvious decision points.
What your plan should cover:
The plan must contain 2 detailed parts:
1. What you will check for every turn (EP, trades available, GPT available etc.) [this is easy]
2. Turn-by-turn worker moves, city micromanagement, unit movement and or general guidelines as to what we can't control via test game. [this is the hard part]
The team might at one point decide to slack on #2 once the game becomes well in hand.
How your set should go:
• Play according to the plan
• If something unexpected (or an opportunity) comes up, STOP AND CHECK WITH THE TEAM.
• If you have to adapt, do so!
• You can add markers in game during and at the end of your set. It's a lot easier on team members to figure where units are going.
• If something unexpected comes up, you can (and possibly should) stop and make a short report to the team so we can decide how to move ahead
~~~~
What your set report should cover:
• WHEOOHRN alerts and possible/likely targets
• GGs in distant lands and Great Engineers
• When to renegotiate trades
• What you were planning for the future
• How the plan worked out/didn't
• Anything unexpected
Also, it is often helpful to include some notes specifically for the next player such as queued orders or 'place-holder' builds, etc.
Start save: View attachment 381220