cMM2 - STRANDED (easy level, tough map)

carlosMM

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May 14, 2003
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I have a great map where the human player (Sumer) is stranded on a little island far way from the big continent with all AIs.
I would like to play this game as a SG on preferably Regent level (otherwise the tech advantage of the AIs gets too high). Anyone in?

The game will be C3C 1.22!

cMM2_start.jpg

I'll play 30 turns to get us started, from then on 20 per until we reach decisive times and reduce the number.

I'd like to dicuss all important things here, e.g. founding towns, so they become team decisions. The active player as the last word though.

RULES: no exploits, but suicide Galleys are OK - after all it is part of the trait!

carlosMM
sabo
danz
steviejay
keiji
jkp1187
 
I'm in!!!! Is this C3C or Civ III?

sounds like a good excercise in suicide caravels and trading techniques.. cool :cool:
 
tsk tsk, this is not a scenario - there is a large element of unknown here for a good reason ;)
 
no, the map size is no secret - it is standard.
the level is debateable, depending on the team. I said I'd prefer Regent, right?

and trust me that the start looks good, but not exceptional.
 
I'd like to give it a shot. Besides the exploration and trading challenges that Sabo already mentioned, this also sounds like a test case for a super-tight build. Especially if there is no fresh water!
 
Doc Tsiolkovski said:
Do you happen to have the seed#?
I'd like to give that start a try at Emperor, or Monarch at least :)


send me your email address and I send you a starting save for Monarch.
 
danz said:
I'd like to give it a shot. Besides the exploration and trading challenges that Sabo already mentioned, this also sounds like a test case for a super-tight build. Especially if there is no fresh water!


welcome :)
 
I have played SG with similar settings. It was in Deity level, we actually pulled a win. We researched Mysticism while AI's entered the IA :D I can't remember thread though.
 
I found it: http://forums.civfanatics.com/showthread.php?t=74342&page=1

I suggest you add special rules. We had these:

Special Rules:
* We may never switch to Fascism
* No “suicide galleys” exploit
* We may not build the Theory of Evolution
* We may never have a Military Alliance with more than 1 civ at a time (but may ally against as many enemies as we wish)
* We may not merge workers into cities of size 7 or greater
* All exploits banned by the Realms Beyond Civilization folks are off-limits, too.
 
Kuningas: this is my first try at that kind of scenario. That's why I want an easier game, also, I will have to leave for 3 weeks in November and want the game done by then. SO this round we'll go easy.

But thanx for finding that thread - I am really looking forward to reading it after work today :thumbsup:
 
ok, as I'm trying really hard toget into the SG scene, if you want me, I'll join But I am really new to SG games so be gentle lol
 
steviejay said:
ok, as I'm trying really hard toget into the SG scene, if you want me, I'll join But I am really new to SG games so be gentle lol


Who could say no to Jessica Rabbit?
 
alright, one more and we can GO!

I'll play 30 turns to get us started, from then on 20 per until we reach decisive times and reduce the number.

I'd like to dicuss all important things here, e.g. founding towns, so they become team decisions. The active player as the last word though.

RULES: no exploits, but suicide Galleys are OK - after all it is part of the trait!
 
I'd like to be the last player. Sounds like a great exercise in surviving a bad start.
 
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