HNDY13 AWD Small Continents Byz

handy900

Deity
Joined
Jun 5, 2003
Messages
2,411
Location
Tennessee, USA
It's AWD :wow: Continents on a small map. Standard AW, so we can trade before we declare, pillage, capture wonders, yada yada yada. Starting screenshots in the next post.

C3C 1.22 Patch
Level: Deity
Variant: Always War :hammer:
Civilization: Theodora
Map Type: Continents
Size: Small
Age: Old
Temperature: Warm
Climate: Wet
Barbarians: Sedentary
Rivals: Random
AI Aggression: Least
Victory ConditionAll enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On

Roster We can change the order if anyone objects. I don't care where I play.
1. Handy
2. ThERat
3. Admiral Kutzov
4. DeadlyNeprhons!
5. Bede
6. Greebley
7. Barbslinger



Always War Boilerplate as we play it.
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.

Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.

SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.

Lucky candle to light the way.

HNDY02_luckycandle.gif
 
It simply got to be number 1

never mind that we have to wait for 10 turns to work the cow and fish. we have to stay coastal. there is a good chance e will have iron in those byzantine mountains, bot a smiley as well.

start 2 , nth special

start 3, whale is out of reach unless you want to settle west, which is away from river :(

start 4 what's the smiley there? incense or ivory?
 
#4 looks pretty much like ivory
#1 dyes? anyway, is #1 at the end of the map? hard to tell
 
Not sure I like the "lucky candle" mountains in #1. One I could stand, but two? Unless you want to move away from them.

#4 might do, though. But then ask the Adm about my start picking; it's only marginally better than vipr's. :D
 
By all means, post the maps. I'm anxious to see where the real cradle of civilization is (I.E.- not one of the stinky AI civs wallowing in their own vomit)
 
Bede said:
Not sure I like the "lucky candle" mountains in #1. One I could stand, but two? Unless you want to move away from them.

#4 might do, though. But then ask the Adm about my start picking; it's only marginally better than vipr's. :D


We could move one tile north to settle #1. It looks like it will still be on the coast. 4 is OK for the lux but that's in 1 too. On the other hand, two gives us the fewest number of water tiles to work which is also good but the other starts have more potential for those incredibly commercial sea adjacent cities.
 
#1 looks good except the lack of centrality. If we can palace jump as a stategic decision it may be better. Leaving a settler waiting to resettle after dismantling and selling a possible granary off prior may be worth looking at. I'm interested. I look forward to playing with everyone.
 
We are now at 7 in this game, which will ensure lots of changes in strategy as the lead passes from one play to the next. AW by committee :lol:

Welcome Barbslinger.

Starting votes:
Handy 1 or 4
ThERat 1
Admiral Kutzov 1 or 4
DeadlyNeprhons!
Bede 1, but get the heck away from those big candles. Maybe 4
Greebley 1
Barbslinger 1

Looks like we'll be playing #1, so what do we do. Settle or move?

move 1 NW we still get fish, cow, fresh water and get a little distance from the smoky mountains. Also lets us go CxxC to the smiley face.
 
@barbslinger, Howdy.

Good to see you again.
 
move 1 NW seems best
 
#1 and 1NW....build lots of boats so the Admiral will be happy and power research to Map Making?
 
I prefere 1 where it is. The reason is we get a lot mroe shields. If we move north we are exchanging the hills and mountains for ocean.

Edit: I think we will get enough food with the fish and cow to be able to work those hills and mountains.]

If we do go to 1 maybe we should move the worker N and then see what we see. In part my decision will be based on whether it is all ocean to the north or has some land as well.

One other difficulty with choosing 1 may be that there is no near non-mountainous lands. We won't know that until we start though.
 
How about 1N, then?

This makes three times I have agreed with the Adm. Gotta check my prescription. :dubious:

Gets the cows, keeps the freshwater and some hills and I think is still on the coast. Those mountains have smoking tops and are generally pretty useless excpet for fireworks displays and making cispy critters out of any invade stupid enough to park on them.
 
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