6 grams: C3C - Diety, with AI Armies (Maybe)

grahamiam

In debt to Mr. Geisel
Joined
Jul 19, 2003
Messages
4,108
Location
Pennsyltukey, USA
While scrounging around the 'Poly site this evening, I came across thier AU mod and the list of all the items they change for these games. What particularly struck me were the changes for the Armies and Army Small Wonders. I really want to see if they add anything to the game and allow the AI to actually build and field Armies.

The following rule changes were made (doesn't completely follow the 'Poly mod, but gets most of it):

Code:
Army changes:
1.	reduced transport capacity from 3 to 1
2.	Added HP bonus = 7
3.	Reduced shield cost to 1

Pentagon
1.	Unchecked “Build Larger Armies” Flag
2.	Checked “Increase Army Value” Flag

Military Academy
1.	Removed “Victorious Army” Flag
2.	Removed “Build Armies without Leader” Flag
3.	Added the ability to spawn an Army every 25 turns
4.	Reduced cost to 300 shields.

Bombers
1.	Removed Lethal Land Bombard Ability

This is somewhat of a test game to see how this works. If it allows the AI to field armies, then I believe this will be a little more interesting than your average DG/Diety game :)

I would also like to add a restriction for the humans only that the Mil Academy cannot be built unless 1 army has been spawned via MGL and victorious in battle.

The general settings for the game are as follows:

C3C 1.22f
Civ: Japan
Level: Diety
Map: Standard, 60% Ocean, Continents, Temperate, Normal, 4 billion yrs old
Barbs: Off
SGL: Off
Random Opponents
AI Aggression: Normal
Culturally Linked Starts: Off

Lkendter's rules:
Code:
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, 
or other ways to screw-up a civ via the RoP. A scout in AI territory 
has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must 
wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every 
turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another 
ship in the same square not using any movement, move that ship, etc.

The negative science exploit - you can run a huge deficit (-250 / turn)
of negative cash with a token penalty of one lost worker / cheap 
building. If cash will go below zero, the research level must be dropped.

Palace Jump - You abandon the capital city to move the palace to a new
location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a 
large amount of troops to another landmass.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) Worker blockades are prohibited. This prevents things such as fortifying 
workers along the coast to stop invasions, blocking troops from going 
through your territory with workers, etc. Workers activity doing something
along the coast is fine. The workers must be actively doing something.

3) You may not declare war on a civ if you are currently shipping cash 
and / or goods to the civ.

Roster: 24hrs got it, 72hrs play it
Kaiser Berger
Tone
M60A3TTS
Mailman
<open>
grahamiam
 
I was hesitant to bite on this one at first due to other games, but with SGOTM 6 complete and Goz6 surely near finish, I'll bite. Sign me up.
 
great! welcome aboard. this should be harder than you average game as we've removed the uber-army for the player but gave the AI a unit that's better than what they normally produce.

I am still waivering between diety and DG (despite the thread title), so if more people want to try but at DG, that's fine too.
 
I like the look of the rule changes! Can I sign up please?
 
I'd like to give this a go. Maybe try Japan to get an early read on where the horses are and at least early on provides a monopoly tech.
 
welcome M60 :)

1 vote for Japan. I think that would be an interesting choice as the last game KB and I were in with them we got squashed :)
 
Ok, we have 4. I will advertise for more but we can probably start.

Here is our location:

6grams-4000BC.jpg


Roster: 24hrs got it, 72hrs play it
Kaiser Berger -> UP
Tone -> on deck
M60A3TTS
Mailman
<open>
grahamiam

1st player can do 20 or 25 turns, next player 10 or 15, then we settle into 10 turns per player. However, if you want to play more than 10 to set up the next player or finish something that you started, by all means, go ahead :thumbsup: If, later in the game, turns start to take too long, please also feel free to play only 5T.

Good luck KB!
 
Looks a pleasant starting position. Was it one of many rolls or just the first one you hit? Difficulty level Diety or DG?
 
I will be happy to join in (there is some time until SGOTM7 will start...).
 
ok mailman, welcome :)

this is diety, and it took about 5 rolls (3 were tundra type starts, 1 was a bunch of mountains which was weird given the 4bilyr setting)
 
Preturn- We have a good start position. Looks like we might end up with a bit of coast without the capitol being coastal. I'm not a fan of that. Decide to send the worker North onto the BG and we find the pleasant sight of a cow on the plains :dance: With that little fact, I decide to move us onto the hill NW to get both cow and game without expansion and to have the capitol a bit more central.

T1 3950

Kyoto is formed, starts a warrior. Almost started a temple out of habit from LK92 :lol:

Decide to start us on minimum towards Alphabet, assuming that we will be able to trade for pottery with nearby friends.

3750

First warrior rolls off the line.

3550

Second warrior is out.

3350

Scouting warrior finds wines West of Kyoto.

3100

We have Silks in the Tundra to the SW.

2950

We finally have a contact. It's everyones favorite neighbors, the Agricultural A-holes with cheap spears, the Sumerians. There is a two tile choke at which we could block them off from our nice peninsula, but I don't know if we can get another warrior there in time, so its really not feasible. They do have pottery though, so we can make a trade for it.

2800

Sumeria is building the Pyramids. Thats all they need. I decide to trade the Wheel to Sumeria. It can just barely get pottery on its own, they must be near completing it. We start a granary.



Summary

I played 25 to 2750. We're on the road to a settler factory right now. I squeezed out a settler beforehand though, I left it unmoved so we can shoose where to plop it down.
 
Looks good. Let's chop the game and water it to help the granery along.

Roster: 24hrs got it, 72hrs play it
Kaiser Berger
Tone -> UP
M60A3TTS -> on deck
Mailman
<open>
grahamiam
 
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