gmaharriet
Ancient Crone
Welcome to Gma02: First Come, First Severed. This is an Emperor level Training Day Game for players who want to improve their skills in trading, micro-management and warmongering. Ive been playing awhile, but Im still weak on trading and warmongering. My MMing skills are weak for Emperor level, so Im hoping this game will help both me and my team mates.
We will play as the Celts in a variant on the Non-Oscillating War, emphasizing our Unique Unit, the Gallic Swordsman. The basic framework is taken from Arathorns War Academy article, though I have edited out the parts that will not apply to this game.
We will change this variant as follows:
Iron is the key.
We may research technologies in any order we desire.
Once we research Iron Working, we must immediately begin preparing for war. We must immediately begin building Gallic Swords, if possible. Once we have amassed 5 Gallic Swords or, alternatively, discovered that we lack iron within our cultural borders with which to build them, we must prepare for war. Other builds are allowed during the phase of building our first strike force, but if we have iron, we must have at least one GS in production at all times until the first war starts.
In the event we have no iron, our priority becomes obtaining it by any means. If not readily available by settlement or colony, we prepare for war on the nearest civ who possesses it and target that civ for elimination. The nearest civ will be determined, measuring from the closest point between our cultural boundaries and those of any other met civs. Any and all other settlement options and builds take a backseat to iron. Once that iron is claimed, we must begin building Gallic Swords.
Once a civ is targeted for elimination, we may not have peace with them. They must be eliminated. At all times after the beginning of the first war, we must have at least one civ targeted for elimination. Other wars with non-targeted civs are allowed. Once one Target Civ is eliminated, the next closest civ becomes the new Target Civ and war must be declared by the end of the turn. Rinse and repeat until we win.
Timelines: 24 to grab, 144 after that to play. (7 days total) I expect it will move more quickly than that, but that guarantees weekend days in everyones turnsets.
Turnsets: The first players turnset will be 20 turns and 10 for each players set thereafter. If turns become longer in the later game we may go to smaller sets.
Other rules of Gma02:
Rule #1 of Gma02: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
And Bedes rules - I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
The Statistics:
Version: Civ III Conquests
Level: Emperor
Civ: Celts
Victory Condition: Conquest, but all victory conditions will be left on.
Opponents: random
Barbarians: roaming
Land mass: continent
Water: 60%
Map size: standard
Age: 5 Billion
Climate: wet
Temperature: temperate
Max Players: 6
Post #2 will be reserved for an informational post. Any important announcements or decisions will be posted there from time to time. I will also post the roster there, but please bear in mind that I will not update it after every turnset to show who's just played, who's up, who's on deck, etc. I will try to update it for long-term skips and the like.
Post #3 will contain the opening save.
Many thanks to Aabraxan, who did most of the written portion of the rules and to Bede for the additional ethical rules. I accept responsibility for any changes that don't make sense.
We will play as the Celts in a variant on the Non-Oscillating War, emphasizing our Unique Unit, the Gallic Swordsman. The basic framework is taken from Arathorns War Academy article, though I have edited out the parts that will not apply to this game.
Arathorn: Comprehensive Guide to Variants said:Non-Oscillating War (NOW): . . . . [edited]. . . .As each is eliminated, the next must be declared on before the end of the turn. Other wars are allowed, and alliances are encouraged. Sandbagging or not finishing off a defeated foe simply to not go to war with the next one on the list is illegal.. . . . [edited]
We will change this variant as follows:
Iron is the key.
We may research technologies in any order we desire.
Once we research Iron Working, we must immediately begin preparing for war. We must immediately begin building Gallic Swords, if possible. Once we have amassed 5 Gallic Swords or, alternatively, discovered that we lack iron within our cultural borders with which to build them, we must prepare for war. Other builds are allowed during the phase of building our first strike force, but if we have iron, we must have at least one GS in production at all times until the first war starts.
In the event we have no iron, our priority becomes obtaining it by any means. If not readily available by settlement or colony, we prepare for war on the nearest civ who possesses it and target that civ for elimination. The nearest civ will be determined, measuring from the closest point between our cultural boundaries and those of any other met civs. Any and all other settlement options and builds take a backseat to iron. Once that iron is claimed, we must begin building Gallic Swords.
Once a civ is targeted for elimination, we may not have peace with them. They must be eliminated. At all times after the beginning of the first war, we must have at least one civ targeted for elimination. Other wars with non-targeted civs are allowed. Once one Target Civ is eliminated, the next closest civ becomes the new Target Civ and war must be declared by the end of the turn. Rinse and repeat until we win.
Timelines: 24 to grab, 144 after that to play. (7 days total) I expect it will move more quickly than that, but that guarantees weekend days in everyones turnsets.
Turnsets: The first players turnset will be 20 turns and 10 for each players set thereafter. If turns become longer in the later game we may go to smaller sets.
Other rules of Gma02:
Rule #1 of Gma02: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
And Bedes rules - I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
The Statistics:
Version: Civ III Conquests
Level: Emperor
Civ: Celts
Victory Condition: Conquest, but all victory conditions will be left on.
Opponents: random
Barbarians: roaming
Land mass: continent
Water: 60%
Map size: standard
Age: 5 Billion
Climate: wet
Temperature: temperate
Max Players: 6
Post #2 will be reserved for an informational post. Any important announcements or decisions will be posted there from time to time. I will also post the roster there, but please bear in mind that I will not update it after every turnset to show who's just played, who's up, who's on deck, etc. I will try to update it for long-term skips and the like.
Post #3 will contain the opening save.
Many thanks to Aabraxan, who did most of the written portion of the rules and to Bede for the additional ethical rules. I accept responsibility for any changes that don't make sense.