SG Try1 - T3h NeW8i3s
Series guidelines/rules: (most borrowed from other games I've read)
-------------------------------------------
Game Setup:
(I went with 11 total civs, so us +10 others on a large size map)
And we meet ...ourself!
Traits are Charismatic and Industrious. Fast forges and 50% increased wonder production, plus lots of extra happy faces and faster-promoting units. Sounds good to me!
The starting location:
Roster:
----------
Trynthlas
endymion
Rince
Darth Meanie
Mitchifer
Carneios
LordKoros
***Roster full***
Rounds will occur in this setup:
Round 1 - 40 turns
Round 2 - 30 turns
Round 3 - 20 turns
All rounds after 3 - 15 turns
* obvious exceptions are as noted in the guidelines.
Series guidelines/rules: (most borrowed from other games I've read)
- We will use the 24/48 rule: When your turn is up, you have 24 hours from the time the save is posted to claim it with a 'got it' - you then have 48 hours from that post to play your round and post your report. If you can't make this deadline, please request a skip within the first 24 hours.
- Round lengths will be based on game speed, and will be posted with the starting info for the game (in general will do a 15/10 turn round for normal speed games: 15 turns in peace, 10 turns during war or if it is declared)
- Reports should be detailed! Take lots of screenshots and post lots of turn-by-turn commentary. Auto-log (if you use it) is not acceptable as a report.
- Major game decisions (war/peace declarations, religion swaps, city placement, etc) should be arrived at via group consensus.
1. If the group disagrees with you on a decision, either change their minds or do what the group wants. Going against the group on something like this gets you booted from the roster.
2. Similarly, overruling techs or city builds is rude and should be done via consensus, barring an emergency.
4. In extraordinary situations, sometimes an opportunity presents itself that the group didn't foresee. In these cases, it is considered best to stop your round and present the situation to the group before continuing. - Major wars shouldn't be declared without a team consensus. Clear phony wars to gain diplomatic favor are ok. Example of this is when you declare war on an AI on another continent or a last place civ. A war of opportunity to grab one or two cities from an AI getting trashed is OK.
- No worker automation. Don't be lazy.
- Don't use the city managers to choose what tiles are worked or what gets built. Micro-management is good! (note: this can be loosened a little for tiles only if the empire grows very large and we do not want/need to MM every city)
- Try to use great people quickly, unless we have a specific reason for keeping them around.
- Round summaries should be new replies, to set off the thread notification.
- Please save at an end-of-turn so that the next person can start by just pressing enter (obvious exception if you stopped your round early for something important)
- No World-Builder!!!!
-------------------------------------------
Game Setup:
Spoiler :
(I went with 11 total civs, so us +10 others on a large size map)
And we meet ...ourself!
Spoiler :
Traits are Charismatic and Industrious. Fast forges and 50% increased wonder production, plus lots of extra happy faces and faster-promoting units. Sounds good to me!
The starting location:
Roster:
----------
Trynthlas
endymion
Rince
Darth Meanie
Mitchifer
Carneios
LordKoros
***Roster full***
Rounds will occur in this setup:
Round 1 - 40 turns
Round 2 - 30 turns
Round 3 - 20 turns
All rounds after 3 - 15 turns
* obvious exceptions are as noted in the guidelines.