SG for people wanting to move up to prince/improve their game

Cialite

Chieftain
Joined
Dec 31, 2009
Messages
41
I've always wanted to play in a succession game, to help me improve my game, as there is alot of discussion and input in them!

So I wanted to make one, open for anyone who wants to join.
?
It would be just a normal game with no variants. With maybe a pretty average leader?, with no major bonuses in any area

For the number of players, I was thinking 4 or 5?

Also I found these rules in another thread and thought they were pretty good.
Spoiler :
Alpha: The quality of your report outweighs the quality of your play. We’re here to have fun, and, of course, winning is fun, but losing in style is preferable to a boring win.

Bravo: Reports should be detailed, with plenty of screen shots and player commentary, explanations, musings, etc; an auto-log dump will not suffice. Shots of the F9 screens and overview shots of the empire are nice too, once in a while.

Charlie: Punctuality rocks! “24/48” means post a "got it" within 24 hours of when the last save was posted, and play within 48 hours of that ‘got it.’ Waiting 47 hours to ask for a skip is lame. Punk out two times in a row, and you’ll be dropped from the roster. Skips and swaps are fine, but try to let us know sooner, rather than later.

Delta: Major game decisions (war/peace declarations, religion swaps, city placement, etc) should be arrived at via group consensus.
1. If the team disagrees with you, either argue your case better, or do it their way. Do NOT just blow them off and do it your way because it's your turn.
2. However, if there’s no consensus and you’re up, do it your way and explain why. Conversely, if someone else is up, don't whine when they do it their way.
3. 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. If the consequences of it are great, players should stop, and refer the question to the group.

Echo: Being a better player does not give you the right to belittle anyone else or their play. Other people are going to disagree with you on major decisions; get used to the idea, and play nice. If not, take your ball and go home.

Foxtrot: Thread spam is good. Trash talking, poking fun, gentle ribbing, virtual noogies, and generally horsing around are all encouraged, but don’t be rude.

Golf: Automate sparingly.
1. Workers should almost never be automated, except perhaps late-game or building a trade network. However, if you have to, set your game options to “disallow automated worker forest chopping” and “keep previous improvements.”
2. Use of the “Emphasis” buttons is fine, but let the group know and explain your reasoning (specialization is a major game decision). If you prevent growth in a city, let the group know and remind them to take it off. Do NOT let the governor select build orders.
3. Sending units on go-to routes that last beyond your set is acceptable only if they’re heading for a rally point or if you otherwise inform your teammates.

Hotel: NEVER fortify Great People. Is it so hard to push the spacebar 15 times??

India: Sign spamming is rude. Signs can be helpful reminders, but too many signs makes them easily ignored. Once a sign is no longer valid, delete it. [The only exception to this are city specialization signs.]


I have BTS 3.19, but no BUG mod or anything. I see that alot of players have it so if needed I will download it.

Thanks!:cool:
 
I am in too. These rules are okay. I don't use any mods but i downloaded all to my computer. I can install and use if needed.
 
Okay, guess we'll go with no mods.
Just need one more person I guess, but we can start discussion now I suppose.

What leader do you guys think we should take? Also what for the VC, domination?
 
I don't care which leader, I always pick random. If you guys want a specific leader, I don't mind. I just think it helps my game to deal with whatever leader I have and use his traits whenever I can.

as for victory, we'll have to play a few turns before we can determine the quickest way to win the game
 
Ok maybe we should go with random, I just didn't want an overly good leader, as it might make it too easy. But I guess random would be good.

Also what should our wonder policy be? I think we should try to avoid the early ones, unless we'd easily get them guaranteed, and focus more on expanding and developing our empire(Workers, Settlers, Military)
 
lurker's comment:

I wouldn't totally discount the notion of building any early Wonders if you happen roll an Industrious leader and/or a Stone/Marble start. I'd say first see what you've got.

I do tend to agree though with the earlier suggestion on 'neutral' leaders, in that if you do happen to roll up; Augustus Caesar, Julius Caesar, or Huayna Capac, that a re-roll might be in order as they tend to have 'Civ-specific' strategies which might not be complementary to the objectives of this exercise.

Best of luck with it!
 
I suppose you're right, roll and if theyre not one of the civs you mentioned, decide from there
 
I agree with Cam_H. Let's pick a random one but not too easy.
 
I agree with Cam_H on wonders. Need to see a map and take advantage of what we got

still need one more player?

I say let's roll and generate a map so we can start discussion on capital location and the new player can join in before we start taking turns.
 
Good Idea, I have a guy that I pm'ed and he's replied, but i'll generate a start/leader in the meantime, to get this up and running
 
Damn, we still haven't set parameters for the game.

How about: Normal speed, standard map size, continents, with all the standard settings(Temperate climate etc)
 
If you're still looking for one more, I would like to join if you'll have me. If not, I will commence lurk mode :salute:
 
You can join! Another player would be good. :)

Do you agree with everything so far?
 
Normal speed, standard size continental map, standard settings. What do you think about random events and huts? Is it better to turn off them? So nobody gets more lucky or unlucky with them.
 
I played with random events only once, and I got "some douche ran off the alter on some dutch girl and she's crying boo hoo" and I've had them turned off since.
I'll leave this one up to you guys.

huts, huts are good. well, in most games :) I played a game once where I popped 3 huts and all 3 yielded barbarians :eek:.
I guess it's just another 'take advantage of whatever you get' thing. I don't mind turning them off or leaving them on.
 
Ok, i've gt the start and for our leader we get..

Spoiler :
Arabia!
SG-1.jpg

Saladin is Spiritual and Protective, which allows us to change civics with no anarchy and half priced temples. Protective gives City garrison I and Drill I to all archery and gunpowder units. It also gives half priced walls and castles.

Arabia starts with the Wheel and Mysticism, with the Madrassa for the UB and Camel Archer for the UU.

The Camel Archer is basically a Knight, which does not require iron, and has a 15% chance to withdraw from combat.

The Madrassa is a library which provides +4 culture instead of 2 and allows for 2 priest specialists aswell as the 2 science specialists the normal library allows.

Not too bad, I don't think.

Start:

SG-2.jpg


We got a pretty good start with 3 food resources, and alot of forests as well as a few hills. I'm guessing that's the ocean to the east. I'm thinking settle in place, research agriculture to work the rice/corn and start production on a worker. Not sure about where to put the warrior though, 1S to the plains hill?
 
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