TheOverseer714
Overseer
I am starting this SG to give some of the newer forum members a chance to try their hand at an SG that is challenging but not overwhelming. Therefore, I am beginning SGFN-08 to give them a a shot. While not strictly a Training Day game, this is meant for those who are new to actually playing a Succession Game or new to Always War
games (AW: Must declare war as soon as we have contact with no trades, but we can look at our opponents, their techs, etc.). I haven't decided yet whether it will be open to uncomitted players, that depends on the interest level. I hope that the many better and more experienced players will give our players their advice, as I am defintely not an expert at AW or Civ3. On the first roll, I got this fairly decent start as Germany:
So if you are interested in playing, post and I will add you in.
General rules:
Rule #1 of SGFN08: 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. This is also a Democracy, any major decisions like what techs we pursue, when to begin a major offensive, what wonders to build or when to begin a major offensive should be voted on by the team This is not to say that you have no say so, on the contrary. What powers you do have are mostly the same as solo games, just nothing that will turn us onto a damaging path that the rest of the team would not agree to. Use your common sense.
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: 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.
Rule #6: No reloading, no playing ahead or playing alternate turns. It is aceptable to replay as close to what you did before if technical issues destroy the save.
Rule #7: Have fun. I hope everyone enjoys this one and learns lots.
Specific rules:
This is Always War, which means no peace, ever. We may talk to our opponents, but only for information. NO trades. EVER. We must declare war if diplomatic contact is made before the turn ends. Turnsets will be 10 turns after the first 20.
Roster:
1: Overseer
2: GamezRule
3: Lanzelot
4: Splunge
5: Sparthage
6: DWetzel
World Settings:
Continents, 60% water, Normal Rainfall, Temperate Climate, 5 billion years old, no barbs, normal aggression.
games (AW: Must declare war as soon as we have contact with no trades, but we can look at our opponents, their techs, etc.). I haven't decided yet whether it will be open to uncomitted players, that depends on the interest level. I hope that the many better and more experienced players will give our players their advice, as I am defintely not an expert at AW or Civ3. On the first roll, I got this fairly decent start as Germany:
So if you are interested in playing, post and I will add you in.
General rules:
Rule #1 of SGFN08: 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. This is also a Democracy, any major decisions like what techs we pursue, when to begin a major offensive, what wonders to build or when to begin a major offensive should be voted on by the team This is not to say that you have no say so, on the contrary. What powers you do have are mostly the same as solo games, just nothing that will turn us onto a damaging path that the rest of the team would not agree to. Use your common sense.
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: 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.
Rule #6: No reloading, no playing ahead or playing alternate turns. It is aceptable to replay as close to what you did before if technical issues destroy the save.
Rule #7: Have fun. I hope everyone enjoys this one and learns lots.
Specific rules:
This is Always War, which means no peace, ever. We may talk to our opponents, but only for information. NO trades. EVER. We must declare war if diplomatic contact is made before the turn ends. Turnsets will be 10 turns after the first 20.
Roster:
1: Overseer
2: GamezRule
3: Lanzelot
4: Splunge
5: Sparthage
6: DWetzel
World Settings:
Continents, 60% water, Normal Rainfall, Temperate Climate, 5 billion years old, no barbs, normal aggression.