RStark
Prince
- Joined
- Nov 20, 2011
- Messages
- 504
Hello guys!
So I have made up my mind to create a GMR game of my own
This GMR game is going to be played on the scenario "Into the Smokey Skies". I have played out this scenario in SP and enjoyed the gameplay a lot. It is very well done mod introduced by the game devs. More about this scenario you can find here:
http://civilization.wikia.com/wiki/Empires_of_the_Smoky_Skies
Map type: Ice Age. So there will be less room for peaceful expansion on the map. It will lead to early wars and conflicts.
Difficulty level: Prince. I would put Immortal, however it seems that in the scenario the change of difficulty level is applied only on host.
Turn timer will be set to 24 hours. No turn timer for Saturdays and Sundays, so feel free to enjoy weekends far from Civ
Requirements to join the game: G&K expansion
In-game rules corresponding city states:
1) The civ, which initiated a peace deal with the CS, is not allowed to DoW the same CS within 10 turns after signing of the peace deal.
2) It is not allowed to change the name of conquered CS. The matter is that after you rename the former CS, other players will not be able to liberate this CS.
3) Spies are not allowed to make coups to reduce influence points of rival civs in the CS.
I know that majority of GMR players don't use save/load in MP, but I want to reduce potential of the unfair game in this area. Making coup is an activated spy's mission, so it is possible to make coups always successfully by using save/load.
Game settings and rules are open for discussion. Please feel free to express your viewpoint.
If you want to sign in, please specify your suitable time of making turns (in GMT) and preferable civ.
I am not able to change the turn order of civs in this scenario, so I am going to adjust optimized turn order of players with the turn order of scenario civs. That means civs will be assigned to participants according to their place in the queue.
The GMR game starts as soon as I find players for four remaining civs.
So I have made up my mind to create a GMR game of my own

This GMR game is going to be played on the scenario "Into the Smokey Skies". I have played out this scenario in SP and enjoyed the gameplay a lot. It is very well done mod introduced by the game devs. More about this scenario you can find here:
http://civilization.wikia.com/wiki/Empires_of_the_Smoky_Skies
Map type: Ice Age. So there will be less room for peaceful expansion on the map. It will lead to early wars and conflicts.
Difficulty level: Prince. I would put Immortal, however it seems that in the scenario the change of difficulty level is applied only on host.
Turn timer will be set to 24 hours. No turn timer for Saturdays and Sundays, so feel free to enjoy weekends far from Civ

Requirements to join the game: G&K expansion
In-game rules corresponding city states:
1) The civ, which initiated a peace deal with the CS, is not allowed to DoW the same CS within 10 turns after signing of the peace deal.
2) It is not allowed to change the name of conquered CS. The matter is that after you rename the former CS, other players will not be able to liberate this CS.
3) Spies are not allowed to make coups to reduce influence points of rival civs in the CS.
I know that majority of GMR players don't use save/load in MP, but I want to reduce potential of the unfair game in this area. Making coup is an activated spy's mission, so it is possible to make coups always successfully by using save/load.
Game settings and rules are open for discussion. Please feel free to express your viewpoint.
If you want to sign in, please specify your suitable time of making turns (in GMT) and preferable civ.
I am not able to change the turn order of civs in this scenario, so I am going to adjust optimized turn order of players with the turn order of scenario civs. That means civs will be assigned to participants according to their place in the queue.
The GMR game starts as soon as I find players for four remaining civs.