LotR8b Irrational Iroquois OPEN SG

Arathorn

Catan player
Joined
Jan 10, 2002
Messages
3,778
Location
Illinois
Civ: Irrational Iroquois
Leader: High on What? Huh?
Difficulty: Regent
World Size: Large
World characteristics: Random
Opponents: Max # (random)
Variant:
I can't tell if we're one schizophrenic leader/family or if we're mimicking some of the difficulties in transition in power, or if we're part of some mad monkey cult.

Each player plays 3d6 (3-18, determined by rolling 3 dice) turns, under a variant set of rules, through 1000 AD. At 1000 AD, each player only gets 2d6 turns.

The variant is determined by rolling two six-sided dice, taking their product, and consulting this table....

Code:
1 – Zealot – must declare war on everyone and stay at war with 
      them all your entire turn
2 – Robin Hood – must give away one of our cities to the lowest-
      scoring surviving civ
3 – Oaf – tactless mode, which means no initiating diplomacy and 
      no counter-offers if the AI offers you something
4 – Anti-plutocrat – must end each of your turns with less than 10 
      gold in the treasury
5 – Trade Baron – all luxes/resources that we can acquire/sell 
      must be bought/sold from every other civ (e.g. if we have
      spare iron and the Zulus are the only civ which doesn’t, we 
      must sell them iron.  If they can’t afford it, we have to give it 
      to them.  Similarly, if somebody has spices for sale, a Trade 
      Baron must do everything in his/her power to purchase those 
      spices.)
6 – Hawk – each city completing a non-military build (anything but 
      military unit or barracks) must build something military (unit or 
      barracks)
8 – Sentimentalist – NO spending on science and no scientists 
      (long for the “good old days”)
9 – Regent in Power – player must "skip" 1-6 turns before 
      beginning play.  Skipping turns means shift-enter to move no
      units and accepting default builds and pop-ups.
10 – Revolutionary – must revolt at beginning of turns, even if the 
      final government is the same as the in-coming government
12 – Builder – each city completing unit of any type must next 
      start a building
15 – Egotist – all available wonders (minor or major) must be 
      started by a city, if possible
16 – Suffragist – all slaves must be disbanded, joined to cities, or 
      returned to their native civ
18 – People’s Choice – the government must be as free as 
      possible, so democracy, republic, communism, monarchy,
      despotism in descending order.  If the government is less free 
      than is possible, a revolt occurs and a new form of 
      government must be established
20 – Tyrant – personal power is important.  Government must be 
      communism, monarchy, or despotism, selected in that order
24 – Hippie – peace must be made with all civilizations as soon as 
      possible, even if it means paying for it
25 – Science Freak – science must run as high as possible 
      without going into negative balance (no exploiting)
30 – Insecure – every in-coming city build order must change.  
      Lux and science slider must change.  Any on-going deals that 
      can be cancelled must be cancelled.  All worker actions (or as 
      many as can be reasonably found) must be changed.
36 – Overloaded – roll twice and do both, ignoring this roll if re-
      rolled.  If the roles contradict (e.g. Science Freak and
      Sentimentalist, re-roll the second until something possible 
      occurs)

Reports are encouraged to be "in character" as much as possible, and actions are, too.

To keep things honest, each player is only allowed ONE veto stamp per turn. When you get the game, you are only allowed to change the build order in ONE city. And you can't just wait and change it later. If the previous owner started the Colossus, you keep building the Colossus (exception, when a wonder is built, the city building that wonder may be freely cascaded by player's choice). Unless, of course, the variant rule says otherwise.

Starting position:
lotr8b-4000bc.jpg


Roster:
NONE! OPEN! Anyone can play! LKendter gets to play once before anybody can play a second time, however.

Rules:
Claim when it's open -- when nobody else has claimed. You can't claim unless two other people have played since you last did. Post results in less than 24 hours -- the faster the better, though! Remember that it's possible for you to be playing a lot (18) of turns in AW mode, so leave time to play AND time to write a reasonable report in your time window.

MAKE SURE YOU FOLLOW THE VARIANT RULES! Printing them off might well be worth it.

Have fun with this. You don't have to play your best game here....

Suggestions:
No dot maps, please! Let each person just do what they think is best.

Very little in the way of advice to the next leader. Let them deal with the situation as it is. Do COMMUNICATE the situation as clearly as possible, though.

Arathorn
 
The Irrational Iroquois sprang into history's knowledge on flood plains by some wheat. No one knows who/what the old leadership style was, but the long-lived Arathorn and his resistors overthrew it, mightily!

Now, the game might not differentiate between two different types of despotism [Ed: You can't revolt when you only know one government type.], but the people knew the difference!!!!!!! :lol: This was a brand-new, different despotism.

To prove it, the worker moved to the wheat, the scout sprinted south, and the settler moved SE to get some hills in range soonish, so that actual production could be achieved. Arathorn was a whole new type of despot. With him, things got done.

This was never more evident than upon the creation of Niagara Falls. Just meeting the scouts of Arathorn gave a nomadic tribe purpose and being! They YEARNED to be part of the new vision brought by Arathorn. They traveled a short distance to found a second glorious city, to be part of the Irrational Iroquois forever!

More scouts were created and sent in all directions. The one to the east found more people impressed by Arathorn -- impressed enough to teach the people a new skill (what is was, though, I've forgotten! :blush: ).

The scribes, under Arathorn's direction, are hard at work on warrior code, to make the troops more powerful and scary. Plus, it impresses the girls!

The southern scout was the last to really get started, and he'll probably find lots of tundra. YUCK! Cold-dwellers are rarely impressed by the enthusiasm of a new government, which looks exactly like the old!

Irrigation, roads! The workers of Arathorn's NEW government were hard(ly) at work building the things necessary to sustain the infrastructure of the new regime. It was all so exciting!

Eventually, though, the enthusiasm waned. Arathorn's new government was no different than anything else offered in the world. Plus, at 600 years of age, he just didn't relate to the young people anymore. At long last, he was ousted from leadership, and a new NEW DEAL was initiated.

What, or even, who it would be, no one knows.....
 
Here's what I was able to uncover...

lotr8b-3400bc.jpg


The save file is http://www.civfanatics.net/uploads5/lotr8b-3400bc.zip

12 turns feels awfully short for starting a game. Oh well. Rules are rules are rules. The map looks either continents or pangea, mountainous, and dry. At least we're on a river and have more river spaces to get.

Arathorn
 
Good job, revolutionary Arathorn! I love this concept.

Is there an official die to roll or are we on the honor system?
 
I'll sign up as long as I can play tomorrow, not today (I'm busy). The idea sounds great, and an open SG fits my schedule now - I can play alot this week, but then I'm going on vacation.

:D
 
1.21. I guess I didn't realize 1.27 was out.

No official dice to roll. It's on the honor system.

No sign-ups, cgannon...it's open. If nobody has claimed it and you can play and post in less than 24 hours, you can claim. Faster is better, of course. But you can't claim for tomorrow. That doesn't work.

Real dice, online dice...whatever. Just make it random and follow what the dice say! *cackle* Heck, you can number jumping beans and use that as your entropy source, for all I care. Whatever floats your boat.

Arathorn
 
I used the roller at
http://www.irony.com/igroll.html

I rolled an amazing:
2,1,1 Four turns to play
2,1 Give a city away.

Since we don't know anyone, am I absolved of this rule and just play my 4 turns? If so, I'll do them at lunch (~1HR)
 
Yes, but if you might someone in your 4 turns, you have to give them Niagara Falls, if their score is lower than ours.

What a horrible roll! Don't meet anyone! :)

Yes, play over lunch. Hopefully, with only 4 turns, you can avoid contact. But with 4 scouts out and about, it might happen anyway. Just do your best and go with the flow!

Arathorn
 
Arathorn must speak up what to do on that one.

Giving up food haven Niagara falls would be painfull.
 
Originally posted by Arathorn
Yes, but if you might someone in your 4 turns, you have to give them Niagara Falls, if their score is lower than ours
I guess that is the key. I can meet civs as long as they're better than we are. Why aren't we playing on Diety.:lol::rotfl:
 
OK - You simply need to not scout for 4 turns ;)
 
But that twouldst not me mine Character. My merry men must seek the poor, lost, unfortunate and give them wealth.;)

Maybe this Character (in the future) should be required to take a city from the most powerful and give THAT to the weakest civ.

FWIW, not all leader types have equal probability to occur. (Arathorn obviously knew this as he put the more "doable" variants in the common slots.)

Here's a table
Code:
[FONT=courier new]#  Character     Occur Description
 6 Hawk           4    each city completing a non-military build (anything but
12 Builder        4    each city completing unit of any type must next
 4 Anti-plutocrat 3    must end each of your turns with less than 10
 2 Robin Hood     2    must give away one of our cities to the lowest-
 3 Oaf            2    tactless mode, which means no initiating diplomacy and
 5 Trade Baron    2    all luxes/resources that we can acquire/sell
 8 Sentimentalist 2    NO spending on science and no scientists
10 Revolutionary  2    must revolt at beginning of turns, even if the
15 Egotist        2    all available wonders (minor or major) must be
18 People’s Choic 2    the government must be as free as
20 Tyrant         2    personal power is important.  Government must be
24 Hippie         2    peace must be made with all civilizations as soon as
30 Insecure       2    every in-coming city build order must change.
 1 Zealot         1    must declare war on everyone and stay at war with
 9 Regent in Powe 1    player must "skip" 1-6 turns before
16 Suffragist     1    all slaves must be disbanded, joined to cities, or
25 Science Freak  1    science must run as high as possible
36 Overloaded     1    roll twice and do both, ignoring this roll if re-
[/FONT]
 
I did, indeed, sweat a bit over the determination of what likelihood to give to each spot. The Builder/Hawk roles, as semi-opposites (but note, you can be overloaded with both roles...just doesn't give you much flexibility on city builds!), seemed natural to get the two "likely" results. They also don't really hurt.

The Robin Hood role was one I really wanted to see used, even if it hurt. I was HOPING to not get it until a bit later in the game, however, where the player would decide between giving the AI a city terminally corrupt for him, one we could flip, one on a natural border, or wherever. Maybe that will happen, too....

The role I most fear early on, however, is Egotist, as that makes things feel like a variant. On Monarch, however, that shouldn't be TOO big a deal. And there is on veto stamp available. Later on, it should be minor.

Arathorn
 
How much disaster can you create in 4 turns anyway?

Some deft moves of my bo stick quickly removed Happy Hiawatha from office.
{Daffy Duck voice} "Ho! Ha-ha! Guard! Turn! Dodge! Parry! Spin! Thrust! [WHACK]"

'Tis I Robinhood and my merry band of theives. We are on the search for rich unsuspecting civs from which to pillage and aquire wealth which will be promptly donated to the weaker civs.

Such searching goes under every rock and tree. Thankfully my merry men are swift footed and covered much ground in 200years. Alas, the land is barren with but a few nomadic tribes in the area. One such tribe was wise and taught us how to make walls and a palace. The other gave us the lay of the land. Important infomation that we had not had before, saving may years walking slowly amongst the hills.

Young Will Scarlet actually happened upon some dashed markings colored blue. Fearing it to be a trap from the sherriff of Nottingham, he skirted it's edges, along the mountain without going near enough to touch it. If it be a poorer tribe, contact will be made eventually. If it be a richer tribe, far better to remain in the shadows, unsupected until a proper ambush can be laid for wandering merchants.

LotR8_meet.jpg


As I return to the forest to ravage Marion I leave you with Friar Tuck and his Barrel of Wine
 
I've got it! For the next 4+6+6 turns anyway. Fear not. I shall make us rich. Wealthy beyond your wildest dreams. :groucho:

- Sirian
 
Originally posted by Sirian
For the next 4+6+6 turns anyway.
That makes up for my 2+1+1 role!

I'm guess you pulled a #5? Or was it #4?:p
 
And NF remains Iroquois. If we'd've had to give it away, it would not have been that hard to just re-capture it, but....

Nice dancing, Robin Hood. And it's a good thing those Chinese/Americans(?) didn't settle one further SE.... Being on Regent, I'm almost certain we'll be ahead in score, getting that second city as early as we did.

Would've been very interesting, though, to deal with a foreign city in our first ring! :) :lol:

What wacko (and I mean that in the gentlest way possible) is next to follow the lure of the rolling dice? Edit: A fast one, apparently. Have fun, Sirian.

Edit: I'm guessing Sirian rolled an "8" for his career path...but only time will tell.

Arathorn
 
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