handy900
Deity
HNDY04 - AWD - Grumpy Old Men of AW
A continuation of the series of AW tiny map games HNDY03-AWDG|HNDY02-AWE|by the Grumpy Old Men of Always War.
Level: Deity
Variant: Always War
Civilization: Sumeria
Continents: 70% Water
Size: Tiny
Age: 5 Billion [I think ]
Temperature: Temperate
Climate: Normal
Barbarians: Sedentary
Rivals: 3 Randomly Selected
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Patch: 1.15 C3C
EDIT Can't believe I forgot the secret weapon. The lucky candle.
Opening Plans
Settle on the hill
Research Masonry for walls -> Math for SoZ
Ideas & Opinions welcome from AW lurkers.
>> Sumeria 4000 BC Save <<
Roster:
Handy
Slinger
T_McC
Greebley
Yom
Greebley gave the knock out blow in HNDY03, so we start @ the top of the order in this one.
The Boilerplate
The game Always War. You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count. We are not allowed to build embassies.
Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, well follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in this AW game. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip captured cities or cities where all citizens are unhappy.
SG Stuff
This is a low pressure SG, so you have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, the team players can switch places, or you can ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long. If you need to go over a turn or two to complete a major campaign, thats okay too.
A continuation of the series of AW tiny map games HNDY03-AWDG|HNDY02-AWE|by the Grumpy Old Men of Always War.
Level: Deity
Variant: Always War
Civilization: Sumeria
Continents: 70% Water
Size: Tiny
Age: 5 Billion [I think ]
Temperature: Temperate
Climate: Normal
Barbarians: Sedentary
Rivals: 3 Randomly Selected
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Patch: 1.15 C3C
EDIT Can't believe I forgot the secret weapon. The lucky candle.
Opening Plans
Settle on the hill
Research Masonry for walls -> Math for SoZ
Ideas & Opinions welcome from AW lurkers.
>> Sumeria 4000 BC Save <<
Roster:
Handy
Slinger
T_McC
Greebley
Yom
Greebley gave the knock out blow in HNDY03, so we start @ the top of the order in this one.
The Boilerplate
The game Always War. You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count. We are not allowed to build embassies.
Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, well follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in this AW game. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip captured cities or cities where all citizens are unhappy.
SG Stuff
This is a low pressure SG, so you have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, the team players can switch places, or you can ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long. If you need to go over a turn or two to complete a major campaign, thats okay too.