MM1: Defiant Sid.

Mark1031

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Oct 27, 2001
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OK Sid can be beaten. Now can we add a variant. AW no thanks. 1, 3, 5 CC too much for now. Looked over Arathorn’s list and the most interesting and doable seems to be defiant.

Defiant: You must never give in to a demand from an opponent, that is, you always reject demands for tribute. You may never ally, sign a Right of Passage, MPP, or embargo with another civilization. You may never pay for peace (a peace treaty must either be straight-up or the opponent gives a concession to you. A deal where a tech costs 20 gpt normally and you pay 10 gpt for that tech as part of a peace treaty is fine). Any troops on your soil must be given a boot order every turn. No capturing foreign cities or demanding them in diplomacy. No foreign workers merged into existing cities.

No more AI boot licking. We will be a proud and independent people that stand up for ourselves in the face of AI bullying.


This will not be easy but if we make it past the 1st AI contact and the Ancient Age it should play pretty normally. Biggest issue will be AI dog piling us since we can’t make alliances. Also, we will need to put enough hurt on the AI to get at least straight up peace.

I’m open to discussion on the all start conditions but I would suggest:

Level: Sid
Variant: Defiant
Civilization: Vikings
Archipelago: Max Water
Size: Standard
Age: 5 Billion
Temperature: temperate
Climate: normal
Barbarians: Off
Rivals: Random
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Patch: 1.22 C3C

The early game might play a bit like AW since we are likely to provoke war with our defiant attitude and our weak position. I therefore picked pelago max water to keep us with minimal early opponents.

RBCiv exploit rules apply. 24hr got it. 48hr to play.

Team

Mark
Homeyg
Aggie
anarres
akots
open
 
Hey, sign me up. If you haven't already generated the game, I might say that I've been getting really good maps lately with the climate and temperature set to arid and cool (my $0.02).
 
Welcome Homeyg. Any thoughts on civs? I like Agri trait for quick early expansion. and commercial or seafaring for early curgah and possible GL run but I've played Iro and Dutch a lot.
 
Hmm. We're nearing the end of AG8 (Sid), which was much easier than expected since we managed to keep the AI's in Monarchy/Commie.

This seems extreme though, maybe too extreme for me to join. Put me down as a maybe. :)

BTW - what odds do you give yourselves of winning?
 
Well I play tested this a bit last night and I would say <1% if we share an Island with another civ. There is invariably war before we are ready. So we will proceed with the first game in which we start isolated. Should be apparent in the first 20. Bit of a cop out but the defiant restriction should still give us trouble. I'd say with isolated start 75% chance to win depending on resourse distribution and whether one civ starts to run away with it before we can take him down. I actually played these settings as AWS. Made it to 1500AD but I don't think I will win as I couldn't get an army out to pillage soon enough and it will be tanks vs muskets/cavs soon. Anyway, I hope defiant will feel a bit like AW but with opportunities for tech trade/steal to keep it within reach.
 
Mark1031 said:
Welcome Homeyg. Any thoughts on civs? I like Agri trait for quick early expansion. and commercial or seafaring for early curgah and possible GL run but I've played Iro and Dutch a lot.

How about the Aztecs? Agricultural and Militaristic, so-so UU, one of my favorites to play in multiplayer.
 
Aggie hope you join. I don't think this will be that crazy. We will have to start on our own island. Homeyg, I tried Aztecs with a few starts where we shared an island thinking that the early UU might help fend off the AI but they just have too much of an early advantage. And they invariablly come waltzing through your territory leading to war and a crushing early defeat. If we have to start isolated then I'm more inclined to go with something with a later and better UU. I was leaning toward the Vikings. I've never played them but their UU seems great for a archi map.
 
OK looks like a team is shaping up. I'll wait for 1 more commitment and start with Vikings. Would like 5 or 6 players.
 
Hmm, ok then. :)

I am not the most available player, but I always give my turns the attention they deserve when I do play them...
 
Great, welcome aboard anarres. We will definitely need careful play. War will be frequent I expect and difficult to get out of as we will need straight up peace or better and may get dog piled. We can start with this gang of 4 and hopefully pick up 1 or 2 more before going through the rotation. I’ll try to start tonight. Will go with whatever isolated start I get, unless it’s ridiculously bad tundra/jungle. Plan: Since we start with alphabet I would make a run for the GL writing min then straight to lit @ max. seafaring curgahs should get us good early contact/trades. Should make sure to get Masonry for GL prebuild. Any thoughts let me know.

I will start with 20-25 turns. Next up can take 15/20 turns, and the next leader 10-15, then 10 each turn after that.

24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns.



mark UP
hoemyg ON DECK
aggie
anarres
open
open
 
Mark, I can't always make those deadlines. :(

I know everyone says them, but some people are more strict than others. I simply can't guarentee a 24hr then 48hr deadline, so please remove me from the lineup if you want to be strict on your times - I wouldn't mind. You can check the AG8 game to see how often I get to it and how long it takes.
 
Welcome akots. anarres please stay. Those are just the typical parameters. As long as people maintain interest in the game I don't care about skips or strict time limits. I have 3 little kids and a demanding job so civ basically comes out of my sleep. a relaxed pace is fine with me.
 
Well after about 10 starts of either total crap or having another civ on our Island we get this. A bit too good but I play it anyway. All the food is OK but we could fill up our little Island without it. Not as big of an advantage as if we were in a competitive land grab.
 
4000 BC: Found Trondheim start currgah
3950 BC: Science to min on writing. Meet Japan trade WC for CB+10gp. They are across the straits from us.
3900 BC: zzz
3850 BC: zzz
3800 BC: zzz
3750 BC: zzz
3700 BC: Trondheim to size 2 lux to 20%.
3650 BC: Trondheim currgah ->warrior. Send Currgah North.
3600 BC: zzz
3550 BC;zzz
3500 BC: warrior-> settler lux->30 send warrior South
3450 BC: zzz
3400 BC: Meet Egypt. Alphabet + 40 gp +2 gpt to Japan for wheel. We have 2 horses. Alphabet + wheel to Egypt for Masonry and 10gp.
3350: zzz
3300: Trondheim to size 4 lux to 50%
3250: zzz
3200: Trondheim settler->worker
3150: Meet Mongols. Pottery+Bronze+10gp for wheel and Masonry. Pottery to Japan for 55 gp. Switch Trondheim to granary.
3100: Trondheim to size 3. lux to 30%.
3050: zzz
3000: Found Bergen start currgah
 
Mark Just Played
Homeyg UP
Aggie On Deck
anarres
akots
open

My pic has a rather cramped dot map. there may be a land bridge in the dark. Otherwise we start on a rather small island with 2 horses but no lux.
 
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