LK75 - Deity, world map, civ = TBD

LKendter

Exterminate, exterminate, exterminate!!!
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Difficulty = Deity
Civilization = To be determined

Previous deity military win and previous huge map experience are required to sign up.
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LKendter
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Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


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The following tactics are PROHIBITED:

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
 
I am leaning toward one of the following:

Russia - tough with a lot of nearby heavy ice cities.

Australia - This time boats can sail quickly, but still very rough for lack of early contact.

Zulu - Good amount of starting land, but limited options for MOW. Stuck with Despotic GA probably.

Venezuela - Back to South America, but crammed needed a lot of worker help.
 
I will join in.

I don't think Venezuela is too playable. Doing it at Deity would be brutal. You are wiether forced to go up Central America, or through the jungle. Either way the capital position cuts off half of your cities close to the capital

Russia, Lots of early contact, crowded growth but the other near civs should be small but cranky. UU is OK and comes at a great time. Good position to take advantage of the AI wars, bad spot for a dog pile.

Zulu, if we can avoid an early GA or maximize its effect, there is a lot more room to expand. Would want to go after Songhai early, their UU is well positioned to casue us lots of problems if their GA trips when we assualt later.
 
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LKendter
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Meldor
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I'd like to give this a go. I have never played a world map though. Do WM players know where the resouces are or do they pop out random?
 
barbslinger said:
I'd like to give this a go. I have never played a world map though. Do WM players know where the resouces are or do they pop out random?

I randomize the resources before I start each game. We know the general map layout and civ locations, but the random can be a bit mystery.

I notice you said no world map experience. Have you plan huge maps before and are aware how slow the IT gets late in the game?


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LKendter
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Meldor
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Since I missed the AWE game I'll sign up for this one. I also have no WM experience, but I play Huge maps all the time.
 
Previous deity military win and previous huge map experience are required to sign up.


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LKendter
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LKendter said:
I notice you said no world map experience. Have you plan huge maps before and are aware how slow the IT gets late in the game?
I have played large and downloaded a few huge SG saves before. If you are concerned about computer speed I don't have much trouble with a 2.8Mghz processor and plenty of video and ram. I do CadCam at home for side cash so I need a fast computer.
 
If you are concerned about computer speed I don't have much trouble with a 2.8Mghz processor and plenty of video and ram.

My concern is people who are use to hit 1/2 hour plus interturns near the game end. With that powerhouse PC it sounds like you shouldn't have to painfull of IT

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Previous deity military win and previous huge map experience are required to sign up.

Signed up:
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barbslinger
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I am still looking for one more to fill this game.
 
:bump:

Still looking for the 5th player.
 
FWIW I am getting a new faster system next week I hope. I know Lee hates Dells but that is what work is willing to buy so I can support the factory from home over our VPN and my current home system has well issues so to speak.

So the question is will my New system be able to hand HUGE maps? It s a P4 2.8 with 512 ram? Good enough? If so I would like to be your 5th as the only other game I have going is LK74.

The system is scheduled to ship by Friday so I should see it by Monday the latest.

Hotrod

Edit: Obviously I have NO Huge map experience so Lee would have to make an exception. Your call!
 
FWIW? That acronym isn't clicking for me.

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So the question is will my New system be able to hand HUGE maps? It s a P4 2.8 with 512 ram?

Edit: Obviously I have NO Huge map experience so Lee would have to make an exception. Your call!
Well I am playing on a < 1 Ghz machine with 384 ram...

Well that bring ups another question. Do you realize the late will take up to an hour to move, and an hour for the IT.

You have been around long enough that I don't expect you to bail on the unexpected time late game, but I want to confirm that you are confortable withit.
 
I have had limited experience with long turns and inter turns with some of our large map heavy war games. Just hope you don't hold me to 10 turns in 48 hours ;)

Shouldn't be a problem. Actually been looking forward to playing the World Map series for a long time just never had the machine to do it.

Hotrod
 
Just hope you don't hold me to 10 turns in 48 hours
Trust me - late game I have sometimes reported just one turn in a night.

Any other comments on the Civsfrom page one?
So far only comment is from Meldor.

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LKendter
barbslinger
Meldor
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Hotrod
 
If the civs start where they start in the world, which is what I gather from the prior posts, then I would like to start somewhere near Zulu from those choices. the despotic GA would really be a shame though I have been having some pretty good luck just storing a group of Impis away until the time is right. Like launching a knight barrage! Is there a chance of an early archer rush from Russia down to China and more fertile land. If russia can control some good lands I like that option too.
 
I think given the "getting my feet wet" aspect of the world map game Russia would be fine choice. Lots of options early game. I am always a sucker for the Cossak, or Sipahi, or Hussar or any other cav replacement. Zulu are nice too but I think the despotic GA is a waste for a small growing civ. A late Middle Age GA is perfectly timed to get the most bang for the buck IMO.

I would lean toward Russia but take my opinion with a grain of salt as a World Map neophyte.

Hotrod
 
I don't have any World Map experience, but I am inclined to agree that Russia is a solid choice; centrally located and with a well-timed UU.
 
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