handy900
Deity
Always War Diety C3C 1.22 As the Zulu Wrecking Crew
A quite possibly unwinnable Always War tiny pangaea map by the Grumpy Old Men of Always War +2 .
HNDY05b - AWS|HNDY04-AWD|HNDY03-AWDG|HNDY02-AWE
Patch: 1.22 C3C
Level: Diety
Variant: Always War
Civilization: Zulu
Map Type: 60% Water Pangaea
Size: Tiny
Age: 5 Billion
Temperature: Warm
Climate: Wet
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
Roster and Order of Play
Sir Bugsy
T_McC
Greebley
Yom
Handy
SesnOfWthr (on break)
Lucky candle to light the way.
Always War Boilerplate as we play it
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 turn based trade (such as GPT) 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 our AW games. 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 at will, including captured cities or cities where all citizens are unhappy.
SG Stuff
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, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.
A quite possibly unwinnable Always War tiny pangaea map by the Grumpy Old Men of Always War +2 .
HNDY05b - AWS|HNDY04-AWD|HNDY03-AWDG|HNDY02-AWE
Patch: 1.22 C3C
Level: Diety
Variant: Always War
Civilization: Zulu
Map Type: 60% Water Pangaea
Size: Tiny
Age: 5 Billion
Temperature: Warm
Climate: Wet
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
Roster and Order of Play
Sir Bugsy
T_McC
Greebley
Yom
Handy
SesnOfWthr (on break)

Lucky candle to light the way.
Always War Boilerplate as we play it
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 turn based trade (such as GPT) 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 our AW games. 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 at will, including captured cities or cities where all citizens are unhappy.
SG Stuff
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, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.