K 7 - The Zany 'Zerkers' (thanx to meldor)

Joined
Dec 5, 2001
Messages
7,475
meldor suggested a berserker game; here it is!


I am open to suggestions by everyone - the only condition is that we play on a high level (Monarch and up) and that all participants feel good about warmongering :D


players list:

Killer
meldor
meli
gothmog
anarres???
jollyroger



(reserved) = I'll take applications by first come but reserve two spaces for friends. So there is 2 open spaces for people who haven't played with me yet - all others can go by (reserved) spots.
 
Hey 'Killer', I'd like to get in on this one. My last SG was 'honorable' so this will be a nice change. Although I would like to avoid using tricks that exploit the AI's script, such as ROP rape. I'd prefer Diety but would play Emperor if that's the consensus of the group. I'd also like to include all the new PTW civs as enemies.
 
I will take any level.

I would suggest (as I did in the other tread) something with a lot of water to make our UU stand out a little more than it would on a pangea or even continents game.

Lots of islands to make that early amphib work for us.
 
me
meldor
gothmog
(reserved)
(reserved)
open

welcome Gothmog! Glad to play with you. I'd say Emperor is just fine if we take all the new civs as enemies as I haven't even played them myself until now.
 
How about this:

200*200 map with x and y wrap, little land and 21 civs (this gives each civ about as much room as standard values are). Then, we up tech cost a bit (+1 to +2 for cheap tech, +3 or +4 for expensive tech in ancient, then +4 to +6 in middle ages and so on). Also, set max reasearcht ime to 60 and min to 8.
This should make our own research tough but worth it if we set AI trade ratio to 110 % for Emperor.

Also, I'd usggest no barbs and huts and 2 settlers for every nation at start - to equalize the starting positions a bit.

I do not think this is much of an advantage for us as we are expan/mil and thus loose one of our advantages right away......

Then, I'd love to make the FP give +1 move for ships, but NOT sea travel - makes other nations get closer a bit without dependence on the Lighthouse....


what do you think? 'm open to suggestions!
 
meldor: with A=6 for berserks and D=4 for musketmen I have found that more HP for elites will guarantee a win pretty much, so I guess we should stay with the normal HP. But I am open to suggestions.
 
Lt. 'Killer' M. - I'd be interested in joining if you have a spot open. BTW, after Thanksgiving, some alumni from the limericks and other related threads are thinking about starting a sort of smart-ass succession game with an emphasis on how crazy of a report you can write for your turns. As a veteran at running games and a contributor to those threads, we would be very interested in you joining that game. I think me and Sultan Bhargash would be in for sure with other spots filled by other notorious posters to the more humorous threads in the General Discussion Forum.
 
Woah, something is *ucked with my home connection. It took me 2 hours to load this page. Hopefully I'll get it under control today.

Everything else sounds good. 21 civs should be a trip, that is most of the civs. (or did you mean 12 civs which I believe is standard for one of the maps) My first real mod game, I'm looking forward to the differences. I forget what the sizes are, is 200x200 a huge map?.

I would also second meldor's suggestion to go with Archipelago land setup. That will limit ancient war to some extent but give us lots of fun doing the rape pillage and burn thing.

Also we may as well play with cultural starting positions so we can emerge from the tundra and thump on the germans.
 
Gothmog: archipelago it is, 21 civs..... huge is 160*160 so we are above that, but given the civ number and the amount of land it will be normal amount of land for a standard map that we get per civ. Also, there WILL be an archipelago since there is enough room to seperate the landmasses :D

JR: welcome!
I'd also be interested in wirting crazy reports ;)



me
meldor
gothmog
jollyroger
(reserved)
open


1 more and we can get startd I'd say.... I'll now advertise this game in the SG open spots thread.....
 
I'm in. I'm back from my SG hiatus, so I figure I'll get into as many as possible. :D

Whats the level? I assume Monarch or Emperor, either way is good with me.

Hey, if all of you have PTW, you could check out CG3...;) :mischief: :lol: :D

CG
 
game full, welcome cg;)

patch 1.14 OK with everyone? means we can upgrade archers......

waiting for a yes from all before I start
 
this is PBEM right? well i also posted teh same info in the PBEM threads
ill be germany
Name:stalin006
country name:sovietika
noun:Neo-Soviets
adj:Neo-Soviet
Title:Premier
capital city:Berlin
my e-mail is stalin006@hotmail.com
 
stalin: this is SG, sorry if i gave the wrong thread URL..... but this SG could still do with one mroe player if you want!
 
Originally posted by Lt. 'Killer' M.
game full, welcome cg;)

patch 1.14 OK with everyone? means we can upgrade archers......

waiting for a yes from all before I start

Patched and ready to go beserk.
 
I'm patched, but won't be on my Civ3-ready computer until Saturday, hope that doesn't slow us down. Nothing like sneaking away from post-Thanksgiving dessert to log on a dreadfully slow 56k modem...:( (Too used to cable ;))

CG
 
Here are the first 20 turns:


(1) 4000 BC - an excellent start! I fear the map was generated with few

civilizations, thus giving a LOT of bonus resources and few strategic and

luxury one..... I can spot a cow and a wheat and a river - enough to place

the city right there. Trondheim founded, expanded view shows 2 mroe cows,

1 more wheat and some bonus grassland. As one of the cows is on river and

out of Trondheims 21 tiles the 2nd settler goes straight north.The worker

goes to the cow, the scout out east (he sees water - maybe coast? inland

is either up-right or down-right then). There is jungle to the south along

with hills, a mountain in view in the norht - good chance on iron in the

inner ring.
Science is set to 100%, Ceremonial Burail and Bronze Working being the

only advances under 60 turns. Burail selected, 38 rounds (Bronze = 50)

(2) 3950 BC - it is the coast indeed - with two cows and silks :D. The

river comes from the mountain and there waters another cow - good city

site ona hill (defence, no overlap). Go north along coast with Scout to

use two movements as south is jungle.

K7-1.jpg


(3) 3900 BC - the lands to the northwest are incredible. bonus grass

sticks out as a BAD tile there :lol: Another river in view, making it

llook as if the island center is to the east. More cows for our second

settler, this time on plains (safes us mining).

(4) 3850 BC - settler in place on hill. Second river looks as good as ours

:D

(5) 3800 BC - found Wunderstatt ('wonder town' - check the tiles around

and you know why). You may disagree, but i start mine on cow instead of

road between cities - Trondheim needs production!

(6) 3750 BC -Warrior in Trondheim, Scout selected. Scout sees more rivers

- appears i have found (one of the) center(s) of island in north-east.

(7) 3700 BC - still no AI in view - I am a bit surprised!

(8) 3650 BC - decide to change Trondheim to worker as it only produces 2

shields atm.

(9) 3600 BC - red border in view to the east!

(10) 3550 BC - move closer. 2nd worker starts road to Wunderstatt.

(11) 3500 BC - move in. It is a capital as it expands borders with

Trondheim. It is..... ROME! Not a good early neighbour. Caesar is very

unwilling to sell us Alphabet, offers 10 gold for pottery. I renegotiate

peace and can't get it - oh well!

(12) 3450 BC - run away

(13) 3400 BC - Warrior from Wunderstatt heads towards Rome and finds Roman

2nd city to the east of Wunderstatt.

(14) 3350 BC - meet Xerxes. He knows both Masonry and Bronze Working, but

is unwilling to trade either (even for 10 Gold and our two techs).

Renegotiate gives us Masonry and 10 for both techs. new Warrior from

Trondheim starts towards Rome.

(15) 3300 BC - Warriors move towards Veii.

(16) 3250 BC - Jeez, Caesar is one lucky fellow - Veii was empty and

produces a Warrior the turn before we can attack!

(17) 3200 BC - fortify next to Veii to bring more troops in.

(18) 3150 BC - Rome re-inforeces with another Warrior. Attack Veii with

one warrior - promoted. Problem is Archer on hill next to town. So I talk

to Caesar and he agrees to give us Alphabet and 10 Gold for peace and

Masonry :D:D:D Alphabet gives us Branoze orking from Xerxes :D

(19) 3100 BC - retreat from Veii, lux to 10 since Trondheim grew,

Wunderstatt to Granary.

(20) 3050 BC - Burail found, Mysticism in 28 @ +/- 0 and 80%. Lux to 0 as

2nd Warrior takes up MP duty.

(12) 3000 BC - state of the empire: we are 3 tech ahead of Rome, he is

broke and has equal number of cities. We are 1 tech ahead of Persia and in

the process of researching the follow-on (dealing possible); he has three

towns, one mroe than we.

Granaries are under construction in both cities but can be switched to

settlers for no shield loss (which might be a good idea for Tronheim as it

uses two cows on grass (3 food). Wunderstatt has cows on plains thus

shoudl get a Granary IMO.


City placement:

K7-towns.jpg
 
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