EarlOfChester
Chieftain
EOC2 - Ruling the Waves
A long, long time ago in a forum... (well this forum in fact) the EOC1 SG took place on vanilla Civ 3 as a simple continents Warlord succession game. To put in simple terms just how long ago that was, one player in that game was a certain lkendter. I think he's progressed up a skill level or two since then
Anyway I've taken a long break from SGs since due to lack of ner access and a rapidly ageing comp, confined to lurking on PCs in various locations, but now with a new comp around the corner (Friday) and net access back I'm looking forward to another go at succession games.
In the times that have passed variants have taken over, and I don't want to stick out like a sore thumb, so I'm looking to pit our naval wits against some formidable opposition. Conquests expanded water based exploits with the Seafaring trait and I want to see how powerful it is from the other end. So it's a standard sized archipelago map with us against the seven seafaring Civs.
I'm willing to try anybody as far as our civ is concerned. I'm currently at regent level, but hoping to step up to Monarch soon and so with a good crew (oh god, I've started already ) around me then I'd be happy with that. The other bit to discuss is whether we make it 20% or 30% land - how far in the their favour do we want to make it.
So, as a summary:
GAME RULES:
Version: Conquests Version 1.15
Difficulty: Monarch
Map: 30% land, Standard sized, Archipelego. Middle ground on terrian conditions
Our Civ: Random
Opponents: English, Dutch, Portugese, Spanish, Cathagians, Vikings, Byzantines
Victory routes: Conquest and Domination. Space Race is also avaliable but is not a target for us and is there purely as something of a time restraint.
Barbarians: Roaming
Variant Rules:
Any transport ships must be escorted after we gain navigation by at least one military vessel (preferably more)
We must make a solid attempt to rule the oceans as soon as this is possible with Magnetisum.
20 turns to start, going down to 15 and then 10 as we feel neccesary.
24 hour for "got it", 48 hours to play.
Roster:
EarlOfChester
Butz
Bede
SensOfWthr
CivGeneral
Now show me what I've been missing with some sign ups
A long, long time ago in a forum... (well this forum in fact) the EOC1 SG took place on vanilla Civ 3 as a simple continents Warlord succession game. To put in simple terms just how long ago that was, one player in that game was a certain lkendter. I think he's progressed up a skill level or two since then
Anyway I've taken a long break from SGs since due to lack of ner access and a rapidly ageing comp, confined to lurking on PCs in various locations, but now with a new comp around the corner (Friday) and net access back I'm looking forward to another go at succession games.
In the times that have passed variants have taken over, and I don't want to stick out like a sore thumb, so I'm looking to pit our naval wits against some formidable opposition. Conquests expanded water based exploits with the Seafaring trait and I want to see how powerful it is from the other end. So it's a standard sized archipelago map with us against the seven seafaring Civs.
I'm willing to try anybody as far as our civ is concerned. I'm currently at regent level, but hoping to step up to Monarch soon and so with a good crew (oh god, I've started already ) around me then I'd be happy with that. The other bit to discuss is whether we make it 20% or 30% land - how far in the their favour do we want to make it.
So, as a summary:
GAME RULES:
Version: Conquests Version 1.15
Difficulty: Monarch
Map: 30% land, Standard sized, Archipelego. Middle ground on terrian conditions
Our Civ: Random
Opponents: English, Dutch, Portugese, Spanish, Cathagians, Vikings, Byzantines
Victory routes: Conquest and Domination. Space Race is also avaliable but is not a target for us and is there purely as something of a time restraint.
Barbarians: Roaming
Variant Rules:
Any transport ships must be escorted after we gain navigation by at least one military vessel (preferably more)
We must make a solid attempt to rule the oceans as soon as this is possible with Magnetisum.
20 turns to start, going down to 15 and then 10 as we feel neccesary.
24 hour for "got it", 48 hours to play.
Roster:
EarlOfChester
Butz
Bede
SensOfWthr
CivGeneral
Now show me what I've been missing with some sign ups