conehead234
Braves on the Warpath
We are the Byzantines. After the western Roman empire fell and we lost our lands in egypt and the mideast. Our thrist for conquest grew. Our new goal is to reconquer all of our lost lands. That means that we have to take the rest of Turkey, Palestine, modern day Iraq, Egypt, Italy, Spain, North Africia, southern germany, most of South east europe, France, and most of England. Who is with me. Our first goal will be to march into Rome victorious and reclaim Italy.
Middle ages conquest.
civ: Byzantines
Diff: emperor
Patch: 1.15
I edited the map so Domination is 60% land/60% pop and victory points are 60000.
24 hours got it, 48 to play. Time to play will be extended as we get further into the game.
Roster:
Conehead
mitsho
Cuivienen
Open Spot
First person plays 20, the rest 10.
If go to this link. Roman Empire at it's height This is what we basicly have to conquer.
Rules taken from LK except false peace treaties. We are the Romans we never sign peace. We declare any time we want.
Middle ages conquest.
civ: Byzantines
Diff: emperor
Patch: 1.15
I edited the map so Domination is 60% land/60% pop and victory points are 60000.
24 hours got it, 48 to play. Time to play will be extended as we get further into the game.
Roster:
Conehead
mitsho
Cuivienen
Open Spot
First person plays 20, the rest 10.
If go to this link. Roman Empire at it's height This is what we basicly have to conquer.
Rules taken from LK except false peace treaties. We are the Romans we never sign peace. We declare any time we want.
Originally posted by LKendter
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.
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.
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.
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.