4 grams - SNOW

grahamiam

In debt to Mr. Geisel
Joined
Jul 19, 2003
Messages
4,108
Location
Pennsyltukey, USA
:xmas: 'tis the season (at least in pennsyltukey ;) )
SNOW = small non-oscillating war

version: C3C 1.22f
level: emporer
mapsize: small, continents, 60% water
civ: germany
age, temperature, opponents: random
AI agression: normal
sgl's: off

Definition (from Arathorn's list):
Non-Oscillating War (NOW): The first civ met must have war declared on them during initial diplomacy. Each later civ met gets added, in order, to a list. When the first AI civ on the list is eliminated, war must be declared on the second. As each is eliminated, the next must be declared on before the end of the turn. Other wars are allowed, and alliances are encouraged. Sandbagging or not finishing off a defeated foe simply to not go to war with the next one on the list is illegal. When two or more civs are met simultaneously (via contact sale, perhaps), it is player’s choice which order to declare on them.

Lkendter's rules:
Code:
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, 
or other ways to screw-up a civ via the RoP. A scout in AI territory 
has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must 
wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every 
turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another 
ship in the same square not using any movement, move that ship, etc.

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.

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 landmass.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) Worker blockades are prohibited. This prevents things such as fortifying 
workers along the coast to stop invasions, blocking troops from going 
through your territory with workers, etc. Workers activity doing something
along the coast is fine. The workers must be actively doing something.

3) You may not declare war on a civ if you are currently shipping cash 
and / or goods to the civ. [B]<- this is important to remember!  This will limit
our deals with the civ that is next on the list[/B]

the start
snow-4000BC-1.JPG


any takers? :)

Roster: 24hrs got it, 72hrs play it
dmanakho
bede
gozpel
chuckdizzle
handy900
grahamiam

NOW progress:
Code:
Civ #       Name - Status
1       Carthage - [COLOR=Blue]Dead[/COLOR]
2       Babylon  - [COLOR=Blue]Dead[/COLOR]
3       America  - [COLOR=blue]Dead[/COLOR]
3       Rome     - [COLOR=blue]Dead[/COLOR]
3       Korea    - [COLOR=red]war[/COLOR]

[COLOR=Red]Domination victory triggered in 1305AD by Bede![/COLOR]
 
I am in if you take me G-man.

Just started playing another German SG, but with different rules and DG level..
Would be interesting to compare at the end..

:)
 
thanks for the interest chuck, i'll give you a slot.
I am not familiar with you so, please tell us, what level are you currently playing at? Also, i assume from the post count that you do not have SG experience so i only ask that you realize what you are signing up for and are aware of the process :) these games tend to last 4 to 8 weeks and drops are a PITA.

btw, to all interested, i do plan on persuing this varient (if this one gets off the ground) to at least diety (with the same world settings).
 
:salute: reporting for duty Mein Oberst.
 
good to have you bede :)

ok, with four signed up, we can start. dman, take us away :hammer: 1st decision is do we move to the gold hill (2T) or settle on the spot? gold hill looks to be on the coast.

edit: also, i'd like to set our city build pattern somewhat tight with 3 tiles between each city. this will help with reinforcements during the early wars.
 
If there is still room I'll play. If not I'll watch. :)

1st decision is do we move to the gold hill (2T) or settle on the spot? gold hill looks to be on the coast.
Consider SE, SE for the hill next to the mountain. That will give you at least 3 FP, and an FP with wheat. You'll still get the gold when you expand.
 
you're in handy :) nice to have you aboard, we could use your type of kill ratios :hammer:

we're up to 5 now, but i'll accept another as 6 is not too much.
 
handy900 said:
But my trading skills are pretty rusty, so I'll need some help there.

Can we pillage?
no restrictions on pillaging, armys, bombers, etc. we just need to play fair as per the rules.
 
Ok... Since I am to 1st player to play I'd like to have team input on capital location...

Gman voted for the coastal capital.
Handy is for nice looking hill SE/SE from us.
Another idea would be settle in place... We will get more production tiles in that case. Generally, I don't like my capital to be a port city with the exception when i play seafaring civilization.
Handy's suggestion looks best in current situation, at a price of 2 lost turns.
Looks like Berlin is going to become a settler factory, so it won't be building currags any time soon... We better put our 2nd city to the shore line.
But that just a suggestion...
Also, Do you guys want to pump a settler or 2 before establishing a settler factory... If i can build settler factory i prefer to build it right away as early as i can, but many people like to get a settler out before that.. I will do as a majority of the team thinks. (I assume i am playing 20 startup turns, right?)
Good build order would be: Warrior->Warrior/Worker->Worker/Warrior->Granary.
Initial research pottery at max, then switch to alphabet at min.

Let's decide on final city location. I won't be able to start today, but should definetely be able to play tomorrow.
 
I try not to settle on a food bonus tile if I can help it. And coastal capitals always feel like a 50% capital to me since you only get 1/2 of a core circle. But I won't gripe if you go coastal. :D

The AI is probably NE of us, so we may want to try to settle a city out that way to absorb the early warfare while we build an empire to the SW. If we do settle to the NE, try to settle on a hill for defensive bonus.

Are we going for CxxCxxC city placement here as in classic AW, or CxxxCxxxC?
 
handy900 said:
I try not to settle on a food bonus tile if I can help it. And coastal capitals always feel like a 50% capital to me since you only get 1/2 of a core circle. But I won't gripe if you go coastal. :D

Concur with that

handy900 said:
The AI is probably NE of us, so we may want to try to settle a city out that way to absorb the early warfare while we build an empire to the SW. If we do settle to the NE, try to settle on a hill for defensive bonus.

There is no river NE from us and capital better stay on river.
Looks like sea SW from us, so if those sea tiles aren't a bay we are not going to be able to expand SW.
I think i am going to move worker first to the wheat and if nothing is revealed i am taking settler SE-SE as you said initially.
 
2t se is fine with me as it's the most logical choice. gets the food right away + the gold hill on expansion. as for the build order, i leave that up to dman (but i like a second worker before a second warrior ;) )

1st player can do 20 or 25, 2nd player on does 10t.

@ admiral you do [cod e] text here [/code]. to make sure it scroll vertically, i had do use the return key liberally.
 
handy900 said:
Are we going for CxxCxxC city placement here as in classic AW, or CxxxCxxxC?

i think we go with the classic AW layout as much as possible. i'm really not sure what the optimal layout for a NOW game is, but at least we know the CxxCxxC layout will be safe. this is really a test game for me because i want to try this at diety but i don't want to leap before i know how to walk :)

also, let's go with the following order:

Roster: 24hrs got it, 72hrs play it
dmanakho <- starts us off
bede <- on deck
chuckdizzle
handy900
grahamiam

i moved chuck down, between bede and handy, because i'm not familiar with his playstyle and i want him to be comfortable, as i think he's in his first SG. please feel free to ask questions, including stopping in the middle of your set to get a bit of advice from teammates (also remember that we're not on CFC 24/7, so you may not get an answer till the following day ;) ).
 
gozpel said:
I'm interested. :)
alright, nice to have you aboard :) now go play that pbem with that NYE hangover, i need all the help i can get :lol: i put you in just before chuck so he gets to see what a builder can really do ;)

Roster: 24hrs got it, 72hrs play it
dmanakho <- starts us off
bede <- on deck
gozpel
chuckdizzle
handy900
grahamiam
 
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