5 grams - SQUALL

grahamiam

In debt to Mr. Geisel
Joined
Jul 19, 2003
Messages
4,108
Location
Pennsyltukey, USA
SNOW = small non-oscillating war
SQUALL = SNOW + DG :)

version: C3C 1.22f
level: demigod
mapsize: small, continents, 60% water
civ: Mongols
age, temperature, opponents: random
AI agression: normal
sgl's: off
cultural starts: 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 has not been generated.

Also, please remember the following:
grahamiam said:
you make contact the second you encounter another unit. no delaying contact by not opening diplomacy window and running away.

reference this thread http://forums.civfanatics.com/showthread.php?s=&threadid=61273


Roster: 24hrs got it, 72hrs play it This picks up where we left off.
gozpel
bigfoot
grahamiam
dmanakho
bede
el filet

NOW progress:
Code:
Civ #      Name - Status
1.        India - [COLOR=Blue]Dead[/COLOR]
2.        Spain - [COLOR=Blue]Dead[/COLOR]
3.        Korea - [COLOR=Blue]Dead[/COLOR]
3.       France - [COLOR=Red]War[/COLOR]
5.        Arabs - [COLOR=Green]Peace[/COLOR]
 
as mentioned above, the start has not been generated. i will leave that up to gozpel when he wakes up. while he sleeps, let's pick a civ.
 
Poor Gozpel...
he is up in one more game... :lol:
Only yesterday he complained when i forced him to play in Dman-IronCross.

Let's play Iro's or French.
 
well, if he doesn't have time, he can pass the buck to bigfoot ;)

i'd prefer not to play the french as i'm in 1 game already with them. i was thinking a militaristic civ, like the zulu or romans. iroquois are ok too.
 
grahamiam said:
i'd prefer not to play the french as i'm in 1 game already with them.

Poor excuse. I was in 2 german games when we started 4Grams . ;)

But I agree... I prefer Iro's to Zulus though...
 
The Iroquois are good.

But how about the Mongols? The Keshik is even more useful if the world is young.
 
i like mongols, as that's not played too often. map generator can select the age to 3billion if we want.

@el filet -> welcome :)
 
grahamiam said:
... as that's not played too often.

That is because nobody likes to go to F4 screen and see his own mirror reflection. :)
 
:lol: :lol: :D :) :hmm: :sad:

on another subject, since bigfoot and el filet were not with us in the beginning of the last game, i've added a quote of my post on the subject of meeting other civ's to the 1st post of this thread.
 
dmanakho said:
That is because nobody likes to go to F4 screen and see his own mirror reflection. :)

Speak for yourself. I look more like Brennus :)
 
Ok, You got me... I am ready to accept the reality and play Mongols. :)
 
dmanakho said:
That is because nobody likes to go to F4 screen and see his own mirror reflection. :)
:lol:

I haven't played the Mongols a lot, but they sound like a good choice for this variant (especially in a 'young' world). Cheap barracks and plenty of land to find goody huts in. The UU comes at a good time too.
 
I'm here.

Ok, Mongols it is then. I start this sometime tonight my time.
 
Just a thought, you know we will probably have to sacrifice scouts by the rules :lol:

You see a border, you HAVE to get there and make contact and then declare. IT the AI send out his mighty warrior and whacks the scout. :) I think some careful scouting is needed before asking for trouble and dead scouts.

And what barbsettings should we have, we want GH's right?
 
Only the first one, I should think, unless your scouts travel in pairs :confused: :hmm: :D
 
well, let's make the barbs a little interesting. raging or -1 should do :D

as far as scouts go, i hope to hell you are joking about actually trying to find someone. i have no desire to be at war by turn 10 :lol: we got into it early in the last one but were lucky that they were far enough away. that should happen again with these settings, but you never know.
 
I got this started after almost black-mailing the brat, so I could use the computer for 30 minutes. Ah well, I chatted once myself.

I followed the settings and "think" I set it to restless barbs. I also tried 3 billion years for some starts, but they were just horrible. So 4b years it was.

Ok, first start was all tundra, second was next to a volcano. I don't play with the RNG and we got a start, lot of plains and almost no shields. We have a game which I will chop right away, but of course that is on plains too. So not much of a food bonus.

The scout Slick check out the surroundings first and find a GH after one step. I set our non-research to CB and he pop BW :goodjob:

We found in place, start a archer. Research Masonry at max, due in 29t.

3900bc - Slick find dyes nearby.

3800bc - We have one floodplain SW and a cow further away by the coast.

3750bc - We got the archer with a half wasted chop, continue with barracks. Worker irrigating.

Slick finds spices S too :)

3600bc - Oh my, Slick pops a settler! Send him to the spice spot. I have to sort out the dotmap before he found a town though.

3500bc - Border expansions help a bit and I decide to move the settler one more step. It will all be clear by my dotmap.

Slick spots incense a bit E. 3 luxes? But of course only single ones...

3450bc - Ta-Tu founded -> warrior. Slick find 2 more incense.

3350bc - Karakorum barracks -> settler. Which can be changed at any time of course.

Slick is getting careful and just circum-navigate the area.

3300bc - We can build square, even if we lose a forest or two by building on top of them. Kinda ridiculous, I never got a map before where I could build perfect squares.

By this I mean 3 step to next city and we have the land to do that perfectly.

If we live that long.

Btw, Slick found a game on grass N.

3250bc - My heart stopped for a second when Slick climbed a hill and saw a warrior, but he was a Sakae one and doesn't understand our language :)

Swap the warrior in Ta-Tu to archer, we get him with a chop. Offense is power.

3150bc - Slick was hoping to pop another GH, but a second barb steps up on to it.

Ta-tu built an archer -> warrior. I think we need the archer uptown and please check out the growth, contra happiness!

3000bc - Slick sidestep the barb and pops the hut and I can't believe it. Kazan the barb-village decides to join our cause :lol: All Slick can do is to run out of the city as the barb will walk in there certainly.

Settler is due next turn. We will need workers soon too, just to tell you the obvious.

Well now, we have 3 cities at 3000bc, and a settler ready next turn. The lousy land we got is a good exchange for the pop-luck.

Beware to keep research at negative, at least until the archer gets to Kazan.

Next settler should go to the game, 3 north.

This is a weird start, I think we should retreat any or at least keep what we have for keeping our luck until we have a few more military. I'm not sure how the land looks S, that can be crucial to find out.

Should we restart? A settler and a town is kinda funny. :confused:

gram5-dot.jpg
 
this is funny :lol: let's just keep going and see where it takes us :)

imho, we can't support Kazan so that town will just have to be out on an island for some time. i have a sneaky feeling that we will see our 1st opponent walk up to that barb hut, making that town our 1st casualty. therefore, i wouldn't go all out to support it yet, let's just get a strong core so we can take care of business, and if we get it into the fold, all the better.

Roster: 24hrs got it, 72hrs play it
gozpel
bigfoot -> UP
grahamiam -> on deck
dmanakho
bede
el filet
 
great start, 2 free cities! :dance:

typical gozpel-made AW-dotmap :)
hate to see 3 cities around W river and none on fresh water...depending on first contacts homeland location we may reconsider. (probably too late for green dot, move NW? - sorry for suggesting to destroy your perfect square ;))
 
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