Welcome to Aabra01. This is a Training Day Game. It's going to be played at Emperor, but is open to players of any skill level of Emperor and below. If you're out there lurking and wishing you could get beyond Warlord, come on in! We don't care what skill level you're at; just be candid about your skill level and come ready to learn.
Post #2 will be reserved for an informational post. Any important announcements or decisions will be posted there from time to time. I will also post the roster there, but please bear in mind that I will not update it after every turnset to show who's just played, who's up, who's on deck, etc. I will try to update it for long-term skips and the like.
Post #3 will contain the opening save.
The Story:
At this point, I've read most of the War Academy articles, followed several games played by "local experts," and gone through (or am going through) two TDGs myself. Here's what I've learned: if I really want to play at the higher levels (demigod or above), I have to learn to squeeze every last schilling, every last morsel and every last shield out of a peasantry that is, somehow, kept smiling while wars rage all around them.
What I've learned from all that I've seen is that micromanagement is the key to turning a one-shield bonus in 4000 BC into a spaceship before 2050 AD. Worker turns, efficient movement, which tiles to work, how to minimize waste – these are the things I must learn if I ever want to change my "Civ 3 Skill Level" in my profile from "Regent" to "Demigod." In other words, micromanagement is the key, and it is the primary focus of this TDG. The Grumpy Old Monk has kindly agreed to help us with these skills.
At this time, I expect turnsets to be 20 turns in the Ancient Age, 10 in the Medieval and Industrial Ages, and 5 in the Modern Age. This, of course, can be adjusted if necessary.
As to timelines, I don't see the usual "24 to get and 48 to play" as being feasible, simply because of the nature of this beast. How about 48 to grab, 96 after that to play? I'm open to suggestions here.
So what are my guidelines?
Rule #1 of Aabra01: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset.
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
Bede's Rules: I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
The Statistics:
Version: Civ III Conquests
Level: Emperor
Civ: Random, 1st start rolled
Victory Condition: Space Shuttle, but all victory conditions will be left on.
Opponents: random
Barbarians: restless
Land mass: continent
Water: 70%
Map size: standard
Age: 4 Billion
Climate: normal
Temperature: temperate
Max Players: 6
To answer two questions that will no doubt arise:
1) Why spaceship victory? To learn the game from start to finish.
2) Why a random civ? To keep us from cherry-picking.
3) Why the first roll? See #2, and to teach us to MM with whatever start we draw.
Post #2 will be reserved for an informational post. Any important announcements or decisions will be posted there from time to time. I will also post the roster there, but please bear in mind that I will not update it after every turnset to show who's just played, who's up, who's on deck, etc. I will try to update it for long-term skips and the like.
Post #3 will contain the opening save.
The Story:
At this point, I've read most of the War Academy articles, followed several games played by "local experts," and gone through (or am going through) two TDGs myself. Here's what I've learned: if I really want to play at the higher levels (demigod or above), I have to learn to squeeze every last schilling, every last morsel and every last shield out of a peasantry that is, somehow, kept smiling while wars rage all around them.
What I've learned from all that I've seen is that micromanagement is the key to turning a one-shield bonus in 4000 BC into a spaceship before 2050 AD. Worker turns, efficient movement, which tiles to work, how to minimize waste – these are the things I must learn if I ever want to change my "Civ 3 Skill Level" in my profile from "Regent" to "Demigod." In other words, micromanagement is the key, and it is the primary focus of this TDG. The Grumpy Old Monk has kindly agreed to help us with these skills.
At this time, I expect turnsets to be 20 turns in the Ancient Age, 10 in the Medieval and Industrial Ages, and 5 in the Modern Age. This, of course, can be adjusted if necessary.
As to timelines, I don't see the usual "24 to get and 48 to play" as being feasible, simply because of the nature of this beast. How about 48 to grab, 96 after that to play? I'm open to suggestions here.
So what are my guidelines?
Rule #1 of Aabra01: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset.
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
Bede's Rules: I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
I am going to add a couple of items dealing with standards of play to your rule set, if I may. The GOTM rules address many exploits of mechanics but miss some of the more subtle issues of game design.
1) No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
2) "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
3) RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
4) No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
The Statistics:
Version: Civ III Conquests
Level: Emperor
Civ: Random, 1st start rolled
Victory Condition: Space Shuttle, but all victory conditions will be left on.
Opponents: random
Barbarians: restless
Land mass: continent
Water: 70%
Map size: standard
Age: 4 Billion
Climate: normal
Temperature: temperate
Max Players: 6
To answer two questions that will no doubt arise:
1) Why spaceship victory? To learn the game from start to finish.
2) Why a random civ? To keep us from cherry-picking.
3) Why the first roll? See #2, and to teach us to MM with whatever start we draw.