AG - Discussion thread

I will follow both, but my spare civ3 time has disappeared recently. :)
 
Doc, welcome :) But I have to say that the start is not 100% random. I play 25 turns and then decide if it's a keeper or not. Looks like we have a great team already. I predict...a lot of discussion :D I'm going to set up the game now. There still room for one more!

@anarres, it would have been great to have you in the team. But have fun with the things that have your attention now :D
 
Aggie said:
OK Lee, you are in :)

AG13 OCC Demigod
Aggie
microbe
ThERat
Gyathaar
Greebley
open


AG14 Sid Space Race, part 2
Aggie
LKendter
microbe
grs
DocT
*reserved


aggie, I am a bit disappointed - you start these and do not PM me about it?????
:cry: :cry: :cry: :cry: :cry:
 
I'm like to try the theme of my first SG again (AG1 - I dream of dromons (deity)).

That game ended in the modern age and was big fun. However, the intention of the game was to win it before Magnetism. So I want to try it again with that goal in mind.

VARIANT RULES:
- We must build a massive fleet of naval units (starting with curraghs).
- We must get the Great Lighthouse. If we don't succeed in building it ourselves, we have to declare war on the civ that has it and capture it ASAP. But we are NOT allowed to break ongoing deals with a civ to achieve this.
- We have to go for Map Making (Writing is our first tech to research). A Philosophy detour is allowed, but then the free tech must be Map Making (if we don't have it by then via trade and can't get it in the turn we get Philo).
- We must constantly be in a genuine war (real fighting) with at least one civ. We may make peace with one civ, but have to declare war on another civ the same turn, unless we are already at war with more than one at that point.
- We must use the bombardment-ability of our Dromon units while attacking coastal cities. The naval Dromons have to redline the forces inside a city before our ground forces are allowed to attack. The top defender must be redlined.
- We may not upgrade our Dromons.
- Our main goal is Domination or Conquest.
- The game is lost when we fail to win before the Industrial Age.

SETTINGS:
-Deity
-Standard sized archipelago map, 80% water
-We start with our own island
-No barbarians (they were a terrible pain in the previous game)

Anyone interested? I'm thinking about playing this one with a team of 6. I will start with a minimum of 5 players.

PLAYERS:
-Aggie
-CarlosMM
-Gaythaar
-grs
-open
-open
 
I am interested.
One question thou.. dromons upgrade to caravels, available by astronomy.. so should not the end of dromon area be astronomy instead of magnetism?
 
Gyathaar said:
I am interested.
One question thou.. dromons upgrade to caravels, available by astronomy.. so should not the end of dromon area be astronomy instead of magnetism?


last time, though we could not build dromons anymore, the age of dromons ended later (in actualy gameplay) as the huge stack of dromons was still usefull. You have to be carefull to protect them, but can use them effectively to bombard even on ironclads (to an extent). So I personally think the end with Magentism is just fine.
 
I added the following rule in the dromons game:

- The game is lost when we fail to win before entering the Industrial Age.

I also changed the rule in which I state that we have to be at war with one civ at least. The Magnetism remark is not relevant.

The discussion is still open. I can imagine remarks regarding land size and the difficulty level. I want to give us a good starting location.
 
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