Sirian
Designer, Mohawk Games
Difficulty: Emperor
Civilization: Russia
World Size: Tiny
Opponents: England, France, Spain
Terrain: Pangaea 70% water
Climate: Flat
Barbarians: None
Rules: Standard
Victory: Any
Variant Rules: ALWAYS WAR!
You must declare war on all opponents on the turn you make contact. You may acquire tech or contacts prior to declaring war, but you must pay up front: no deals involving any kind of per-turn payments. No map information may be acquired. You may never, ever make peace with any opponent. Until you control all of the earth or are wiped from the earth, there will always be war without end.
This being a tiny map, it only qualifies as a skirmish. Always skirmish!
THIS IS AN OPEN SUCCESSION GAME!
If you have what it takes to compete in this situation, you are welcome to grab the game any time it is "available". Once a player posts "Got It", they have no more than 48 hours to post a result.
Each round is 20 turns in length. 20. No more, no less. 20.
I will start the game. A number of things need to occur or I will restart. Firstly, we can't make contact too soon, or the enemy's starting units will waltz right into our undefended capital. Secondly, we need to survive that first wave, which means starting off by building units. This is why I have selected Russia, the scientific ability starts us with Bronze and the chance to build spears. On a tiny map, our closest opponent could be as few as 8 tiles away. Thirdly, once over these humps, I will carry us forward through Iron Working, to establish that we have iron in our territory or within reach. If a start meets all these conditions, I'll post a result and the game will be open for play.
Oh, and one final request:
Got it? Understood? Roger, over and out? Excellent!
- Sirian
Civilization: Russia
World Size: Tiny
Opponents: England, France, Spain
Terrain: Pangaea 70% water
Climate: Flat
Barbarians: None
Rules: Standard
Victory: Any
Variant Rules: ALWAYS WAR!
You must declare war on all opponents on the turn you make contact. You may acquire tech or contacts prior to declaring war, but you must pay up front: no deals involving any kind of per-turn payments. No map information may be acquired. You may never, ever make peace with any opponent. Until you control all of the earth or are wiped from the earth, there will always be war without end.
This being a tiny map, it only qualifies as a skirmish. Always skirmish!
THIS IS AN OPEN SUCCESSION GAME!
If you have what it takes to compete in this situation, you are welcome to grab the game any time it is "available". Once a player posts "Got It", they have no more than 48 hours to post a result.
Each round is 20 turns in length. 20. No more, no less. 20.
I will start the game. A number of things need to occur or I will restart. Firstly, we can't make contact too soon, or the enemy's starting units will waltz right into our undefended capital. Secondly, we need to survive that first wave, which means starting off by building units. This is why I have selected Russia, the scientific ability starts us with Bronze and the chance to build spears. On a tiny map, our closest opponent could be as few as 8 tiles away. Thirdly, once over these humps, I will carry us forward through Iron Working, to establish that we have iron in our territory or within reach. If a start meets all these conditions, I'll post a result and the game will be open for play.
Oh, and one final request:

Got it? Understood? Roger, over and out? Excellent!

- Sirian