Blind leading the blind the sequal,now DG

Tatran

Deity
Joined
Aug 23, 2002
Messages
4,184
Here's some more info and suggestions for the upcoming Blind DG game.

The map settings :
Standard map,archipelago,60% water,roaming barbarians.
Climate : wet.
Temperature : warm.
Age : 5 billion years.

A total of 8 civs,the AIs are random.
AI aggression : normal.

Default victory conditions,except no respawn AI players and
no culturally linked start location.

The civ will be the Dutch.

SIGN-UP IS CLOSED!

Roster :

Tatran
Daghdha
BlackJAC
Lullaby
Doc Tsiolkovski (skipped)
Admiral Kutzov
Whomp

Additional info for the team :

No turn splitting,everyone is a full member of the team.
Game speed/progress is more important to me,than the roster.
This means after the first save game we can discuss the situation
the next 24 hours,than the next player will take his turns,etc.
If a team member can't play his coming turns,this should mentioned
in those 24 hours.He will change his turns with the next player.
I will allow this 3 times per player,after that you are out of this SG.

Note :
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.


The Dutch starting location :

Dutch_start.jpg



Rules :

The following tactics are PROHIBITED: (by LKendter)

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. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

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.

Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.


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.

4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.

5) Our reputation is golden - please respect it.

6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers to toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.

7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
 
Whoa! Nice starts. In order of preference, Willie, Brennus, Hiawatha. I'm not sure I'm the right player to teach you stuff, but your last game was a blast to lurk. If you want me, put me last or first (this gives the team time to recover from my idiocy)
The more I look at the starts, the more this cries Willie (build in place). I think you should make Bede go after me as punishment. Whomp should go before me. :)
 
I think Bede or Sir Bugs (or both) need to be in this game as trainer(s).

@AK if you want to split the last spot I would be good with that. I don't think they want 6.

I like Brennus' start with two cows, 2 bgs and the 2nd city may have coast either south or north and could share up north.
But I really like the William start as both cows are on the same side of the river, bg, hills, forest and the fish are nice mix. I think a middle ages GA will help a lot as well.
 
I've kept nagging about playing Celts and this won't make me stop, BUT Dutch territory looks like a mix of everything we need so that's a cool position. Is the drawback on Little Hiawatha's map the lack of BG's and beeing stuck in a corner more than the others? An early hook on silks seems nice so gold can go to scientists instead of lux.. I guess you guys are confident in finding luxuries soon anyway (or maybe a weak neighbour ;) )
60% water is the least arch arch-map isn't it? So even if seafarings a good trait it's not 100% important. About SM's I have not much to say cause I've never played them. Agree with benefit of later GA but maintain my view that seaf. and a defensive UU is an odd combo. Viking Serkers seems much more appropriate methinks. Well never mind them, we left Scandinavia in rubbles and dust last time around.

@Tat
What's up with the roster???
Tat said:
Tatran or experienced player
 
I'd like to join. Started on DG level recently, so I'm not really experienced ;). Especially as I don't play archipelago often.

Start 3 is definitely the best for archi.
 
I've never used the dutch in past games, so i vote for Willie. We'll do your country proud Tatran. With a little bit of :hammer: and maybe a little bit of :ar15: along the way, we'll get our first DG victory under our belts.

As it'll consist mainly of coastal towns methinks the UU is another good reason to use the Dutch.

The Celts starting position is sweet too.

Does the default VC's include Wonder victory? If so, isn't the WV bugged to hell, or is it just bugged when playing a particular scenario?
 
@ whomp - splitting a spot is a plan. Good thunking. :) Think they'll take us?

Default VC does not include wonder
 
It's Tatrans' decision, but if he say yes, the roster would go as follows:

Roster :

Tatran or whomp/AK
Tatran or whomp/AK
BlackJAC
Lullaby
Daghdha (last because he's doing his masters and needs a 2 week break?)
 
I'll be lurking and advising, and once I can get my harddrive to work again, I'd join.
But only if you play the Dutch ;).

Can't stand Mayans, and Celts or Iros are always too easy with a good start - just build a stack of the UU, and :hammer:. Dutch OTOH have a chance with a bad start as well.
 
DocT said:
Celts or Iros are always too easy with a good start
Yeah, and we noobies on DG wouldn't want that would we :lol:

Can someone please convince me on the pros of SMerc. They're super mean pikes from what I can tell. Are we ultra-attackers going defensive? How would you handle that BJ!!!
Note: In this company and that start I'll get the chanse to watch the making of a settler factory first hand. Good for me.
 
Daghdha said:
Can someone please convince me on the pros of SMerc. They're super mean pikes from what I can tell. Are we ultra-attackers going defensive? How would you handle that BJ!!!


Pro's:

Anyone comes sniffing round our cities they ain't gonna be sniffing the morning coffee anymore. The only thing they'll be sniffing is the flowers at their own wake.

I wouldn't mind playing a peaceful game as it would be something new for me. I can't recall finishing a game that's not been won through conquest. Domination maybe once or twice, I'm not entirely sure about that though. Never built the UN either.

Will we be building TGL? :mischief:
 
I like SwissMercs. They replace not only pikes, but also muskets and thus are an extremely cheap possibility of getting a strong defense in the MA. Ideal vor defensive games. Of course they have their quality in pillaging and defending a SoD.

What I learned is that upgrading SM to rifles or infantry is really expensive.

Iros and Celts are easy to play with early warmongering, but on an archi map this might get interesting as we need a possibility to get the UU attack force in place.

With the dutch and a reasonably good starting island, we could simply go for space, which is my favorite.
 
What I don't like about Celts or Iros or Maya is not that they are strong. That's perfectly fine when stepping up, you don't have to take Portugal here ;).

It's just that a very good start + Gallics/MW = autovictory, either domination or conquest. Especially Celts and Maya do not lend themselves for any other strategy -they are horribly at trading or research or catching up peacefully or coping with a bad start or...
Just very one-dimensional Civs. At least as long as you do not take the very first start you get.

Dutch on Archipelago are equally strong (if not stronger) - but they allow for almost any strategy.
 
Thanks DocT. Having another member of Mag 7+1 is a treat. :goodjob:
It will be great to have your guidance. Hopefully the PC issue will work itself out. Welcome Lullaby.

I vote Swiss mercs. Not only are a cheap replacement for muskets they don't need saltpetre so we can crush a lot of people through the beginning of the 3rd age with iron alone.
Personally I don't think a early wonder at this level makes a lot of sense. I would leave that to some of the advisors. We can keep pace on archs by meeting people early and often. IMO extortion is a better way of gaining wonders.
 
Whomp said:
IMO extortion is a better way of gaining wonders
Worked fine last time around. IIRC we only built SoZ but ended up with the lot :D .
DocT said:
a very good start + Gallics/MW = autovictory
I'll go with the Dutch 8 days a week if I have to so no problem with that, but it might be in place to remind the honored Doc that while you are wheelin & dealin with Sid this blind lot just found out that we were a notch above monarch. I know you've made a few lurks in the original thread so you are aware of this. Autovictory for you (and Whomp, AK) is probably working the skin off our bones for us. Having prominent fellow players will be great and inspiering (can't spellit :mad: ) but for the three blind mice it will be a real challenge even if we had Gallic Swords.

@Lul
Hi Lul, welcome aboard. This is gooing be a boompy ride maan :D
 
The Doc (or anyone else) might correct me but personnally I think that the Celts and Mayas aren't very well suited for space or diplo but they lend to any other victory condition, which includes 100k and 20k. Especially the Celts are a formidable 100k civ. The Iroquois should be quite effective at trading in the long run, never tested it. I always used them for early warmongering.

I usually use the Mayas when moving up a difficulty level. They resemble the three prime aims of my playing style:

1. growth
2. growth
3. growth

;)

This might change above DG. We'll see.
 
:devil: I'll be lurkin':devil:

Dutch will be best choice: good start, excellent defense, good trader. Should own the map and the tech race very early.
 
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