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 :
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.
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 :
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.

)
and maybe a little bit of
along the way, we'll get our first DG victory under our belts.

.
) but for the three blind mice it will be a real challenge even if we had Gallic Swords.
I'll be lurkin'