Crusade! - "Middle Ages" scenario

OK, the first post have been updated with play order. If everyone is happy with the rules, suggestions, and BIQ, I will start tomorrow. Other let me know if there are any objections.


Greygamer, as you are first, either you can create the game or I can create it and set a password for you. Let me know, otherwise I will create one.

Cheers

I've downloaded the preserve random seed file and will create the game file and send it to Blaze this morning. :)

Whilst I :love: Saxon and Maiden I think 'How Far Jerusalem' is more my pace for this one. Off to make a playlist :D
 
I've created the game file Monarch level with the 30K VP target

GPS Blaze Injun
already I notice a typical infidel bias in this game which should be renamed Jihad or at least Holy War! :gripe:

I always wanted to use that smiley
 
No attacking first turn? I don't really intend to raze, but who knows, so I think your guidelines are good.
 
Hey,

GPS to Eclipse4449

Just MM & sent out scouts. Renamed leader in capital Louis the German. Had to do it.
He was the leader in 843 AD after all.

Other Stuff
So do we all need to download the BIQ file?

Nope, download the sav & play. The only thing different is that there is no Burgundians(?).

I think we need a person to hold onto our passwords. Been alot of laggers lately.:sleep: I hate to have to wait for days wondering how, what, were, etc. Then I hear the saying. "Sorry I forgot to post" after 2 weeks.

Also be team player & post in this thread when you will be absent from the game. Going on vacation, sick or for whatever reason. Thanks. You might think its easier in the Temp Leave thread. Its not.

Good Luck everyone.

Blaze Injun
 
I analyzed for a 2 hours the raze possibilities and concluded the following simplified raze rules:
General rules:
  • No more than 1 city raze per turn in any circumstances. (is not counted here auto-razing when you conquer a 1 pop city)
  • No raze at all for main capitals cities as Byzatium, Jerusalem, Paris, etc.

Additional rules at war time (only):

The conqueror must:
  1. Not raze cities grater than 6. It may be razed when get 6 pop.
  2. Not raze the same turn he conquered the city. Raze next turn to give a chance to the defeated army to counter-attack.

The defender must:
Not raze the city if an enemy army with at least 3 offensive units just arrived near the city. It must wait 1 turn before razing. If the army dosn't attack or fail to get it can be razed (as it is the fault of attacker he wasn't well prepared). But If this next turn (when he can raze) arrives another enemy army (3 offence units) from another nation it is applied another turn of forbidden razing.

Other rules to balance the game:
  • No war in the first 5 turns.
  • No diplomacy first turn with AI.
  • No more than 1 alliance Human_1 + AI vs Human_2 at a time.

@Blaze Injun: We just need a fair responsable person (maybe not from this game) wich will know the admin password. As we can reset players pw's if we have it. The admin password must be setted.

Please post opinions about this last set of rules. I belive some of this rules are a must in a PBEM where we have VP's also.
 
Obviously the first player already set the admin password. I'm not going anywhere and would pass on the admin password if required/necessary. I think that giving the passwords to another person has been suggested in a few of the games I've been involved in, they are all still going fine (with one possible exception). Provided the person with the admin password stays 'in the loop' there shouldn't be a problem. It comes down to trust in which case why have passwords anyway (okay if you are using CA II you do want passwords). As a compromise we could pass our passwords to players who don't play before us.
Personally I don't see the need at the moment, but then I do have the admin password.

With regard to temporary abscences, best to post here and on the temporary leave thread.

On the issue of raizing, the AI won't follow your rules :lol: and yes it does annoy me when it happens especially in games without settlers. If we all agree to not raize Cities (ie 6+0 that is fine). It's probably best to keep the rules on raizing simple so they aren't broken by accident. If we are looking for more of a challenge I'd suggest players try to keep a 'spotless' reputation with regard to the AI (and possibly each other) but not if they belong to a different culture group. Though once again the AI won't follow any rules we agree on. :rolleyes:

No war in the first 5 turns...shouldn't be difficult for me
No diplomacy with AI in the first turn...as above
No dogpiles .... hmmm what when one player is running away with the game. I think we need some conditions on that one.
 
Obviously the first player already set the admin password. I'm not going anywhere and would pass on the admin password if required/necessary.
[...]
Personally I don't see the need at the moment, but then I do have the admin password.

On the issue of raizing, the AI won't follow your rules :lol: and yes it does annoy me when it happens especially in games without settlers. If we all agree to not raize Cities (ie 6+0 that is fine). It's probably best to keep the rules on raizing simple so they aren't broken by accident. If we are looking for more of a challenge I'd suggest players try to keep a 'spotless' reputation with regard to the AI (and possibly each other) but not if they belong to a different culture group. Though once again the AI won't follow any rules we agree on. :rolleyes:

For the admin pw is ok for now as soons as you are not eliminated from the game. Abbasids played well can win this game also.

About the razing we can simpify the rules to first two main rules. Ai are not important here.

General razing rules:

1. No more than 1 city raze per turn in any circumstances. (is not counted here auto-razing when you conquer a 1 pop city)
2. No raze at all for main capitals cities as Byzatium, Jerusalem, Paris, etc.
3. No raze cities with population 6+ until they have 6 pop


This 3 rules are very important and should be respected in my opinion. All fair players would respect them.

Please vote every rule.


I'm for all three rules. ;)
 
no raze rules, fine.
PW - dont mind passing them along,but like GG, im not going away.
no dogpiles, works for me.

wars against the other culture group, anything goes, IMO.
but lets put as NO Alliances with other C-Groups?

awaiting my save.
either by PM or EMAIL.
 
Nope razing should have a rule. You can raze almost your entire empire in one turn. Also is not fair for the attacker that will not take VP's.
 
All fine with me, the razing rules, dogpiles, etc.

NO Alliances with other C-Groups
Also a good idea.

Guys, if you need an email address, let me know. I will add them all to the first post (apart from adyyc, who I presume is worried about SPAM). Feel free to PM me for more info if needed.
 
Crusade_01b_843_AD was received, played and sent as Crusade_01c_843_AD to Soul Warrior was that correct? If so I would always send a "c" turn with the year advanced is that correct? Why is it named like this and not "to Soul Warrior-843AD" is this a Civilization Fanatics naming convention?:king:
 
Oh Man!!!
There is a convention! :lol:
I've played with these folk (and others) for a little while now and we've always named the files scenario name,turn(player order 1=a etc),year. It's just less confusing to name the file that way. It's possible you could have two different sav files with the same name otherwise.

On Razing, a limit on number of razings is fine, makes the use of them more strategic. How about
  • towns (ie <7 pop)
  • cities of any size if they are in a different culture group (ie majority of pop belong to that culture group).

No Alliances with other C-groups,
I'm more wary of as the only Muslim player civ but I'll go with the majority provided adyyc also agrees (as the only player Viking). If we were to balance it (for game balance) you would need to restrict the others to only 1 alliance at a time as well.

Any restriction on Dogpiles could end up with a player being 'protected' from a more dangerous adversary by virture of already being in a war with someone else so I'd suggest some 'flexibility' in the intrepretation of this.

  • Ganging up on a weak civ :nono:
  • pull down the leader :yup:
 
Crusade_01b_843_AD was received, played and sent as Crusade_01c_843_AD to Soul Warrior was that correct? If so I would always send a "c" turn with the year advanced is that correct? Why is it named like this and not "to Soul Warrior-843AD" is this a Civilization Fanatics naming convention?:king:

regarding the naming convention, its not a rigid thing, but much easier on the eyes, especially when you have 5+ pbems ;)

as noted in the replied EMail, i DID NOT recieve the save.
did you just attach the SAV file?
if youre using gmail, or similar, you need to wait for the file to upload completely prior to sending (happened to me a few times, till i got potty trained :))
 
I name my saves like: Crusader_058e_Danes_1017AD.SAV
Its much clear.

I don't really want to limit human with human alliances. If the player interest require that war it should be even if this means a weak civilization will be wiped out. Is hard to define a weak civ and also that the game.
All war thing should be about diplomacy and interest. Is a player virtute that know how to make good diplomacy.
We should limit the allinaces with AI. ut here are just 2 AI's. So an alliance with both against another nation is forbidden.

I belive about razing that those rules are enought and simple:
1. No more than 1 city raze per turn in any circumstances. (is not counted here auto-razing when you conquer a 1 pop city)
2. No raze at all for main capitals cities as Byzatium, Jerusalem, Paris, etc.
3. No raze cities with population 6+ until they have 6 pop
4.When took control to a city wait 1 turn before razing. This is fair in special when you have to fight bersekers and assassins.

Is hard to control a player that he raized a majority cultural city.
 
I don't really want to limit human with human alliances. If the player interest require that war it should be even if this means a weak civilization will be wiped out.
Well the rest of you are more likely to have issues with this in the early phase of the game. Based on my solo play-thru, espically with many of the Muslim civs removed, by turn 25 I had only encountered two civs, (Byz & Turks). OTH four of you start in close proximity. The limitation on dogpiles is just to give everyone a fair chance. Absolutley war should be based on the players best interests (though players sometimes get confused at what their best interests might be ;) ) and players should be able to negotiate their way out of trouble if possible.
In this sense and slightly off-topic, Europa Universalis was good in this respect because you were unlikely to gain more than 3 cities in any given war (and couldn't start another one for 5 years) unless you totally wiped them out. However it also had extreme War Weariness which meant wars were finite.


Is hard to define a weak civ and also that the game.
All war thing should be about diplomacy and interest. Is a player virtute that know how to make good diplomacy.
We should limit the allinaces with AI. ut here are just 2 AI's. So an alliance with both against another nation is forbidden.
That is fine with me. Though you can use VP totals, Powergraph and your Military Advisor to help gauge relative strength.
 
Many topics have been posted since game launch, I suggest before turn 2 we work these rules out. I know in my case some of the suggestions made would change my strategy. And thank you for replying to my naming post, I guess I'll have to watch this spell checker more closely. Quarky what do you say about laying them out and put them to a vote.
 
Rules


1) General razing rules:

a. No more than 1 city raze per turn in any circumstances. (is not counted here auto-razing when you conquer a 1 pop city)
b. No raze at all for main capitals cities as Byzatium, Jerusalem, Paris, etc.
c. No raze cities with population 6+ until they have 6 pop
d. No razing the same turn you capture a city

2) No alliances with other c-groups.
4) No dogpiles on weakest nations.
5) No war in the first five turns
6) No diplomacy first turn with AI
7) No more than 1 alliance Human_1 + AI vs Human_2 at a time (however, MPP's with more than 1 AI should be allowed, although given the nations involved, I think this might be moot).

If we all agree (or no one disagree's), I will add these to the post on the first page.


Not rule related, but how do you move a relic??
 
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