ChrTh
Happy Yule!
CTR 0 -- 1 if by Air, 2 if by Sea
I'm not playing this game, just co-ordinating it (and seeing if there's enough interest).
Here's the skinny:
PTW 1.21f
Civ: Vikings
Level: Regent (if artillery units can not assault cities) or Monarch (if artillery units can assault cities)
Victory Conditions: Conquest only
Size/# Civs/Geography: TBD (probably Archipelago)
The catch:
Cities can only be captured by Sea or by Air. By the former, Berserk and Marine units can assault and capture a city from a sea unit regardless of the status of the defenders. With the latter, the city needs to be bombarded by air and sea units (possibly also artillery units, see above) until all defenders are redlined, and then paratroopers and/or ground, non-motorized units (i.e. no tank, armor, or mech. inf.) deployed by Helicopters can assault. Units brought in by Helicopter can only attack the turn they are dropped off; they must return to our territory for one turn before being redeployed as attacking units (they, of course, can be defending units without redeployment).
The goal of this game is to provide a learning tutorial for the players where skills with naval and air units can be developed. Artillery can also come into play for strategizing, but that should be a secondary concern. It'd be nice to have one strong player (An Emperor regular) playing and offering advice, but if it can't be done, we'll figure it out the hard way. Lurkers can comment freely, of course.
It's not a training day game, but I think that there should be much commentary between turns from the participating players (rather than just Hot Potatoe Mode(TM))--once we get to Berserk, of course. The reason I'm not playing is because I have exams and travel coming up in the next few weeks and I don't want the SG to bog down waiting for me. However, I'll frequently comment.
If enough people want to play we can get started asap, and I'll ask for a volunteer to start the first 20 turns (we'll probably do 20 turn turns until we get to Invention, then go down to 10). I'm thinking 5 players, or 6 if we get a serious veteran involved.
If the experts on the board feel success is nigh-impossible with the conditions spelled out, PLEASE let us know. While the goal isn't to win, the game would be pretty useless if we died before we build our first Berserk. Also, if this has been done before and I missed it during my hiatus and I'm just retreading old ground, let me know that as well.
Roster
--------
Aggie (AWOL
)
pdescobar
ChrTh
smurf
New Player?
New Player?
I am aware that we're going to have a serious handicap early on (can't expand by conquest until Invention), so if enough people agree, I'll set up our opponents as the less-aggressive Civs (including Joan
). I'm particularly enamored with the possibility that our initial landmass may have an opposing Civ into the late Industrial Age if the cities are landlocked. 
As always, the exploits are not allowed. We're concerned with learning here, not winning, and you won't learn much except to depend on crutches if you take advantage of the AI.
I'm not playing this game, just co-ordinating it (and seeing if there's enough interest).
Here's the skinny:
PTW 1.21f
Civ: Vikings
Level: Regent (if artillery units can not assault cities) or Monarch (if artillery units can assault cities)
Victory Conditions: Conquest only
Size/# Civs/Geography: TBD (probably Archipelago)
The catch:
Cities can only be captured by Sea or by Air. By the former, Berserk and Marine units can assault and capture a city from a sea unit regardless of the status of the defenders. With the latter, the city needs to be bombarded by air and sea units (possibly also artillery units, see above) until all defenders are redlined, and then paratroopers and/or ground, non-motorized units (i.e. no tank, armor, or mech. inf.) deployed by Helicopters can assault. Units brought in by Helicopter can only attack the turn they are dropped off; they must return to our territory for one turn before being redeployed as attacking units (they, of course, can be defending units without redeployment).
The goal of this game is to provide a learning tutorial for the players where skills with naval and air units can be developed. Artillery can also come into play for strategizing, but that should be a secondary concern. It'd be nice to have one strong player (An Emperor regular) playing and offering advice, but if it can't be done, we'll figure it out the hard way. Lurkers can comment freely, of course.
It's not a training day game, but I think that there should be much commentary between turns from the participating players (rather than just Hot Potatoe Mode(TM))--once we get to Berserk, of course. The reason I'm not playing is because I have exams and travel coming up in the next few weeks and I don't want the SG to bog down waiting for me. However, I'll frequently comment.
If enough people want to play we can get started asap, and I'll ask for a volunteer to start the first 20 turns (we'll probably do 20 turn turns until we get to Invention, then go down to 10). I'm thinking 5 players, or 6 if we get a serious veteran involved.
If the experts on the board feel success is nigh-impossible with the conditions spelled out, PLEASE let us know. While the goal isn't to win, the game would be pretty useless if we died before we build our first Berserk. Also, if this has been done before and I missed it during my hiatus and I'm just retreading old ground, let me know that as well.

Roster
--------
Aggie (AWOL

pdescobar
ChrTh
smurf
New Player?
New Player?
I am aware that we're going to have a serious handicap early on (can't expand by conquest until Invention), so if enough people agree, I'll set up our opponents as the less-aggressive Civs (including Joan


As always, the exploits are not allowed. We're concerned with learning here, not winning, and you won't learn much except to depend on crutches if you take advantage of the AI.