Goz -10 Slow Motion is our Potion

gozpel

Couch-potato (fortified)
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Here's the promised thread for the invited.

Deity and G-man will provide us with a map. The only variant I can think of is that we have to build a worker before a settler (up to 20 towns or so) This is to stop us from spawning to quickly. If you have any better ideas, please say so :)

Players: :eek:

grahamiam
gozpel
Bede
Sir Bugsy
WackenOpenAir
bed_head7
ThERat
Kaiser_Berger

Did I forget anyone?

10 turns for all players first rotation, then we slow it down further to 5t/player.

Now start the SPAM! :)
 
once you guys pick the civ, I can generate the start position on the map. put me last and skip me during the 1st rotation as I'm a wee bit spoiled (not on resources, but only on general map outlines) :)
 
checking in...

we need an agricultural Civ IMHO with the rules this way. Celts, Iros?
 
The Dutch, the Dutch. Haven't played them for a while but the combination of traits is awesome!
 
How about worker before anything, if we aren't going with the no granary idea? That will be easier to enforce, and will provide more of a challenge in some ways. And a question for the mapmaker: What is the map type? That has rather important ramifications concerning the difficulty of the variant.
 
well, here's the starts for the 3 mentioned civ's. Due to the way the RNG goes for maps, they all have different starting points. imho, pick the civ before looking at the save, or you will be spoiled.

screenies:
-Iroquois (I'd prefer this civ, but it's up to the crew)
goz10-iroquois.jpg

- Dutch
goz10-dutch.jpg

- Celts
goz10-celts.jpg


I can generate more starts tomorrow with different civ's, just let me know which one
 
I like the sound of any of the civs. Celts and Iroquois are great for doing a bit of war mongering early, provided we have the resources. Dutch aren't bad either once you get the Swiss merc, makes for nice SoDs. I agree that agricultural is a must in this scenario, lest we end up in a bigger hole than we can escape. Modifying the rule to make it a worker before everything could be interesting and quite tough...would we regulate remerging at all? We could always outlaw it totally....if we have too many workers, sacrifice the new extras to the RNG gods :lol: :evil: That might be a bit much, although it would be interesting to see of we could overcome the constant population loss.
 
Alright, I've a different idea. First build worker for each city. Then no more. It just does not seem to me that having to build a worker before a settler will really slow us down all that much, as we will at least be putting the workers to good use in speeding up our expansion.
 
OK, I reported aboard for the wrong game. :salute: Commander Bugs reporting as ordered.
 
bedhead's idea sounds great, worker before anything else first. And then subsequently, for each settler the city needs to churn out a worker first. How about that?

I like the Dutch, didn't play them for a long time.


ps. gozpel is a magician, he got all of you guys back to play one more Civ3 game :goodjob:
it sounds like the who is who of SG games I have participated in initially.
especially bedhead...how did he bribe you?
 
Well, he said it would be eight players and five turns apiece, a time commitment I should have no trouble meeting. Plus, I wanted to play with all of these people again. With the exception of Wacken, I have played probably 4-5 games with each of you, and a few more in the case of some.
 
I like Bed's idea too. I think there was an RBC Epic that had a concept something like that....except that in addition to the city only being able to build one worker ever, that worker was henceforth confined to only working for that city.

If we do only get one worker for every city, it will be plenty tough. We'll have to put a lot more emphasis and thought into every single worker action...a very nice contrast to the certain other game that is running :lol:
 
Actually, that was my original idea, which I communicated rather poorly. When I said "a worker before anything," I should have said "a worker before anything, and then no more." Now that someone else has suggested the worker limitation, I would like to second the idea. One worker per city, must be the first build of the city, no more workers afterwords, and the worker can't leave home.
 
Third that notion. I think the results will surprise us all.
 
All three starts posted look alright to me; they have a river, at the least. Of them, the Iroquois one looks the strongest. I would say lets just take it. We aren't really doing anything crazy enough to merit serious map hunting.

One final rule clarification to make would concern slaves. Well, I think it is the final one. Anyway, do we immediately disband, or do they become bound to the city nearest to the tile on which they were captured?
 
I like everything fast, so Iro's are blessed. But I like the Dutch start as well.

Hmm, Hiawatha then, but not in that spot. The settler has to be moved to the hill NE...OR SW to get a "ring". All three maps are weird for this but not hopeless.

I see that Rat provoke me as always and change the rules! :hammer:

Well, it's better that way and we can name every worker for every city with abbreviation. Then comes the question: Do we join them after the job is done? And when rails comes close we release them all again, by all means?

I like the idea of mystery map :)
 
bed_head7 said:
One final rule clarification to make would concern slaves. Well, I think it is the final one. Anyway, do we immediately disband, or do they become bound to the city nearest to the tile on which they were captured?

This is what happens every time when I play with dudes smarter than me, I never think things through.

In my other game slaves were always great, I say let them roam the lands. Only our native workers are inhibited to leave their towns. Is that simple enough?

Not that I think we will get many slaves early enough to make an impact on the game, but just in case we happen to get a couple. Maybe if we played Maya we would have to think differently...:crazyeye:
 
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