Goz -10 Slow Motion is our Potion

The new rule kinda took away the meaning of the title. :lol:

We won't be as slow now, just careful and not playing my style. (of churning out settlers as fast as they come, from everywhere.)

To explain that, I can easily have 20 cities by 1000bc with a food-bonus, and 5 warriors and 5 workers. That's pretty typical. Now this will be delayed slightly, I would still get around 15 towns I think...If I put my mind to it.

But to heck with it, this will be fun anyways.
 
Players: :eek:

grahamiam - (confirmed)
gozpel - (confused)
Bede - (confirmed)
Sir Bugsy - (confirmed)
WackenOpenAir
bed_head7 - (confirmed)
ThERat - (confirmed)
Kaiser_Berger - (confirmed)

Typically I wanted WoA to start and he seems out of bounce atm. I send him a PM.

If G-man gives us a save, first player to see it can pick it up and I sort out the roster after that. First player can play 20 turns, the rest 10t for the first rotation. Then we go in to 5-turners and allow spam. (grahamiam will be early on the list to play the second rotation.)
 
gahh, sorry, but I forgot about the world bug. please don't play the saves as we will have small-world tech and corruption as I played a pbem turn before loading these maps. the world size is between standard and large (150x100) so I think I should redo the starts after loading up a standard world.
Apologies to all :(
 
ok, here's the iroquois save. unfortunately, the start position moved :hmm: oh well, let's have at it :)
 

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who is starting this off? and what are the exact rules now, I am a little confused.
 
I believe the plan was to wait for Wacken for a little while to start it off. I don't know if that is still the plan, though. And I have one final idea for the variant, so that it works with the original title. How about workers must come before settlers, as per the original plan. The worker waits until the settler finishes, does nothing until that time, and then accompanies the settler to its spot, and is bound to that city. So our settlers must have worker "escorts." No worker may be built without having a city in mind for that worker. This way, we have a worker cap, which provides us with one challenge to expansion, in addition to the general slowdown from having to build workers always before settlers. This idea is simple to enforce, and I think works well with the sort of game that the team wants.

Or, we can just stick with one worker per city, and the worker must be that cities first build, with no more workers allowed afterword.
 
Ok, í join.

Oh, i just read the last post. I do NOT like variants that limit the workers we can build. Workers are my game. I love workers too much for playing such a variant :) (to explain in gozpel words: I normally have 15 cities and 20 workers @ 1000 BC)
And automated workers would make me smash my PC. Sorry, that is truly a game that i would not play.

For variant, slowing us down, i would suggest forcing us to make the newbie error. Our capital must first build a warrior. From then on, every city must be defended at all moments. Which means we must send a unit with the settler or before it so that it is there when the city is built. Only case when we could temporarily have an undefended city is when the defender is killed by barbarians. If that happens, the current build must imeadiately be changed to a military unit.

If you want to make it tougher, you could make it 2 units per city.
An addition could be that the defenders must also be upgraded to the most advanced defender available to us.

Another additional variant that goes with the tittle would be to build no fast moving ground units.

I think these variants together would make for a chalenging game. The slower expansion would be hurt us in early game, the lack of fast movers would start to get bad halfway trough the middle ages when Medieval infantry gets to fight musketeers. In the industrial age we'd be forced to use mass artillery. (These variants might just cause us to reach industrial instead of winning early middle ages)

If my variant is to your liking, i think the dutch would fit best with this since they have a slow moving defender to be in all our cities :)
 
glad you join us, Wacken :) In fact, I have seen your achievements in SGOTM and am very impressed, so it's nice to play with you in a SG to learn from you.

I agree with your suggestions, but now we have many opinions. We need to vote which option we chose.
 
Kaiser_Berger said:
I'll go with whatever the consensus is. It'll be fun whatver we try.

Concur with the above.
 
Well, I sort of had a feeling that with Wacken and gozpel on this team, the worker limitation woudn't fly. I still think that that would have been a more effective growth limitation, but I am fine with doing the military build first. And I guess if we want it to actually limit us, it really should be two per city. Dutch sounds fine with me. To be honest though, that will feel stranger for me than the worker thing. My style is probably best descirbed as gozpel's, but I am just not quite as good. But anyway, having military units before 1000 BC is uncommon for me.
 
Ok, forget about workers that can only sit by one city. And limited workers was NEVER my intention, only the slower spawning.

So, our first city has to go by the warrior -> worker -> settler. The new worker road towards a new site, where he will help the settler to be productive. Or something.

This new town has to go by warrior/worker (assuming we have 2 shields) then settler or whatever. Short, every new town must produce a worker before it can even think of building a settler. This way we'll be in WoA heaven :lol:

Capitol will at this stage "probably" have workers from town2/3 to being able to build a settler.

Just to try to keep it simple, we have to have a worker ready for the new settler. Like 3 towns - 3 workers - no settler
3 towns - 4 workers - right to build settler.

up to 20 towns. (it's tough to count after that and it doesn't really matter by 10AD.

I know I mumbled about no granaries before, I think that should be a team decision.

Anyways...

Roster:

grahamiam - (start play in second rotation)
WackenOpenAir (starts the game)
Bede
gozpel
Sir Bugsy
bed_head7
ThERat
Kaiser_Berger

When we got the rules down, Wacken can play 20 or more turns as he see fit.
Then 10t/player for first rotation. After that 5/t player.

No horses is a horrible idea, we play as normal, only the slower progression is important here. I feel we will be in deep trouble already, by "giving" land away.

Bugs - I removed you from the other game, it's here you belong :)
 
Rule1: if (cities < 20) and (workers =< cities) we cannot build settlers.

-Does that mean we cannot finish the settler or start it? Can we start builds simultaniously if we expect the worker first?

-I think this is hardly a handicap, since this would not affact my game between city 8 and city 20 at all. For the first 7 cities it would be a small handicap only. This is only deity level, i don't know what kind of chalenge you guys want in this game. If you want some chalenge, i think we should have more handicaps. Do you want to add the defender rule with 1 or 2 defenders?
 
Yeah, I just reread gozpel's last post again, and noticed it said warrior before worker when there are 2spt, which is rather the norm. So lets add the defender rule, and make it two defenders min, with one escort, and then one as first build in a new city regardless of growth/production.
 
I suggest we use Gozpels plan rule1 where we cannot FINISH a settler under the stated condition. We could make it start, but then we would use a prebuild :)

If you guys want to add the defender rule, please reply (also state 1 or 2). If consensus is reached very soon, i could play within a few hours from now. If it takes longer, it will be sunday night (european time) before i can play.
 
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