Goz-9 Auto-workers reloaded

gozpel

Couch-potato (fortified)
Joined
Jan 3, 2002
Messages
4,412
Location
Australia
This isn't a game for the faint-hearted.

Rules: We must set all workers on auto.

Simple enough, but this will be played on Deity and our workers will do things that are unexpected and sometimes totally crazy.

I played this variant before, it was wild, but great fun.

Roster so far:

Kaiser_Berger (starter and mapmaker)
gozpel

If you have the guts and don't need CIV4 right now, sign up :) 5-6 players is the limit.
 
Delegating tasks to others already? :lol:

I feel like Kirk in Star Trek VI....."You....vouched for me?"

But nonetheless, I'd be honored to roll up a start. Any preference on the criteria? Any idea for a civ? Or should I be true the the nature of the variant and hit random for everything? :mischief:
 
lurker's comment: Will you be allowed to pillage the things that your workers do that you dislike? Makes a big difference.
 
lurker's comment: Not worthy of this, but it'll be an interesting watch :thumbsup: GL !
 
I am a little confused, your pm mentions a different game. I would join 1 game, so let me know whether this is the game?
 
If i interpret everything correctly, I think Goz is still planning on running the other game he mentioned. You all can thank me for this one, as I happened to remind him of the concept, and voila, the thread magically appeared :lol:
 
I decided to take the liberty of rolling some starts based upon the specs for Goz5: everything random! Aside from it being standard, we have no idea what to expect, aside from lots of :smoke: from our workforce. The only criteria I applied to selecting these starts was 1) We have an Industrious civ. The variant is nuts enough without faster workers. 2) We have a river to start on to make things slightly more enjoyable. And without further adieu, our three contestants.


Start A, Carthage

Goz9A.JPG


Looks the most promising of the three, with game nearby. Seafaring is nice also.


Start B, Egypt

Goz9B.JPG


Not a bad start with an old school civ. War Chariots can be quite useful in the right situation.

Start C, Maya

Goz9C.JPG


Not a bad start either. Jav throwers will help us to use peer pressure to convince our young neighbors to pick up :smoke: so they can be cool like us.


Let me know which one you like, and I'll start us off.
 
I vote for Maya, because automating a lot of slaves is very suitable to this variant :-)
 
ok, if this is the game I am in, I vote for carthago, start looks nice
 
grahamiam, ThERat ETC. This is not the game I pm'ed about, I'll set that up today to avoid confusion :lol:

K_B is right, he threw this idea at me andI couldn't resist.

Roster so far:

1 - Kaiser_Berger (starter and mapmaker)
2 - gozpel
3 - dl123654
4 - Sir Bugsy
5 - slaya

Heroes, you didn't mention if you wanted to join?

No1 looks best, but I always liked Maya, so my vote go for them.
 
I like the Maya too, plus its been a while since I played them. If no one objects, I can get a start on it within the next day. Any thoughts on opening moves? I was thinking one NW to get a more central capitol location.
 
Kaiser_Berger said:
I like the Maya too, plus its been a while since I played them. If no one objects, I can get a start on it within the next day. Any thoughts on opening moves? I was thinking one NW to get a more central capitol location.

I want to join. For first move, I suggest to automate the worker, maybe he will move and see some interesting thing! :lol:
 
lurker's comment: Or he might fortify since there is nothing to improve near a city. I would test that first before automating him as he could use up his move doing nothing or starting to road the city spot. It is possible you will want the city first - never tried it.
 
Greebley said:
lurker's comment: Or he might fortify since there is nothing to improve near a city. I would test that first before automating him as he could use up his move doing nothing or starting to road the city spot. It is possible you will want the city first - never tried it.

I guess fortifying worker is FORBIDDEN by this variant. :D
 
I actually tried it when I rolled the starts, and Shift-A has no effect, the bugger just stands there. I guess he won't work until we have a city founded to provide his needed supply of :smoke: :lol:

Unless anyone has a better idea, I think when I move the settler I'll just end his turn doing nothing. Doesn't seem in the spirit of the game to actually give him an order to do something.
 
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