This is totally based on Aragorns excellent idea. All credit goes to him. I have tried to play his game several times, but someone already had it each time. So I thought I would start another to give people something to do while waiting for that one. This is my first attempt to post though I have been reading the games for a while (between compiles at work) and have been planning about joining one. I am hoping using his idea for a second game isn't
. With two games going there may be more opportunities to play
Civ: Erratic Egyptians
Leader: Cleopatroa/Player choice
Difficulty: Monarch
World Size: Large
World characteristics: Continents, 60% water , random
Opponents: Max # (random)
Varient:
Rather than make it exactly the same, I added a few more options. Most of Aragorns options are included however. Just like Aragorns Iroquois game this is an open SG. Post an I got it message after the previous player has finished (no claiming ahead of time), and you have 24 hours to play. If 24 hours pass with no message from the I got it player, then it is again available for an I got it from a different player. You dont need to do all the turns if you run out of time. Just post what you have.
Giving other players a chance to play: If you have just played then wait for 2 others to play before claiming it again. If 24 hours pass with no-one grabbing it, then it is open to any player even if they played recently / last.
Dont forget to include the save file and am optional screen shot is nice for lurkers, especially if things have changed since the last screen shot.
The save file should be called:
GR1_<year>.zip such as GR1_4000BC.zip
Use capitols for the GR so they sort together in the upload list.
Rules: Before 1000 AD roll 3 six-sided die for number of turns (3 to 18) and 2 six-sided die for the number of turns after 1000 AD.
You may make one veto of a build in a single city on your first turn (only). Otherwise you only change things after something is finished building. There are certain exceptions to this rule. For example, Ethelred the Unready will change all cities away from military units on his/her first turn.
If the rules are ever unclear, contradictory, or doesn't cover a certain situation the person who is playing gets to make his own interpretation of what the rule should be using his best judgement.
After determining the number of turns, roll 3 six-sided die and multiply them together. Note that this differs from Arathorn's game where you roll 2. Look for the bold number that matches the product. So a 4, 2 and 1 in any order would be 8 which is Vengeful. I also included the sets of three numbers that give that product so you dont have to calculate 6 times 3 times 6 = 108. You instead look for the line that has 366 (smaller number is always first) which is sentimentalist. Role playing is encouraged in your reports. Put your die rolls at the top or bottom of your post as there are a lot of possibilities.
1. 1 (111): Jihad Declare war on every other civilization at the start of your turn. Put every foreign worker to the sword (disband). Abandon any city in your city that has more foreigners than your own people. Raze as many enemy cities as you can (and kill all foreign workers). No diplomacy should be done in the turn you declare war (unlike ordinary always war where you get to trade before declaring war). You do not deal with them in any way. Any town that has a foreigner in it is can be treated as second class (Can you purify a town by building workers and then disbanding the foreign ones?). If a new civilization is met during your turn you do not have to initiate diplomacy to start war. Only if they contact you. On your first turn you may change any build as long as you change it to a barracks or a military unit.
2. 2 (112): Zealot Declare war with every civilization at the start of your turn and stay at war with them your entire turn. On your first turn you may change any build as long as you change it to a barracks or a military unit.
3. 3 (113): Mad The type of madness is up to the player. For example, you could order all towns to build a Colosseum (obsession), or move every military unit into the capitol to defend yourself (paranoia), or some phobia, etc. If your madness requires it you are allowed to alter more than one build at the start.
4. 4 (114, 122): Warmonger Choose a civilization to attack and do so (if already at war you can continue that as your attack). Do as much damage as you can to it.
5. 5 (115): Insecure As many orders as possible should be changed. Change all production in cities to something else, order workers to do something else. Obviously the single veto is irrelevant here. Additionally, the indolent workers can be taken off their automation.
6. 6 (116, 123): Isolationist Avoid contact with other civilizations if at all possible. Demands and trades should be refused. Order foreign troops out of your land on the second and subsequent turns of the intrusion (unless the ghastly dynasties before you agreed to a horrid right of passage you just cancel that as soon as the 20 turns are up and in the meantime try to ignore the intrusion. If any deal has gone on for the full 20 turns then cancel it.
7. 8 (124, 222): Vengeful Pick an incident from the past and exact revenge for it. Ideally this would be a slight by another civilization although it could be a town that rioted if need be. If it is so early in the game that no vengeance is to be had then take out your frustrations on somebody or some thing. Go whip some temples or something. Commit a dastardly act.
8. 9 (133): Cruel Derive the maximum benefit to your civilization without any regard to its affect on unhappiness. I am thinking along the lines of the whip or draft. If communism is avail, then switch to it immediately, so you use the whip if the situation arises. Dastardly deeds are a possibility as well (keep away from exploits like ROP rape though).
9. 10 (125): Oaf Tactless diplomacy Do not initiate any deals including peace. Any offer an AI civilization makes can be accepted as is or refused. Negotiating is not allowed.
10. 12 (126, 134, 223): Builder Improving your infrastructure is the key to success
11. 15 (135): Player Defined Come up with your own trait and use it. That trait will replace this result for the rest of the game (so if it is gotten again then second player goes with what it was the first time through). If you are not feeling creative then simply roll again and use the new roll. This trait will remain undefined in that case.
12. 16 (144,224): Miser Attempt to end your set of turns with as much money in the treasury as you can.
A good way to interpret this is:
Never pay gold in diplomacy, try to aqquire as much gold as possible in diplomacy, lower science and luxeries all the way (revolting cities still make money)" - Hygro
Selling necessary buildings and troops is going a bit far (though you wouldn't be the first ruler of a nation to do it; that is for sure).
13. 18 (136, 233): Technologist Technology is the key to winning. Attempt to maximize your tech through ANY means (including tech purchases instead of research).
14. 20 (145, 225): Scientist Research is the key. Science should be as high as it can be without hitting 0 in the treasury. Libraries and universities and science wonders are preferred.
15. 24 (146, 234, 226): Hawk Building up the military is of highest priority. Troops and barracks, Armies and the Epic. That sort of thing.
16. 25 (155): Anti-plutocrat Must end each turn with less than 10 gold in the treasury.
17. 27 (333): Choice Choose any ability on this list or make up your own.
18. 30 (156, 235): Producer Production is the key to success. Attempt to maximize your production in whatever ways you can.
19. 32 (244): Tyrant personal power is most important. So choose Communism-monarchy-despot in that order.
20. 36 (166, 236, 334): Grower High population is the key to success. Attempt to maximize growth, population, and number of cities. Merging excess workers into cities is allowed but not necessary (workers increase growth too by irrigating)
21. 40 (245): Egotist Build as many wonders as are available.
22. 45 (335): Indolent The ruling class is mostly interested in parties and having a good time. Commands to the working classes and military are poor. Workers cannot be told to move. Instead choose one of the extended commands such as shift-J to clear jungle, shift-p for pollution, or ctrl-shift-I (improve this city only, no altering) or hitting space to do nothing. Build road to is not allowed (it takes a location). Future rulers can only change their orders when they have finished (I know with shift-A when a worker finishes they go into a city and wait for something to do. At this point the current ruler can click on them and wake them up to do something else) so be careful with your orders. Using A is especially bad as the worker will then alter work already done. Shift-A is only a little better as it may be centuries before they can be ordered again).The exceptions are the perfectionist and Insecure ruler who can order all workers. The perfectionist can countermand all automated work or abort any work in progress. For military, use GOTO for all moves. This includes settlers. Just pick where you want them to be and send them off. Again future rulers gain control when they reach their destinations with the same two exceptions.
23. 48 (246, 344): Diplomat Concentrate on using diplomacy to maximize your civilizations well being.
24. 50 (255): Hippy Attempt to make peace, not war. Concentrate on peaceful happy buildings.
25. 54 (335): Priest Concentrate on temples and cathedrals. In towns. Wonders of religious significance such as Sistine chapel and JS Bachs cathedral especially valuable.
26. 60 (256, 345): Perfectionist Micromanage the game to the fullest extent you can manage. You are free to change any orders or production to get the best results for whatever situation you are in. Pretend T-hawk may grab any turn and judge you on your MM skills. If you want you can ignore the last die when you roll for number of turns to reduce the time played (this is completely optional). So two die for before 1000 AD and one die after.
27. 64 (444): Regent in Power skip 1-6 turns (rolled randomly) by immediately hitting return at the start of your set of turns. Use shift-enter to move no units and accept all pop-ups as is.
28. 72 (346, 266): Timid give in to any demands made on by other civilizations. Agree to any reasonable deals (though avoid MMPs like the plague). Attempt to end wars if the price is reasonable. Concentrate on defense.
29. 75 (355): Benevolent Concentrate on making the people happy. WLTKD is good if you can get it. This can be done via trading or acquiring for luxuries, high lux rate (doesnt have to be max, just higher than you might ordinarily have it). You would NEVER whip or draft people.
30. 80 (445): Generous Attempt to establish good relations with other civilizations through trading and gifts. Make as many polite as you can.
31. 90 (356): Spy The key to success is knowing your (potential) enemies. If espionage is a possible tech to research then switch to it immediately. Building the intelligence agency is top priority. Otherwise attempt to plant spies or establish embassies. Cities can also be investigated or plans stolen if it seems appropriate. The details about the other civilizations should be in the report.
32. 96 (446): Ethelred the Unready All towns building military units must be switched to something else at the start of the turn unless currently at war. If at war, then build as few units as possible to hold whatever lands we already own. All warfare should be defensive in nature and in our territory. If a reasonable peace agreement can be reached then accept it and immediately stop building military units. Barracks and walls should never be initiated, nor military wonders started (though if they are being built at the start of the player turn, then they will continue to be built unless the player uses his veto on it)
33. 100 (455): Trade Baron all luxuries and resources that we can acquire/sell should be bought/sold from other civilizations. Even if for no profit other than good will
34. 108 (366): Sentimentalist No spending on science and no scientists (or tech trades). You long for the good old days
35. 120 (456): Peoples choice The government should be as free as possible so choose democracy-republic-communism-monarchy-despot in that order (if you are not at the highest you can be then revolt immediately).
36. 125 (555): Robin Hood You must give a city to the smallest surviving civilization (If our civilization is smallest then you dont have to). In general, the lesser civilizations should be given gifts and the larger ones taken advantage of (for example making the largest civilization pay top price for a tech, but then allowing the underdog to have it for scraps).
37. 144 (466): Nature Lover Plant trees if you can. If early in the game (before engineering) then settle amongst the trees in pretty locations. On the first turn switch away from all pollution causing buildings, and if available (unlikely) switch production to mass transit or recycling center for any town that needs it. Towns that are not building pollution causing buildings may not be switched unless you use your one veto on them.
38. 150 (556): Logger Use the forest cutting of trees to help with production. If workers can be spared then planting and cutting trees near towns that need the production is good. (Im a lumberjack and Im ok )
39. 180 (566): Roll twice and apply both. If you get a contradictory result then roll again
40. 216 (666): Split personality Roll three times. Alternate between the results (your choice on ordering, number of switches, and how long to apply them, as long as all 3 are used at least once. If two are compatible you can apply both at once.
I have done a first turn an will post after this shortly.

Civ: Erratic Egyptians
Leader: Cleopatroa/Player choice
Difficulty: Monarch
World Size: Large
World characteristics: Continents, 60% water , random
Opponents: Max # (random)
Varient:
Rather than make it exactly the same, I added a few more options. Most of Aragorns options are included however. Just like Aragorns Iroquois game this is an open SG. Post an I got it message after the previous player has finished (no claiming ahead of time), and you have 24 hours to play. If 24 hours pass with no message from the I got it player, then it is again available for an I got it from a different player. You dont need to do all the turns if you run out of time. Just post what you have.
Giving other players a chance to play: If you have just played then wait for 2 others to play before claiming it again. If 24 hours pass with no-one grabbing it, then it is open to any player even if they played recently / last.
Dont forget to include the save file and am optional screen shot is nice for lurkers, especially if things have changed since the last screen shot.
The save file should be called:
GR1_<year>.zip such as GR1_4000BC.zip
Use capitols for the GR so they sort together in the upload list.
Rules: Before 1000 AD roll 3 six-sided die for number of turns (3 to 18) and 2 six-sided die for the number of turns after 1000 AD.
You may make one veto of a build in a single city on your first turn (only). Otherwise you only change things after something is finished building. There are certain exceptions to this rule. For example, Ethelred the Unready will change all cities away from military units on his/her first turn.
If the rules are ever unclear, contradictory, or doesn't cover a certain situation the person who is playing gets to make his own interpretation of what the rule should be using his best judgement.
After determining the number of turns, roll 3 six-sided die and multiply them together. Note that this differs from Arathorn's game where you roll 2. Look for the bold number that matches the product. So a 4, 2 and 1 in any order would be 8 which is Vengeful. I also included the sets of three numbers that give that product so you dont have to calculate 6 times 3 times 6 = 108. You instead look for the line that has 366 (smaller number is always first) which is sentimentalist. Role playing is encouraged in your reports. Put your die rolls at the top or bottom of your post as there are a lot of possibilities.
1. 1 (111): Jihad Declare war on every other civilization at the start of your turn. Put every foreign worker to the sword (disband). Abandon any city in your city that has more foreigners than your own people. Raze as many enemy cities as you can (and kill all foreign workers). No diplomacy should be done in the turn you declare war (unlike ordinary always war where you get to trade before declaring war). You do not deal with them in any way. Any town that has a foreigner in it is can be treated as second class (Can you purify a town by building workers and then disbanding the foreign ones?). If a new civilization is met during your turn you do not have to initiate diplomacy to start war. Only if they contact you. On your first turn you may change any build as long as you change it to a barracks or a military unit.
2. 2 (112): Zealot Declare war with every civilization at the start of your turn and stay at war with them your entire turn. On your first turn you may change any build as long as you change it to a barracks or a military unit.
3. 3 (113): Mad The type of madness is up to the player. For example, you could order all towns to build a Colosseum (obsession), or move every military unit into the capitol to defend yourself (paranoia), or some phobia, etc. If your madness requires it you are allowed to alter more than one build at the start.
4. 4 (114, 122): Warmonger Choose a civilization to attack and do so (if already at war you can continue that as your attack). Do as much damage as you can to it.
5. 5 (115): Insecure As many orders as possible should be changed. Change all production in cities to something else, order workers to do something else. Obviously the single veto is irrelevant here. Additionally, the indolent workers can be taken off their automation.
6. 6 (116, 123): Isolationist Avoid contact with other civilizations if at all possible. Demands and trades should be refused. Order foreign troops out of your land on the second and subsequent turns of the intrusion (unless the ghastly dynasties before you agreed to a horrid right of passage you just cancel that as soon as the 20 turns are up and in the meantime try to ignore the intrusion. If any deal has gone on for the full 20 turns then cancel it.
7. 8 (124, 222): Vengeful Pick an incident from the past and exact revenge for it. Ideally this would be a slight by another civilization although it could be a town that rioted if need be. If it is so early in the game that no vengeance is to be had then take out your frustrations on somebody or some thing. Go whip some temples or something. Commit a dastardly act.
8. 9 (133): Cruel Derive the maximum benefit to your civilization without any regard to its affect on unhappiness. I am thinking along the lines of the whip or draft. If communism is avail, then switch to it immediately, so you use the whip if the situation arises. Dastardly deeds are a possibility as well (keep away from exploits like ROP rape though).
9. 10 (125): Oaf Tactless diplomacy Do not initiate any deals including peace. Any offer an AI civilization makes can be accepted as is or refused. Negotiating is not allowed.
10. 12 (126, 134, 223): Builder Improving your infrastructure is the key to success
11. 15 (135): Player Defined Come up with your own trait and use it. That trait will replace this result for the rest of the game (so if it is gotten again then second player goes with what it was the first time through). If you are not feeling creative then simply roll again and use the new roll. This trait will remain undefined in that case.
12. 16 (144,224): Miser Attempt to end your set of turns with as much money in the treasury as you can.
A good way to interpret this is:
Never pay gold in diplomacy, try to aqquire as much gold as possible in diplomacy, lower science and luxeries all the way (revolting cities still make money)" - Hygro
Selling necessary buildings and troops is going a bit far (though you wouldn't be the first ruler of a nation to do it; that is for sure).
13. 18 (136, 233): Technologist Technology is the key to winning. Attempt to maximize your tech through ANY means (including tech purchases instead of research).
14. 20 (145, 225): Scientist Research is the key. Science should be as high as it can be without hitting 0 in the treasury. Libraries and universities and science wonders are preferred.
15. 24 (146, 234, 226): Hawk Building up the military is of highest priority. Troops and barracks, Armies and the Epic. That sort of thing.
16. 25 (155): Anti-plutocrat Must end each turn with less than 10 gold in the treasury.
17. 27 (333): Choice Choose any ability on this list or make up your own.
18. 30 (156, 235): Producer Production is the key to success. Attempt to maximize your production in whatever ways you can.
19. 32 (244): Tyrant personal power is most important. So choose Communism-monarchy-despot in that order.
20. 36 (166, 236, 334): Grower High population is the key to success. Attempt to maximize growth, population, and number of cities. Merging excess workers into cities is allowed but not necessary (workers increase growth too by irrigating)
21. 40 (245): Egotist Build as many wonders as are available.
22. 45 (335): Indolent The ruling class is mostly interested in parties and having a good time. Commands to the working classes and military are poor. Workers cannot be told to move. Instead choose one of the extended commands such as shift-J to clear jungle, shift-p for pollution, or ctrl-shift-I (improve this city only, no altering) or hitting space to do nothing. Build road to is not allowed (it takes a location). Future rulers can only change their orders when they have finished (I know with shift-A when a worker finishes they go into a city and wait for something to do. At this point the current ruler can click on them and wake them up to do something else) so be careful with your orders. Using A is especially bad as the worker will then alter work already done. Shift-A is only a little better as it may be centuries before they can be ordered again).The exceptions are the perfectionist and Insecure ruler who can order all workers. The perfectionist can countermand all automated work or abort any work in progress. For military, use GOTO for all moves. This includes settlers. Just pick where you want them to be and send them off. Again future rulers gain control when they reach their destinations with the same two exceptions.
23. 48 (246, 344): Diplomat Concentrate on using diplomacy to maximize your civilizations well being.
24. 50 (255): Hippy Attempt to make peace, not war. Concentrate on peaceful happy buildings.
25. 54 (335): Priest Concentrate on temples and cathedrals. In towns. Wonders of religious significance such as Sistine chapel and JS Bachs cathedral especially valuable.
26. 60 (256, 345): Perfectionist Micromanage the game to the fullest extent you can manage. You are free to change any orders or production to get the best results for whatever situation you are in. Pretend T-hawk may grab any turn and judge you on your MM skills. If you want you can ignore the last die when you roll for number of turns to reduce the time played (this is completely optional). So two die for before 1000 AD and one die after.
27. 64 (444): Regent in Power skip 1-6 turns (rolled randomly) by immediately hitting return at the start of your set of turns. Use shift-enter to move no units and accept all pop-ups as is.
28. 72 (346, 266): Timid give in to any demands made on by other civilizations. Agree to any reasonable deals (though avoid MMPs like the plague). Attempt to end wars if the price is reasonable. Concentrate on defense.
29. 75 (355): Benevolent Concentrate on making the people happy. WLTKD is good if you can get it. This can be done via trading or acquiring for luxuries, high lux rate (doesnt have to be max, just higher than you might ordinarily have it). You would NEVER whip or draft people.
30. 80 (445): Generous Attempt to establish good relations with other civilizations through trading and gifts. Make as many polite as you can.
31. 90 (356): Spy The key to success is knowing your (potential) enemies. If espionage is a possible tech to research then switch to it immediately. Building the intelligence agency is top priority. Otherwise attempt to plant spies or establish embassies. Cities can also be investigated or plans stolen if it seems appropriate. The details about the other civilizations should be in the report.
32. 96 (446): Ethelred the Unready All towns building military units must be switched to something else at the start of the turn unless currently at war. If at war, then build as few units as possible to hold whatever lands we already own. All warfare should be defensive in nature and in our territory. If a reasonable peace agreement can be reached then accept it and immediately stop building military units. Barracks and walls should never be initiated, nor military wonders started (though if they are being built at the start of the player turn, then they will continue to be built unless the player uses his veto on it)
33. 100 (455): Trade Baron all luxuries and resources that we can acquire/sell should be bought/sold from other civilizations. Even if for no profit other than good will
34. 108 (366): Sentimentalist No spending on science and no scientists (or tech trades). You long for the good old days
35. 120 (456): Peoples choice The government should be as free as possible so choose democracy-republic-communism-monarchy-despot in that order (if you are not at the highest you can be then revolt immediately).
36. 125 (555): Robin Hood You must give a city to the smallest surviving civilization (If our civilization is smallest then you dont have to). In general, the lesser civilizations should be given gifts and the larger ones taken advantage of (for example making the largest civilization pay top price for a tech, but then allowing the underdog to have it for scraps).
37. 144 (466): Nature Lover Plant trees if you can. If early in the game (before engineering) then settle amongst the trees in pretty locations. On the first turn switch away from all pollution causing buildings, and if available (unlikely) switch production to mass transit or recycling center for any town that needs it. Towns that are not building pollution causing buildings may not be switched unless you use your one veto on them.
38. 150 (556): Logger Use the forest cutting of trees to help with production. If workers can be spared then planting and cutting trees near towns that need the production is good. (Im a lumberjack and Im ok )
39. 180 (566): Roll twice and apply both. If you get a contradictory result then roll again
40. 216 (666): Split personality Roll three times. Alternate between the results (your choice on ordering, number of switches, and how long to apply them, as long as all 3 are used at least once. If two are compatible you can apply both at once.
I have done a first turn an will post after this shortly.