Roster:
Greebley (JUST PLAYED)
Handy900 (UP)
BarbSlinger (ON DECK)
TMcC
Map: standard, continents, 70% water
Condition: wet, temperate, 4 billion years
Civ: Mayans
Difficulty: Monarch
Opponents: 7 random
Barbarians: sedentary
Rules: all victory conditions enabled (including wonder), AI respawn is off.
The game is an Always War game. We are playing the more "tactless" variant. No trades are allowed, but you are not obligated to tell them they are at war unless they contact you, in which case just declare war (diplomats slaughtered). Players are also encouraged to attack units of other civs when they appear. Dialing them up to declare war is allowed.
You have 24 hours for an "I got it" and 48 total to play. If you need a days extension, then mention this before the 48 hours are up and it is yours. If you can't play within 72 total, I would prefer players switch places, or you can ask for a skip (you can also play fewer turns, if you can't finish them).
Discuss any move that seems exploitive before doing it with the team. I would like to play an "exploit free" game.
Variant:
One of the purposes of this game is to see how strong the new army pillaging abilities are.
1) The first great leader must become an army and sent out to pillage. If at any point we don't have a pillaging army in the field, the next great leader must also become a pillaging army.
2) If at least one army is pillaging, then the player may choose to use a Great Leader to rush a build at his own discretion. It is however preferred that the player make another army whenever he can. If it is turned into an army then it should be sent out to pillage.
3) An army's primary purpose is pillaging. They may attack enemy units if the odds are greatly in their favor. They shouldn't be spending most of their time on the side-lines healing.
4) They can be used on defense on a temporary basis if an emergency arises. Use your own discretion on this.
5) Having extra units travelling with the army is allowed (and encouraged, if they don't slow down the army and we can spare them). The idea is to break the backs of the AI civ by demolishing his improvements. Anything to further this is good.
6) Non-army units may also pillage if we want.
7) When taking towns you may either choose to raze it, or to sell all the improvements on the turn it is captured, and starve it to size 1 before letting it grow again.
8) As an alternative, you ARE allowed to initially keep a city; move a settler to the same spot as the city, and then abandon and immediately resettle. This is actually considered an exploit in by strict RBCiv rules in certain cases. I feel it fits into the general theme of this SG to do this however (the one case you shouldn't do is to build the city one square deeper into enemy territory)
Just some notes and observations on pillaging:
1) The AI seems to take into account the defensive terrain when determining when to attack. A spearman can sneak into enemy territory by sticking to mountains and hills. Once our armies get out-dated, they may need to do this as well.
2) Cutting off the capitol will eliminate his abilty to trade, so the capitol is a good target.
3) Remember that in Conquests an army can pillage as a free move, and gets +1 movement over the base units used.
4) I noticed that bombardment will be concentrated on our armies in Conquests. Beware of stopping on the coast if the AI has a fleet nearby.
Here is our start after the first turn:
The Save (end of 4000 BC)
Link to Gingerbread Man's post on Sherman
Greebley (JUST PLAYED)
Handy900 (UP)
BarbSlinger (ON DECK)
TMcC
Map: standard, continents, 70% water
Condition: wet, temperate, 4 billion years
Civ: Mayans
Difficulty: Monarch
Opponents: 7 random
Barbarians: sedentary
Rules: all victory conditions enabled (including wonder), AI respawn is off.
The game is an Always War game. We are playing the more "tactless" variant. No trades are allowed, but you are not obligated to tell them they are at war unless they contact you, in which case just declare war (diplomats slaughtered). Players are also encouraged to attack units of other civs when they appear. Dialing them up to declare war is allowed.
You have 24 hours for an "I got it" and 48 total to play. If you need a days extension, then mention this before the 48 hours are up and it is yours. If you can't play within 72 total, I would prefer players switch places, or you can ask for a skip (you can also play fewer turns, if you can't finish them).
Discuss any move that seems exploitive before doing it with the team. I would like to play an "exploit free" game.
Variant:
One of the purposes of this game is to see how strong the new army pillaging abilities are.
1) The first great leader must become an army and sent out to pillage. If at any point we don't have a pillaging army in the field, the next great leader must also become a pillaging army.
2) If at least one army is pillaging, then the player may choose to use a Great Leader to rush a build at his own discretion. It is however preferred that the player make another army whenever he can. If it is turned into an army then it should be sent out to pillage.
3) An army's primary purpose is pillaging. They may attack enemy units if the odds are greatly in their favor. They shouldn't be spending most of their time on the side-lines healing.
4) They can be used on defense on a temporary basis if an emergency arises. Use your own discretion on this.
5) Having extra units travelling with the army is allowed (and encouraged, if they don't slow down the army and we can spare them). The idea is to break the backs of the AI civ by demolishing his improvements. Anything to further this is good.
6) Non-army units may also pillage if we want.
7) When taking towns you may either choose to raze it, or to sell all the improvements on the turn it is captured, and starve it to size 1 before letting it grow again.
8) As an alternative, you ARE allowed to initially keep a city; move a settler to the same spot as the city, and then abandon and immediately resettle. This is actually considered an exploit in by strict RBCiv rules in certain cases. I feel it fits into the general theme of this SG to do this however (the one case you shouldn't do is to build the city one square deeper into enemy territory)
Just some notes and observations on pillaging:
1) The AI seems to take into account the defensive terrain when determining when to attack. A spearman can sneak into enemy territory by sticking to mountains and hills. Once our armies get out-dated, they may need to do this as well.
2) Cutting off the capitol will eliminate his abilty to trade, so the capitol is a good target.
3) Remember that in Conquests an army can pillage as a free move, and gets +1 movement over the base units used.
4) I noticed that bombardment will be concentrated on our armies in Conquests. Beware of stopping on the coast if the AI has a fleet nearby.
Here is our start after the first turn:
The Save (end of 4000 BC)
Link to Gingerbread Man's post on Sherman