Parameters:
Patch: 1.22 C3C
Level: Demigod
Variant: Always War
Civilization: TBD
Water: 70%
Map Type: Continents
Size:Standard
Age: TBD
Temperature: TBD
Climate: TBD
Barbarians: TBD
Rivals: Random
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Requirement to play: At least one win in an AWE game.
I want a decent start for this to give us a better chance to win the game. So this is my proposal. Each player has the opportunity to pick their favorite AW civ and play until 2150BC (40 turns). We then discuss/vote on which one we want to play.
1) You can try multiple times for a good start if you want. Only post one game per player however.
2) I am going to put a limit of no more than 2 for the total of Cattle + Wheat + Game within the capitol radius (no 7 cow starts).
3) It must be a random map. Any parameter above that is TBD can be decided by the player that is starting. The Random AI Civs, Continents, and 70% water are all fixed.
4) It isn't a requirement that you play a start. If noone else wants to play one then I will start two for us to choose from. Otherwise, I will also post one start along with all other players who want to try.
We got a very strong start with a settler at 3500 BC from a hut. We are playing the Aztecs. Here is a picture after 40 turns.
--------------------------------------------------------------
I would like to try playing with the following restriction on pillaging:
Pillaging Restriction: Basically no pillaging by armies is allowed farther than 5 squares from our border. Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat). The idea here is to lessen the AI weakness of ignoring armies completely and allowing the human massive pillaging freedom. If the AI didn't have this weakness, you could pillage coastal resources by using boats, but inland resources would require fighting your way there.
If the enemy builds cities between a stack and our front lines, the stack can bypass the new city to head home or head deeper into enemy territory provided that they don't bypass any cities without capturing/razing).
Always War Rules:
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no turn based trade (such as GPT) allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.
Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, well follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, 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 considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We however cannot then disband the city just founded city on the same turn. We may keep or raze cities, and can keep slaves.
Optionally, I wouldn't mind getting rid of the first round trading. It never really helps much and seems a bit artificial to be able to trade the first round. We can dicuss this more or play the more standard rules.
SG Stuff
You have 24 hours for an "I got it" and 48 to play. If you need a one or two day extension, then mention this before the 48 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 96 hours total, switch places or ask for a skip. A player plays 10 turns normally, but can choose to play 5 instead if their time is limited or when the turns get longer during the latter part of the game.
Roster:
Greebley
TheRat
Barbslinger
Bezhukov
Handy900
Bed_head7
Patch: 1.22 C3C
Level: Demigod
Variant: Always War
Civilization: TBD
Water: 70%
Map Type: Continents
Size:Standard
Age: TBD
Temperature: TBD
Climate: TBD
Barbarians: TBD
Rivals: Random
AI Aggression: Normal
Victory Condition: All are enabled.
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Requirement to play: At least one win in an AWE game.
I want a decent start for this to give us a better chance to win the game. So this is my proposal. Each player has the opportunity to pick their favorite AW civ and play until 2150BC (40 turns). We then discuss/vote on which one we want to play.
1) You can try multiple times for a good start if you want. Only post one game per player however.
2) I am going to put a limit of no more than 2 for the total of Cattle + Wheat + Game within the capitol radius (no 7 cow starts).
3) It must be a random map. Any parameter above that is TBD can be decided by the player that is starting. The Random AI Civs, Continents, and 70% water are all fixed.
4) It isn't a requirement that you play a start. If noone else wants to play one then I will start two for us to choose from. Otherwise, I will also post one start along with all other players who want to try.
We got a very strong start with a settler at 3500 BC from a hut. We are playing the Aztecs. Here is a picture after 40 turns.
--------------------------------------------------------------
I would like to try playing with the following restriction on pillaging:
Pillaging Restriction: Basically no pillaging by armies is allowed farther than 5 squares from our border. Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat). The idea here is to lessen the AI weakness of ignoring armies completely and allowing the human massive pillaging freedom. If the AI didn't have this weakness, you could pillage coastal resources by using boats, but inland resources would require fighting your way there.
If the enemy builds cities between a stack and our front lines, the stack can bypass the new city to head home or head deeper into enemy territory provided that they don't bypass any cities without capturing/razing).
Always War Rules:
You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no turn based trade (such as GPT) allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.
Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, well follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, 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 considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We however cannot then disband the city just founded city on the same turn. We may keep or raze cities, and can keep slaves.
Optionally, I wouldn't mind getting rid of the first round trading. It never really helps much and seems a bit artificial to be able to trade the first round. We can dicuss this more or play the more standard rules.
SG Stuff
You have 24 hours for an "I got it" and 48 to play. If you need a one or two day extension, then mention this before the 48 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 96 hours total, switch places or ask for a skip. A player plays 10 turns normally, but can choose to play 5 instead if their time is limited or when the turns get longer during the latter part of the game.
Roster:
Greebley
TheRat
Barbslinger
Bezhukov
Handy900
Bed_head7