Parameters:
Patch: 1.22 C3C
Level: Demigod
Variant: Always War
Civilization: Persia
Water: 70%
Map Type: Continents
Size:Standard
Age: Random
Temperature: Random
Climate: Random
Barbarians: Sedentary
Rivals: Random
AI Aggression: Normal
Victory Condition: Standard
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Requirement to play: At least one win in an AWE game.
This is our second attempt at Persia. The first one stalled for too long and the enemies got the upper hand.
I had a few poor starts before I got this one, which is one of the best I have starts I have ever gotten.
I played 20 turns and we contacted the Vikings on the final turn. Seemed a good place to stop.
Here is a picture. I will post a short log and the save in the next post.
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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:
When you first meet a civilization you must immediately declare war. No trading of any kind is allowed If you see a new face on F4, you are obligated to declare war immediately. 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 cannot use F4 to view your opponents unlesss you have a spy. Thus you cannot check if the AI has a tech or know how many cities he has.
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.
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
LKendter
Northern Pike
Open
ThERat
Patch: 1.22 C3C
Level: Demigod
Variant: Always War
Civilization: Persia
Water: 70%
Map Type: Continents
Size:Standard
Age: Random
Temperature: Random
Climate: Random
Barbarians: Sedentary
Rivals: Random
AI Aggression: Normal
Victory Condition: Standard
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Requirement to play: At least one win in an AWE game.
This is our second attempt at Persia. The first one stalled for too long and the enemies got the upper hand.
I had a few poor starts before I got this one, which is one of the best I have starts I have ever gotten.
I played 20 turns and we contacted the Vikings on the final turn. Seemed a good place to stop.
Here is a picture. I will post a short log and the save in the next post.
--------------------------------------------------------------
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:
When you first meet a civilization you must immediately declare war. No trading of any kind is allowed If you see a new face on F4, you are obligated to declare war immediately. 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 cannot use F4 to view your opponents unlesss you have a spy. Thus you cannot check if the AI has a tech or know how many cities he has.
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.
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
LKendter
Northern Pike
Open
ThERat