handy900
Deity
Fresh of a win @ AWD small continents, the grumpy old men of war step it up a notch to a regular sized map. Okay ...okay so we were 1-4 in AWD small... at least we got the win.
C3C 1.22 Patch
Level: Deity
Variant: Always War
Map Type: Continents
Size: Standard
Each player can roll some starts and we'll vote on the one we want to play.
Civilization: Player Choice
Age: Player Choice
Temperature: Player Choice
Climate: Player Choice
Barbarians: Player Choice
Rivals: Player Choice
AI Aggression: Player Choice
Victory Condition:All enabled
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Roster
1. Handy
2. ThERat
3. Greebley
4. Bede
5. M60A3TTS
6. Obormot
7. Sir Bugsy
Always War Boilerplate as we play it.
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 GPT trades 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 may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.
SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.
Lucky candle to light the way.
C3C 1.22 Patch
Level: Deity
Variant: Always War
Map Type: Continents
Size: Standard
Each player can roll some starts and we'll vote on the one we want to play.
Civilization: Player Choice
Age: Player Choice
Temperature: Player Choice
Climate: Player Choice
Barbarians: Player Choice
Rivals: Player Choice
AI Aggression: Player Choice
Victory Condition:All enabled
Culturally linked starts: Off
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Roster
1. Handy
2. ThERat
3. Greebley
4. Bede
5. M60A3TTS
6. Obormot
7. Sir Bugsy
Always War Boilerplate as we play it.
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 GPT trades 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 may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.
SG Stuff
You have 24 hours for an "I got it" and 72 to play. If you need a one day extension, then mention this before the 72 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 72 total, switch places or ask for a skip. We will play 10 turns at first, and possibly fewer later (5) if the turns begin to take too long.
Lucky candle to light the way.