HMM2 - Zulu War Mongering Diplomats

Hmmmmm

Warlord
Joined
Sep 12, 2003
Messages
212
Location
Manchester, UK
Civ: Zululand
Version: Vanilla 1.29
Land Mass: Continents
Map Size: Large
All victory options turned on.

Open to Discussion:
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land percentage
level (min Regent, max Emperor)
world age
world climate

Idea:
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To get a diplomatic win but we must have a minimum of 5 future techs before having a UN vote. The idea is that several civs may be about to complete spaceships and thus we shall need to take out some capitals.

Optional Rules, open to discussion
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If we go to war we must leave a civ with at least 5-10 cities, to stop us leaving civs with just one city with no chance of providing future trouble.
 
This sounds like a fun idea, a good mix of various concepts. Playing in your other game has been fun, so I assume this will be no different :)

I don't really have any preference for the various stats of the world, but I'd say Monarch or Emperor for the difficulty, so we get a good challenge.
 
Okay your in :)

Order
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1) Hmmm
2) Kaiser
3) zurichuk
4) flamingmoose
5) Bede
6) Gormdragon
 
this one sounds like alot of fun, being oppressive and controlling without wiping out and then doing some serious sucking up for the UN, if you don't mind the same disciples following you around then I'm game for the challenge (also think regent is too easy btw but emperor may be too far, who knows)
 
I've never played an SG before, but there's a first time for everything I guess. I just moved moved to monarch (pretty straightforward victory and breaking that elusive 3704 point barrier :goodjob: ), so if you're not playing emperor I'd like to join in.

BJ
 
Welcome to the team zurichuk and flamingmoose.

I have been thinking about this SG this morning and I think we will need to play on Emperor to keep the game interesting in the modern era.

However do not fear flamingmoose, you will find it much different in an SG, you pay a lot more attention to what you are doing to avoid letting the team down. I usually play on Regent or Monarch in my own games but I am happy to play any level for SG's.

Some thoughts for the game, firstly the level. As we are going for a end of modern era victory it would be more interesting if we are not the super power at the begining of the era, thus I figure the harder level the better.

We must get the UN, the idea of tactical voting until we get 5 future techs does not appeal.

As the over dominate civs start their space ships we are going to want to take them out, as we are going for a diplo win we are going to need as many little civs around as possible to vote for us. That is going to make the medival era important for keeping the little guys around, lots of MP's to make them gracious.
 
BTW I am happy to play with a team of 4 but I shall wait another 24 hours to see if we get any more players, I think 6 would be ideal as I like to play got in 24 and play in 48 it means with more players you can skip people more easily.
 
Hmmmmm,

Would like to join in.

Played a lot of solo civ, since 1993, I think, starting with CivI, but have only recently payed enough attention to it, to play SG's. And I got distracted by work and, uh, RR Tycoon.

Bede, the humble Irish monk
 
Forced warring with Diplomatic victory in mind?? This sound fun, any space for me?
 
Okay Gormdragon your in :) We will need a good warmonger

Wizard we will be playing on Emperor, but in an SG it is not so bad playing a level above what you normally play. Let me know if you want to play I am sure we can squeeze you in :)

I guess that is the rooster full. I will generate a start tonight and post it.. maybe I will play the first 20 as well depending how bad the start looks :p

I shall create a map that is on large continents with random climate and age. Barbs average, no Acc Prod., no culturally linked starting positions.

Any choice for starting tech? or should we be researching at all at this stage?

Aim will be for two scouts and a warrior for MP, then a granary.

Let me know if you disagree with any of the above before this evening :)
 
Do you know what are the starting 2 techs of Zulu? I have never played Zulu's before so am extremely ignorant. :blush:
 
Okay, these are the wonders that will trigger our GA...
Colossus
Great Wall
Lighthouse

Leonardos
Art of War
Copernicus
Magellan's
Universal Suffrage

Manhattan Project
Seti Program

roughly in order of ages??
 
Err, I think our Impi will trigger GA before any Wonder.

BTW, it's "gormdragan" not "gormdragon". gorm is good enough. :D
 
Maybe if we want our GA that early.

I have become quite fond of GA's in republic, you get a lot of shields for you money :)

I used to swear by early GA's but I am not so sure now. We may want those sheilds for a decent army in the modern age.
 
If AI decides to attack us, it is next to impossible to avoid a victory with our Impi. We can try holding off but I wouldn't count on it.

Some thoughts on this variant

(1) We need to avoid unnessary violence to avoid making too many enemies for our UN votes.

(2) On the condition of avoiding 1CC AIs, what is the opinion on genocide? Is it legal in this variant?

(3) We need to expand as much as we can as there is little gain we can make if we leave AI with 5-10 cities.

(4) I think emphasis would be production and expansion, and go low on units. Fold when threatened, and build up our power base in the meantime.
 
Some good points gorm, I agree with the emphasis on getting a good production base. I think we should keep the weaker civs around and make them love us as much as possible. We will not be able to rely on the stronger civs votes as we may have to take out their capitals.

I am going to start now, I will go for no research and rely on getting some good goodie huts seeing as we are expansionist :)


A couple of quick things

As we are going to win via a UN vote AI attitudes towards us a critical, so if you have not done so please read this article


http://www.civfanatics.com/civ3acad_ai_attitude.shtml


And

Here are LKendter's Rules (we shall play by these)
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The following tactics are PROHIBITED:

RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. I feel this turns the game into a mathematic formula.

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases before 1000BC to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
 
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